TEXT: Introduction
  Europe stands at the brink of the modern age. Through the development of science, 
  learned men and women are beginning to challenge the medieval mindset of superstition, 
  moving towards the making of a rational world. This is not intended to be a scholastic 
  work on mankind’s scientific endeavors, but merely a handy reference for Gamemasters 
  to understand what technology existed in the era of All for One, as well as a guideline for 
  introducing academic and scientific characters.
  An Age of Discovery
  It is not yet the schools and universities that drive the great advances in knowledge, 
  but practical knowledge discovered in the world outside of the classroom. Improvements 
  in rudder technology have made ocean voyages safer, prompting more demand for better 
  navigational aides, and so sailors became proficient in the study of magnetism and com-
  passes, ties, and winds. Artillery improvements have heralded the study of ballistics, while 
  the opening of new mines, especially in the New World, has prompted research into metal-
  lurgy, ventilation, and pumps powered by water or air. Curiosity plays its part, but much of 
  the innovation is powered by the desire for profit in a world slowly evolving from agrarian 
  practices into an industrial one. Since the mid-15th century, mankind’s knowledge has 
  advanced in leaps and bounds.
  Astronomy
  Copernicus challenged millennia of thought by placing the Sun at the center of the so-
  lar system (1543). His work has been expanded upon by the likes of Galileo, Tycho Brahe, 
  and Johannes Kepler, the latter using mathematics coupled with observation to prove the 
  planets move in elliptical orbits and at different speeds. Galileo has laid the foundation 
  for later research into gravity, as well as discovering Jupiter’s moons, which supported his 
  heliocentric view of the heavens, and the phases of Venus. Kepler has put forward scientific 
  proof that tides are caused by the moon (a theory first purported by Seleucus in the 2nd 
  century B.C.), something Galileo disputes as nonsense. Hans Lippershey, a Dutchman, 
  invented the first telescope in 1608, the design of which Galileo improved a year later.
  But such scientific advances, ones which challenge Biblical accounts of the Earth’s posi-
  tion in the heavens, came at a heavy price—Galileo is currently under house arrest, and 
  201111
  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
  Science
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  Permission is granted to print this ebook. No site licence is given.
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  System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLC. Used with permission.
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  trademarks of Triple Ace Games. All Rights Reserved.
  
  Giordano Bruno was burned at the stake in 1600 as a 
  heretic for espousing such ideas. 
  Chemistry and Physics
  Metals such as zinc, cobalt, an nickel are now used to 
  form alloys. Georg Bauer’s work, De re metallica, lays 
  out a full description of mining, smelting, and metallic 
  chemistry (1556). Magnetism and electricity have been 
  studied, and the theory that the Earth is a giant magnet 
  with its own magnetic field published (1600).
  Glass-making technology has been improved through 
  the transmission of Italian books on the subject. Micro-
  scopes have been around for the better part of 40 years, 
  though they have yet to catch on as scientific tools.
  Galileo invented the thermoscope, a crude means of 
  measuring temperature, although the first one to include 
  a scale (thus constituting a thermometer) won’t come 
  about until Robert Fludd, an English physician, math-
  ematician, and occultist, builds one in 1638. The first ac-
  curate temperature scale comes with Fahrenheit’s work 
  a century later. Galileo has divided matter into primary 
  quantities, such as shape, size, and mass, and secondary 
  qualities, such as smell, color, and texture, opening the 
  way for new understanding. Galileo’s experiments have 
  also disproved Aristotle’s theories on motion. 
  Mathematics
  Decimal notation (1585) has revolutionized mathe-
  matics, as has the use of symbols in algebra thanks to the 
  work of the French mathematician Vieta (before this age, 
  words were used). Trigonometry (1595) has revolution-
  ized not only mathematics but also cartography. Napier 
  has invented logarithmic tables (1614), and the slide rule 
  was introduced in 1632. 
  Medicine
  Galen’s anatomical theories (which were drawn from 
  experiments on animals) are being challenged by men 
  like William Harvey, who discovered the circulation of 
  the blood (1628). Valves have been discovered in the 
  veins, proving that blood only flows in one direction 
  along each vein or artery.
  The study of metabolism has begun (1614), thanks 
  to the work of Sanctorius. Zoology and botany have re-
  placed absolute faith in the medieval bestiaries and the 
  belief in their wondrous, often bizarre, creatures.
