TEXT: Introduction
  Musketeers are men and women of action, battling France’s many enemies, and with 
  combat comes the risk of injury. Whether sword cut, pike thrust, musket shot hole, broken 
  bone, or jagged slashes caused by some hellish beast, sooner or later the characters are 
  going to need to see a doctor. This supplement takes a brief look at the medicine of the 
  age.
  A Very Brief History
  Until comparatively recently, man’s knowledge of the human body stemmed from the 
  work of Galen, an ancient Greek philosopher who dissected animals in order to study the 
  workings of the inner body. Unable to work on human corpses due to the laws of the time, 
  Galen made many assumptions, most notably that humans and animals, specifically apes, 
  shared the exact same internal structure. Although considered revolutionary at the time, 
  his work would hold mankind back in the field of medicine for over a millennium.
  Thanks to the advent of the printing press, medical textbooks became cheaper and 
  more widely disseminated. The standard textbook of the age is De Medicina, a printing of 
  a 1st-century work by the Roman encyclopedist Aulus Cornelius Celsus. The compendium 
  of medical lore covers topics such as diet, pharmacy, and surgery.
  Although Europe stands on the brink of the Enlightenment, the specter of the Middle 
  Ages refuses to bow out with grace. While a few pioneers push forward the boundaries 
  of knowledge through scientific experimentation, most doctors still believe in the four 
  humors—blood, phlegm, yellow bile, and black bile. Sickness is held to be caused by 
  an imbalance in the humors, and treatments intended to rectify this. While doctors have 
  stopped sipping a patient’s urine to determine the nature of his illness, the use of leeches 
  and bloodletting with knives remains popular. Medicines are primarily based on herbal 
  remedies, unproven scientifically but given authority through centuries of use, though 
  chymistry is beginning to make inroads into superstition. Despite being learned men, doc-
  tors still consult astrological tables to help diagnose those suffering earthly ills.
  It is also an age of unsanitary conditions. The aqueducts and sewers of ancient Rome, 
  intended to bring fresh water to cities and carry away waste, have long fallen into ruin. 
  Cities and towns of the age are crowded, veritable breeding grounds for disease. Human 
  and animal waste is unceremoniously dumped into the streets, and from there runs off 
  into the local water supply.
  201117
  PAUL “WIGGY” WADE-WILLIAMS
  r i c h e l i e u ’ s g u i d e  t o
  •        •
  Editing: Tom Cadorette
  Template Design: Robin Elliott
  Ubiquity System Design: Jeff Combos
  Healthcare
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
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  System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLC. Used with permission.
  ©2010 Triple Ace Games. All For One: Règime Diabolique and all related marks and logos are  
  trademarks of Triple Ace Games. All Rights Reserved.
  
  Recent Timeline
  1249: Roger Bacon discusses using convex lens as a 
  treatment for longsightedness.
  1403: Concave lens used to treat nearsightedness.
  1478: Theophrastus von Hohenheim, who goes by the 
  name Paracelsus (literally “surpassing Celsus”), decries 
  blind belief in the works of the ancients. He promotes 
  the notion that experiment and experience are the only 
  valid methods for scientific research.
  1510: Leonardo da Vinci produces detailed anatomi-
  cal drawings. Much of the material, which runs to hun-
  dreds of pages, is ever published.
  1513: Rosengarten, a book on childbirth, is published 
  by Eucharius Roslin. An English translation, The Birth of 
  Mankind, is published in 1540. Although most midwives 
  are women, it becomes the de facto reference book.
  1518: The College of Physicians is founded in Lon-
  don. It acquires the prefix “Royal” in 1674. Its creation 
  is largely due to one Thomas Linacre, a physician and 
  scholar who printed many of Galen’s treaties.
  1536: Ambroise Pare discovers that a mix of egg 
  whites, rose oil, and turpentine poured onto gunshot 
  wounds inhibits infection. At the time, it was believed 
  gunpowder poisoned the blood, requiring such injuries 
  to be cauterized with oil. He also pioneers the use of 
  ligatures to stem bleeding.
  1541: Charles Éstienne discovers a channel running 
  through the length of the spinal column.
  1543: Andreas Vesalius performs dissections on hu-
  man corpses, proving that Galen’s work is erroneous. His 
  findings are printed in The Structure of the Human Body, 
  a book containing many accurate anatomical diagrams. 
  Until his work, differences between the internal structure 
  of apes, as detailed by Galen, and humans are blamed on 
  abnormal cadavers. Although accurate, his work upsets 
  more traditional elements within the field of medicine, 
  who maintain belief in Galen’s work, despite the passage 
  of almost 1,500 years. Regardless, it is Vesalius for ignites 
  the first flame of the medical Enlightenment.
  Vesalius also studies and illustrates the brain, though 
  he has minimal comprehension of its function. He de-
  veloped a criterion for muscles, requiring them to have 
  voluntary motion. Since the heart beat involuntarily, it 
  was, in his opinion, not a true muscle. His cardiac stud-
  ies identified two chambers and two atria, though he did 
  not deduce their true purpose. Unfortunately, he was 
  not immune to Galen’s teachings—Vesalius held to the 
  ancient belief that blood was created in the liver. He did, 
  however, dispel Galen’s myth the liver comprised five 
  lobes (he believed it had one, wherein fact it has two).
   1546: One of the pioneers of this new age is Gi-
  rolamo Fracastoro. In 1546 he publishes On Contagion, 
  in which he promulgates that infectious diseases are not 
  created spontaneously, as his ancestors believed, but 
  rather are the result of “disease seeds” or “spores,” mi-
  croscopically small seeds spread by touch or carried on 
  the wind. It is debateable whether he thought of these 
  as chemicals or living organisms. Although it would be 
  New Flaws
  The following Flaws are open to any character.
    Physical
  Albino: Your character lacks pigmentation in his 
  skin, eyes, and hair and suffers one point of nonle-
  thal damage for each hour he spends in direct sun-
  light. Additionally, NPCs may discriminate against 
  him. You earn a Style point whenever your charac-
  ter suffers harm or discrimination due to his lack of 
  pigmentation.
  Allergy: The character is allergic to some relatively 
  common substance, such as milk, pollen, or per-
  fume. When exposed to the substance he breaks 
  out in hives, begins sneezing uncontrollably, or his 
  eyes water continually. Exposure causes a –2 pen-
  alty to all rolls for an hour after the last exposure. 
  Your earn a Style point whenever your character 
  suffers from his allergy.
  Slow Healer: The character heals more slowly than 
  others. He might have a poor metabolism, refuse 
  to heed doctor’s orders, pick at his scabs, or suf-
  fer frequent infections. He heals one per of non-
  lethal damage every two days, and one point of le-
  thal damage each two weeks. You earn a Style point 
  whenever your characters inability to heal quickly 
  causes him or his friends problems.
