TEXT: Introduction
  Intrigue is a staple of the swashbuckling genre. Nefarious schemes to overthrow kings, 
  spies seeking to unlock secrets through larceny and seduction, and multi-layered plots set 
  in motion by shadowy figures go hand in hand with swordsmanship and witty repartee. 
  Tied into this is the murky world of diplomacy, where the great nations of Europe seek to 
  outmaneuver each other on the continental stage. As one might expect, though, the world 
  of diplomacy and intrigue is a complex one. The material in this supplement is greatly 
  simplified, being intended as an aid for a gaming campaign rather than an historical treaty 
  on early Enlightenment diplomacy.
  Richelieu’s Guide to Wondrous Devices, which introduces the Spying Skill as well as 
  several tools of use to characters seeking to engage in intrigue, is highly recommended, 
  but not essential.
  A Very Brief History of European Diplomacy
  Diplomacy is not a new idea. Since the dawn of civilization, cities and states sent rep-
  resentatives to negotiate with neighbors and rivals. Modern diplomacy is oft cited to have 
  began in the early Renaissance, when the city-states of northern Italy, most notably Milan, 
  created permanent embassies in the other Italian cities. As is the way of things, the practise 
  spread, with Milan sending an official representative to the French court in 1455. Ironi-
  cally, Milan initially declined to accept a French delegation, fearing both French meddling 
  in its affairs and espionage.
  The first country to send a permanent delegate to a foreign court was Spain, its ambas-
  sador taking up residence in England in 1487. By the end of the 16th century, the idea was 
  firmly entrenched as part of European politics, with every nation having multiple embas-
  sies to conduct diplomatic relations with the various heads of state. The sole exception was 
  the Holy Roman Empire, a scattered realm of semi-independent states who rarely agreed 
  on anything. Expansion into Russia and Eastern Europe will take the best part of another 
  century to achieve.
  Politics is the polite way of getting what you want (war is the ugly way). In order to deal 
  from a position of strength, one requires intelligence on rivals’ strengths and weakness. 
  The gathering of intelligence falls to spies. Every nation has its spy networks, and every 
  nation knows its rivals operate spies in their territory. As well as gathering information 
  through larceny, seduction, bribery, and blackmail, spies work to uncover and disrupt en-
  emy plans, relay false information to their foreign counterparts, assassinate enemy agents, 
  201119
  PAUL “WIGGY” WADE-WILLIAMS
  r i c h e l i e u ’ s g u i d e  t o
  •        •
  Editing: Robert Davis
  Template Design: Robin Elliott
  Ubiquity System Design: Jeff Combos
  Intrigue & Diplomacy
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
  This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www.exilegames.com). Ubiquity Roleplaying 
  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.
  
  or convert them to work as double agents. While many 
  nobles employ spies, sometimes even using them against 
  the crown, Cardinal Richelieu is the unrivaled spymaster 
  of France, if not the entirety of Western Europe. Through 
  his position and true origin, he has a veritable army of 
  intelligence gatherers at his fingertips. Among his agents 
  are private individuals (such as Milady de Winter), the 
  cipher breakers of the Cabinet Noir, France’s acknowl-
  edged premier spy agency, and the mystical and fanatical 
  Hounds of Richelieu.
  Diplomatic Ranks
  As official representatives of their monarch or re-
  public, ambassadors, the most senior diplomats, are 
  noblemen. Depending on the nation he is attending, 
  an ambassador’s noble title varies from a lowly cheva-
  lier to that of duke. Sending a low ranking nobleman 
  to a prestigious court is highly insulting, though rarely 
  a cause for war. Regardless of personal status, ambassa-
  dors are expected to lead lavish lifestyles. Their houses 
  are grand, bold statements about the wealth and status 
  of their homeland, the frequent parties they throw are 
  opulent affairs, and they are expected to maintain a large 
  personal retinue.
  Titles aside, ambassadors in and among Catholic 
  nations are arranged in a strict hierarchy based on the 
  status of their homeland. Ambassadors from the Vatican 
  are rated highest. Beneath them are the representatives 
  of kingdoms, then independent principalities and duch-
  ies, and so on. The lowest ranking ambassadors are, in 
  Catholic eyes, always those from republic states. Unfor-
  tunately, no clear precedent exists within these catego-
  ries, and ambassadors from the great nations, such as 
  France and Spain, are often in direct competition to hold 
  a superior position in a foreign court.
  Ranking beneath ambassadors are envoys. These are 
  usually from smaller states, and while they have the same 
  level of ability to represent their liege, they are not as 
  prestigious or socially important (or expected to lead the 
  same lavish lifestyle) as ambassadors. The same rank may 
  be used to represent the assistant ambassador.
  Next down are consuls. While a nation maintains just 
  a single embassy in a foreign land, it may have multiple 
  consulates. These are smaller delegations, usually found 
  in major cities, and serve to protect the interests of the 
  consulate’s countrymen at a local level. They are not 
  representatives of their country in the same way as am-
  bassadors, and have little to no access to the royal courts. 
  Of similar rank are counselors. These are senior advisors 
  to an ambassador or envoy.
  Secretaries serve as managers, watching over the at-
  tachés and acting as an intermediary between the senior 
  staff and the lower echelons. They have no authority to 
  represent their homeland in a foreign court.
  Unlike in the modern age, ambassadors and envoys 
  are rarely men with political ambition—being an ambas-
  sador is very much about the social status, not the work. 
  New Flaws
  The following Flaws are open to any character.
    Mental
  Lazy: Your character is a slouch and avoids any 
  form of chore like the plague. He might be a bully 
  who demands others carry out his tasks or a charm-
  er who slyly tricks others into doing his work for 
  him. You earn a Style point any time your character 
  convinces someone else to carry out a task he was 
  supposed to perform himself or suffers because the 
  person he manipulated let him down.
  Repulsive: Whether it is his chronic flatulence, foul 
  body odor, fetid breath, or some other disgusting 
  habit or trait, your character makes people react 
  negatively to him. People turn away in disgust, or 
  outright flee from the vicinity. You suffer a –2 pen-
  alty to Charisma rolls to influence people (see Influ-
  ence in All for One). You earn a Style point when-
  ever your character’s repulsive habit or trait causes 
  him or his comrades to suffer in social situations.