  Despite the advancements being made, medicine is 
  still very much a medieval practice. Imbalances in the 
  four humors— blood, phlegm, yellow bile, and black 
  bile—are still believed responsible for illness. Herbs 
  are attributed unproven properties based on centu-
  ries of folklore, and mercury—poisonous in even tiny 
  amounts–is a common ingredient in medicines. Leeches 
  and bleeding are used to balance the humors, and as-
  trology still rears its ugly head in diagnosing and curing 
  patients of their earthly ills.
  Modes of Thought
  The Age of Enlightenment is dawning throughout 
  Europe. Humankind is taking its first tentative steps 
  on the road of scientific discovery, attempting to ex-
  plain the universe in terms beyond those purely of 
  the philosophical and religious. Some of the modes 
  of thought of the age are described below.
  Deism: The study of the natural world and its laws, 
  not dogma and doctrine, proves the existence of 
  God. God created the world, formulated the natu-
  ral laws, set His creation in motion, and allows it 
  to unfold without direct intervention. Superstition, 
  faith, angels, demons, miracles, and magick, have 
  no place in the world. This belief, while not specifi-
  cally heretical, does threaten the role of priests.
  Dualism: The body and mind are completely sepa-
  rate, neither capable of interacting with the other.
  Empiricism: Acquisition of knowledge through 
  experimentation and direct observation; essentially 
  the modern method of repeated experimentation 
  and observation.
  Fideism: The belief that logical reasoning and faith 
  are opposites. Religion is an act of faith, and cannot 
  be understood by scientific reasoning.
  Induction: Better known as the “educated guess,” 
  induction takes observations and forms conclu-
  sions based on the evidence. For instance, if a per-
  son appears unhappy, the logical conclusion is they 
  are unhappy.
  Materialism: The belief that every process can be 
  explained in terms of matter. There is no place for 
  spirits or ephemera in this way of thinking.
  Mechanical Philosophy: The physical world and 
  everything in it is like a machine obeying the laws 
  of nature. Descartes separated mind and body, be-
  lieving that the mind had free will, while the body, 
  bound to physical laws, did not.
  Occasionalism: The belief that only God causes 
  things to happen. It essentially denies cause and ef-
  fect—things happen because God makes them hap-
  pen—predeterminism taken to an extreme.. God, 
  for instance, makes you think about moving and 
  then you move. 
  Rationalism: Study through logical thought and 
  deduction rather than experimentation. Mathemat-
  ics is rational: 2+2 will always equal 4, no matter 
  how many times one observes the equation.
  Skepticism: Historically, skepticism is the belief 
  that new discoveries will always invalidate existing 
  theories. Thus, all theories must be continually test-
  ed against new evidence as it emerges. In essence, a 
  skeptic takes nothing for granted.
  Teleology: The explanation of phenomena by the 
  purpose they serve rather than the cause of the phe-
  nomena.
  All For One 
  
  
  The World
  Mercator has invented a new way of projecting maps 
  (1568). The theory of continental drift was first put 
  forward in 1596, though the theory relies on sudden 
  dramatic and cataclysmic events rather than the slow 
  motion of tectonic plates over millions of years.
  Future Discoveries
  While many of the discoveries described here occur 
  in the years shortly after 1636, the game is not intended 
  to be a perfect replica of our world, as discussed before 
  in the inventions introduced in Richelieu’s Guide to 
  Wondrous Devices. Thus, any of these inventions could 
  be easily introduced into the campaign, perhaps as the 
  focus of an adventure. Descartes invents a way of describ-
  ing one’s position on the Earth in terms of mathematical 
  notation. His work is the foundation for calculus. Blaise 
  Pascal creates an adding machine in 1642s. The first ba-
  rometer is produced in 1643, when Evangelista Torricelli 
  proves that air pressure along can hold up a column of 
  mercury 76 cm (30”) in height. Creation of the air pump 
  in 1650 proves that sounds cannot travel in a vacuum. 
  The first pendulum clocks dates from 1656.
  Universities
  Universities are the backbone of the academic and sci-
  entific world, though they have yet to embrace the new 
  sciences in their curricula. One should note that colleges 
  in this era are not places of education. Rather, they are 
  lodging for students. In earlier times students had to find 
  their own lodgings, leaving them open to being robbed 
  by greedy homeowners who offered room and board at 
  extortionate rates. The opening of the colleges allowed 
  students not only a place to mix socially, but also gave 
  poorer students the chance to attend. Paris boasts over 
  a dozen colleges. Colleges may be divided by student 
  nationality, subject being studied, or both.