    Mental
  Hypochondriac: The character is excessively wor-
  ried about his health, and constantly believes he is 
  at Death’s door. Every pimple is the onset of plague, 
  indigestion a heart attack, and a headache a sure 
  sign Death is coming. While he believes he is ill, the 
  character has a –2 penalty on all rolls. You earn a 
  Style point whenever your character convinces him-
  self or somebody else he is seriously ill.
  Malingerer: The character fabricates or exagger-
  ates illness for personal gain. He might do this to 
  earn money (compensation for an “injury”), to 
  avoid work or military service, to get a reduction 
  in a prison sentence, or just to gain sympathy. You 
  earn a Style point whenever your character profits 
  by successfully feigning illness.
    Social
  Masochism: Your character gets a kick out of feel-
  ing pain. She isn’t truly self-destructive, but some-
  times she may take it too far, and she might even 
  seek out someone to cause her pain. You earn a 
  Style point whenever your character hurts herself 
  or needlessly invites harm.
  All For One 
  
  
  almost three centuries before his theory could be stud-
  ied, Fracastoro had made the first tentative steps to the 
  discovery of germs. His epic three-book poem, “Syphilis 
  or The French Disease,” provides the name for syphilis, 
  taken from Syphilus, a shepherd boy who is cursed with 
  a horrible illness. On Contagion also includes the first 
  description of the effects of typhus.
  1547: Amato Lusitano demonstrates the presence of 
  valves in veins. His work helped the dispel the myth that 
  blood flows out of the heart through both arteries and 
  veins. Giambattista Canano, a famous anatomist, was 
  present at the demonstration, and later falsely accredited 
  with the discovery of bloodflow.
  1553: Miguel Serveto pioneers the study of the circu-
  latory system by describing how blood flows through the 
  lungs. His work his not widely known, as it is published 
  in a theological treatise, not a medical one.
  1559: Matteo Realdo Colombo publishes De Re Ana-
  tomica, in which he suggests that venous blood (deoxy-
  genated) travels from the heart to the lungs, whereupon 
  it is mixed with air and returned to the heart as arterial 
  (oxygenated) blood. His work is the cornerstone for later 
  anatomists and scientists. 
  1563: Garcia de Orta publishes his book pioneering 
  tropical medicine after visiting India. He is the first to 
  describe the effects of cholera in scientific terms.
  1564: John Caius secures a grant to collect two 
  corpses of executed criminals for anatomical research 
  on an annual basis.
  1603: Girolamo Fabrici discovers valves in the veins 
  of the legs which allow blood to flow in only one direc-
  tion, toward the heart.
  1628: William Harvey publishes his theory that the 
  heart is a pump, and that its contractions move blood 
  through the veins. He publishes his findings in The Ana-
  tomical Function of the Movement of the Heart and the 
  Blood in Animals. Although he explains the mechanism, 
  Harvey cannot explain the true purpose of the circula-
  tory system. That remains a mystery until the discovery 
  of oxygen in the 18th century. Similarly, until capillaries 
  are discovered, Harvey cannot explain how the veins and 
  arteries are linked.
  Medical Professions
  The medical professions in 1636 are not yet unified. 
  Depending on the nature of one’s ills, a patient will con-
  sult one of three legitimate persons.
  Apothecaries
  Apothecaries formulate, manufacture, and dispense 
  medicines. While much of their work involves dispens-
  ing cures prescribed by doctors, they have a basic un-
  derstanding of minor medical ailments and are able to 
  provide patients direct advice regarding cures.
  Like other branches of medicine, pharmacy remains 
  teeter-tottering between the old and new. Herbs, whose 
  properties are renowned but scientifically unproven, 
  are still widely used in medicines, but those skilled in 
  chymistry are using scientific methods to study the prop-
  erties of elements and compounds in the search for new 
  cures. Although alchemy is a forbidden art by Richelieu’s 
  decree, its practitioners are well versed in the creation 
  of curative tonics and medicines. Although Richelieu has 
  tried to brand them as witches, wise women and other 
  traditional healers skilled in folk medicine, remain the 
  primary source of cures in rural parts.
  Despite these scientific advances, the use of metallic 
  elements, most notably mercury, in medicine remains 
  commonplace. When it comes to drugs, “kill or cure” is 
  very much the motto of the age.
  Physicians
  Physicians, also known as doctors of medicine, are 
  trained to diagnose and advise on treatments for dis-
  eases and injuries. They are regarded for their scholastic 
  knowledge, not their practical skills. In some instances, a 
  doctor is more famous for his clientele than his medical 
  experience or knowledge.
  Surgeons
  Surgery is considered the last resort for most patients. 
  The main practitioners are not physicians, who look 
  down on surgeons, but barbers, men more accustomed 
  to bloodletting and snipping hair.
  Bloodletting remains a common service, used to rich 
  and poor alike to ease their ills. According to Galen, fe-
  vers were the result of excessive blood in the body. That 
  erroneous train of thought led to the “logical” conclu-
  sion that reducing the amount of blood alleviates the 
  cause, and this produces a cure. Unfortunately, less than 
  sterile conditions and instruments coupled with exces-
  sive bleeding lead to many deaths. Naturally, these are 
  put down to the fever, not the practice of bloodletting.
  However, thanks to mankind’s fondness of war, sur-
  gery is slowly rising to a position of more prominence 
  among the medical community. Slashing and piercing 
  weapons have been used for millennia, and surgeons are 
  well accustomed to treating such injuries. The invention 
  of black powder weapons, though, has led to new types 
  of injury—gaping holes, torn flesh, and shattered bones. 
  Treating these wounds requires new approaches to 
  healthcare, and through the study of modern battlefield 
  wounds new advances are being made.
  Quacksalver
  A Dutch word meaning “hawker of salve”, a quack is a 
  charlatan who pretends to have a knowledge of medicine 
  and uses it to fraudulently make money. In most cases 
  their remedies are harmless but ultimately ineffective; 
  in others, their medicines may do considerable harm. 
  Quacks prey on the vulnerable, gullible, and just plain 
  stupid in society.
  Richelieu’s Guide to Healthcare
  
  
  Diseases
  As noted above, France in 1636 is an unhygienic 
  place, with few effective medicines. Detailed below are 
  some of the more common diseases of the period. For 
  completeness, the two diseases from the core rulebook 
  are repeated below.
  Because medicines are largely ineffective, hygiene 
  is poor at best, and the root cause of many diseases is 
  unknown, we suggest that Body rolls to recover from 
  infection cannot Take the Average. This deliberately 
  makes diseases more slightly dangerous, but this is an 
  age where disease is both rampant and deadly.
  Camp Fever
  Camp fever, properly known as typhus, is common 
  during and after wars, when vast numbers of men are 
  congregated together in close proximity. For similar rea-
  sons, it is also known as jail fever and ship fever.
  The disease is spread through the droppings of infect-
  ed lice, a common fixture in unhygienic military camps. 