    Social
  Distrustful: Your character has a hard time trusting 
  others. Perhaps the nature of his work makes him 
  suspicious of those who offer the hand of friend-
  ship, or maybe he was betrayed. Whatever the rea-
  son, he finds it very hard to open up to others. You 
  earn a Style point whenever your character’s dis-
  trustful nature prevents him from achieving a major 
  goal or causes him or his friends trouble.
  Judgmental: Your character makes snap judgments 
  about people and situations and is extremely slow 
  to change them, even when presented with facts to 
  the contrary. To him, a man who dresses like a beg-
  gar is a beggar, even if he speaks like a nobleman. 
  You earn a Style point whenever your character’s 
  swift judgments cause trouble for him or his com-
  panions.
  Opinionated: Your character has an opinion about 
  everything. Everything he believes, he believes ut-
  terly. Things he does not believe in he despises. He 
  doesn’t think himself better than others—just that 
  his views are the right ones. You earn a Style point 
  whenever your character’s vocal opinions cause 
  problems for him and his allies.
  Righteous: Your character believes the end justifies 
  the means. No matter how morally reprehensible 
  the act, he is willing to do it if it leads to the con-
  clusion he seeks, and is always prepared to defend 
  his action. You earn a Style point if your character’s 
  action alienates him and his friends, or causes oth-
  ers to publicly question his motives and moral judg-
  ment.
  All For One 
  
  
  To ensure they perform their duties effectively, ambas-
  sadors are surrounded by professional staff, career diplo-
  mats, historians, lawyers, scholars, and scribes. Whereas 
  ambassadors are usually reassigned every few years, their 
  staff might remain in the embassy for their entire political 
  career. Ranking among the staff are members dedicated 
  solely to espionage. Senior members of each department 
  hold the title attaché, while their assistants are entitled 
  assistant attaché.
  Rank Table
  Characters who wish to be official members of an 
  embassy or consulate staff need to invest in the Rank 
  Resource. The Rank table for diplomatic characters is 
  shown below. Ranks for members of the Vatican’s embas-
  sies (known as Papal Legates) are listed in parentheses 
  where they differ from national ones.
  Rank
  Example
  0
  Assistant Attaché
  1
  Attaché
  2
  Secretary
  3
  Consul/Counselor
  4
  Envoy* (Internuncio)
  5
  Ambassador* (Nuncio)
  * Requires Status 0 as a minimum. Characters hop-
  ing to be sent to a powerful or prestigious court, such as 
  England, Spain, or the Vatican, must have Status 3+ in 
  order to hold this rank.
  Diplomatic Immunity
  In general, diplomats have enjoyed a degree of immu-
  nity throughout the ages. The Mongols, widely regarded 
  as barbarian horsemen with few civil traits, held that 
  diplomats were sacrosanct. Any mistreatment of their 
  envoys would be met with fierce and bloody retaliation, 
  and anyone who harmed a foreign emissary could expect 
  a swift execution. Islamic tradition requires messengers 
  not be harmed based on their nature of their master or 
  the contents of the message they carry. Without formal 
  rules, however, this protection was not always assured.
  Ambassadors and envoys hold noble titles. During the 
  Renaissance it was not unusual for such delegates to be 
  relatives of their liege. Even today, all senior diplomats 
  hold high noble titles, though few are of royal blood. As 
  a result, diplomatic immunity in 1636 is based on one’s 
  social status rather than one’s role. The movement of a 
  foreign ambassador might be slightly restricted during 
  war, but the thought of placing an emissary under arrest, 
  even house arrest, just because his master is currently 
  one’s enemy is unthinkable. However, this courtesy ex-
  tends only to Western Europe.
  The whole notion of war and how it affects foreign 
  relationships deserve a little further explanation. In the 
  age of All for One, wars are fought between monarchs 
  (or similar rulers), not nations or individuals. As an 
  aside, nationalism has its origins in this era thanks to the 
  ongoing war in the Holy Roman Empire, but it is not yet 
  a firm concept (and won’t truly come to pass until the 
  era of the American and French Revolutions).
  As a result, foreign nationals are treated little different 
  to normal. France may currently be at war with Spain, 
  but not all Spaniards are viewed as potential spies or 
  saboteurs. Indeed, while cannons boom and pikes clash 
  across the battlefield, trade and exchanges of cultural, 
  scholastic, and scientific ideas continues with only mini-
  mal interruption.
  Officers, who are almost always of noble birth, fre-
  quently meet and fraternize with their opposite numbers 
  New Talents
    Alternate Identity
  Prerequisites: None
  While anybody can pretend to be someone else, 
  your character has a full alternate identity, complete 
  with different friends, contacts, enemies, and per-
  haps even a different spouse.
  Benefit: Your character has an alternate identity 
  that will stand up to rigorous investigation. You 
  may take new Resources for this alternate identity 
  equal to the total levels of his existing ones. For 
  instance, a character with Contacts 0 and Status 1 
  in his prime identity may switch these to Allies 1 
  and Patron 0 for his alternate identity. The differ-
  ent identities cannot access each other’s Resources 
  without drawing suspicion.
  Normal: Your character has no alternate identity 
  and cannot switch Resources.
  Advanced: You may take this Talent three times. 
  Your character gains a third identity at second level, 
  and a fourth one at third level.
    Rabble-Rouser
  Unique
  Prerequisites: Charisma 3
  Your character easily manipulates or inspires com-
  mon people to help him achieve his goals. When 
  necessary, he can stir up the masses to join his 
  cause.
  Benefit: Your character may recruit temporary Fol-
  lowers. The cost of the new Resource is equivalent 
  to boosting a Talent. Your character gains new Fol-
  lowers equal to the number of boosted Levels. The 
  boosted Resource lasts for the remainder of the 
  scene, at which point the new companion departs. 
  Normal: Your character is unable to recruit tempo-
  rary followers.