  Universities are divided into four faculties—Art, Law, 
  Medicine, and Theology. Art is consider the lowest fac-
  ulty, but it is one from which all students must graduate 
  before moving on to more advanced ones. Despite its 
  name, the faculty teaches astronomy, ethics, grammar, 
  mathematics, metaphysics, philosophy, physics, rhetoric, 
  as well as music and literature.
  The most prestigious university in France is the Uni-
  versité de Paris, more commonly known as La Sorbonne 
  after one of its colleges. Many of France’s major cities 
  boast universities, though on a much smaller scale than 
  those of the capital. The faculty of Art at La Sorbonne 
  is divided into four nationes (nations)—France, Nor-
  mandy, Picard, and Germany. The greater faculties used 
  the system, but have since largely dropped it due to the 
  smaller number of students. Students are assigned to a 
  nation based on their native tongue and place of birth.
  France covers the Romance language-speaking nations 
  of Europe—France, Italy, Portugal, and Spain—with the 
  exception of Normandy and the former realm of Picardy. 
  The latter includes the provinces of Picardy, Artois, Flan-
  ders, and Harnaut. Germany (renamed from England af-
  ter the One Hundred Years War) includes students from 
  Germanic-speaking countries, such as England, Sweden, 
  Denmark, and the Germanic states.
  The head of a university is the rector. He is elected 
  for a period of one to three years by the heads of the 
  nations, known as procurators. Each faculty is governed 
  by a dean. Professors teach individual subjects. Students 
  who study only at the faculty of Arts leave as bachelors, 
  while those of the greater faculties receive doctorates.
  From the notes above it can be seen that scientific 
  studies commonly associated with university today—bi-
  ology, chemistry, geology, and such like—are not part of 
  the university curriculum. These subjects are still in their 
  infancy. Rather than being studied formally at university, 
  these sciences are being discovered by learned men and 
  women curious about the world. Characters who under-
  stand these sciences are among the leading lights in their 
  field.
  Friends & Foes
  While some may believe science to be the future, 
  there are those who see it as completely antithetical to 
  the world as it is. This section presents new secret soci-
  eties for characters to join, and Gamemasters to use as 
  protagonists and antagonists.
  Free Thinkers
  The Free Thinkers are a radical organization of learned 
  men set firmly against formal education, whether scien-
  tific or religious, on the grounds that knowledge and 
  truth received (particularly from the Church) as opposed 
  to directly experienced or self-discovered, is a form of 
  mental slavery.
  History
  The Free Thinkers’ origin lie in mid-16th century 
  France and the writings of the physician and writer Rabe-
  lais. In his work Gargantua he writes of the fictional Ab-
  bey of Thélème, a place where the only law is “Do What 
  Thou Wilt.” Given absolute free will, Rabelais argues 
  through his characters, men are predisposed toward vir-
  tue, not vice. The earliest Free Thinkers were radicals set 
  on freeing man of the shackles of any and all authority. 
  They made the foolish mistake of speaking out publicly 
  against the Church and government, an act which led 
  to violent persecution and accusations of heresy. Head-
  ing underground, the Free Thought movement began to 
  transform away from the belief that man should simply 
  do as he wished toward tackling the underlying factor 
  denying free will: education.
  •        •
  •           •
  Richelieu’s Guide to Science
  
  
  Organization
  The Free Thinkers are a radical organization operating 
  from the shadows, seeking finds prospective candidates, 
  and never the other way around. The membership oper-
  ates in small cells for reasons of security (they are still 
  persecuted and burnt at the stake as heretics). Dissemi-
  nation of ideas occurs through printed pamphlets and 
  open letters authored anonymously. Because security is 
  a fundamental issue, members are instructed never to 
  accept invitations to meetings with other cells—several 
  groups have been lured into traps by the Inquisition.
  Members
  The Free Thinkers are not illiterate barbarians ham-
  mering at the gates of Paris, or radicals crying out for 
  a return to a more primitive age. Indeed, they are men 
  of science and learning. They espouse that all forms of 
  formal education enslave the mind, for formal education 
  requires not only the transmission of existing ideas, but 
  others to accept them verbatim. The Church is especially 
  despised for its stance that the Bible should be accepted 
  as the word of God and never questioned.
  The Free Thinkers believe that all men should come 
  to understanding through their own endeavors, using 
  observation, experimentation, logic, and reasoning 
  to better understand the world and its many wonders 
  rather than relying on authority, tradition, conventional 
  wisdom, and prejudice, or being swayed by orthodoxy 
  and the desire to conform. In essence, man should ac-
  cept only what he has personally witnessed and verified, 
  and not take others’ word for it. Some members use 
  pranks to achieve their ends, making scholastic authority 
  figures look like buffoons, while other prefer rhetoric, 
  using arguments of their own devising to combat those 
  handed down verbatim and unchallenged. A small few 
  are extreme radicals, believing that the only way to end 
  education and thus mental slavery is to destroy the cen-
  ters of learning where the supposed authoritative ver-
  sion of events and knowledge are preached. 