  These bite the victim, who then scratches at the area, 
  carrying the droppings into his bloodstream.
  Symptoms: Camp fever begins with a high fever, but 
  quickly develops into coughing, severe headache, severe 
  muscle pain, sensitivity to light, stupor, and delirium. A 
  rash begins on the torso and spreading to the extremi-
  ties. In the latter stages, the disease can cause gangre-
  nous lesions.
  Infection: 2 (3 if the camp is particularly unhygienic, 
  or the character infrequently launders his clothes).
  An infected character usually feels fine for the first 
  week, displaying no symptoms. During the second week 
  he develops a rash, which quickly spreads. Accompany-
  ing this is a high fever. After the second week, the charac-
  ter takes one lethal wound per day until he recovers or 
  succumbs to the disease. Characters infected with camp 
  fever suffer a –1 penalty to all actions due to lethargy.
  Recovery: 2 (10 successes are required to recover 
  from the disease). Each Body roll represents one day of 
  illness, starting from the day camp fever is contracted.
  In an age before antibiotics, there is nothing a phy-
  sician can do to aid recovery except make the patient 
  comfortable.
  Cholera
  Cholera is a small intestine infection caused and 
  spread by insanitary conditions. The disease is spread 
  through contaminated water or food. With no true sew-
  ers, an outbreak of cholera spreads quickly, as victims’ 
  infected bodily waste enters the local water supply, lead-
  ing to further infection.
  Symptoms: The main symptoms are excessive diar-
  rhea and the vomiting of clear fluid. Other symptoms 
  include a rapid pulse, sunken eyes, and turgid skin 
  (wrinkled hands).
  Infection: 3 (1 if merely in prolonged contact with an 
  infected person). At the Gamemaster’s discretion, glut-
  tony in an infected area may increase the Difficulty to 4, 
  as the character consumes more of the bacteria.
  One to five days after infection, the character’s bowels 
  begin violently emptying from both ends. A patient can 
  expel as much as 20 quarts of liquid faeces a day, lead-
  ing to rapid and often fatal dehydration and electrolyte 
  imbalance.
  Recovery: 3 (10 successes are required to recover 
  from the disease). Each Body roll represents one half-day 
  of illness, starting from the day cholera is contracted. 
  Without antibiotics, the best cure is fresh, clean water 
  (not easy to find in an infected area), laced with a little 
  salt and plenty of sugar. Potassium, found in various nuts, 
  parsley, and potatoes, is required to balance electrolyte 
  levels. Potassium isn’t discovered until 1807, but certain 
  types of food will be known through folklore to serve 
  this purpose.
  Consumption
  The archaic name for pulmonary tuberculosis, con-
  sumption is a disease of the lungs. A form of nonlethal 
  consumption can be represented with the Illness Flaw, 
  and a weaker strain with the Sickly Flaw. In both these 
  instances, the rules below are ignored in favor of those 
  of the Flaws.
  Symptoms: Consumption has classic symptoms rec-
  ognized by even uneducated peasants—chronic cough 
  with blood-flecked sputum, high fever, chest pain, night 
  sweats, and weight loss (the latter being the origin of the 
  disease’s name, as it was believed the body was literally 
  being consumed).
  Infection: 2 (3 if in close proximity to an infected 
  person). Consumption is spread through saliva. Most 
  often this is by means of tiny droplets carried by coughs 
  and sneezes. The disease may remain dormant for years 
  before the first symptoms (coughing) develop.
  After the first week of active infection, the character 
  takes a lethal wound each month until he recovers or 
  succumbs to the disease. Characters infected with active 
  consumption suffer a –1 penalty to all actions due to 
  lethargy.
  Recovery: 2 (10 successes are required to recover 
  from the disease). Each Body roll represents one month 
  of illness, starting from the day the disease becomes ac-
  tive in the lungs.
  Plague, Bubonic
  Although bubonic plague is attributed to rats and 
  airborne particles, it is actually the rats’ fleas that spread 
  the disease. The name derives from the Greek “bubo,” or 
  “swollen gland,” and relates to the primary physical ap-
  pearance of the disease, swollen lymph nodes. It is also 
  known as the Black Death, from the black swellings.
  Symptoms: Victims of bubonic plague suffer chills, 
  malaise, fever, seizures, painful buboes, bleeding from 
  •      •
  All For One 
  
  
  the ears, followed in the later stages by vomiting blood, 
  extreme pain, and fits of coughing.
  Infection: 2 (3 if the character is in direct contact with 
  infected bodily fluids). After one to six days, the victim 
  begins suffering pain in his crotch, armpits, and neck, as 
  his lymph nodes become infected and swollen.
  After the first week of active infection, the character 
  takes a lethal wound each day until he recovers or suc-
  cumbs to the disease. Characters infected with bubonic 
  plague suffer a –2 penalty to all actions due to malaise, 
  fever, and pain.
  Recovery: 3 (12 successes are required to recover 
  from the disease). Each Body roll represents one day of 
  illness, starting from the day bubonic plague is contract-
  ed. With no antibiotics available, physicians recommend 
  a good diet, rest, and clean air.
  Plague, Pneumonic
  Pneumonic plague is a deadly lung infection, primar-
  ily spread through droplets, such as by coughing or 
  sneezing, though it can also be contracted by handling 
  infected tissue (such as when transporting corpses). It is 
  an extremely virulent disease, but fortunately much rarer 
  than its bubonic cousin.
  Symptoms: Pneumonic plague victims suffer fever, 
  weakness, headaches, and nausea, leading to pneumonia, 
  chest pain, coughing, and bloody or watery sputum. 
  Infection: 3 (4 if the character is in close proximity 
  to an infected person, or infected tissue). Pneumonic 
  plague is aggressive and virulent. Without antibiotics, 
  it is almost 100% fatal. The primary causes of death 
  are blood poisoning and asphyxiation. Victims develop 
  symptoms within a few hours and can die as quickly as 
  36 hours later. After the first few hours after infection, 
  the character takes a lethal wound each four hours until 
  he recovers or succumbs to the disease. Characters in-
  fected with plague suffer a –2 penalty to all actions due 
  to weakness, coughing, and raging fever.
  Recovery: 3 (14 successes are required to recover 
  from the disease). Each Body roll represents four hours 
  of illness, starting from the moment pneumonic plague 
  is contracted. Medical attention has almost no affect on 
  pneumonic plague, beside making the patient slightly 
  more comfortable in his last few hours on Earth.
  Pneumonia
  Pneumonia, an infection of the lungs, is a common 
  malady and a leading cause of death. Pneumonia can 
  be caused by bacteria, viruses, fungal spores, and even 
  parasites. For game purposes, all forms of pneumonia 
  are assumed to be identical.