  Richelieu’s Guide to Intrigue & Diplomacy
  
  
  during truces, with no fear of treachery. Captured offic-
  ers may offer parole, a promise not to try and escape, 
  and to behave like a gentleman, in return for being held 
  in very loose captivity until their freedom is negotiated. 
  Such officers are entitled to bear arms while still classed 
  as prisoners, and often spend their days socializing with 
  the native population of their captors.
  Spies, though, face different reprisals. A spy of noble 
  birth likely faces arrest and expulsion, saved from execu-
  tion by his birthright. Lower class spies have no such 
  fall back—torture and execution await. Within France, 
  Richelieu’s agents may carry a carte blanche, an official 
  document that guarantees protection from repercus-
  sions. Anyone seeking to abuse this protection should 
  do so with great caution—captured bearers of the card 
  are taken to Richelieu in person, thus bringing them to 
  his direct attention.
  Campaign Advice
  This section looks at creating characters suited to di-
  plomacy, courtly wit, social duels, and dastardly intrigue, 
  and provides some basic advice for using politics and 
  intrigue in campaigns.
  Character Creation
  All Musketeers receive four zero-level Skills and two 
  zero-level Resources. Diplomats, spies, court wits, and 
  other masters of diplomacy and intrigue receive the same 
  general benefits, but with a few key differences.
  Diplomats
  Depending on the role he wishes to occupy within 
  the embassy, a character must use a minimum of two 
  of his zero-level Skills on Academics: Law (Papal diplo-
  mats must take Religion), Bureaucracy, Diplomacy, and 
  Linguistics. Other useful but non-essential Skills include 
  Con, Empathy, Investigation, Performance, and Warfare. 
  Any remaining Skills should relate to the character’s 
  background and upbringing. Although typically middle-
  class, junior diplomats can, given the right circumstances 
  rise from any background. Thus, no Skills are expressly 
  forbidden to them.
  One of the character’s two free zero-level Resources 
  must be Rank 0. This represents his position within the 
  diplomatic world. Note that although characters who 
  wish to eventually rise to the position of envoy or ambas-
  sador will need Status 3 as an absolute minimum, Status 
  need not be taken during character generation—as ex-
  plained in Richelieu’s Guide to Nobles and Courtiers, 
  noble rank can be awarded for service to the king.
  Allies or Contacts may represent native sources of 
  information within the country in which he is stationed, 
  as well as friends and fellow countrymen. Patron can rep-
  resent a senior member of the embassy staff, or perhaps 
  a powerful figure from his home nation who supports 
  the character in return for small favors, such as acquiring 
  documents or sabotaging a negotiation being conducted 
  by a rival nation. Refuge most likely represents a private 
  home, though it can equally apply to apartments within 
  an embassy or consulate. 
  Unless the character lives a frugal lifestyle or has a 
  sideline business, Wealth is an unlikely (but not impos-
  sible) starting Resource—lowly diplomatic aides are not 
  well-paid, though a character who takes bribes or takes 
  on a second job, perhaps as a scribe or translator, might 
  well warrant the investment.
  Spies
  Intrigue-based characters have a lot more leeway in 
  their choice of Skills. Spying (see Richelieu’s Guide to 
  Wondrous Devices) is the most obvious choice, followed 
  by Investigation, Larceny, and Linguistics. However, these 
  are not the only useful Skills. A daring spy who breaks 
  into offices and apartments will find Athletics and Stealth 
  of great use, while a smooth-talking spy who seduces the 
  lords or ladies of the court should favor Con, Empathy, 
  and Performance. As always, any other zero-level Skills 
  the character takes should tie into his background and 
  upbringing.
  Spies also have more choice when it comes to their 
  zero-level Resources than even diplomats. Ally might be 
  a fellow countryman in a position to help your character 
  or an accomplice, but it could just as easily represent 
  a traitor willing to help him in return for coin, or one 
  who simply dislikes the current state of affairs. Contacts 
  are an ideal choice, but in the long-term this should be 
  supported with the Well-Connected Talent for maximum 
  effect. Patron is best suited to one’s spymaster, who may 
  be a shadowy figure whose identity is unknown to his 
  subordinate. Fame, Rank, and Status can represent cover 
  identities, such as a famous artist, a member of the em-
  bassy staff, or a nobleman. Refuge is ideally suited to a 
  safe house, somewhere the spy can hide while the heat 
  dies down.
  Court Wits
  Characters who wish to engage in courtly intrigue and 
  battles of wits and words should take social Skills—Con, 
  Diplomacy, Intimidation, and Streetwise. These Skills 
  form the basis of the social dueling system, the primary 
  method of combat in which the character will engage.
  Social dueling relies heavily on status and reputation. 
  Contacts, Fame, Rank, and Status all provide bonuses, 
  though only the highest bonus applies. Since social du-
  eling is not limited to the court, none of these is more 
  important than the others, and the choice should depend 
  on the character’s background and occupation. Thus, 
  while a courtier should take Rank or Status to represent 
  his elevated position in society, a low-born demagogue 
  who spreads rumors on the streets may find Contacts 
  more useful in the long run.
  •           •
  All For One 
  
  
  Intrigue Campaigns
  Intrigue adventures can be loosely grouped into po-
  litical intrigue and general intrigue.
  Politics on any level is a battlefield as deadly as any 
  arrayed with companies of musket and batteries of can-
  non. It is a battlefield on which maneuvers and coun-
  ter-maneuvers are made to secure a position of strength 
  or exploit a weakness and pawns are sacrificed for the 
  greater goal. It is a battlefield as deadly as any other, for a 
  moment of weakness or hesitation can spell disaster. 
  While the armies of Europe fight with muskets, pike, 
  and cannon, the politicians and courtiers engage each 
  other with carefully phrased words and meticulously 
  orchestrated actions. Here victory is gained not through 
  might, but the acceptance of one’s viewpoint as truth. 
  In order to work best, a political intrigue adventure 
  requires the characters to forget their steel and instead 
  rely on their wits. In most courtly intrigue a weapon is 
  of little use, whereas a sharp tongue and quick mind are 
  priceless. This is a battlefield where what you say is not 
  as important as how you say it, and where a wrong word 
  can ruin one’s life forever. And for those who think ly-
  ing is a winning tactic, be warned that a broken promise 
  quickly leads to broken trust and broken reputations.