  The Hermetic Brotherhood
  Not everyone views science as the herald of a won-
  drous new age. The Hermetic Brotherhood espouses 
  forms of understanding that predate scientific thinking 
  by countless millennia: magick.
  History
  Magick has always been present in the universe, the 
  reserve of an elite chosen few. Since the dawn of time, 
  the secrets of magick have been handed down through 
  the generations in esoteric oral traditions and coded 
  manuscripts, to preserve the knowledge and keep it safe 
  from outsiders. The Hermetic Brotherhood originated 
  in Hellenistic Egypt as a religious cult dedicated to col-
  lecting and preserving magickal wisdom from across the 
  world. In ancient times, the cult had a public face, a re-
  spected organization whose membership was restricted 
  to those who possessed knowledge of the arcane arts. 
  The cult was never influential in politics, focused solely 
  upon wisdom, and not the gaining of power.
  The cult weathered the rise of the Roman Empire, the 
  growth of Christianity, the fall of Rome, the barbarian 
  invasions, and the advent of Islam, with each subsequent 
  social upheaval serving instead to swell the cult’s accu-
  mulated knowledge. But the tide eventually turned. The 
  Catholic Church grew in power and influence, and its 
  views on magick as a tool of the Devil naturally placed 
  it in opposition to the Brotherhood. Although witch-
  hunts became publicly famous in the late Middle Ages, 
  the Church and Brotherhood had engaged in covert war 
  for centuries prior. Outnumbered and outmatched, the 
  Brotherhood vanished from sight. The Church quietly 
  declared victory over paganism, yet knew in its heart the 
  practice had only been driven underground. In order 
  to rally support against those who might still practic 
  magick, the Church formerly founded the Holy Inqui-
  sition, calling on all Christian souls to renounce those 
  who “trafficked with demons.” The Brotherhood lost 
  many members and much lore to the cleansing fires of 
  the witch hunters, but its essential core survived.
  And now a new age dawns, an age which threatens 
  to eradicate magick altogether—one ironically not of 
  the Church’s making. That the universe is governed by 
  laws has been known to magicians for millennia… but 
  the laws of magick and the laws of science are diametri-
  cally opposed.  The former declare that, given sufficient 
  willpower, anything can be accomplished, for reality is 
  flexible. Science, on the other hand, has declared certain 
  concepts as immutable laws, which remain true no mat-
  ter what and cannot be broken. While magick encom-
  passes and encourages free will, science imposes strict 
  order and conformity to only that which is known. 
  Faced with the dual threats of rationalism and reli-
  gious persecution, the Brotherhood has come out of hid-
  ing—at least partially—and declared war on both science 
  and the dogma of the Church. The Hermetic Brother-
  hood fights mainly through manifestos, arguing against 
  the rigid nature of the universe in favor of a more open, 
  more wondrous one. Similarly, it combats the Church 
  by claiming magick to be God’s gift to humanity: while 
  it does not openly state that Jesus was a magician, it 
  certainly implies it Strongly. Members do not see this as 
  heretical—God is, after all, the greatest of all magicians.
  But there are those whose intolerance toward blind 
  faith in the Church and science leads them to overt, 
  aggressive acts. Churchmen and scientists are attacked, 
  laboratories and workshops ransacked or put to the 
  torch—in rare cases, churches and holy places have been 
  subject to similar violence.
  Organization
  The Brotherhood is divided into chapters scattered 
  All For One 
  
  
  across Europe (and a few others throughout the world). 
  The most senior chapter, called the Font, resides in Rome 
  only a stone’s throw from the Vatican. The Paris chapter, 
  officially known as the Temple, is the second-most impor-
  tant. The Brotherhood also maintains a secret depository 
  in the tiny Pyrenees village of Rennes-le-Château, where 
  many of the society’s most prized manuscripts and 
  magickal relics are stored. 
  As befits a secret society, the Brotherhood does not 
  advertise. Its manifestos contain cryptic references 
  that those with occult knowledge will understand, but 
  these are only one part of the puzzle facing prospective 
  members. Since the Inquisition is also well-versed in the 
  occult, following the coded instructions leads one to a 
  challenge that can be overcome only by magick—and 
  even then, the candidate must pass several more tests to 
  prove he is not an Inquisition spy.