  Symptoms: Chest pains, chills, vomiting, clammy 
  skin, a hacking cough delivering up thick sputum, short-
  ness of breath, fatigue, raging fever, and body aches are 
  all symptomatic of pneumonia. Different patients often 
  exhibit different symptoms, which makes diagnosis dif-
  ficult.
  Infection: 2 (3 if in close proximity to a patient). Di-
  rect, prolonged, face-to-face contact is typically required 
  to catch pneumonia through airborne particles.
  Pneumonia kills in a variety of ways. Blood poison-
  ing, asphyxiation through congested lungs, and second-
  ary infections like pleurisy due to a weakened immune 
  system are the most common, though normally it is the 
  young, elderly, and already sick who succumb. After the 
  first week, the character takes a lethal wound per week 
  until he recovers or succumbs to the disease. Characters 
  infected with pneumonia suffer a –1 penalty to all ac-
  tions due to lethargy and fatigue.
  Recovery: 2 (6 successes are required to recover 
  from the disease). Each Body roll represents one week 
  of illness, starting from the day pneumonia is contracted. 
  Long-term rest also aids in the recovery of pneumonia. 
  A patient who gets suitable bed rest gains a +2 bonus to 
  his Body roll for the purposes of recovery.
  Other Diseases
  Not every disease needs a full write up to be used 
  in a campaign. Below are a few other diseases, and 
  ways they can be used, if only for flavor.
  Common Cold: Sneezes and sniffles are common 
  in summer and winter, though rarely ever more 
  than an inconvenience. A character should make a 
  Body roll (Difficulty 2) whenever the Gamemaster 
  thinks it is warranted. For example is after plunging 
  into a freezing river. The character suffers from the 
  Sickly Flaw for the next few days, after which he is 
  cured.
  Hepatitis: An infection of the liver. Victims are of-
  ten jaundiced and beset with malady. While it can 
  heal naturally, in most cases the victim is infected 
  for life. For simplicity, it can be treated as the Illness 
  or Sickly Flaw, depending on the severity.
  Malaria: Although we think of malaria today as a 
  tropical disease, it is not unknown in Europe in 
  this period. For simplicity, we suggest a Body roll 
  (Difficulty 2) is made each day or week in a marshy 
  area. The effects of the disease, which can re-occur 
  throughout a victim’s life, should be treated as the 
  Illness or Sickly Flaw, depending on the severity.
  Scrofula: A tuberculosis affecting the neck, scrofula 
  takes the form of an unsightly but painless growth 
  covering the neck. Absent modern-day antibiotics, 
  17th-century remedies tend to produce only short-
  term alleviation of the symptoms. It is best repre-
  sented by the Disfigured flaw. Historically, scrofula 
  is referred to as the King’s Evil. In both England 
  and France, it was widely held the monarch could 
  cure the disease by touching the infection. Henry 
  IV of France, Louis’ father, used to perform the rit-
  ual quite often, laying hands on as many as 1,500 
  people at a time. His son has not carried on the 
  practice.
  Richelieu’s Guide to Healthcare
  
  
  Scurvy
  Scurvy is one of the most common illnesses. It’s a 
  familiar condition to anyone who has been on a long sea 
  voyage, but little is known about its prevention. Scurvy 
  is not caused by starvation, but by deficient nutrition; 
  specifically, a deficiency of vitamin C. Lack of fresh food, 
  especially vegetables, will cause scurvy.
  Symptoms: The diseased character’s skin turns gray; 
  he becomes bloated, and his eyes assume a heavy, lidded 
  expression. He loses energy and is wracked with aches 
  and pains: especially in his joints. His gums bleed, his 
  breath is fetid, and his teeth may fall out.
  Infection: Scurvy is not an infection, but will develop 
  in a number of months equal to a character’s Body rating 
  after his last intake of fresh food. After that, the diseased 
  character will take one nonlethal wound per week until 
  he once again has access to a regular supply of fresh 
  food. In addition, the character is unable to heal wounds 
  while suffering from scurvy and suffers a –1 penalty to all 
  actions due to his low energy.
  Recovery: Long-term medical attention will not cure 
  scurvy, nor is it an illness that can be fought off by a char-
  acter’s immune system. A character will recover normally 
  once he starts eating fresh food again.
  Smallpox
  Smallpox is a very serious and sometimes fatal disease 
  that is only transmitted by humans. The name is derived 
  from the Latin word for “spotted” and refers to the raised 
  bumps that appear on an infected person. Infection usu-
  ally occurs by inhaling the virus, which can remain on 
  clothing, bedding and other surfaces for up to one week. 
  As such, the disease usually starts in the lungs, invades 
  the bloodstream, and eventually spreads to the rest of 
  the body.
  Symptoms: At first, the infected character suffers 
  from a high fever, lack of energy, aches and pains, and 
  sometimes vomiting. Later, sores form in the character’s 
  mouth and a rash spreads all over his body, eventually 
  becoming raised bumps. By this point, the character is 
  usually too sick to perform normal activities.
  Infection: 2 (3 if in direct contact with bodily fluids). 
  Direct, prolonged, face-to-face contact—or contact with 
  infected bodily fluids—is typically required to catch 
  smallpox.
  An infected character usually feels fine for the first 
  week, and displays no symptoms. He gradually begins to 
  suffer symptoms over the second week, at which point 
  the disease has taken hold. After the first week, the char-
  acter takes a lethal wound per day until he recovers or 
  succumbs to the disease. Characters infected with small-
  pox suffer a –1 penalty to all actions due to lethargy.
  Recovery: 2 (10 successes are required to recover 
  from the disease). Each Body roll represents one day 
  of illness, starting from the day smallpox is contracted. 
  Long-term medical attention has almost no affect on 
  smallpox.
  Magick & Diseases
  Since antibiotics are centuries away and most medi-
  cal practices of the age, such as bloodletting, only 
  weaken the immune system further, the most po-
  tent curing Arts are Alchemy and Benignus. Most 
  mortals would not dare to traffic in the black arts, 
  even ones which claim to be benign. After all, what 
  good is saving the body if one damns the soul?
  The freeform nature of magick in All for One means 
  there is no “cure disease” spell. More importantly, 
  there is no one option for creating a spell that helps 
  cure diseases. The main options for creating such 
  a spell are explored below. Inventive players may 
  come up with other suggestions.
  Boost the Ailing Body: This spell boosts the vic-
  tim’s Body score, allowing him a better chance at 
  fighting the infection.
  This is a very subtle form of Benignus magick—the 
  patient may simply believe the magician is praying 
  for his soul, rather than summoning angels and 
  spirits to temporarily possess him or use their cu-
  rative powers. With Alchemy, it represents nothing 
  more than a mineral tonic.
  Healing Touch: The magician creates a spell that 
  generates a value on the Opposed column of the Ef-
  fect Table. This value is used in place of the victim’s 
  Body rating.
  Again, a Benignus spell can usually be disguised 
  as prayer rather than diabolical magick, and an al-
  chemical potion is applied or ingested to help the 
  healer fight the cause of the disease.