  Intrigue isn’t all about politics and courtly battles, 
  though. Intrigue adventures can focus on thwarting ne-
  farious plots with steel and lead, and a stout heart. What 
  a good intrigue adventure needs above all else is layers.
  Intrigue, as the word indicates, should be intrigu-
  ing. That is, it should draw the players and characters 
  in, and spur them to dig deeper into the mystery the 
  Gamemasterhas laid before them. In order to keep the 
  characters both interested and from foiling the plot too 
  early, a good intrigue adventure should be designed like 
  an onion—peel away one layer and you find yet another, 
  similar in nature, yet closer to the core.
  Designing an intrigue adventure is both simple and 
  difficult. It is simple because all the Gamemaster needs is 
  a villain and a devious plot, as with any other adventure. 
  The difficulty comes in designing the layers of intrigue 
  that insulate the villain from the story’s protagonists, 
  and prevent the characters from immediately seeing his 
  goals. It doesn’t matter whether you start at the core and 
  work outward when designing the adventure, or start 
  at the outside and work in. In some cases, it is actually 
  easier to begin at the beginning and see where the chain 
  of clues takes you.
  Plots needn’t be complex to be fun. Take the plot of 
  The Three Musketeers as an example. King Louis gifts his 
  wife a necklace. She in turn gives some of the diamonds 
  to her paramor, the Duke of Buckingham. Cardinal Rich-
  elieu discovers this and devises a plot. On the one hand, 
  if he can reveal the Queen’s infidelity he can have her 
  ousted from court and ingratiate himself deeper with the 
  King. On the other, he can start a war with Protestant 
  England. Richelieu persuades the King to host a ball, 
  at which the Queen should wear her new necklace. On 
  Cutting Words
  Social duels, which form part of courtly intrigue, 
  require panache, style, and wit in equal measure. 
  While the game relies on mechanics to arbitrate re-
  sults, players may wish to roleplay the exchange of 
  insults. A few examples are given below.
  * Please accept my apologies for insulting your 
  dancing; I mistakenly assumed you were having a 
  fit.
  * Do be careful; with the amount of feathers you 
  are wearing you may take off if you continue to flap 
  your arms so vigorously.
  * (in response to an insult about your apparel) I 
  shall pass my regards to your tailor.
  * (in response to an insult about your apparel) I 
  have learned my lesson—never copy your style.
  * You have me at a disadvantage, sir; I refuse to bat-
  tle wits with an unarmed man.
  * Have you been practising your wit for long?
  * Everyone has the right to be stupid, but please do 
  not abuse the privilege.
  * Better a witty fool than a foolish wit.
  * Excuse me just a moment; I believe an intelligent 
  person wishes to converse with me.
  * I congratulate you on your dress sense; a cata-
  strophic success!
  * I never forget a face, but in your case I shall make 
  an exception.
  * I hear you are happily married but your wife is not 
  (paraphrased from Victor Borge).
  * If a man is supposed to learn from his mistake, 
  why are you still talking?
  * I may be drunk, but you are ugly, and in the morn-
  ing I shall be sober (paraphrased from Winston 
  Churchill).
  * I shall attend the second recital of your perform-
  ance, if the King allows such travesty (paraphrased 
  from Winston Churchill).
  * I shall forgive your poor manners, but I shall not 
  forget them (paraphrased from John F. Kennedy).
  * Being powerful is like being a lady. If you have to 
  tell people you are, you aren’t (Margaret Thatch-
  er).
  * Do you never tire of having you around?
  * If you stop telling lies about me, I’ll stop telling 
  the truth about you.
  * How kind of you to set aside time to humiliate 
  yourself in public.
  * You are a person of rare intelligence; it is rare 
  when you show any.
  * How quaint; you are having delusions of compe-
  tence!
  * Is there a dog nearby? My ears are beset by an an-
  noying yapping.
  * I congratulate your tailor. He has almost managed 
  to make last year’s fashion look new.
  Richelieu’s Guide to Intrigue & Diplomacy
  
  
  discovering this, the Musketeers head to England to re-
  trieve the diamonds and deliver them to the Queen be-
  fore the ball begins. Richelieu’s involvement is known to 
  D’Artagnan, but without proof he can do nothing except 
  insinuate he knows the truth.
  One important thing to remember with intrigue ad-
  ventures is that die rolls should never be allowed to un-
  cover information the Gamemaster doesn’t want found. 
  For instance, let’s say the characters have stopped a mes-
  senger delivering a message to a nobleman suspected 
  of corruption. The letter makes it abundantly clear the 
  nobleman is a pawn, but the only clue to his invisible 
  master’s identity is a black rose petal. Investigation and 
  Streetwise rolls might uncover the petal is the symbol of 
  a shadowy organization, but it isn’t going to reveal the 
  names of any members or reveal the location of their 
  secret headquarters, no matter how long the characters 
  spend on the task, unless the Gamemaster wants such 
  information to be learned. Generally, such details should 
  come about through uncovering evidence and following 
  leads in play, and roleplaying asking the right questions 
  of the right people at the right time.
  As the characters work through the layers of intrigue, 
  so they work through the villain’s chain of command. 
  Early scenes or adventures should involve low-grade 
  thugs easily beaten with steel or word. Typically these 
  are Follower 0 or Ally 0 thugs. These expendable as-
  sets know nothing of their master’s plans, and in most 
  cases are ignorant of his identity. The next layer involves 
  slightly more skilled goons (Ally 1) but still without much 
  knowledge of the plot. Delve deeper, and one encoun-
  ters lieutenants, trusted minions and villains in their 
  own right. Such characters are typically Ally 2 or Patron 1 
  equivalents, tough, but not so tough they don’t require 
  support from a small number of lackeys or henchmen.
  After battling their way through his army and uncover-
  ing all the evidence, the characters finally encounter the 
  true villain. While it is tempting to have the villain be a 
  master swordsman or powerful magician, a sly manipula-
  tor who tries to talk his way out of trouble or who casts 
  doubts into the characters’ minds is just as memorable. 
