TEXT: Introduction
  The 17th century French legal system, like many of today’s legal systems, is complex and 
  convoluted, with many different layers. This supplement makes no attempt to untangle 
  the various offices and officials, nor is it intended to be an academic work on the subject. 
  Instead, it presents a simplified system for use in the All for One RPG setting.
  Justice
  Justice in 17th century France is harsh, swift, and by modern standards far from just. 
  For the poor, being dragged before the courts is nearly a guaranteed sentence, for without 
  status or influence there is no presumption of innocence. Furthermore, judges require 
  payment for their services from the parties involved in the case. Thus, not only are the 
  poor assumed guilty by dint of being commoners, but they have little hope of bringing 
  a case before the court when wronged—yet another injustice to add to the growing list 
  suffered by the citizens of France. 
  Judges have the right to order a suspect tortured to extract a confession or force him 
  to reveal his accomplices. By ancient tradition, nobles may only be subjected to such low 
  methods by written authority of King Louis or Cardinal Richelieu. Torture is generally 
  reserved for the most serious offenses, though those who have offended Richelieu may 
  find themselves being strapped to the rack for even a minor infringement of the law.
  The Courts
  In days past, justice on the estate of a nobleman or bishop was their sole purview, largely 
  free of outside interference. Over time, much of that power has been eroded—against the 
  nobles’ wishes—in favor of more centralized authority, leaving the nobility and Church 
  with little true judicial power.
  The national judicial system is made up of regional tribunals divided into a number of 
  bailliages (the jurisdictional area of a bailiff in medieval France). In the south of France, 
  these divisions are known as sénéchaussée (an area where a sénéchal represented the 
  king). For the sake of game play, each province of France is assumed to have one tribunal, 
  with the number of bailliages varying based on the province’s size. Bailliages are in turn 
  divided into local court regions known as prévôtés, overseen by a prévôt.
  201108
  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
  Villainy & Justice
  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.
  
  A prévôt, the bottom rung of the judicial system, is re-
  sponsible for judging most ecclesiastical and non-noble 
  cases, handling everything from petty theft to murder. 
  He acts as sole judge and jury during the trial, though he 
  must consult with legal experts known as avocats dur-
  ing cases. The judicial system allows a prévôt to choose 
  his own legal team, leaving much room for corruption. 
  Appeals made against his rulings must be made to the 
  bailliage.
  The second tier of the judicial system, the bailliage 
  hears cases concerning heresy and sacrilege, rape, kidnap, 
  sedition, insurrection, the possession of illegal arms, and 
  violations of the dignity of the king, the last a convenient 
  term that includes such frivolous acts as disagreeing with 
  a royal command. They are also responsible for judging 
  nobles and bishops accused of crimes. Appeals against 
  their decisions are heard by the local parlement.
  The parlements (not to be confused with the English 
  word “parliament”) are supposed to record, publicize, 
  and uphold laws issued by the King. However, they 
  dislike the growing practice of centralized government 
  interfering in regional affairs. They have been known 
  to refuse to accept new laws with which they disagree, 
  enforcing them only when issued a lettre de cachet, an 
  order from the king countersigned by a senior minister 
  that cannot be appealed. Parlements have the right to 
  create new laws, but can only enforce them in their juris-
  dictional territory.
  There are parlements based at Arras, Metz, Nancy, 
  Colmar, Dijon, Besançon, Grenoble, Aix, Perpignan, 
  Toulouse, Pau, Bordeaux, Rennes, Rouen, and Paris. The 
  Parisian parlement, often known as The Parlement, is the 
  largest, responsible for much of northern and central 
  France.
  Heading up the entire judicial system is the Lord Chan-
  cellor (see Richelieu’s Guide to Nobles and Courtiers), 
  the final point of appeal, though he rarely interferes in 
  justice unless a powerful noble is involved.
  Intendants
  Intendants are civil servants of good birth appointed 
  directly by the King, at least in theory. Lacking interest in 
  affairs of State, King Louis has left Cardinal Richelieu to 
  oversee their appointments. To ensure absolute loyalty 
  to the King (meaning Richelieu, as their true patron), 
  their positions are never hereditary, nor can they be 
  purchased.
  Unlike other civil servants, intendants have no fixed 
  base. Instead, they are appointed to a region as required. 
  Their posting is always far from their main sphere of 
  influence, reducing the prospect of corruption. Further-
  more, appointments are only for short periods, prevent-
  ing the intendants from ever building up a new circle of 
  social connections among those they are supposed to be 
  overseeing.
  Ironically, Richelieu is a firm advocate of the inten-
  dants and their anti-corruption stance. While corruption 
  is good in his eyes, Richelieu not only gains more power 
  by increasing the sphere of central authority, but his 
  heavy-handed approach causes friction between the King 
  and the parlements.
  Intendants are appointed to one of three roles. In all 
  instances they are servants of the Crown, less interested 
  in common criminals than policing the regional authori-
  ties. They are, in effect, the King’s watchdogs.
  Intendant de Finance: Intendants assigned to this 
  position are responsible for overseeing the timely and 
  accurate collection of royal taxes, supervising lesser 
  financial officers, and overseeing the finances of educa-
  tional and religious establishments. They have the right 
  to demand to inspect ledgers kept by the nobility, the 
  Church, and government officials. 
  Additional duties include making provision for famine 
  by buying and storing grain and foodstuffs during good 
  harvests, and selling it during hard times. 
  Intendant de Justice: Intendants serving the judicial 
  department supervise the lower courts of the prévôtés 
  and bailliages. They ensure justice is handled swiftly, in 
  accordance with the law, and as a check against corrup-
  tion among judges. They have the power to transfer legal 
  cases to another jurisdiction, and to impose themselves 
  on a prévôt as an assistant judge with equal say in the 
  case. Naturally, these powers make them very unpopular 
  with other judicial officers.
  Intendant de Police: Intendants given this post are 
  responsible for monitoring public opinion, and ensuring 
  educational establishments are not promoting seditious 
  or heretical thought. They have the authority to inter-
  vene in religious affairs when deemed in the best inter-
  ests of France. They also oversee the local maréchaussée, 
  mounted police responsible for patrolling the highways 
  to keep them free of bandits and vagabonds.
  All intendants, regardless of specialty, have the au-
  thority to call upon military support, though they are 
  expected to show great restraint in wielding this power. 