    Magick & Injuries
  The only Arts capable of healing physical injuries 
  are Alchemy and Benignus (and maybe Enchant-
  ment for creating bandages). The latter is most of-
  ten linked to the Theurgy Tradition, but this is not 
  written in stone. Neither type of magician needs any 
  medical training to be an effective healer, though 
  depending on the type of spell it some knowledge 
  can be beneficial. Healing spells take one of two 
  forms, as shown below.
  Direct Application: The first uses the Opposed 
  Roll column of the Effects table. This generates a 
  die pool, which is then used in place of the Medi-
  cine Skill.
  Indirect Application: The second method uses the 
  Secondary column. This provides a bonus to an ex-
  isting Medicine Skill.
  Gamemaster should refrain from being tempted to 
  allow the Damage column to be used to automati-
  cally heal damage. That’s great in a fantasy game, 
  but it seriously detracts from the way magick works 
  in All for One.
  All For One 
  
  
  Medical Campaigns
  This section takes a look at creating medical charac-
  ters and introducing them into the campaign.
  Creating Characters
  All Musketeers receive four zero-level Skills and two 
  zero-level Resources. Healthcare professionals, be they 
  apothecaries, physicians, or surgeons, receive the same 
  general benefits, but with a few notable differences.
  To be called a physician, the character must have 
  studied at university. To that end, he must take Academ-
  ics: Philosophy, Linguistics, and Medicine at zero-level to 
  represent his studies. What he takes for his remaining 
  zero-level Skill is up to him, but it should relate to his 
  background. While physicians may go on to become 
  rogues, they are rarely raised that way. Bureaucracy, 
  Diplomacy, and Performance are suggested zero-level 
  Skills, rather than Larceny and Streetwise. Still, no Skill 
  is automatically banned if the player comes up with a 
  good reason for his character having it.
  An apothecary must take Craft: Medicine at zero-level 
  as a minimum. If he is university educated (not a require-
  ment), he should take Academics and Linguistics at zero-
  level as well. Medicine is suggested, but not required. 
  The same applies to Natural Philosophy: Chymistry. Any 
  remaining Skills should relate to the character’s upbring-
  ing or social class.
  Surgeons are rarely university trained. The only Skill 
  they require is Medicine. As with the other professionals, 
  the remaining Skills should relate to the characters up-
  bringing and profession. Barbers are often good sources 
  of information and are lower class, so Streetwise is a 
  good choice. A lot of people pass through their hands, 
  both high- and lowborn, so Diplomacy and Empathy en-
  able them to converse with all social strata.
  When it comes to spending Skills, the character may 
  wish to Specialize. If you want to keep things realistic, 
  physicians should be limited to Medicine Specializations 
  of Diagnosis and Diseases, as should apothecaries with 
  the Skill. Surgeons should be limited to First Aid and 
  Surgery. These restrictions apply only during character 
  generations—once he enters play, the character may 
  develop as he wishes.
  The character’s choice of zero-level Resources is up to 
  him, with the same caveats and suggestions as above. Al-
  though we strongly suggest the character has a Follower 
  (his lackey), it is not required. Contacts might represent 
  fellow healthcare professionals or members of a univer-
  sity faculty, while an Ally or Patron could be an important 
  or powerful person whose life the character has saved. 
  It can also represent someone who sees potential in the 
  character, and who wants to promote his work. 
  Status best fits a physician, as these are the cream of 
  healthcare trade, being learned men and social climbers. 
  Rank fits best with physicians who have taken a teach-
  ing post, though any individual might have joined or 
  been conscripted into the army. Fame works with any of 
  the three professionals, and indicates the character has 
  come to the attention of the public for his work. Simi-
  larly, Wealth means he has developed a profitable busi-
  ness. Refuge works well as a place of business, giving the 
  character the tools he needs to ply his craft.
  Medical Characters
  All for One is primarily an action game. Where there is 
  action there is danger, and where there is danger there is 
  the risk of injury. Regardless of whether the core focus of 
  your game is the King’s Musketeers, radicals attempting 
  to overthrow the King, members of a noble’s household, 
  agents of a bishop, the crew of a ship, itinerant monster 
  hunters, or a literary circle, there is always room for a 
  healer in the group.
  Although modern doctors typically refrain from 
  violence, and are classed as noncombatants in modern 
  militaries, healers in All for One are not bound by such 
  conventions. A barber-surgeon may be a champion bare-
  knuckle boxer or a Musketeer, a physician might be an 
  accomplished fencer (Anatomie is a perfect style), and an 
  apothecary might have an unhealthy interest in grenades. 
  Thus, playing a healer does not prevent one from joining 
  in with the action and getting one’s hands dirty.
  In an ongoing campaign where the healer character is 
  new to the group, he usually needs little introduction. In 
  most cases, he is someone whose services the other char-
  acters have used in the past, and who now accompanies 
  them on their adventures for his own reasons.
  •             •
  Mental Illness
  Diseases are not just restricted to the physical 
  body. In this age, mental illnesses are often attrib-
  uted physical causes, as with any other disease. Of 
  course, one cannot catch a mental illness from “dis-
  ease spores” or by being in close proximity to mad-
  men (at least not without very prolonged exposure 
  in confined quarters for the latter). 
  The Gamemaster may wish to saddle a charac-
  ter with a Flaw simulating a mental illness during 
  play. Perhaps the character witnessed a particularly 
  traumatic event, underwent extensive physical and 
  mental torture, or suffered a major loss, such as the 
  death of a loved one at the hands of a villain. Men-
  tal illness Flaws gained in play night be short-lived, 
  perhaps lasting an adventure, or until the character 
  does something to boost his confidence.
  The following Flaws represent many different types 
  of mental illness that can be gained in play.
  Suggested Flaws: Aloof, Amnesia (after a head 
  injury or traumatic event), Delusion, Depressed, 
  Herd Mentality, Hypochondriac, Malaise, Obses-
  sion, Paranoia, Phobia, Short-Temper.
  Richelieu’s Guide to Healthcare
  
  
  Battlefield Medic
  Archetype: Soldier 
  Motivation: Hope
  Style: 3
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 2
  Dexterity: 3
  Intelligence: 3
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 6
  Defense: 5
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Bureaucracy
  3
  2
  5
  (2+)
  Craft: Medicines
  3
  1
  4
  (2)
  Diplomacy
  2
  2
  4
  (2)
  Empathy
  3
  2
  5
  (2+)
  Firearms
  3
  2
  5
  (2+)
  Medicine
  3
  4
  7
  (3+)
  Melee
  3
  2
  5
  (2+)
  Ride
  3
  2
  5
  (2+)
  Talents
  Herb Lore (Always considered to have supplies when 
  making Medicine rolls)
  Lifesaver (Heals one lethal or two nonlethal wounds 
  per one success rolled on his Medicine roll)
  Resources
  Followers 0 (Mule; stretcher bearer)
  Rank 0 (Musketeer; +1 Social bonus)
  Flaw
  Merciful (+1 Style point when he shows compassion 
  to an enemy or refuses to retaliate when wronged)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Rapier
  2L
  0
  7L
  (3+)L
  Matchlock 
  musket
  3L
  0
  8L
  (4)L
  “Of course you’ll live! It’s 
  only a scratch.”