  Members are ranked (from lowest to highest) as Stu-
  dent, Master Elect, Master, Illuminated Master, Perfect 
  Master, and Magus. Governing the Brotherhood are the 
  Secret Masters, whose identity by tradition is a closely 
  guarded secret. Ironically, rank is not a limitation—each 
  Secret Master appoints his own successor, and any mem-
  ber is open for selection.
  Membership
  Only magicians are welcomed into the Brotherhood. 
  Any Tradition and Art may be found among its ranks—
  how one works the Great Art, as magicians call their 
  work, is personal choice and not a dictate of the uni-
  verse. Alchemy is accepted as a valid magickal tradition 
  as, unlike chymistry, it imposes no laws on chemicals.
  Many magicians, at least in western Europe, are Chris-
  tians. They see magick not as Satan’s device, but as one 
  of God’s infinite wonders. The Brotherhood holds that 
  magick, while not allowing one to rival God in power, is 
  the true meaning of the Bible’s insistence that God made 
  man in His own image. Magick also brings one closer 
  to God, allowing a momentary glimpse of His Divine 
  Majesty. 
  Despite its enemies’ claims, the Brotherhood has no 
  plans to impose a new faith on the world. It seeks instead 
  to break the Church’s stranglehold on faith, leaving men 
  open to finding their own way to God through magick.
  L’Académie Française
  The French Academy is, as far as the French popu-
  lation is concerned, responsible for overseeing the vo-
  cabulary and grammar of the French language, as well as 
  overseeing French literature, though it carries no legal 
  power to impose its views and rulings.
  History
  The Academy was founded by Cardinal Richelieu is 
  1635, with royal permission, to formalize the French 
  language for use in the arts and sciences. Its primary 
  purpose, in Richelieu’s whispers to King Louis, is to 
  stamp out impurities in the French language, especially 
  “loan-words” from foreign tongues. It also advocates that 
  French replace Latin as the common language of educa-
  tion in Europe. Richelieu hopes that this will serve to 
  isolate France from the rest of Europe—but this is only 
  a secondary concern, as the Academy has an even more 
  sinister purpose.
  Organization
  The Academy has only forty members, each appointed 
  by Richelieu, with each given a unique number. These 
  anonymous individuals are known as les immortels, 
  supposedly after the Academy’s motto, “To immortality.” 
  Collectively, the immortals elect the Perpetual Secretary, 
  who remains in office until he resigns or dies.
  As well as writers, the immortals comprise historians, 
  lawyers, nobles, philosophers, politicians, scientists, and 
  even powerful members of the Catholic Church.
  Publicly, Richelieu, as founder, has declared that 
  members will remain in office until death or resignation. 
  Only in cases of gross misconduct can they be removed 
  by a vote of their peers. In practice, members leave only 
  through death—resignation is not an option. Given the 
  organization’s true goals (see below), members removed 
  for gross misconduct will meet a very quick but painful 
  death. Eventually a vacancy will occur through natural 
  attrition. The royal charter demands that prospective 
  candidates will apply for a specific numbered seat when 
  it becomes vacant, not generic membership. Candidates 
  names are then put to a vote, with 21 votes being re-
  quired for acceptance.
  Science and Faith
  One common myth regarding this era is that the 
  Catholic Church was fundamentally opposed to sci-
  entific research. In fact, the Church has its own edu-
  cators, primarily Jesuits and Dominicans, who were 
  men of faith and science. What the Church opposes 
  is scientific study that rallies against its dogma and 
  doctrine, or strays into heresy. For example, a char-
  acter who discovers a new element won’t be burnt 
  at the stake—all he has done is discover another 
  piece of God’s handiwork. If, however, he claims 
  that mankind evolved from monkeys, he’ll soon 
  wish he’d kept quiet as the flames lick at his feet. 
  The Church of All for One, however, is rather more 
  anti-science than its historical counterpart. Science 
  is seen as the enemy of faith, and every new discov-
  ery threatens to remove God from the equation. As 
  such, scientists with new theories tend to receive 
  rough justice or house arrest for daring to speak 
  out against the accepted views of the Church.
  Richelieu’s Guide to Science
  
  
  Membership
  The name les immortels actually stems from the Acad-
  emy’s true purpose. Every member is a black magician 
  beholden to Satan. Thanks to Richelieu’s machinations, 
  they are able to gather in the heart of Paris under a veil of 
  anonymity. While supposedly responsible for overseeing 
  the codification and growth of the French language, their 
  true purpose is to study the black arts and use them to 
  further Richelieu’s goals. Each has taken a vow to serve 
  Richelieu unto death—this vow is not taken lightly, as it 
  enables Satan to strike down those who betray his be-
  loved servant.