  They may raise a militia to help in their duties, doing so 
  by random lot of all adult males of good fitness.
  Prison
  As it is true that not all prisoners are necessarily guilty 
  of a crime, it is just as true that not all are treated equally 
  by their jailors. 
  Those with money or influence can live a life of rela-
  tive luxury, with proper beds, furniture, or even works of 
  literature and writing equipment. Visitors are permitted, 
  though only ones of good social reputation. Those of 
  lesser means may have a mattress (changed yearly) and 
  perhaps a table and chair, small comforts in an otherwise 
  wretched life. 
  The poorest prisoners are quite literally forgotten, left 
  to rot in rat-infested, windowless cells covered in filthy 
  straw. Those whom madness does not claim suffer the 
  ravages of starvation and disease, which is rife in the 
  prisons.
  All For One 
  
  
  France has literally hundreds of prisons. A few of the 
  more notable ones are listed below.
  • The Bastille: Originally a fortress part of Paris’ east-
  ern defenses, the Bastille is now Cardinal Richelieu’s pri-
  vate prison. He alone decides who is incarcerated here 
  and for how long. While he allows those with wealth to 
  retain some dignity, no visitors are permitted without the 
  Cardinal’s permission. Its most famous prisoner is the 
  Man in the Iron Mask.
  • Château d’If: Built as a deterrent against seaborne 
  invasion, the castle sits on a small rocky island a mile off 
  the coast of Marseilles. Thanks to strong currents and 
  steep cliffs, it is regarded as being escape proof. Inmates 
  are religious and political prisoners rather than common 
  criminals. Considered traitors to God and King, their life 
  is a living hell. Bribery is useless, as wealth buys nothing 
  here, save contempt and aggravated beatings from the 
  jailors.
  • Conciergerie: Located close to Notre-Dame Ca-
  thedral in Paris, the Conciergerie houses both common 
  and political prisoners. Originally a royal palace for the 
  Merovingian kings and later those of the House of Valois, 
  it became a prison in 1391.
  • Prison de Saint-Lazare: Formerly a Parisian hos-
  pital for lepers, since 1632 it has been run by Vincent 
  de Paul and the Congrégation de la Mission, a religious 
  brotherhood. Although it is a prison, the inmates are not 
  men and women sentenced by the courts, but those who 
  have become embarrassments to or brought disgrace 
  upon their families. Length of incarceration varies, from 
  until the prisoner’s indiscretion is forgotten by polite 
  society, to life. While they may live comfortably within its 
  walls, they are still prisoners.
  Death Sentences
  In keeping with their status and position, nobles sen-
  tenced to death for their crimes are executed by decapi-
  tation with a sword. Anne Boleyn, second wife of Henry 
  VIII, was beheaded by a French executioner, a token gift 
  by her husband in respect of her birthright.
  Commoners are hanged by the neck or, for more 
  serious crimes, broken on the wheel. The latter is both 
  torture and execution, a form of punishment which can 
  last for hours, or days if the person is strong of flesh 
  and mind. Victims are lashed to a cartwheel, their limbs 
  broken in multiple places with a club or large hammer. 
  “Merciful” executioners strike blows to the spine or chest, 
  inflicting a painful but quick death. Special dispensation 
  by the courts, the retentum, permits the convict to be 
  strangled either before the first blow lands or after the 
  first few have shattered his limbs.
  The victim’s mangled limbs are threaded through the 
  spokes of the wheel, and the whole apparatus hoisted 
  aloft a tall pole, the flesh left for the birds to feast upon. 
  Unfortunately, the victim is not always dead or even un-
  conscious, when this occurs.
  Heretics and atheists are disposed of by being burnt 
  at the stake. Those who repent are strangled before be-
  ing burnt alive.
  Mundane Allies
  Those sworn to uphold the law do not operate alone. 
  The intendants have wide ranging powers, including 
  authority over the maréchaussée. 
  Maréchaussée
  Maréchaussée, otherwise known as marshals, are a na-
  tional police force ultimately answerable to the Chancel-
  lor. They are charged with protecting the highways and 
  waterways of France, keeping the roads and rivers free of 
  bandits, vagrants, and smugglers. They are sanctioned to 
  use deadly force in the course of executing their duties.
  Ally 1
  Archetype Judiciary
  Motivation Duty
  Style: 0
  Health: 3
  Primary Attributes
  Body: 2
  Charisma: 1
  Dexterity: 3
  Intelligence: 2
  Strength: 3
  Willpower: 1
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 6
  Defense: 5
  Perception: 3
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  Academics: 
  Law
  2
  2
  4
  (2)
  Firearms
  3
  2
  5
  (2+)
  Intimidation
  1
  3
  4
  (2)
  Melee
  3
  2
  5
  (2+)
  Ride
  3
  1
  4
  (2)
  Talents
  None
  Resources
  Rank 1 (+2 Social bonus)
  Flaw
  Aloof (–2 penalty on social rolls when trying to establish 
  a rapport with other people. +1 Style point whenever 
  his business-like attitude causes him trouble)
  Weapons
  Rating
  Size
  Attack
  (Average)
  Punch
  0N
  0
  0N
  (0)N
  Long Sword
  3L
  0
  8L
  (4)L
  Wheellock 
  Pistol
  3L
  0
  8L
  (4)L
  Richelieu’s Guide to Villainy & Justice
  
  
  A Life of Crime
  Courts are necessary because the world is not an hon-
  est place. All manner of thieves and con men prey on the 
  gullible, the charitable, and the stupid. Murderers, rap-
  ists, arsonists, heretics, and traitors are more common 
  than people would care to admit.
  While some people are naturally of criminal bent, 
  perhaps even been raised as thieves from an early age 
  by their nefarious parents, many who occupy the role of 
  thieves and con men, commonly termed “vagabonds,” 
  are just unfortunate souls.
  Sadly for them, the very notion of giving someone 
  money simply because they do not have a job is incon-
  ceivable in this age—in the minds of those with money, 
  poverty equates to laziness. This mentality is true even 
  of almshouses—being crippled or otherwise unable to 
  work is one thing, but being fit and not having a job is 
  another. (This is one reason beggars fit for work must 
  feign injury if they are to receive any charity.) If circum-
  stances reduce a man to poverty, the only real way to 
  provide any sort of income is thievery.