  Character Background
  The human body has always fascinated me. As a boy I 
  worked for the local barber-surgeon, helping him perform 
  minor surgical procedures, stitching wounds closed, and 
  mopping up the blood. When time allowed, I read books 
  on medicine and anatomy, familiarizing myself with the 
  teachings of learned doctors and of the correct terms for 
  the various organs, muscles, and bones.
  Naturally, I had intended to enter university and study 
  medicine, for I wished above all else to become a doctor. 
  But my father would not hear of such nonsense. I had the 
  misfortune, you see, to come from a long line of military 
  officers. My father, a lieutenant in the Cardinal’s Guard, 
  demanded I abandon my foolish dreams and follow in 
  the footsteps of my ancestors. Not wishing to disappoint 
  him, I did exactly as he asked.
  M. de Tréville was only too pleased to accept me into 
  the King’s Musketeers, for my ancestry was well-known 
  to him and thanks to my father I knew enough of martial 
  arts to hold my own. My father reacted angrily, as I knew 
  he would, but there was little he could do, for I had 
  obeyed his wishes and joined the army.
  The Musketeers are brave men and women, often in 
  the thick of battle or battling France’s enemies in an un-
  seen war. My captain has proven unwilling to allow me to 
  fight on the frontlines. He claims I am not yet ready, but I 
  suspect my father, who has the ear of Cardinal Richelieu, 
  has something to do with M. de Tréville’s reluctance. 
  Nonetheless, I have put my medical knowledge to good 
  use, though initially I had little experience with sword 
  and musket wounds. Fortunately for my comrades I learn 
  quickly. M. de Tréville has even sponsored me for univer-
  sity, allowing me to attend classes in medicine when time 
  allows. Again, this keeps me from the frontlines.
  Accustomed to battlefield injuries, I have recently been 
  called upon to treat stranger wounds—jagged wounds 
  seemingly made by the claws of a wolf or bear, and deep 
  burns. My comrades tell me nothing of how they came 
  by such harm, cautioning me against too much interest 
  in matters that do not concern me. That France is at war 
  is no secret, but at present I am unsure who...or what... 
  my fellow Musketeers are truly fighting.
  Roleplaying
  You are a compassionate soul, dedicated to easing the 
  pain and suffering of others, no matter what flag they 
  march under, which king they follow, or which God they 
  offering praise. You are not a pacifist, but you refrain 
  from unnecessary violence. You do not seek recognition 
  or reward for your deeds—that you can save a life is re-
  ward enough.
  All For One 
  
  
  Deluded Scientist
  Archetype: Doctor 
  Motivation: Love
  Style: 3
  Health: 6
  Primary Attributes
  Body: 3
  Charisma: 2
  Dexterity: 2
  Intelligence: 3
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 4
  Defense: 5
  Perception: 6
  Stun: 3
  Skill
  Base
  Levels
  Rating
  Average
  Academics: 
  Phi-
  losophy
  3
  2
  5
  (2+)
  Fencing: Anatomie
  2
  3
  5
  (2+)
  Investigation
  3
  2
  5
  (2+)
  Linguistics
  3
  1
  4
  (2)
  Magick: Alchemy
  3
  3
  6
  (3)
  Medicine
  3
  4
  7
  (3+)
  Natural 
  Philoso-
  phy: Chymistry
  3
  2
  6
  (3)
  Talents
  Magickal Aptitude (Alchemy)
  Resources
  Fencing School 1 (L’Académie de l’Anatomie; +2 bo-
  nus)
  Followers 0 (Body Snatcher)
  Status 0 (Doctor of Medicine; +1 Social bonus)
  Flaw
  Obsession (+1 Style point whenever obsession causes 
  him to do something dangerous or endanger someone 
  else’s life)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Rapier
  2L
  0
  7L
  (3+)L
  “God has cursed me, but I 
  shall defy him! I shall bring 
  back the dead!”
  Character Background
  Long ago my life was a happy one. The son of a poor 
  tailor, I was head-over-heels in love with Eloise, the 
  daughter of one of my father’s rich clients. She was my 
  world, my sole reason for living. Her father would not 
  deign to allow her to marry one so lowly, so I set my 
  sights upon achieving a worthy profession. Gifted but 
  not precocious, I attended university in Paris, where-
  upon I studied to become a doctor, a learned trade and 
  one sure to impress my beloved’s father. I was not to be 
  disappointed. Our wedding was the happiest day of my 
  life. I had it all, but in the blink of an eye I had nothing.
  My Eloise was taken from me by sickness. What sin 
  had I committed so grievous that He would take from me 
  the one thing in life I loved? My parents and friends tried 
  to console me, tried to tell me it was part of His great 
  plan, but I would not traffic with such nonsense. He had 
  robbed me, and I demanded justice. Oft did I rally aloud 
  against His crime, giving birth to rants which caused any 
  of my friends to abandon me, for my words were blas-
  phemy. But a new friend was soon to enter my life.
  Depressed, I spent my time at my fencing school, 
  working off my anger. Here I happened to make the ac-
  quaintance of one M. Louis de Ferrer. Unlike my friends, 
  He did not quail at my railing against God. Rather, he 
  asked me how far I would go to see my Eloise again. My 
  answer was apparently the right one, for he told me he 
  was privy to knowledge that would soothe my tormented 
  soul and allow me to avenge the wrong done unto me.
  The study of alchemy, a forbidden art, should have 
  been abhorrent to me, a man of reason and logic, but 
  M. de Ferrer avowed that there was a compound of the 
  Philosopher’s Stone capable of returning life to those 
  departed. I set aside my medical practice and began to 
  delve into the magickal arts, converting my laboratory to 
  one dedicated to alchemy and hiring an assistant who 
  could be trusted to keep quiet about the nature of my 
  work. Thus far I have managed to create an elixir that 
  keeps my Eloise’s mortal remains from decaying, but the 
  secret of returning her soul to her fair form eludes me.
  Roleplaying
  You are a good man at heart, but that heart is now 
  tainted with the burning desire to bring your dead wife 
  back to life. You have begun your journey down a dark 
  road, but there is nothing you would not do to complete 
  your goal, to hold your wife in your arms once more. 
  Perhaps you are damned, but if God has truly cursed 
  you, then there is nothing left to lose, is there?