  The historical names of the members, listed by seat, 
  are given below for the Gamemaster’s use if he so desires. 
  Even if the Gamemaster finds labeling historical figures 
  as Satanists in bad taste, the names are useful because 
  they are contemporaries of the characters, representing 
  persons the characters may come into contact with. In 
  the game world, members are known only by their seat 
  number, never their name.
  (1) Pierre Séguier, Chancellor of France; (2) Valentin 
  Conrart, poet; (3) Jacques de Serisay, poet; (4) Jean Des-
  marets. poet; (5) Jean Ogier de Gombauld, playwright; 
  (6) François le Métel de Boisrobert, ecclesiatic; (7) Jean 
  Chapelain, royal advisor; (8) Claude de Malleville, poet; 
  (9) Nicolas Faret, poet; (10) Antoine Godeau, ecclesi-
  astic; (11) Philippe Habert, poet; (12) Germain Habert 
  de Cérizy, ecclesiastic; (13) Germain Habert de Cérizy, 
  mathematician; (14) François Maynard, magistrate; (15) 
  Guillaume Bautru, politician; (16) Jean Sirmond, histori-
  ographer; (17) François de Cauvigny de Colomby, poet; 
  (18) Jean Baudoin, translator; (19) François de Porchères 
  d’Arbaud, poet; (20) Paul Hay du Chastelet, lawyer; (21) 
  Marin le Roy de Gomberville, novellist; (22) Antoine Gi-
  rard de Saint-Amant, poet; (23) Guillaume Colletet, law-
  yer; (24) Jean Silhon, politician; (25) Claude de L’Estoile, 
  playwright; (26) Amable de Bourzeys, ecclesiastic; (27) 
  Abel Servien, politician; (28) Jean-Louis Guex de Balzac, 
  essayist; (29) Pierre Bardin, philosopher and mathemati-
  cian; (30) Honorat de Bueil, seigneur de Racan, poet; 
  (31) Pierre de Boissat, soldier; (32) Claude Favre de 
  Vaugelas, grammarian; (33) Vincent Voiture, poet; (34) 
  Honorat de Porchères Laugier, poet; (35) Henri-Louis 
  Habert de Montmort, hotelier; (36) Marin Cureau de La 
  Chambre, medical doctor; (37) Daniel Hay du Chastelet 
  de Chambon, mathematician; (38) Auger de Moléon de 
  Granier, ecclesiastic; (39) Louis Giry, lawyer, and (40) 
  Daniel de Priézac, professor of law.
  Order of Daedalus
  The Rosicrucians, discusssed in All for One, are men 
  of learning who fervently believe that all men are equal in 
  the eyes of God, and that dissemination of knowledge to 
  the masses will bring about a new age of social equality. 
  Alas, there are those who told the completely opposite 
  viewpoint.
  History
  Daedalans, as members of this secret society are 
  New Flaws
  The following Flaws are open to any character.
    Mental Flaws
  Blabber Mouth: Your character couldn’t keep a 
  secret if her life depended on it. She isn’t boastful 
  or malicious—she just doesn’t know when to stop 
  talking. You earn a Style point whenever your char-
  acter reveals information that comes back to haunt 
  her or causes trouble for her or her allies.
  Cautious: Your character acts only when he has all 
  the available knowledge at his disposal and has cal-
  culated the best avenue for progression. It is not 
  that he is hesitant or unable to reach a decision—he 
  just prefers to formulate a plan before acting. You 
  earn a Style point any time you or your comrades 
  suffer from your inability to make a quick decision. 
  At the Gamemaster’s discretion, you can also earn a 
  Style point by voluntarily taking a –2 Initiative pen-
  alty during combat.
    Social Flaws
  Boring: Whether because of his long-winded de-
  scriptions, his use of highly technical terminology 
  when discussing areas of interest to him, his mo-
  notonous voice, or a total lack of personality, your 
  character is boring. People stifle yawns, switch off 
  their ears and nod at random times, or simply walk 
  away whenever he begins talking. You earn a Style 
  point whenever your character’s boring persona 
  causes him or his allies trouble.
  Meddler: Your character cannot help but involve 
  herself in other people’s business. No matter their 
  problem, your character has a solution. You earn a 
  Style point whenever your character’s interference 
  in other people’s affairs causes her or her allies 
  trouble.
  Nemesis: Your character has an implacable rival. 