  Thus, most criminals are not members of a thieves’ 
  guild or criminal fraternity, but lone men and women 
  struggling to survive. Whether or not this makes their 
  actions morally acceptable is a question the characters, 
  whether judiciary or criminals, may have to answer at 
  some point.
  Vagabond, Rogue, Thief
  Thomas Harman, an Elizabethan author, wrote about 
  vagabonds and thieves in his work A Caveat or Warn-
  ing for Common Cursitors, vaguely called vagabonds, 
  published in 1566. Some of the rogues he described are 
  detailed below, along with more conventionally named 
  criminal occupations. Although the names are English, 
  the nature of these con men and thieves makes them 
  universal.
  Abraham-man: Con men who claim to be stricken 
  by mental illness and beg for alms. When refused, they 
  threaten violence, playing on the fear that all those suf-
  fering brain ailments are by nature violent psychopaths.
  Autem Mort: These thieves are a female version of 
  Dickens’ Fagin, a “mother” to gangs of children who are 
  cut-purses and robbers. The mother never engages in 
  crime herself, but lives off the proceeds of her “wards.” 
  Bawdy Basket: These female rogues are peddlers, 
  roaming the towns visiting well-to-do houses. Some 
  commit acts of burglary, while others incite servants to 
  steal items from their masters, which the bawdy basket 
  then purchases at a knockdown price.
  Counterfeit Crank: Part con man and part thief, the 
  crank waits for a wealthy citizen to cross his path and 
  then feints suffering from epilepsy (the “falling sick-
  ness”). When the honest gentleman helps him up, the 
  crank lifts his purse or other valuables.
  •              •
  King of the Thieves
  While there are many who may claim to be an “Up-
  right Man,” or gang boss, there is only one who car-
  ries the title of The Upright Man.
  His pseudonym is known in taverns, back alleys, 
  and gentlemen’s clubs across much of France. He 
  is said to be the King of Thieves, a man (or woman) 
  whose influence stretches throughout Paris, if not 
  all of France. It is said he has contacts straddling 
  every step of the social ladder, and that he bribes, 
  blackmails, or threatens officials at every level of the 
  courts, army, church, and government into obeying 
  his wishes. The only man he has no hold over, so 
  the tales go, is Cardinal Richelieu.
  It is also said every thief, beggar, and con man in 
  Paris pays him a cut of their profits through a con-
  voluted chain of agents and dead drops. Those who 
  fail to pay their tribute receive a verbal warning for 
  the first offense, a sound thrashing for the second, 
  and found floating in the River Seine after the third 
  transgression. Yet exactly who he may be remains a 
  complete mystery. Everyone knows the name, many 
  fear him, yet no one admits to ever having seen him 
  in person. Even the most skilled torturers at the 
  courts’ disposal have failed to uncover any hard evi-
  dence concerning The Upright Man. He is nothing 
  more than a name, a specter who lurks always out 
  of sight, whose presence is felt everywhere.
  This has led some to question whether or not he 
  even exists. That someone collects tribute from the 
  vagabonds and deals out punishments is undeni-
  able, but whether every beggar and thief is under 
  his sway is open to debate. All admit to paying their 
  dues, but that may simply be out of fear the ques-
  tioner is an agent of The Upright Man.
  One theory claims The Upright Man is no more 
  than the ultimate con, someone getting one over 
  on the entire criminal fraternity by preying upon 
  their fears. Another story claims is he is a bogey-
  man, a mythical creation used to intimidate rivals 
  and force them to hand over part of their ill-gotten 
  gains. Others insist there was once an Upright Man, 
  but that he is long dead, his name and reputation 
  used by various minor gang bosses to secure wealth 
  without labor.
  But such talk quickly ends when a single gold coin 
  is delivered to them, stamped not with the king’s 
  head, but with a simple staff tipped with a smiling 
  mask—the calling card of The Upright Man, a warn-
  ing that he is watching and listening. If the trouble-
  maker does not desist in spurious talk, or those ac-
  tivities the master criminal finds offensive, the next 
  visit will not be so friendly: those who continue to 
  offend The Upright Man have a nasty habit of disap-
  pearing—permanently.
  All For One 
  
  
  Courtesy Man: This con man preys on patriotism. He 
  claims to represent soldiers of good character and service 
  who have returned from war but have been unsuccessful 
  in finding work and are too proud to beg for charity.
  Cracksman: A safe cracker.
  Cut-Purse: While pockets are known, most people 
  still keep their money in a pouch. Cut-purses are skilled 
  at severing the cords attaching the purse to a belt.
  Demander for Glimmer: Beggars fall into two cat-
  egories—those who, due to an event in their life, have 
  a license permitting them to seek alms, and those who 
  do not. Demanders carry fake licenses, claiming their 
  worldly goods were destroyed in a fire, granting them 
  permission to beg for charity.
  Denter: A burglar, more commonly a cracksman (see 
  above), who specializes in using gunpowder to gain ac-
  cess.
  Dummerer: A beggar who feigns being mute. A fairly 
  easy scam to carry off, but one which can be easily re-
  vealed through trickery or violence.
  Fingerer: Well-dressed and urbane, a fingerer be-
  friends a gentleman victim, and arranges for the pair of 
  them to enter a gambling game with a complete stranger 
  (actually the fingerer’s accomplice). The “stranger” 
  cheats both men out of their money, which he then splits 
  with the fingerer when the victim leaves.
  Frater: These vile con men literally take money from 
  the poor. Armed with fake licenses, they visit the houses 
  of the rich claiming to be collecting alms for the poor on 
  behalf of a hospital, church, or other charitable institu-
  tion.
  Freshwater Mariners: Con men who claim to be 
  shipwrecked sailors trying to make their way home. The 
  Ministry of the Sea, the equivalent of the English Admi-
  ralty Office, issue licenses to actual shipwrecked mari-
  ners to try and curb this scandalous profession, which 
  has only provided jarkmen (see below) another avenue 
  of business.
  Highwayman: A mounted bandit who holds up trav-
  elers on the open roads between settlements.  
  Hooker: As opposed to the modern day term, a 
  hooker pays a visit to the houses of the rich during the 
  day seeking alms. During his visit he carefully watches 
  for items of clothing in reach of the windows. At night, 
  he returns armed with a long pole with a hook at the 
  end, which he uses to fish for clothing. The clothes are 
  then sold.