  Richelieu’s Guide to Healthcare
  
  
  Faith Healer
  Archetype: Everyman 
  Motivation: Faith
  Style: 3
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 2
  Intelligence: 3
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: –1
  Initiative: 5
  Move: 4
  Defense: 5
  Perception: 6
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Acrobatics
  2
  2
  4
  (2)
  Brawl
  2
  3
  5
  (2+)
  Con
  3
  2
  5
  (2+)
  Larceny
  3
  2
  5
  (2+)
  Magick: Benignus
  3
  3
  6
  (3)
  Stealth
  2
  2
  5
  (2+)
  Streetwise
  3
  2
  5
  (3)
  Survival
  3
  1
  4
  (2)
  Talents
  Disease Resistance (+2 bonus to Body rolls related to 
  disease and illness)
  Magickal Aptitude (Theurgy)
  Resources
  Followers 0 (Dog)
  Patron 0 (Musketeer whose life you saved; +1 bonus)
  Flaw
  Young (+1 Style point whenever her size causes her 
  difficulty or she is patronized because of her young 
  age)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  –1
  4N
  (2)N
  “Don’t worry, I will pray for 
  my angel to make everything 
  better.”
  Character Background
  Until the age of six I was a normal person. I played 
  with my friends and helped my mummy and daddy with 
  chores, just like all the other children in my village. But 
  then I got sick. My parents called the local healer, a wise 
  old woman who smelled funny, and she gave me medi-
  cine that tasted horrible. It didn’t do any good, though. 
  Even the priest came to see me. I’m not sure what he said 
  because he was speaking Latin, but it made mummy cry.
  While I was sick an angel came to visit me. I know he 
  was an angel because he said he was, and angels can-
  not lie. He said that God had chosen me for a special 
  task, and that my illness would pass. He said some other 
  things as well, but he made me promise not to repeat 
  them, so I won’t. On Sunday, six days after falling sick, I 
  woke up. My fever had gone and I felt much better than 
  I did before I got sick. Mummy and daddy were very 
  happy, and they cried with joy.
  Everything seemed normal until my dog broke his 
  leg. Daddy wanted to kill him so he wouldn’t be in pain 
  any more, but I wouldn’t let him. I hugged my dog and 
  prayed hard to my angel. I felt strange, and my hands 
  began to glow like candles. I touched my dog’s broken 
  leg, and it mended. Daddy just stood there, his mouth 
  wide open. Then he told me not to tell anyone about 
  what just happened.
  I was ten when I used my angel-power again. A friend 
  of mine had a bad fall and was bleeding everywhere. I 
  prayed to my angel, and he sent the healing power again. 
  The village priest, who witnessed this, said I was pos-
  sessed by Satan, but I wasn’t. Daddy punched the priest, 
  which was very naughty of him, and then dragged me 
  away. Later that day he took me to my elderly aunt’s 
  house in Paris, saying I had to stay there until he came 
  for me. But daddy never came back.
  My aunt was a mean lady and didn’t like my dog, so I 
  ran away. I was looking for food in an alley when I saw a 
  man who had been hurt. I called upon the angel again, 
  and he helped the man. The man said he was a Musket-
  eer and served the king. He was very friendly, and gave 
  me food. Now he looks after me by giving me food and 
  letting me stay with his friends. Sometimes he lets me go 
  with him when he works for the king.
  Roleplaying
  Although young, you are possessed of strong faith. 
  There is no doubt in your mind that God has gifted you 
  with a miraculous power, even if others, including sup-
  posed men of faith, call you a witch.
  All For One 
  10
  
  Quacksalver
  Archetype: Criminal 
  Motivation: Greed
  Style: 3
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 4
  Dexterity: 2
  Intelligence: 2
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 4
  Defense: 6*
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Athletics
  2
  3
  5
  (2+)
  Brawl
  2
  2
  4
  (2)
  Con
  4
  4
  8
  (4)
     Fast Talk
  9
  (4+)
  Diplomacy
  4
  1
  5
  (2+)
  Empathy
  2
  2
  4
  (2)
     Intuition
  5
  (2+)
  Larceny
  2
  2
  4
  (2)
  Streetwise
  4
  2
  6
  (3)
  Talents
  *Bold Defense (Uses Charisma instead of Dexterity 
  when calculating Active Defense and Defense ratings)
  Run (Running speed is doubled)
  Resources
  Followers 0 (Beggar; miraculously cured of “ailments” 
  every time he demonstrates his medicines)
  Wealth 0 (10 livres)
  Flaw
  Liar (+1 Style point whenever his dishonesty causes 
  trouble or his lies catch up with him)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  4N
  (2)N
  “Guaranteed to cure all ills 
  known to man, at only  sous 
  a bottle, sirs!”
  Character Background
  I grew up in a Church orphanage, my parents having 
  abandoned me as a small child. I don’t know why, and 
  I am sure they had good reasons. The priests believed 
  that hard work was good for the soul, and we were a 
  source of cheap labor. We received very little for our 
  toils, but I had a God-given talent for persuading others 
  to share with me. In their wisdom, the priests decided 
  I should work in the apothecary. I had little interest in 
  the manufacture of herbal remedies, but I did learn a 
  valuable lesson—medicine was money.
  I left the orphanage at the age of 12, though in truth it 
  is fairer to say I was thrown out to make my own way in 
  the world. For a few years I played the helpless orphan 
  act, persuading the rich to spare a few sous. Life was 
  hard, but I earned a reasonable living.
  One day I attended one of the great fairs, keen to use 
  my skills on the huge crowds. There, I saw a trader hag-
  gling with a customer. Neither could agree a price, and 
  the patron seemed about to walk away when I broke into 
  the conversation. With a few well-chosen phrases, I man-
  aged to convince the customer not only to buy the goods, 
  which were admittedly of very dubious quality, but also 
  to pay a higher price than he intended. The trader threw 
  me a livre as reward, then took it back and offered me a 
  job, instead. We worked the markets for years, lining our 
  pockets by selling goods of dubious value and origin to 
  gullible patrons, while I perfected my sales patter.
  Of course, I realized that I could make more money 
  if I set up my own business. I convinced the trader to let 
  me buy the next lot of supplies, and promptly ran off 
  with his money. Recalling the fortune the priests made 
  selling medicines, and knowing that there are always sick 
  and needy souls in search of cures, I purchased a few 
  basic wares and set myself up as an itinerant apothecary. 
  Of course, my medicines are harmless concoctions with 
  no curative properties, but the sick and his money are 
  soon parted.
  That’s a nasty looking boil you have on your neck. Let 
  me get you something to cure that. Trust me, this is the 
  genuine article, purchased from a real apothecary. Just 5 
  sous, and it’s yours, good sir.
  Roleplaying
  You are a con man, preying on the gullibility, pain, 
  and desperation of the sick and infirm. Some may call 
  you evil, but you see yourself as a charitable soul, ped-
  dling hope rather than guaranteed cures. And in these 
  dark times, men need all the hope they can get, right?
