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Timemaster - Pacesetter Games

Sandman | Casca: The Eternal Mercenary

Also from Pacesetter Games: Star Ace

See Also: Lords of Creation | GURPS Time Travel - Alternate Earths | Time & Time Again

BROWSE MY TIMEMASTER ITEMS CURRENTLY IN STOCK



TimeMaster Roleplaying Game [BOX SET]
"Adventures in the 4th Dimension"

Contains: 64-page Travelers' Manual, 32-page Guide to the Continuum, 16-page adventure Red Ace High, 140 counters, large full-color map.

"Lurching into action, your battered chronoscooter crosses the void of time and space. Another lurch, and the vertigo fades. The countryside comes into view. Knights in armor battle, clanging sword against shield, and then someone blasts at your neck with a laser beam. Once again, all of Time is a mess, and as an agent of the Time Corps, you must set this world straight or die trying! Adventure to any place, any time, in this universe and beyond! The TimeMaster Roleplaying Game makes you master of the "Fourth Dimension", guiding you to the ultimate adventure in history, legend, and science fiction. fight cunning aliens and savage renegades who twist Time to their own purposes. Only skill and wit stand between the world you know and absolute chaos!"

1984 ... Pacesetter 3001

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Crossed Swords

"The buzz of musket balls still rings in your ears, a constant reminder that the Cardinal's Guard is never far behind. But it is the heat that will kill you. The trip from Paris to London is never easy, but when it must be done in threee sleepless days, with the Cardinal's Guard in pursuit, it's impossible. When the future of Parallel M-1 is at stake, however, the Time Corps demands the impossible. Cardinal Richelieu is allied with a Demorean even more clever than he and they will do anything to stop you. Adventure with the Three Musketeers to save the Queen's honor and the day!"

1984 ... 32 pages ... Pace 3002 ... ISBN 0917609034

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The Cleopatra Gambit

"The barbarian gladiator steps toward your prone body, muscles tensed in anticipation of the coming deathstroke. He thrusts at your throat as you roll left, his blade slashing at you. In the arena seats above, a bored aristocrat fingers a Time Corps communicator--your communicator, a technology not-of-this-time, which he must not keep. This mission felt wrong from the start. Donning human form, Demoreans assassinated Cleopatra--or did they? Danger and false turns about in The Cleopatra Gambit."

1984 ... 32 pages ... Pace 3003 ... ISBN 0917609077

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Timemaster RPG Screen (Featuring "Missing: PT 109")

"PT-109 creeps through Pacific waters on a single engine, its murmur dissolving in the breeze. Lt. John F. Kennedy stands at the helm. A crewman cries out "Ship ahead at 2 o'clock!", but the night blankets its true identity as it bears down on the plywood hull of the little PT. Seventeen years later, in 1960, Richard Nixon is elected president and the Time Corps wants to know what really happened to JFK in '43. Self-standing screen features vital charts and tables for the TimeMaster game in one attractive, convenient place."

1984 ... 16 pages ... Pace 3004 ... ISBN 0917609115

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Partisans from the Shadows

"In Occupied France, you trust no one. And no one trusts you. Your mission seemed simple enough back at Time Corps HQ. Go to Poitiers, France, 1941 and investigate an intercepted code-phrase "Project Demorean-Companys". Bust since your arrival, you've been assaulted by the Gestapo, betrayed by "trustworthy" Partisans, and interrogated by the Underground. Nobody's talking, and your only lead is a prisoner in a Nazi internment camp. Success is as likely as finding a squad of Deaf-Mute Commandos."

1985 ... 32 pages ... Pace 3005 ... ISBN 0917609123

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Clash of Kings! A Tale of Arthur and Merlin

"Savor the glorious battles of round table knights, the dark treachery of Morgan Le Fay, and the romantic treason of Quieen Guinevere. But beware! The aliens have invaded Camelot. Like an insidious disease, they threaten to destroy all of Arthur's England. . .an England that must become legendary if Earth shall endure! Time Corps agents travel back and forth through a fantastic Arthurian history, unraveling an alien plan so devious that even Merlin himself is bewitched and bewildered. Includes outstanding artwork by Aubrey Beardsley, rendered for Malory's Le Morte D'Arthur in 1893."

1984 ... 32 pages ... Pace 3006 ... ISBN 0917609131

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Sea Dogs of England

"Are the Sea Dogs pirates or patriots? A plot against Queen Elizabeth and Sir Francis Drake causes Time Corps agents to invesitigate. The Sea Dogs are as able seamen as there are, but even they are not prepared for metal sea serpents which fire explosive missiles. And what do the strange CCCP markings mean on its side?"