  Jarkmen: A forger specializing in various licenses, 
  especially those relating to begging. Harman insists that 
  all vagabonds are of the lowest class, ill-educated, and 
  thus incapable of writing, but many jarkmen are in fact 
  middle-class citizens in poorly paid occupations. A parti-
  co is a jarkman who specializes in ecclesiastical licenses, 
  such as marriage licenses.
  Loaner: Loaners are con men. They dress smartly and 
  speak in well-educated tones, for their victims are always 
  gentlemen. They approach a potential victim, befriend-
  ing him over a period of days or weeks. They slowly 
  reveal a story of financial woes, eventually claiming to 
  have a promissory note worth a considerable sum that, 
  for some plausible reason, they cannot immediately call 
  in. They offer to sell the note for half its supposed value 
  in return for hard cash to help settle their debts. The 
  promissory note is, of course, a forgery.
  Palliards: Palliards are beggars who fake injuries, 
  mainly using herbs to raise welts or cause nasty-looking 
  but harmless rashes.
  Priggers of Prancers: This comical term is used to 
  describe horse thieves. With France mustering a larger 
  army, horses are in great demand and can fetch a good 
  price. In order to prevent horse thievery, many parle-
  ments have issued laws that require anyone who sells a 
  horse at a market or fair must have two people to vouch 
  for the seller. This has done little to stop the crime, 
  though it does mean the prigger needs two accomplices 
  to help scam the prospective owner.
  Prigman: A seemingly innocent traveler who steals 
  clothes hanging out to dry on hedges or draped over 
  window sills.
  Ring-faller: The ring-faller is a con man who plants 
  an inexpensive ring that appears quite valuable in the 
  street, and waits for a suitable victim to come along. As 
  the victim stops to pick up the ring, the ring-faller does 
  the same. At first he claims half the ring’s value as co-
  finder, but quickly convinces his victim to buy his share 
  for cash.
  Some are quite willing to take the ring to a jeweler 
  to have it evaluated, just to ensure the victim pays an 
  honest price. Unfortunately for the mark, the jeweler in 
  question is usually in on the scam, and vastly overinflates 
  the ring’s value. Naturally, he receives a cut of the profits 
  for his time and “professional” opinion.
  Ruffler: Former soldiers, rufflers have opted to turn 
  to a life of thievery rather than seek honest employment. 
  They are not fussy in how they acquire wealth, robbing, 
  begging, and extorting money through threats of vio-
  lence. Many go on to become Upright Men (see below).
  Smuggler: A criminal who transports goods across 
  regional and national boundaries, avoiding customs and 
  excise duties. Although France and England are enemies, 
  smugglers can make good money transporting French 
  wine and brandy across the English Channel.
  Swadders: Another term for a peddler. Many ped-
  dlers are honest folk seeking to make a humble living, 
  but swadders are notorious for being fences of stolen 
  goods.
  Upright Man: Not quite the kingpins of crime, Up-
  right Men are nevertheless masters of criminal gangs, 
  especially beggars and thieves. In return for providing a 
  safe house, food, and drink, they take a huge cut (typi-
  cally 90%) of a rogue’s illegal gains. Within the criminal 
  community, Upright Men are accorded great respect, 
  mainly out of fear. One perk of being an Upright Man 
  is the right to take money from beggars, even those not 
  affiliated to them.
  While usually of the lower classes, a nobleman might 
  pose as an Upright Man for his own nefarious ends. Such 
  criminals will find it hard to conceal their upbringing, 
  Richelieu’s Guide to Villainy & Justice
  
  
  mainly because of their refined speech, but they would 
  be unlikely to dress in their finest clothes or use their 
  real name.
  Campaigns
  This section takes a look at creating judicial and 
  criminal characters, and gives advice on using them in 
  a campaign.
  Making Characters
  All Musketeers receive four zero-level Skills and two 
  zero-level Resources. Judicial and criminal characters 
  receive the same general benefits, with a few notable 
  differences.
  Judicial: The three main judicial character types are 
  prévôt, intendant, and maréchaussée. Each has slightly 
  different guidelines and restrictions.
  A prévôt needs Academics: Law and Bureaucracy. 
  An intendant needs Academics: Law, Bureaucracy, and 
  either Intimidation or Investigation as a zero-level Skill. 
  A maréchaussée must take Firearms and Riding, but 
  doesn’t need Academics: Law, since his job is to catch 
  criminals, and not try them in court. In the case of Bu-
  reaucracy, the first specialty taken should be Legal.
  The remaining Skills are left to the player to decide. 
  While there are no restrictions, it should be noted that 
  all these officials are well-to-do, educated men, never 
  appointed from the common populace. As such, “low” 
  Skills such as Craft, Larceny, and Stealth should require a 
  suitable backstory to explain them.
  The character must take Status 0 as a Resource. This 
  does not necessarily imply noble birth, but does rep-
  resent the character’s position as a royal official. The 
  other Resource is the player’s choice. Note that while 
  intendants are not banned from having Allies or Con-
  tacts, they are typically posted away from their sphere of 
  influence. Players should keep this in mind when design-
  ing their characters, though. Having a lackey is a good 
  choice, since most judicial officers have a small team of 
  assistants, notably secretaries and lawyers.
  Historically, judicial officers were all male; the Game-
  master, of course, can decide to allow female characters 
  to fill these roles.
  Criminal: Characters of criminal bent are free to 
  choose whatever Skills they like, based on the particu-
  lar type of crime they practice. Con men, for instance, 
  should take Con, while burglars and cut purses should 
  take Larceny; for forgers, the Gamemaster should con-
  sider allowing Forgery as a Craft specialization. The 
  Gamemaster should also feel free to impose certain re-
  quirements or disallow certain Skill choices, unless the 
  player can provide good reason for the character to have 
  them as Skills learned during their formative years.
  For instance, while many criminals are versed in Con, 
  Larceny, and Stealth, few commoners would have access 
  to the education required to learn Academics or Natural 
  Philosophy. This is not to say such Skills are banned to 
  criminals—far from it, in fact. Any character may possess 
  any Skill, but their backstory should reflect their unusual 
  choices. For example, a character might be a gentleman 
  thief, perhaps a bored young nobleman who commits 
  acts of robbery not for the money, but simply for the 
  thrill. Conversely, a scholar or nobleman might have 
  been forced into a life of crime due to poverty or other 
  circumstances beyond his control.