  He may be a suitor for the same woman, a propo-
  nent of a rival theory, a nobleman you shamed in 
  public, or a fellow student of fencing. Whatever his 
  nature, neither of you is prepared to let bygones 
  be bygones. The nemesis may plot behind closed 
  doors or act openly against you. Your nemesis is 
  at least as powerful as your character, and has al-
  lies and contacts he can call upon. You earn a Style 
  point whenever your nemesis rears his ugly head 
  and makes life extremely difficult for you or your 
  comrades.
  All For One 
  
  
  known, hold that their order was found by none other 
  than the Greek artificer Daedalus. Their manifestos claim 
  that Deadalus laid down the tenets of their order two mil-
  lennia ago, for he alone had the foresight to see an age 
  when science would rise supreme above superstition. 
  Daedalans claim that this new age is finally dawning.
  Luminaries such as Leonardo Da Vinci, Roger Bacon, 
  Ivan Fyodorov, and Paracelsus are attributed to being 
  members of the order. Alas, such illustrious claims can-
  not be proven, for the society has never kept member-
  ship registers.
  Despite their lofty claims to creation in antiquity, the 
  order was actually founded in 1612 by dissident Rosi-
  crucians whose ideology had taken a different route to 
  those of their peers. Daedalans hold that men are not 
  equal, and never will be. A social hierarchy must exist 
  in order for mankind to progress, although that order 
  is not one of nobles and peasants, but of learned men 
  and the ignorant masses. While they hold that science 
  will lead to a better society, only those who understand 
  scientific principals are fit to govern.
  Organization
  As a splinter group from the Rosicrucians, the Dae-
  dalans still operate in much the same manner. They 
  possess secret handshakes and codephrases to identify 
  members. All members are considered equal, thus there 
  are no formal ranks. Respect is given based on scientific 
  advancements, not meaningless titles.
  At its most basic level, the order works much as the 
  Rosicrucians. Members meet in secret to discuss scien-
  tific breakthroughs, to aid each other in experiments, 
  and to debate and theorize on future advancements. 
  They have no desire to share their knowledge outside of 
  their membership, though.
  Promising candidates are questioned not only on 
  their knowledge of science and philosophy, but also on 
  their stance on where science stands in the great scheme 
  of things. Those whose beliefs are similar to the Dae-
  dalans are invited to attend a meeting. Candidates are 
  blindfolded, partly so as not to discern the location of 
  the meeting house, and partly because on arrival their 
  “veil of ignorance” can be removed.
  Members
  Thinkers and scientists form the membership of the 
  Order of Daedalus. There is no room in their ranks for 
  magicians, (except alchemists), or  those who believe in 
  the occult, ardent followers who believe religious dogma 
  overrules science, and believers in superstitions.
  Most members are Christians, but are followers of de-
  ism. In their brave new world, the Church would have no 
  place, for all men can come to understand God through 
  science and reasoning, rather than blind faith.
  A small but growing number have adopted a strong 
  anti-Church rhetoric, claiming that the Church’s feeble 
  attempts to cling to its superstitious dogma and hamper 
  scientific advancements are attempts to deny mankind 
  its rightful inheritance. Some preach the new faith of sci-
  ence over dogma via pamphlets and manifestos, but a 
  minority are actively set on destroying the Church. These 
  dangerous radicals are especially opposed to the Jesuits 
  and Dominicans, organizations that claim to be students 
  of science yet mask their learning behind religious over-
  tones.
  Despite the Order’s lofty goal, its members are not 
  out to become tyrants. They are simply learned men 
  who believe they are better than the masses because 
  their knowledge and efforts directly benefit mankind. 
  Most members want social change, but will still prize 
  right knowledge over democratic impulse in those who 
  might aspire rise to their illustrious ranks. Universities 
  are prime recruiting grounds, for here are gathered the 
  gifted elite of the society to come.
  Campaigns
  This section takes a look at scholastic characters and 
  how they can be introduced into your campaign.
  Creating Characters
  All Musketeers receive four zero-level Skills and two 
  zero-level Resources. Academics, scholars, and scientists 
  receive the same general benefits, but with a few notable 
  differences.
  If the Gamemaster wishes the characters to be histori-
  cally “correct,” then every character who has studied at 
  university requires Academics: Literature, Mathemat-
  ics, or Philosophy, Art: Music, or Natural Philosophy: 
  Astronomy or Physics at zero-level. This represents his 
  bachelor studies in the Arts required before advancing to 
  studies in other fields, such as medicine, law, religion, or 
  chymistry. Otherwise, the character requires a minimum 
  of one zero-level Skill from Academics, Medicine, or 
  Natural Philosophy.