1984 ... 32 pages ... Pace 3007 ... ISBN 091760914X

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Temples of Blood

"'According to the Sentinel, renegades have penetrated Cuba sometime in 1519. As near as we can guess, the band of time-hoppers joined the Spanish conquistador, Hernan Cortes, who is on his way to conquer Tenochtitlan, the capital of the Aztec Empire. You probably know the place better by its later name, Mexico City. Now these renegades are probably after the legendary treasure of Moctezuma, the Aztec king. Of course, we can't be absolutely sure there's no other plan afoot.' So goes another mission briefing by John Watkins, Commander of the Earth Specialty Division. Somehow, you're sure this won't be as simple as it sounds."

1985 ... 32 pages ... Pace 3008 ... ISBN 0917609212

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Whom the Gods Destroy

"Your career as an agent for the Time Corps is not limited to correcting the problems of Parallel T-0, Earth as you know it. Time parallels can interact and that means that you have to keep the near-Earth parallels on track, too. This time it is Parallel M-6, where you have to travel with the Greek hero Odysseus on his greatest voyage."

1985 ... 32 pages ... Pace 3009 ... ISBN 0917609263

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The Assassin Queen

"Time Guard Raymond Fraiser mysteriously disappeared from assignment in 3157 A.D. The only clue to his whereabouts leads here -- to India's Sakhara Valley, October, 1856. So begins your mission -- a routine lost and found search. By why did Fraiser abandon his assignment to come here? Who are the strange characters that keep appearing in the valley? And who is reviving the outlawed worship of Kali?"

1985 ... 32 pages ... Pace 3010 ... ISBN 091760928X

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Terrible Swift Ford

"It's been over three decades since the Nuclear War ushered in the Second Dark Age. For thirty years, the survivors have struggled to restore some measure of law and order to North America. The Southwest now stands ready tostart the tedious process of recivilization, but the Second Civil War threatens to uproot this fledgling society. Once again, it is American against American, but this time the battlefields are the long-neglected highways of the Southwest and the cavalry consists of super-charged Fords and Chevrolets armed with rocket launchers and twin machine guns."

1985 ... 32 pages ... Pace 3011 ... ISBN 0917609301

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TimeTricks: A survivor's Guide to Time Travel

"There's more to being a Time Corps agent than you think. Rookies have it easy; popping back into history and shooting a few Demoreans. But in this survival course, you learn what time travel is all about: beating a Significance Wave into the future before it prevents your own birth; forgetting what you're doing after you destroy the clue you find two days from now; dealing with five copies of yourself, all loop-trapped together and arguing about what to do next. TimeTricks introduces time-hopping through and between infinite worlds at will, along with new informations, skills, Paranormal Talents, and equipment to deal with the paradoxes of time travel."

1985 ... 96 pages ... Pace 3012 ... ISBN 0917609336

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TimeStorm

"Sherlock Holmes in Camelot? Al Capone in ancient Rome? A giant, talking rabbit on Earth? The Time Corps' worst fears are realized as a Time Storm is unleashed to ravage the Continuum, mixing a temporal stew of gangsters, Union soldiers, cartoon maniacs, great Caesars, talking dinosaurs, displaced wizards, and horrors too startling to print. Only the hardiest agents can survive this campaign of six incredible adventures."

1986 ... 96 pages ... Pace 3013 ... ISBN 0917609344

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Miss Him, Miss Him, Miss Him

"Alarms flash and klaxons sound as every available Time Corps agent rushes to the field. Somehow a full-scale nuclear war has broken out in 1970 and the disruptive Time Wave spawned by that fiery destruction will wipe out the Time Corps in a matter of days unless the cause behind the change in History is found and fixed. Even new recruits like yourself are being rushed through training and being sent to a Time almost 20 years after the bombs stopped falling to find out what happened from the survivors. So you go back, masking your uncertainty as to what to do, to try to find the key. But a lot has changed. . . from geography, politics, and economics to music, shopping, and computers. What is cause and what is effect. Miss Him, Miss Him, Miss Him is a training module which lets you teach TimeMaster to new players while they play the adventure."

1986 ... 40 pages ... Pace 3015 ... ISBN 1200003136

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Darkest Before the Dawn

"You sleep in the middle of the day. The twin towers of the World Trade Center in 20th Century Manhattan, once the world's tallest buildings, top out at 35 stories each. No one has ever heard of the Mason-Dixon line. Cigarettes seem never to have existed. So much is different in so many subtle ways that you feel your Paranormal Memory will be overwhelmed completely, yet you know that somehow, somewhere, it was all caused by a solitary change in the fabric of Time. Can you find thecommon element that determines whether billions of lives will be plunged into darkness and death?"

?? ... 40 pages ... Pace 3016 ... ISBN ??




Sandman

Sandman: Map of Halaal [BOX SET]
"THE SANDMAN.
He knows your name. You don't.
He knows where you are. You don't.
He knows what you have done, and why you must die. You don't.