  As with their Skills, criminal characters are free in their 
  choice of two zero-level Resources. A lackey is strongly 
  suggested, but not required. A Refuge is especially use-
  ful, since it provides a safe house to hide from the law.
  Judicial Campaigns
  A judicial campaign is one is which the majority of 
  the characters are members of the judiciary. Judicial 
  campaigns are likely to break down into two main types: 
  investigating crimes and corruption, and courtroom dra-
  mas. The latter can certainly lead to excellent roleplaying 
  opportunities, and can make a welcome break from fast-
  paced adventure, but it is not ideal as the sole focus of a 
  swashbuckling horror campaign. 
  Investigations, on the other hands, allow plentiful 
  opportunity for dramatic fights, problem-solving, social 
  interaction, and roleplaying. The range of criminal inves-
  tigation adventures is almost endless. In one adventure, 
  the characters might be solving brutal slaying in the 
  slums of Paris, the work of a madman or a supernatural 
  foe, while in the next they may be trying to uncover a 
  web of corruption involving a nobleman of high status 
  who is selling information or weapons to the Spanish or 
  a radical rebel group.
  The Gamemaster needs to consider whether the 
  group works for a higher status non-player character, or 
  is acting independently. 
  Having the characters work for an intendant allows 
  the Gamemaster to assign them cases, providing auto-
  matic adventure hooks. However, the characters are not 
  bound simply to follow orders adventure after adven-
  ture. France is a huge country, with very few intendants 
  to cover it. Most intendants give their deputies great 
  leeway in conducting their own investigations. This al-
  lows the Gamemaster to draw the characters into stories 
  using their Flaws, Motivations, and goals—it also allows 
  for almost any type of character to be involved, such as 
  an off-duty Musketeer. 
  The second option gives characters more freedom in 
  taking on cases, but less freedom in their role. At least 
  one character should be an intendant, which will pro-
  vide them with ample opportunity to travel anywhere 
  in France and become involved with any type of crime. 
  The other characters would likely serve as assistants. 
  However, this master-servant relationship could lead to 
  characters abusing their subordinates, and thus might 
  not be suitable for all groups.
  •       •
  All For One 
  
  
  A judicial campaign will definitely involve Cardinal 
  Richelieu at some point. Although the Chancellor runs 
  the judiciary, the Cardinal is his boss. As in most cam-
  paigns, Richelieu’s evil may be uncovered through a se-
  ries of adventures, leaving the characters, loyal servants 
  of France, with a powerful enemy and a moral quanda-
  ry—how can they best serve France, knowing Richelieu 
  is really in charge?
  Criminal Campaigns
  At first glance, a criminal campaign might appear to 
  be a lot of fun. The characters get to plan and execute 
  scams and robberies, avoiding the constabulary through 
  wit, swordplay, and the tried–and-true method of fleeing 
  the scene. Riches and infamy await!
  One problem with this type of campaign is that unless 
  the characters work for a criminal boss who gives them 
  targets to rob, the Gamemaster needs to know what heist 
  the characters are planning in advance to adequately 
  plan security patrols and the like. There is a risk that the 
  Gamemaster, instead of running the campaign and tell-
  ing an interesting story, will end up struggling to stay a 
  step ahead of the players and their characters’ larcenous 
  wishes. Another issue is how to stave off boredom. While 
  the first few escapades may be exciting, doing nothing 
  but robbing nobles’ mansions and swindling rich mer-
  chants will eventually grow dull. Of course, things will 
  get exciting again when the characters become hunted 
  men and women, as must eventually happen, but by 
  then the players may have grown apathetic.
  A purely criminal campaign is also very likely to 
  detract from the core focus of All for One: that of be-
  ing brave and noble (if not always righteous) sons and 
  daughters of France who fight tirelessly against injustice 
  and the rise of supernatural horror. While there is noth-
  ing inherently wrong in this, much of the material in the 
  core book can become extraneous.
  While all this may sound negative, it is intended only 
  to warn the Gamemaster of potential pitfalls in running 
  a criminal campaign.
  Mixed Campaigns
  Most All for One games, whether the characters are 
  playing Musketeers, nobles, spies, soldiers, or academ-
  ics, will undoubtedly require the heroes to break the law 
  at some point. There is a difference, however, between 
  the occasional foray into crime as opposed to it being a 
  lifestyle choice.
  Most characters will be law-abiding, unwilling to cross 
  the line into outright thievery and dishonesty except in 
  dire circumstances. Skills such as Con and Larceny, and 
  Stealth to a lesser degree, are useful in a party. Being 
  able to convince the guard you’re really a duke and his 
  entourage, or pick the lock of an official’s safe to retrieve 
  documents pointing to his alliance with the forces of 
  Satan can make the difference between success and 
  failure… if not life and death. In most cases the crime 
  is being committed for the greater good, and is unlikely 
  to be punished by the authorities once the true villain is 
  brought to justice. Of course if the characters are caught 
  red-handed stealing from the safe, they’d better have a 
  good excuse prepared or their good intentions will make 
  them wanted men.
  A vagabond who uses his larcenous abilities to aid 
  the party might be able to occasionally lift a few small 
  trinkets on the side to help line his pockets without his 
  comrades raising an eyebrow. But if he engages in all out 
  robbery at every opportunity, especially if the charac-
  ters are Musketeers, or brings the authorities down on 
  the rest of the group with his crime spree, he may find 
  himself being dragged to the nearest prison and handed 
  over. This is even more likely if the character starts rob-
  bing from his friends.
  While interparty friction can be a highly enjoyable 
  part of the game, such friction should not become dis-
  ruptive. As the core rules state, any character should be 
  a team player in order for everyone at the table to have 
  fun. Keep that in mind, and everyone should have fun. 
  That is, after all, why you’re playing the game...
  New Archetypes
  These new archetypes are not suitable for Musket-
  eers, but they fit well with villainous campaigns.