  Of course, it may be that the “grand villain” is actually 
  just a pawn in a greater game. One onion of intrigue has 
  been torn apart and its core exposed, but in doing so the 
  first layer of a new onion has been exposed.
  Intrigue of this sort can also be foreshadowed before 
  it is fully introduced. This works well in what appear to 
  be unconnected, episodic adventures. A friend of the 
  characters is arrested on a false charge and they must res-
  cue him from a cruel jailor. A saboteur is planting bombs 
  around Paris. A holy relic is stolen from Notre Dame. And 
  yet, in each case, the villain is found to be in possession 
  of a black rose petal. Although the adventures appear 
  to have no direct link, the presence of the petal hints 
  at someone more powerful working behind the scenes. 
  His or her motives are mysterious and appear to have 
  no pattern, but through diligence the characters begin 
  to realize they are pieces of a complex jigsaw that leads 
  them into a frantic race to save France.
  Codes and Ciphers
  Anyone who wishes to prevent others from read-
  ing their messages needs to encode the missive. 
  Fortunately, a variety of ciphers exist. Historically, 
  the word cryptography (“hidden writing”) comes 
  into use in the decades after All for One. During 
  this age, steganography (“concealed writing”) is the 
  common term. Unlike a coded message, which at-
  tracts unwanted attention, steganographic codes 
  may appear as plain text, the code being something 
  as simple as reading the first letter of each word or 
  every third word to decipher the true meaning of 
  the missive. A small few of the ciphers employed in 
  this age are briefly described below.
  Alberti: Invented 1467. Uses two concentric discs 
  attached by a pin, allowing both discs to rotate free-
  ly. Works by polyalphabetic substitution and chang-
  ing the rotation at varying intervals in the message.
  Alphabetum Kaldeorum: A Middle Ages substitu-
  tion code, swapping standard letters of the alphabet 
  for those in a pictogrammatic language. Different 
  versions are used on the same message to prevent 
  deciphering through spotting common letters.
  Caesar Cipher: Named after Julius Caesar. A simple 
  letter substitution, formed by moving to an alpha-
  bet a set number of places to the right. For instance, 
  with a code of 3, B becomes E, C becomes F, and so 
  on. Easily broken by analysis of letter frequency.
  Grand Chiffre: (“Great cipher”) Invented by An-
  toine Rossignol, of the Cabinet Noir and his son, 
  Bonaventure, in 1630. Based on 587 numbers that 
  stand for syllables. A series of traps, including codes 
  that told one to ignore previous letters, and “nulls” 
  (such as meaningless words whose starting letters 
  are used to form meaningful words) prevent fre-
  quency analysis of the code. It is France’s premier 
  code, used by its embassy staff and trusted spies.
  Mirror Writing: Text that appears readable only 
  when viewed in a mirror. Easily deciphered. Popu-
  lar with Leonardo da Vinci.
  Poem Code: A series of numbers that relate to 
  words in a pre-arranged poem. Once the poem is 
  identified, the code is easily broken.
  Polybius Square: A rudimentary substitution code 
  using letters drawn in a grid pattern, with each row 
  and column numbered. Letters are referenced by 
  a two-digit code (row and column). Requires the 
  recipient to have the same grid.
  Scytale: Message written on a strip of parchment 
  wound around a cylinder. Requires a cylinder of 
  similar size to decode, but is very easy to break.
  Vigenère Cipher: Invented 1586. A substitution 
  system using a series of Caesar ciphers. Known as 
  le chiffre indéchiffrable (“the unbreakable cipher”) 
  because of its reliance on a repeating keyword to 
  mask the message and deter frequency analysis.
  All For One 
  
  
  Cipher Breaker
  Archetype: Academic 
  Motivation: Truth
  Style: 3
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 2
  Dexterity: 2
  Intelligence: 4
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 8*
  Move: 5
  Defense: 6
  Perception: 6
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Athletics
  3
  2
  5
  (2+)
  Fencing: Geome-
  tria**
  3
  3
  6
  (3)
  Firearms
  2
  3
  5
  (2+)
  Gambling
  4
  2
  6
  (3)
  Investigation
  4
  1
  5
  (2+)
     Enigmas
  6
  (3)
  Linguistics
  4
  3
  7
  (3+)
     Codes
  8
  (4)
  Riding
  2
  2
  4
  (2)
  Talents
  Calculated Defense (Active Defense uses Intelligence)
  * Quick Reflexes (+2 Initiative rating)
  Resources
  Followers 0 (Messenger)
  Rank 0 (Musketeer; +1 Social bonus)
  Flaw
  Curious (+1 Style point whenever his curiosity gets 
  him or his companions into trouble)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Rapier
  2L
  0
  8L
  (4)L
  Matchlock mus-
  ket
  3L
  0
  8L
  (4)L
  ** See Richelieu’s Guide to Fencing Schools 2
  “It’s a simple substitution 
  code. Give me a moment and 
  I’ll break it.”
  Character Background
  Puzzles, ciphers, and enigmas have always been a part 
  of my life. My father, a learned man and a bureaucrat in 
  some government office, the exact nature of which I am 
  still unsure, encouraged me to think at an early age by 
  setting me riddles and creating simple codes which I had 
  to solve or break in order to earn a reward. I attended 
  university, where I studied languages. I had hoped to be-
  come a diplomat, a steady if not particularly glamorous 
  occupation, and one that would, I hoped, lead to a noble 
  title in later life.
   I was returning to university after visiting my father 
  when I happened to take pause at a roadside inn. Sat 
  across from me were three King’s Musketeers. It was ap-
  parent from their faces and the way they kept turning 
  a piece of parchment that something vexed them. My 
  curiosity piqued, I approached and asked what troubled 
  them. At first they were reluctant to impart any informa-
  tion, but on learning that I was a student of languages 
  they handed me the parchment. They explained that 
  they had intercepted a messenger suspected of carrying 
  missives between enemies of France plotting to kill the 
  King. Naturally, the letter was encoded.