To survive, you must journey through a tempestuous world in search of answers to a question as tenuous as your own existence. You play the role of an amnesiac traveller, lost in a world beyond the natural. The rules are brief, preparation easy, and the story rich.
The SANDMAN is watching... Why don't you face him?

INSIDE THE BOX:
* 64-page book with four adventures, each a full evening of entertainment
* self-standing panoramic game screen
* 8-page introduction to the game
* 2 ten-sided dice
* 48 full-color cards
* 32-page book of props (maps, illustrations, and players' information)

ADVENTURES IN THIS SET:
• The Sandman Comes: Desert reverie in Casablanca, where looks do kill.
• The Prophet of Darkness: Mystical journeys through a dark, tattered land.
• A Feast for the Eyes: Gangsters, and fairylands of no child's dream.
• The Map of Halaal: Journey beyond the Milky Way with Dionysius.
Map of Halaal is part of the SANDMAN game series. All boxed sets (and all adventures within) are related, but each may be played alone. You need nothing else to play."

1985 ... Pacesetter 5001 ... ISBN 0917609417

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Casca: The Eternal Mercenary


Some inspiration for your time travel adventures by Barry Sadler...

"Casca Longinus. Cursed by Christ on Golgotha. Condemned to outlive the ages and wander the globe a constant soldier. Forever fighting, surviving, waiting for Him to return."




Casca: The Eternal Mercenary
"When they flew Casey into the hospital at Nha Trang, the medics were sure he'd die. That he didn't was only the first surprise.
The second, bigger one, was that Casey had been fighting for two thousand years, ever since that day on Golgotha when he put his lance into the side of the Man on the Cross.
"Soldier, you are content with what you are. Then that you shall remain until we meet again."
So does Casca's journey begin, a man who cannot die, does not age, and knows no skills but those of battle. He becomes... The Eternal Mercenary."

1979 ... Barry Sadler ... 246 pages ... Ace Books ... ISBN 0441217710

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Casca: The Barbarian (#5)
Chronologically, the events in this book come immediately after book 1. Then comes #2.

"The plains of Parthia were littered with the bodies of the dead and dying, as Casca moved away from the battle. Rome did not take desertion lightly, and while they couldn't kill The Eternal Mercenary, they could make life very uncomfortable.
His only escape is into the Northlands beyond Germany, to lands lovely with fjords and horrible with bloodlust."

1981 ... 184 pages ... ISBN 0441092179

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Casca the Legionnaire (#11)
"Dien Bien Phu. It was to be France's most glorious victory in the Indo-China War. Eleven thousand courageous Legionnaires were flown into the valley, totally unaware that fifty thousand Viet Minh with heavy cannons were waiting in the hills above them. But though Intelligence Officer Nguyen Thich knew he would lead his Communist forces to victory, only the death of Casca (alias Carl Langers) could put his soul to rest... permanently."

1984 ... 169 pages ... ISBN 0441093280

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Casca: African Mercenary (#12)
"Emerging in our modern world, Casca (alias Casey Romain) gathers together the best-trained mercenaries to topple the regime of Matthew Dzhombe, the crazed dictator of Kimshaka. But killing Dzhombe, who claims to be an immortal god, is only part of the problem. The toughest part is dealing with the treacheries of tribal politics and international intrigue, while the West, the Chinese, and the Russians all seek a lion's share of Casca's conquests."

1984 ... 217 pages ... ISBN 0441092608

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Casca the Assassin (#13)
"Captured by fanatical Hashishi, Casca (alias Kasim the Spear) is forced to commit murder after murder until the earth is soaked with the blood of the enemies of Hassan al Sabah. The Eternal Mercenary must endure the horror of a thousand deaths, until with awesome skill at arms he can claim a life of his own!"

1985 ... 183 pages ... ISBN 0441093272

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Casca the Phoenix (#14)
"Viet Cong Commander Ho van Tuyen has a hit list... and Casca is on it. Using his invincible Ke sat nhan assassins to spread death and terror among American ranks, Ho is certain he can take out any man any time. But Casca, alias Casey Romain, has powerful friends of his own, including a fierce tribe of Kamserai warriors and some unusual allies."

1985 ... 188 pages ... ISBN 0441093299

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Casca the Pirate (#15)
"Jolted from a Caribbean paradise, Casca joins ranks with the infamous Bluebeard. His objective: rescue the beautiful, mysterious Michelle LeBeau from a man who wants to use her to build a Pirate Empire. Leading a pack of marooned cutthroats and aided by the tough-talking, hard-loving Katie Parnell, Casca just may have a chance. But first the Eternal Mercenary must survive the sadistic tortures of the mutinous pirate crew!"

1985 ... 167 pages ... ISBN 0441093310

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