  Richelieu’s Guide to Healthcare
  11
  
  Vengeful Assassin
  Archetype: Soldier 
  Motivation: Revenge
  Style: 3
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 2
  Intelligence: 3
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 5
  Defense: 4
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Acrobatics
  2
  2
  4
  (2)
  Athletics
  3
  3
  6
  (3)
  Fencing: Anatomie
  3
  4
  7
  (3+)
  Investigation
  3
  1
  4
  (2)
  Medicine
  3
  3
  6
  (3)
  Stealth
  2
  3
  5
  (2+)
  Streetwise
  3
  1
  4
  (2)
  Talents
  Parry (Perform Parry as a reflexive action)
  Surgical Precision (Ignores modifiers equal to her 
  Medicine level when making a Called Shot to hit a vital 
  area)
  Resources
  Fencing School 0 (L’Académie de l’Anatomie; +1 bo-
  nus)
  Follower 0 (Bomb throwing radical)
  Flaw
  Hunted (+1 Style point whenever she is in danger of 
  being caught)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  1N
  (0+)N
  Rapier
  2L
  0
  9L
  (4+)L
  Dagger
  1L
  0
  8L
  (4)L
  “Of course you can’t breathe... 
  I just pierced your right 
  lung.”
  Character Background
  I did not have a childhood. I do not recall my parents, 
  nor know why I was taken from them. From an early age 
  I was trained to kill in the name of France, to strike at the 
  enemies the authorities could not touch. My only contact 
  with humanity for the first 16 years of my life was my 
  mentor, a hard but fair man whose face was perpetually 
  hidden behind a velvet mask. I was 17 when I killed my 
  first man, a minor bureaucrat my mentor said had been 
  diverting funds to Spanish sympathizers in Picardy. I felt 
  no pity as he begged for his life, nor did I feel remorse 
  afterward, for I was serving France... and I have killed 
  many more since. On one mission I crashed through the 
  window of my target’s office, only to discover three mem-
  bers of the King’s Musketeers waiting for me. Although I 
  escaped with my life, my curiosity was piqued as to why 
  the King’s personal guard would be protecting the life 
  of a traitor. Discrete inquiries soon revealed the truth: 
  the man I was sent to kill was a staunch loyalist. Further 
  investigation revealed my worst nightmare: all the men I 
  had slain were supporters of the King, not his enemies. 
  Broken in heart and mind, I realized I had been played 
  all my life, used as a pawn in someone’s personal agenda 
  against King Louis. I waited patiently until the messenger 
  delivered my next orders, for my mentor had abandoned 
  me once my training was complete, my only communica-
  tion with whomever he served was via written missive. 
  Little more than a lackey, he could tell me nothing of my 
  mentor or who sent the orders. I left him in my room, a 
  bloody reply to their most recent instructions, a warning 
  that my days of servitude were over.
  I have spent the years since both running and search-
  ing. Whoever I once served seemingly has declared my 
  life forfeit, for he has sent many assassins to end it. Un-
  fortunately for them, I learned my lessons all too well. 
  Yet no matter how many I kill, more are sent. But I will 
  not vanish into the night like a common thief, spend-
  ing the rest of my days hiding in feat. Whoever had me 
  trained is an enemy of France, and he must be made to 
  pay for the blood I have spilled. No matter what it takes, 
  no matter who he is, I shall find him and destroy him.
  Roleplaying
  You killed a dozen men while believing you acted in 
  France’s best interests, and you have killed twice that 
  number since out of revenge. Your overriding goal is to 
  survive long enough to hunt down the man who duped 
  you and show him exactly how well you mastered the 
  killing arts.
  All For One 
  1
  
  Sample Lackeys
  Anatomical Fencer
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 4, 
  Initiative 4, Defense 4, Stun 2, Health 4
  Skills: Athletics 4, Brawl 4, Fencing: Anatomie 4, 
  Medicine 4, Natural Philosophy: Biology 4
  Talents: None
  Resources: Fencing School: L’Académie de l’Anatomie 
  1 (+2 bonus)
  Flaws: Sadism (+1 Style point whenever he is need-
  lessly cruel to his friends or enemies)
  Weapons: Punch 4N, Rapier 6L
  Anatomist
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 1, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 4, 
  Initiative 4, Defense 3, Stun 1, Health 3
  Skills: Medicine 4, Natural Philosophy: Biology 5
  Talents/Resources: None
  Flaws: Curious (+1 Style point whenever his curios-
  ity gets him or his companions into trouble)
  Weapons: Punch 0N
  Apothecary
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 1, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 4, 
  Initiative 4, Defense 3, Stun 1, Health 3
  Skills: Craft: Medicines 5, Natural Philosophy: Chy-
  mistry 4
  Talents/Resources: None
  Flaws: Poor Vision (+1 Style point whenever his poor 
  vision causes him to make a critical mistake)
  Weapons: Punch 0N
  Barber
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 2, Perception 3, 
  Initiative 3, Defense 2, Stun 1, Health 2
  Skills: Medicine 4 (First Aid 5), Streetwise 4 (Rumors 
  5)
  Talents/Resources: None
  Flaws: Gossip (+1 Style point whenever he spreads 
  gossip that causes trouble for himself or his friends)
  Weapons: Punch 0N, Small knife 0L
  Body Snatcher
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, Strength 2, 
  Charisma 1, Intelligence 1, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 2, Defense 3, Stun 2, Health 4
  Skills: Athletics 4 (Digging 5), Melee 4 (Shovel 5)
  Talents/Resources: None
  Flaws: Impulsive (+1 Style point whenever his im-
  pulsiveness gets him or his companions into serious 
  trouble)
  Weapons: Punch 0N, Shovel 6N
  Medical Student
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Skills: Academics: Philosophy 4, Medicine 3, Natural 
  Philosophy: Biology 4
  Talents/Resources: None
  Flaws: Condescending (+1 Style point when he 
  proves someone else wrong or establishes his own su-
  periority)
  Weapons: Punch 0N
  Surgeon
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 1, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 4, 
  Initiative 4, Defense 3, Stun 1, Health 3
  Skills: Bureaucracy 4 (Academia 5), Medicine 4 (Sur-
  gery 5)
  Talents/Resources: None
  Flaws: Aloof (+1 Style point whenever his business-
  like attitude causes him trouble)
  Weapons: Punch 0N
  Veterinarian
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 3, Defense 2, Stun 1, Health 2
  Skills: Animal Handling 4 (Pick one 5), Medicine 4 
  (Veterinary 5)
  Talents/Resources: None
  Flaws: Shy (+1 Style point whenever he misses out 
  on getting recognition or a reward for his actions be-
  cause he won’t assert himself)
  Weapons: Punch 0N
  Richelieu’s Guide to Healthcare
  1
  
SOURCE: textdata/thevault/Triple Ace Games/All For One/Compendium 3 [split]/201117 - Healthcare.pdf