  The cipher was relatively complex, but my father’s 
  training was thorough. Slowly patterns began to emerge, 
  repetitive use of certain letters and numbers, offset with 
  a change in substitution, but not beyond my ability to de-
  duce. Within the hour the code was broken, the message 
  deciphered, and the plot (later) foiled. My newfound 
  friends accompanied me to Paris, whereupon they intro-
  duced me to their captain.
  He thanked me for my assistance and offered me a 
  posting with the Musketeers. I openly professed no 
  martial skills worthy of such honor, but he responded 
  that fencing was a skill any man could learn, whereas 
  intelligence and the ability to think laterally was a gift 
  few possessed. Won over by his words, I accepted his 
  offer, putting aside my thoughts of becoming a diplomat 
  for the time being in favor of serving France in another 
  way. Although I am a soldier, I serve primarily as intel-
  ligence for the King, breaking the codes employed by 
  France’s enemies and ensuring that our communiques 
  are not read.
  Roleplaying
  You are driven by curiosity, and seek to solve myster-
  ies. Partly this stems from a desire to display your intel-
  ligence, and partly because you hate it when you do not 
  know what is going on.
  Richelieu’s Guide to Intrigue & Diplomacy
  
  
  Concealer of the Truth
  Archetype: Guardian 
  Motivation: Mystery
  Style: 3
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 4*
  Dexterity: 2
  Intelligence: 3
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 4
  Defense: 4
  Perception: 6
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Academics: Occult
  3
  2
  5
  (2+)
  Bureaucracy
  3
  2
  5
  (2+)
  Con
  4
  3
  7
  (3+)
  Diplomacy
  4
  3
  7
  (3+)
  Empathy
  3
  2
  5
  (2+)
  Investigation
  3
  2
  5
  (2+)
  Linguistics
  3
  1
  4
  (2)
  Melee
  2
  2
  4
  (2)
  Talents
  *Charismatic (+1 Charisma rating)
  Resources
  Followers 1 (Knight of St. Michael)
  Rank 0 (Sergeant-Templar of the Knights of St. Michael; 
  +1 bonus)
  Status 0 (Chevalier; +1 Social bonus)
  Flaw
  Fanatical (+1 Style point whenever his devotion 
  causes harm or converts someone else to his way of 
  thinking)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Long Sword
  3L
  0
  7L
  (3+)L
  “Tell them the truth? They 
  couldn’t handle the truth.”
  Character Background
  I had long thought my family to be undistinguished, 
  despite holding a minor title since time immemorial. It 
  was only when I became an adult that my parents told 
  me the full history of our family, how we had served the 
  Church but were betrayed, how my ancestors fought 
  against the forces of Hell on Earth, and how they were 
  forced to hide their heritage and calling from their per-
  secutors for centuries. At the age of 16 I was inducted 
  into the Knights of St. Michael, and quickly after that the 
  True Knights, a secretive branch devoted to continuing 
  the unending war against Satan and his hellish legions.
  I was apprenticed to a Templar, and sent into the field 
  to face the forces of damnation first hand. Peasants had 
  reported attacks on their sheep by a monstrous wolf; a 
  creature they publicly professed was a demon. My mas-
  ter and I slew the beast, but I knew we could not simply 
  walk away without giving the villagers an explanation 
  as to why the attacks had ended. I came upon the idea 
  to hunt and slay a large wolf, which we would proclaim 
  as the sheep-killer. By displaying the carcass, we would 
  quash further talk of demons. My ruse worked perfectly.
  While my ruses changed to suit the circumstances, I 
  continued proclaiming rational explanations to the ills 
  of France for several more years. Then, one day, I was 
  summoned to the order’s secret headquarters, where I 
  would converse with the Patriarch. We spoke at length 
  about the war we waged, and how fear fuelled the mur-
  der of innocents and the break down of society. Although 
  I was, and remain, a relatively low-ranking member, the 
  Patriarch appointed me the position and title of Voice of 
  Reason. My new duty to the order, he said, was to con-
  ceal the truth behind a veil of reason, so as to convince 
  the citizens that the terrors that stalked the night had 
  rational explanations they could understand. Since our 
  order has many enemies, I was assigned a bodyguard.
  Some might say I am performing the Devil’s work, 
  convincing others that he does not exist, but I refute that 
  claim. The Devil feeds on fear, and I remove that source 
  of sustenance. Because of me, the peasants can sleep 
  soundly in their beds at night.
  Roleplaying
  You are patient and eloquent, adept at countering 
  claims of demonic activity with perfectly rational expla-
  nations. While you prefer to use reason, you are quite 
  prepared to destroy the reputations, and occasionally 
  the lives, of those who refute your arguments, branding 
  them liars and madmen or, in the worst cases, servants 
  of the very Devil they fear. Such work is not enjoyable to 
  you, but in war there are always casualties.
  All For One 
  
  
  Magickal Manipulator
  Archetype: Noble 
  Motivation: Duty
  Style: 3
  Health: 6
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 2
  Intelligence: 2
  Strength: 2
  Willpower: 4
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 4
  Defense: 4
  Perception: 6
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Bureaucracy
  2
  2
  4
  (2)
  Con
  3
  2
  5
  (2+)
  Diplomacy
  3
  2
  5
  (2+)
  Empathy
  2
  2
  4
  (2)
  Intimidation
  3
  2
  5
  (2+)
  Linguistics
  2
  2
  4
  (2)
  Magick: Enchant-
  ment
  4
  1
  5
  (2+)
  Magick: 
  Homo-
  mancy
  4
  3
  7
  (3+)
  Performance
  3
  1
  4
  (2)
  Talents
  Magickal Aptitude (Theurgy)
  Well-Connected (May boost Contacts as if a Talent)
  Resources
  Followers 0 (Rumormonger)
  Status 0 (Chevalier; +1 Social bonus)
  Flaw
  Cautious (+1 Style point whenever she or her com-
  rades suffer from her inability to make a quick deci-
  sion)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  “I hear the duc farted rather 
  loudly in front of the king. 
  Such unfortunate timing.”
  Character Background
  Who do you think wields the true power at court? 
