Flashing Blades - Introductory Material FB is a game of Role-Playing in 17th Century France. It is inspired by the works of Dumas, Sabatini, et al. One of the things which distinguishes it from many rpgs is that it, like Pendragon and Ars Magica, has rules which cover "down time"; that is, large chunks of time may pass while players pursue careers and activities other than "adventuring." Basic Mechanics: The basic game is very simple. There are six attributes, rolled on 3d6. The player then selects either his height (Tall, Average or short) OR his build (Thin, Average, or Stocky). The other is rolled for and the combination of the two affects his attributes a bit. From those scores a carrying capacity and hit points are calculated. (Although high is always better, there are breakpoints at 6,9,12,15 and 18 - ie. 12 is a lot better than 11.) Most of the time when one attempts to do something, a d20 is rolled and if it is less than or equal to the appropriate attribute he suceeds. Skills usually do one of two things: allow the roll in the first place (ie. no attempt may be made unless one has the skill) or provides a bonus to the attribute before the roll is made (ie. one has a better chance if one has the skill.) The exception to this mechanic is combat skills. Attributes: Strength, Dexterity, Endurance, Wit, Charm, Luck Combat Skills: Combat skills, unlike normal skills which either you have or you don't, have a level associated with them. The higher the better, of course. A chart converts that into a basic chance to both hit and parry. The hit/parry chance is modified by equipment and stuff to give the final hit/parry chance out of 20. In actual hth combat, you also guess whether your foe will slash/thrust/lunge (or with some weapons "strike") and must choose what you will do as well. Guessing correctly gives a parry bonus. Of course, some weapons are better suited to some kinds of attacks so it's not a blind guess, but one _can_ thrust with a cutlass, it just does less damage than a slash. Character Generation Note: Characters choose a background - Rogue, Soldier, Gentleman or Nobleman. That choice affects starting skills, as well as career options, equipment and so on and so forth. You can also select an advantage (like rich) and a disadvantage (like Religious Fanatic) or one or the other (which costs or gains extra skill points). Down Time: A wide variety of career options are open to characters, although some are closed to certain types of characters. The Military Anyone can join the Military. Soldiers get a better choice of unit and advancement and such. Wars do happen and people do die on campaign. The Clergy Anyone can join the Clergy. In this day and age, it's not as restrictive as one might think. The Royal Beauracracy Be a Minister! A Lawyer! A Magistrate! Clubs and Orders Either for fun or for Military duties. Banking Make some cash. You can speculate as well, even if not a banker. Nobility Well, you don't so much do this as have it happen to you. (Unless you start as a Nobleman. High ranking members of some orders also get Knighted pretty regularly.) Fencing Schools/Fraternities Teach others to kick butt. Note that all these jobs take time, and although you can do many of them (especially at high ranks), care must be taken to juggle them properly. Skill list (by Background: a character may purchase any skill for 3 points, a listed skill costs 2 points, a capitalized "Bonus" skill costs 1) Rogue Gentleman Soldier Nobleman ========================================================================= Acrobatics Acrobatics Acrobatics Bribery Bargaining Banking Bargaining Captaincy Bribery BARGAINING CAPTAINCY ETIQUETTE Carousing Bureaucratics Carousing Gambling CUT PURSE Carousing Espionage HERALDRY Disguise Chemist Gambling History FINE MANIPULATION Disguise HORSEMANSHIP HORSEMANSHIP Forgery Espionage Stealth Languages Gambling ETIQUETTE STRATEGY Magistracy Literacy Fine Manipulation Tracking Oratory STEALTH History Seduction Tracking Horsemanship LANGUAGES Magistracy Oratory Seduction Theology Tracking Martial Skills: Archery (bow and crossbow) Artillery (artillery) Brawling (clubs, unarmed, improvised) Dueling - Spanish (rapier and longsword, bonus to "slash" - Italian (foil, rapier and longsword. bonus to "thrust" and "lunge" baton, main-gauche and buckler for small parry bonus) - French (foil, rapier and longsword. All parry devices for full bonus) - Cavalry (longsword and sabre, bonus to "slash") - Old (dagger, longsword, cutlass, 2-handed sword) Firearms (guns) Grenadier (bombs and grenades) Polearms (pikes, halberd, polearms, 2-handed sword)