    Everyman
  Not every citizen is born to wealth. The vast ma-
  jority of the populace are everymen, common citi-
  zens whose biggest concern is the daily necessity of 
  making ends meet. They may be general laborers 
  or tradesmen. Their lives may not be exciting, but 
  they keep the wheels of industry turning. Whether 
  sensible and dependable, or dreaming of a life of 
  adventure, these working-class heroes never actu-
  ally expect to do anything heroic—and yet they are 
  often thrust into that position. When the chips are 
  down and the situation looks grim, they can draw 
  on an inner strength that enables them to save the 
  day in the most unlikely and unexpected ways.
    Judiciary
  Members of the judiciary are responsible for main-
  taining law and order, detecting and preventing 
  crimes, and apprehending criminals—using force, 
  even torture, if necessary. Some have friends and 
  acquaintances on both sides of the law. While they 
  usually stay within the bounds of the law to accom-
  plish their job, some judiciaries  will bend or even 
  break the rules to get what they’re after.
  Richelieu’s Guide to Villainy & Justice
  
  
  Eager Intendant
  Archetype: Noble 
  Motivation: Duty
  Style: 3
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 3
  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: Law
  3
  4
  7
  (3+)
  Bureaucracy
  3
  3
  6
  (3)
     Legal
  7
  (3+)
  Diplomacy
  3
  2
  5
  (2+)
  Empathy
  3
  2
  5
  (2+)
  Investigation
  3
  4
  7
  (3+)
     Interview
  8
  (4)
  Linguistics
  3
  1
  4
  (2)
  Melee
  2
  1
  3
  (1+)
  Talents
  Well Connected (Can boost his Contacts Resource as 
  if it were a Talent, but he does not need to have this 
  Resource in order to boost it)
  Resources
  Lackey 1 (Legal secretary)
  Status 1 (Intendant; +2 Social bonus)
  Flaw
  Stubborn (+1 Style point when his inflexibility causes 
  him trouble, or he forces others to go along with his 
  idea)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Rapier
  2L
  0
  5L
  (2+)L
  “I suggest you find 
  the paperwork quickly.”
  Character Background
  My father was a civil servant, as was his father before 
  him. Neither amounted to much, but our family never 
  went without life’s necessities, and we had many minor 
  contacts at the royal court. 
  I was a student when I first heard Cardinal Richelieu 
  speak about his vision for France. He visited our univer-
  sity, where he lectured on the corruption eating away at 
  France, and the need for a strong, central government 
  answerable only to the King and God. Many of my peers 
  jeered, for they were the sons of old families whose 
  power had been eroded by recent decrees, but I saw the 
  wisdom in his words. I finished my studies, and gradu-
  ated with distinction I might add, and became a secretary 
  to an intendant. Within two years, I had risen to the posi-
  tion of sub-delegate, a trusted lieutenant with authority 
  to investigate cases on behalf of my master.
  My third case involved an investigation of a royal 
  gunpowder factory. Powder had gone missing, and my 
  master suspected the supervisor was secretly selling it 
  on the black market. Through thorough and diligent 
  investigation—not to mention some risk to my life—I 
  uncovered a tangled web connecting the supervisor to 
  conspirators set on blowing up one of the royal palaces. 
  The supervisor was duly arrested and executed. A month 
  later, I was summoned to Paris for a personal audience 
  with Cardinal Richelieu. He congratulated me on my 
  success, and yet I had the nagging suspicion that he 
  was not entirely pleased over some aspect of the mat-
  ter. Perhaps the supervisor had been appointed by him, 
  and he thought his crime would reflect badly on him. 
  Regardless, my day ended with an appointment as a full 
  intendant under the direct authority of the Cardinal. He 
  ended our meeting with these words: “I shall watch your 
  career with great interest.” I cannot say why, but those 
  words filled me with a sudden sense of dread.
  Although my work takes me across France, I have nur-
  tured a number of contacts in many spheres of influence, 
  even those the judiciary would find unsavory. I do not 
  condone crime, but the actions of commoners are not 
  my concerns. In my profession, I am willing to gather 
  information through any available means.
  Roleplaying
  You became an intendant in order to help clean up 
  the corruption plaguing the government, and nothing is 
  going to stand in your way. Your stubbornness in pursing 
  your duties has made you few friends, especially in the 
  judiciary, but friendship matters little to one who travels 
  so frequently and so far. 
  All For One 
  
  
  Forgotten Soul
  Archetype: Doctor 
  Motivation: Truth
  Style: 3
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 2
  Dexterity: 2
  Intelligence: 3
  Strength: 3
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 5
  Defense: 4
  Perception: 6
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Brawl
  3
  2
  5
  (2+)
  Fencing: 
  Anato-
  mie
  3
  3
  6
  (3)
  Investigation
  3
  2
  5
  (2+)
  Linguistics
  3
  1
  4
  (2)
  Medicine
  3
  4
  7
  (3+)
  Natural 
  Philoso-
  phy: Biology
  3
  3
  6
  (3)
  Streetwise
  2
  2
  4
  (2)
  Talents
  Accuracy 2 (May ignore up to a –4 penalty for targeting 
  a specific location)
  Resources
  Fencing School 0 (L’Académie de l’Anatomie; +1 So-
  cial bonus)
  Refuge (Size 0; small house)
  Flaw
  Amnesia (+1 Style point when he suffers a traumatic 
  flashback, or when something from his past comes 
  back to haunt him)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  5N
  (2+)N
  Rapier
  2L
  0
  8L
  (4)L
  “I am a ghost. You 
  cannot kill me.”
  Character Background
  I cannot tell you who I am, for I do not know. I have 
  pieced together some small parts of the puzzle from my 
  dreams, and feelings on seeing certain sites, but I will 
  speak of these later.
  Let me first start with the one certainty I have learned. 
  I can conclude through logical reasoning that I was 
  trained in the medical arts, for I possess an in-depth 
  knowledge of the human body and healing practices. For 
  that I am grateful, as it at least allows me to earn a living 
  while I strive to unravel my past. It also means I am an 
  educated man, not a simple peasant.
  As for the rest, it is fragmentary, a jumbled collection 
  of visions and emotions. I recall a man, a man whose 
  head was encased in iron. I awake from my sleep too 
  often in a cold sweat, for I suffer nightmares of being suf-
  focated in absolute darkness. Yet I do not know if I was a 
  visitor to that unfortunate soul or the man himself. The 
  only person who fits that description, I have learned, is 
  the Man in the Iron Mask, but he resides in the Bastille if 
  the stories are to be believed.
  What I do know is that I awoke on a ship six years ago. 