  The High Steward, who controls the King’s finances 
  and determines who receives a courtly position? Maybe 
  you favor the Lord Chancellor because he can stamp of-
  ficial documents with the power of the king? The Grand 
  Chamberlain, who records oaths of allegiance? No, the 
  true power is the unseen individual who guides or stays 
  the hand with carefully chosen words.
  Some are born to greatness, but squander their po-
  tential on idle pursuits or use their position for wick-
  edness. Others are humble men, yet ones who deserve 
  recognition and status. The system is balanced to sup-
  port the former and keep the underdog in his place. I 
  am a facilitator, gently guiding those who need a helping 
  hand to fulfil their destiny and punishing those who 
  have more than they deserve or who would act against 
  the best interests of this fair land. I operate on the pe-
  riphery of the court, a minor adornment unnoticed by 
  the peacocks and self-professed power brokers except 
  when they desire a dance partner. And yet, I wield power 
  as much as any Great Officer.
  Had I the mind for it I could achieve great personal 
  power and wealth, but I crave not such things. I work for 
  the betterment of France alone, and my loyalty lies with 
  King Louis and those who support his reign. Some may 
  seek to destroy France’s enemies with steel and lead, but 
  not I. Power, like wealth, can be stolen, and what crueler 
  fate is there for a man who claims a position at court 
  than to rob him of the King’s favor?
  I profess my talents are not entirely natural. I am a 
  magician, and through my Arts I can cause a dancer to 
  stumble, a painter to create a masterpiece, an orator to 
  stutter, or a wallflower to blossom. My gifts, and I am 
  generous, can cause a lady to be the center of men’s at-
  tention, a lord’s tights to split as he bows, and a letter 
  to spark or quell a revolt. No, I do not fear you will tell 
  others my secret. After all, I made you with a single word, 
  and I can break you just as easily.
  Roleplaying
  You manipulate others into carrying out your plans, 
  but not for self-gain. You are a loyal supporter of the 
  king, opposed to the corruption eating away at the court 
  and the misery the nobility are inflicting on the masses. 
  You work with subtle charm and carefully chosen words, 
  guiding the deserving to greatness and the undeserving 
  to humiliation or infamy. And in return you ask nothing 
  except the occasional favor.
  Richelieu’s Guide to Intrigue & Diplomacy
  
  
  Papal Agent
  Archetype: Spy 
  Motivation: Truth
  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
  Academics: 
  Reli-
  gion
  3
  1
  4
  (2)
  Con
  2
  3
  5
  (2+)
  Fencing: Spanish
  3
  3
  6
  (3)
  Investigation
  3
  3
  6
  (3)
  Firearms
  3
  3
  6
  (3)
  Ride
  3
  2
  5
  (2+)
  Stealth
  3
  2
  5
  (2+)
  Talents
  Flurry (May attack the same opponent twice at –2)
  Furious Slash (+4 bonus to his attack roll when mak-
  ing a Total Attack)
  Resources
  Followers 0 (Finder of Secrets)
  Rank 0 (Musketeer; +1 Social bonus)
  Flaw
  Impulsive (+1 Style point whenever his impulsiveness 
  gets him or his companions into serious trouble)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Rapier
  2L
  0
  8L
  (4)L
  Matchlock Mus-
  ket
  3L
  0
  9L
  (4+)L
  “The Pope will be very upset 
  when I tell him this news.”
  Character Background
  Yes, I have met the Pope many times, but only once 
  have I spoken with him. I am Swiss by birth, though 
  my mother is French. Like many good Swiss Catholics I 
  dreamed of serving in the Swiss Guard, the Pope’s per-
  sonal bodyguards. To cut a long story short, my quest 
  was successful and I became one of the chosen few.
  I was guarding His Holiness during a meeting, ignored 
  as a fixture of the Vatican and sworn never to repeat 
  anything I overheard lest my soul be condemned to Hell 
  for eternity. The Pope was concerned about reports from 
  France, reports that indicated all was not well. Talk of 
  demons walking the land and corruption in the highest 
  echelons of the nobility vexed him sorely. At least one 
  of the Pope’s agents had indicated the entire court was 
  corrupt; even the King, a foppish young man by all ac-
  counts. Speaking aloud and rhetorically, the Pope asked 
  what was to be done about the situation.
  I am by nature impulsive, prone to act on a whim and 
  speak without thought. Before I knew what was hap-
  pening I proposed a solution. Me, a humble guardsman 
  daring to interrupt the Pope. At least one cardinal rose 
  to chastise me, but my words were faster than his rage. 
  I proposed that the Vatican send an agent to infiltrate 
  the King’s Musketeers, trusted men (and women thanks 
  to Cardinal Richelieu) who had the King’s ear, or so I 
  had heard. Surely they above all others would know the 
  truth of the situation. Bemused, the Pope asked if I had 
  anyone in mind for such a role. Again I spoke without 
  thinking, claiming that I would be honored to undertake 
  the task. So it was that I rode to France and, equipped 
  with false letters of introduction proclaiming me to be a 
  former Swiss soldier of French parentage (not a total lie), 
  enlisted in the King’s Musketeers.
  My position has given me much access to the nobil-
  ity of France, and I have not been pleased with what 
  I have discovered. At least one was a servant of Satan, 
  though he will trouble the land no further. But now I am 
  troubled. France has joined the war that ravages Europe, 
  siding not with the Vatican’s Hapsburg allies but with the 
  Protestants. This is indeed a wicked land, but I shall find 
  the root of the evil, and then the Pope will unleash the 
  full fury of the Church against them.
  Roleplaying
  You are a slave to your instincts, quick to act and slow 
  to think. Although you serve France and the King as a 
  Musketeer, your first loyalty is to the Vatican. You have 
  learned that the court is corrupt, but the King is not to 
  blame. Someone else is gnawing away at France’s heart, 
  and you are determined to find out whom.