  The crew told me I had been pulled out of the Mediter-
  ranean more dead than alive. I remained with them for 
  two years, slowly regaining my health and putting my 
  apparent talent for medicine to good use.
  At last I felt ready to return to France, to uncover the 
  story of my life. Indeed, the desire to learn who I was 
  gnawed at me, consuming my very core. I had earned 
  good money with the crew, for they were not entirely 
  law-abiding men, enabling me to purchase a small house 
  in which I practice medicine.
  My memory allows me no luxury of finding family or 
  friends, and my appearance must have altered over the 
  passage of time, for none recognize me. I live in the heart 
  of a vibrant society… yet I am a ghost, a man without a 
  true name, a man with no past.
  I suspect that I spent time in prison. Many years in 
  fact, as my appearance is unrecognizable. But I have no 
  criminal skills, no criminal desires trouble my thoughts. 
  If I was guilty of offense, what crime did I commit? This, 
  I feel, is the core to understanding my predicament. 
  Someone knows my identity. I will find that person. I 
  will learn the truth, no matter how horrific it may be, and 
  reclaim the life I have lost.
  Roleplaying
  Your past life is a mystery, a puzzle you seek to un-
  ravel. But without a name, or even a birthplace, your 
  struggle is near hopeless.
  Richelieu’s Guide to Villainy & Justice
  
  
  Secret Judge
  Archetype: Hunter 
  Motivation: Justice
  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: 4*
  Defense: 5
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Academics: Law
  3
  2
  5
  (2+)
  Fencing: Position 
  de Fer
  3
  3
  6
  (3)
  Firearms
  3
  3
  6
  (3)
  Investigation
  3
  3
  6
  (3)
  Larceny
  3
  2
  5
  (2+)
  Ride
  3
  1
  4
  (2)
  Stealth
  3
  3
  6
  (3)
  Talents
  None
  Resources
  Contacts 0 (Judiciary; +1 bonus)
  Fencing School 1 (L’École de Position de Fer; +2 bo-
  nus)
  Lackey 0 ( Holy Vehm freifrone)
  Rank 1 (Freischöffe in Holy Vehm; +2 Social bonus)
  Flaw
  * Lame (+1 Style point when he is unable to outrun 
  danger, or if his bad leg gets him into trouble)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  1N
  (0+)N
  Rapier
  3L
  0
  9L
  (4+)L
  Wheellock Pistol
  3L
  0
  9L
  (4+)L
  “Of course you say you 
  are innocent.”
  Character Background
  Justice? You say the word like it has meaning. Justice 
  is an illusion for the common man, something the rich 
  can buy, no matter how heinous their crimes. There is 
  little justice in this land, as I have learned first hand.
  I was a poor farmer once, having inherited a farm 
  from my late father. I worked the land with my sister, 
  my last remaining family member. She was a pretty girl 
  with many suitors, but she turned them down in order 
  to stay with me. Why? As a youth, my left leg was crushed 
  by a cart and never healed properly. My sister thought I 
  would struggle to plow the land and harvest the crops, 
  and believed it was her lot to remain with me. Such char-
  ity was to be her demise, for had she taken a husband, the 
  events I am about to reveal would not have occurred.
  It was a stormy night. My sister and I were in the 
  yard, for the cows had broken free of their corral and 
  had scattered, driven onward by the lightning. A carriage 
  pulled up alongside and a nobleman stepped out. My 
  sister greeted him, for I was across the yard. Suddenly 
  she was gone, taken into the carriage which drove away 
  to the sharp crack of the driver’s whip. A hunter found 
  my sister’s corpse in the woods the next day. She had 
  been stabbed through the heart, though thankfully her 
  purity was intact. I hunted down the nobleman I knew 
  to be her murderer, and brought him to court. I had sold 
  my farm and versed myself in the basics of the law, for I 
  could not afford representation. The trial lasted barely 
  an hour. With a wolfish grin, he left a free man, albeit one 
  slightly poorer. Broken and despondent, I left the court, 
  and a stranger approached me. He spoke of the injustice 
  inherent in our legal system, to which I agreed. He kept 
  in contact over the following months, questioning me on 
  matters of law, inquiring whether I desired vengeance. 
  To be honest, thoughts of revenge had filled my heart at 
  first, but they had given way to a yearning only for justice. 
  And so it was I was invited to join the Holy Vehm.
  My sister’s killer was caught and tried by the Vehm in 
  secret court. He was judged guilty, and I was given the 
  honor of executing him in accordance with the law. He 
  was the first man I killed, but he has not been the last…
  Roleplaying
  You are judge, jury and, when necessary, executioner 
  to those who have escaped the law through corruption. 
  A fair trial is always given, for without providing such you 
  are no better than those you hunt. If those you judge 
  are found guilty according to the laws of France, you en-
  act the only penalty your secret society can pass down: 
  death.
  All For One 
  10
  
  Undercover Agent
  Archetype: Spy 
  Motivation: Truth
  Style: 3
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 3
  Intelligence: 3
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 5
  Defense: 5
  Perception: 5
  Stun: 2
  Skill
  Base
  Levels
  Rating
  Average
  Con
  3
  3
  6
  (3)
  Diplomacy
  3
  1
  4
  (2)
  Empathy
  3
  2
  5
  (2+)
  Investigation
  3
  2
  5
  (2+)
  Larceny
  3
  2
  5
  (2+)
  Melee
  2
  2
  4
  (2)
  Spying
  3
  2
  5
  (2+)
  Stealth
  3
  1
  4
  (2)
  Streetwise
  3
  2
  5
  (2+)
  Talents
  Jack of all Trades (Ignore the untrained Skill penalty 
  when using any general Skill)
  Well Connected (Can boost his Contacts Resource as 
  if it were a Talent, but he does not need to have this 
  Resource in order to boost it)
  Resources
  Ally 0 (Black Blade Musketeer; +1 bonus)
  Lackey 0 (Rumormonger)
  Flaw
  Secret (+1 Style point if he is confronted with the truth 
  or goes out of his way to protect the secret)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Small Sword
  2L
  0
  6L
  (3)L
  “Tell me where I can 
  find The Upright 
  Man!”