  All For One 
  10
  
  Secret Republican
  Archetype: Noble 
  Motivation: Faith
  Style: 3
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 2
  Intelligence: 2
  Strength: 3
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 5
  Defense: 4
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Academics: 
  Phi-
  losophy
  2
  3
  5
  (2+)
  Athletics
  3
  1
  4
  (2)
  Diplomacy
  3
  2
  5
  (2+)
  Empathy
  3
  2
  5
  (2+)
  Fencing: Dardi
  3
  3
  6
  (3)
  Investigation
  2
  2
  4
  (2)
  Performance
  3
  2
  5
  (2+)
  Ride
  2
  2
  4
  (2)
  Talents
  Cloak the Form (Gains the benefits of half cover (+2 
  Defense) when using his cloak)
  Resources
  Ally 1 (Two fellow republicans)
  Followers 0 (Bomb throwing radical)
  Rank 0 (Chevalier; +1 Social bonus)
  Flaw
  Righteous (+1 Style point whenever his action alienate 
  him and his friends, or cause others to publicly ques-
  tion his motives and moral judgment)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Rapier
  2L
  0
  8L
  (4)L
  “Your actions not only dis-
  grace your name, they disgrace 
  that of France!”
  Character Background
  Although I carry a noble title, it is one I earned through 
  long service as a junior government minister; a reward 
  for hard work and loyalty, not a gift for being born to 
  the right parents. Through my work I have had course to 
  meet with many nobles, and my experiences have been 
  far from pleasant. With power comes responsibility, and 
  for the most part that responsibility has been ignored. 
  At the heart of the corruption lies the King. Aye, trea-
  sonous talk, but that does not make it any less untrue. 
  With the aid of Richelieu, the king edges closer toward 
  absolute rule each day. The lit de justice chips away at 
  the power of the regional parlements, taxation policies 
  outside of noble lands have been taken on by the crown 
  rather than local officials, he has brought us into war on 
  the side of the Protestants, and he ignores the cries of 
  his people. The nobles are little better. They baulk at the 
  King’s new laws not because they care for the peasants, 
  but because it erodes their power. While they dine and 
  dance in their opulent chateaus, the peasants starve in 
  their hovels, taxed to excess to fund the nobles’ lavish 
  lifestyles. The entire system stinks of corruption from 
  top to bottom, and I for one can stomach no more!
  I favor a complete overhaul of the system. In place of 
  absolute rule, power would be placed in the hands of a 
  single parlement. Its officers would be elected to hold 
  office by the people, and would serve for the people. 
  Those who fail in their duties would face expulsion by 
  common consent. Regular elections would give the citi-
  zens chance to shape their future.
  I may be old, but I am no fool. Such a system can only 
  come into being with the full will of the people. Alas, the 
  people are ignorant of the true extent of the cancer. The 
  only way to enlighten them, to strengthen their will to 
  demand change, is to expose the evil that governs them. 
  Although I prefer to uncover evidence pointing to noble 
  excesses, publishing my findings anonymously, I am not 
  above violence as a means to an end. Once the truth is 
  known, the people will clamor for change, and the will 
  of the people cannot be ignored for long. Vive la France, 
  vive la République!
  Roleplaying
  You strongly believe that those with power have a 
  responsibility to those without. The nobility have lost 
  their way, walked the path of corruption, and thus are 
  no longer fit to rule. France is sick, and the cure, in your 
  eyes, is a change of management. Those who will not go 
  willingly must be forced to concede defeat.
  Richelieu’s Guide to Intrigue & Diplomacy
  11
  
  Sample Lackeys
  Codebreaker
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, Strength 1, 
  Charisma 1, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 3, Stun 2, Health 4
  Skills: Investigation 4 (Enigmas 5), Linguistics 4 
  (Codes 5)
  Talents/Resources: None
  Flaws: Blasé (+1 Style point whenever his indiffer-
  ence causes harm)
  Weapons: Punch 0N
  Destroyer of Reputations
  Follower 1
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 3, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 4, 
  Initiative 4, Defense 3, Stun 1, Health 3
  Skills: Con 5, Diplomacy 5, Investigation 4, Linguis-
  tics 4, Streetwise 5
  Talents: Barbed Tongue (+2 bonus in social duels)
  Resources: None
  Flaws: Gossip (+1 Style point whenever he spreads 
  gossip that inadvertently causes trouble)
  Weapons: Punch 0N
  Diplomatic Attaché
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Bureaucracy 4 (Government 5), Diplomacy 4 
  (Etiquette 5)
  Talents/Resources: None
  Flaws: Intolerant (+1 Style point whenever his intol-
  erance causes trouble)
  Weapons: Punch 0N
  Finder of Secrets
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Empathy 3, Investigation 4, Streetwise 4
  Talents/Resources: None
  Flaws: Coward (+1 Style point whenever he aban-
  dons his friends to save his own skin)
  Weapons: Punch 0N
  Manipulative Servant
  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: Con 4 (Tricks 5), Empathy 4 (Emotions 5)
  Talents/Resources: None
  Flaws: Lazy (+1 Style point whenever he convinces 
  someone else to carry out a task he was supposed to 
  perform)
  Weapons: Punch 0N
  Messenger
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 1, Intelligence 1, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 2, 
  Initiative 3, Defense 4, Stun 2, Health 3
  Skills: Athletics 4 (Running 5), Riding 4 (Galloping 
  5)
  Talents/Resources: None
  Flaws: Code of Conduct (+1 Style point whenever 
  his code forces her to make something much more dif-
  ficult than might otherwise be necessary)
  Weapons: Punch 0N
  Politician
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 3, Defense 2, Stun 1, Health 3
  Skills: Con 4 (Lying 5), Diplomacy 4 (Politics 5)
  Talents/Resources: None
  Flaws: Fanatical (+1 Style point whenever his devo-
  tion causes harm or he converts someone else to his way 
  of thinking)
  Weapons: Punch 0N
  Spy
  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: Con 4, Diplomacy 4, Linguistics 4, Spying 4, 
  Stealth 4
  Talents: Total Recall (always remembers details with-
  out having to make an Intelligence roll)
  Resources: None
  Flaws: Secret (Spy; +1 Style point whenever he is 
  confronted by the truth or goes out of his way to protect 
  the secret)
  Weapons: Punch 0N
  All For One 
  1
  
SOURCE: textdata/thevault/Triple Ace Games/All For One/Compendium 3 [split]/201119 - Richelieu's Guide to Intrigue & Diplomacy.pdf