  Character Background
  Cardinal Richelieu’s policies have earned France 
  many enemies, both domestic and foreign. Whether 
  those policies are truly for the betterment of the country, 
  I am not qualified to say. It is simply my task to uncover 
  and expose plots against France, in order to keep King 
  and country safe. I am neither judge, nor executioner. 
  When I uncover enough evidence, I pass it along to oth-
  ers to act upon. Although I serve France loyally, I am not 
  an official agent of the King, nor of Cardinal Richelieu. 
  Indeed, I have no formal ties to the judiciary at all. Were 
  I to be discovered plying my trade, I have no doubt all 
  knowledge of me would be denied. Such is the nature of 
  my work, I suppose. My master, if he can be called such, 
  is M. de Tréville, Captain of the Musketeer, who found 
  me languishing in jail and proved to be my salvation. 
  Ah yes, the crux of the matter! I may now be a loyal, 
  if unacknowledged, servant of France. But before that, I 
  spent the greater part of my life working as a con man. 
  My gift for bluffing and impersonation enabled me to rob 
  not only the poor, but the very cream of French society.
  M. de Tréville and I spoke at length before he offered 
  me a chance to redeem myself. What he asked of me was 
  dangerous, perhaps even guaranteed to lead to a pain-
  ful death, but surely better than spending the rest of my 
  days rotting in a dank, windowless cell.
  Since that day, I have worked tirelessly to safeguard 
  France from her many enemies. I have cultivated many 
  contacts across the social spectrum, though none know 
  my true identity. A man of a thousand faces, M. de Tréville 
  once called me, but a master of none. He speaks wisely, 
  since the only way to arrange for my freedom was for me 
  to die in jail. I have seen much evil. Some of it mundane, 
  but some I would swear has risen from the very depths of 
  Hell in flesh incarnate… but despite all I have seen and 
  suffered, I would not give up this life for all the money 
  in France. You see, with a little time and effort I can be 
  anybody I want… even you.
  Roleplaying
  As an undercover agent, you have infiltrated and ex-
  posed many plots against France. Your list of friends is 
  far outweighed by your list of enemies. You believe in a 
  slow, methodical approach to your work, slowly infiltrat-
  ing deeper into conspiracies in order to gather evidence. 
  And wisely so, for one wrong word, a careless action, 
  could cost you your life.
  Richelieu’s Guide to Villainy & Justice
  11
  
  Sample Lackeys
  Counterfeit Crank
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 1, Intelligence 3, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 4, 
  Initiative 5, Defense 3, Stun 1, Health 2
  Skills: Bureaucracy 5, Craft: Forgery 5, Linguistics 4
  Talents/Resources: None
  Flaws: Secret (+1 Style point if he is confronted with 
  the truth or goes out of his way to protect the secret)
  Weapons: Punch 0N
  Experienced Burglar
  Follower 1
  Primary Attributes: Body 2, Dexterity 3, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 5, Perception 3, 
  Initiative 5, Defense 5, Stun 2, Health 3
  Skills: Acrobatics 4, Athletics 4 (Climbing 5), Larceny 
  5 (Lockpicking 6), Stealth 5, Streetwise 4
  Talents: Climb (His climbing speed is doubled)
  Resources: None
  Flaws: Envious (+1 Style point whenever his envy 
  causes trouble for him or his companions)
  Weapons: Punch 0N
  Generic Con Man
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 3, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 2, Perception 3, 
  Initiative 3, Defense 2, Stun 1, Health 2
  Skills: Con 5, Diplomacy 4, Gambling 4
  Talents/Resources: None
  Flaws: Liar (+1 Style point whenever his dishonesty 
  causes trouble or his lies catch up with him)
  Weapons: Punch 0N
  Highwayman
  Follower 1
  Primary Attributes: Body 1, Dexterity 3, Strength 2, 
  Charisma 2, Intelligence 2, Willpower 2
  Secondary Attributes: Size 0, Move 5, Perception 4, 
  Initiative 5, Defense 4, Stun 1, Health 3
  Skills: Athletics 5, Firearms 5, Intimidation 5, Ride 5
  Talents: Fearsome (May attempt to scare his oppo-
  nents)
  Resources: None
  Flaws: Criminal (+1 Style point whenever he is hurt 
  by his negative reputation)
  Weapons: Punch 0N, Wheellock Pistol 8L
  Legal Secretary
  Follower 1
  Primary Attributes: Body 2, Dexterity 1, Strength 2, 
  Charisma 2, Intelligence 3, Willpower 2
  Secondary Attributes: Size 0, Move 3, Perception 5, 
  Initiative 4, Defense 3, Stun 2, Health 4
  Skills: Academics: Law 5, Bureaucracy 5 (Legal 6), 
  Diplomacy 4 (Politics 5), Investigation 4 (Research 5), 
  Linguistics 4 (Lip Reading 5)
  Talents: None
  Resources: Rank 1 (+2 Social bonus)
  Flaws: Honest (+1 Style point whenever his honesty 
  causes trouble)
  Weapons: Punch 0N
  Prigger of Prancers
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move , Perception , 
  Initiative , Defense , Stun , Health 
  Skills: Animal Handling 3, Con 4, Ride 4
  Talents/Resources: None
  Flaws: Overconfident (+1 Style point when he is 
  forced to ask for help)
  Weapons: Punch 0N
  Ruffler
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, Strength 3, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 5, Perception 3, 
  Initiative 4, Defense 4, Stun 2, Health 3
  Skills: Brawl 4, Con 4 (Lies 5), Intimidation 5 (Threats 
  6), Larceny 4, Melee 5
  Talents: None
  Resources: Contacts 1 (Ex-army friends; +2 Social 
  bonus)
  Flaws: Callous (+1 Style point when he does some-
  thing particularly selfish)
  Weapons: Punch 5N, Dagger 6L
  Upright Man
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 3, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 4, Perception 3, 
  Initiative 4, Defense 4, Stun 2, Health 3
  Skills: Con 5, Intimidation 5 (Threats 6), Melee 5, 
  Streetwise 5 (Black Market 6)
  Talents: None
  Resources: Contacts 1 (Criminals; +2 Social bonus)
  Flaws: Short Temper (+1 Style point whenever his 
  temper causes trouble)
  Weapons: Punch 0N, Club 6N
  All For One 
  1
  
SOURCE: textdata/thevault/Triple Ace Games/All For One/Compendium 2 [split]/Richelieu's Guide To Villainy And Justice.pdf