  All academically-trained characters require Linguistics 
  at zero-level as a minimum—the major languages of 
  scholastic study in France are French, Greek, and Latin.
  The remaining Skills (one or two, depending on the 
  approach taken) are left to the player to decide. How-
  ever, the Gamemaster may veto choices not considered 
  in keeping with the character’s upbringing. 
  For instance, a young nobleman shouldn’t be pre-
  vented from taking Skills such as Bureaucracy, Diploma-
  cy, Intimidation, or Ride, but is less likely to have much 
  knowledge of Larceny or Streetwise from his formative 
  years. As always, no Skill is banned outright, so long as 
  the player can justify its inclusion in an interesting man-
  ner in his character’s backstory.
  The character’s choice of zero-level Resources is up 
  to him, with the same caveats and suggestions as above. 
  One obvious choice is Patron, representing one of the 
  character’s teachers. Status might be conferred simply by 
  •             •
  Richelieu’s Guide to Science
  
  
  holding a doctorate, as could Rank if the character now 
  works at the university. An Ally or a Contact can repre-
  sent an old school friend, or a mentor. Followers, while 
  strongly suggested, is not a required Resource.
  Character Advice
  Every scholar and scientist needs at least one area of 
  expertise. These are handled by the Academics and Natu-
  ral Philosophy Skills for the most part, though Medicine 
  applies equally in this era. Although each Skill lists only 
  five Specializations, these are not the only ones available. 
  If you want your character to be an astronomer, then take 
  Academics: Astronomy. A student of ballistics shouldn’t 
  feel constrained because there is no Natural Philosophy: 
  Ballistics Skill listed—simply add it as needed, with 
  Gamemaster permission, of course.
  Just because a character is trained academically 
  does not mean he lacks social or martial Skills. While 
  the modern stereotypical image of a scientist is that of a 
  nerd, in the world of All for One, he might just as easily 
  be a suave, debonair gentleman accustomed to mixing 
  with the upper classes, a dashing duelist skilled with the 
  blade, or a rough-and-tumble adventurer accustomed to 
  life in the field.
  Scientists especially need a methodology. The sidebar 
  on page 2 briefly covers some of the basic modes of 
  thought prevalent in the 17th century. Most characters 
  can be defined simply as practical men who actually per-
  form experiments, or theoretical men who come up with 
  ideas. In the former case, a scientist may invent a new 
  acid, while the latter studies the properties and practical 
  applications of the acid.
  In order to have something to do, other than adven-
  turing just for the sake of it, every scientist should have 
  a long-term goal. This might be the invention of a new 
  type of telescope, refinements of da Vinci’s machines 
  into truly workable ideas, mapping the heavens in their 
  entirety, or cataloguing every species of flora and fauna 
  in France... or the world. Gamemasters should try to 
  work something relating to the character’s “Great Work” 
  into their adventures. 
  This needn’t relate to the actual science part of the 
  project—the chance to visit a duke, regardless of the 
  purpose of the visit, is likely cause enough to get a sci-
  entist out of his laboratory. After all, science is expensive 
  and patrons are extremely hard to acquire.
  One thing to remember is that while the players may 
  have an understanding, no matter how basic, of many 
  modern principles, their characters do not. Gravity is 
  still a mystery is the early 17th century, as is the light 
  spectrum and the cause of rainbows, and the concept 
  of measuring astronomical distance in light-years won’t 
  occur until the speed of light is accurately calculated.
  Gamemasters should keep this in mind when a char-
  acter wants to or invent study something new. In general, 
  if the topic was invented within a century or so of the de-
  fault All for One year of 1636, then it should be possible 
  without major problem. Of course it will likely take years 
  of research, and inventions rarely go from the prototype 
  to common usage very quickly, especially in this era.
  Campaign Advice
  Academics and scientists can make for interesting ad-
  ditions to All for One. In a world where superstition still 
  holds great sway, men of science and reason are set to 
  challenge old beliefs. 
  For some this may mean disproving the supernatural 
  through logical reasoning; for others, it may lead them 
  to eradicate the last vestiges of superstition in order to 
  pave the way for enlightened thinking. Both are excel-
  lent examples of how men of science can interact with a 
  world gripped by the supernatural horrors that emerge 
  into the world from Satan’s fell pits.
  With the Church in All for One being largely anti-sci-
  ence (see the sidebar on page 5), player-character scien-
  tists must walk a thin line, especially if they publish their 
  theories, lest the Inquisition pays them a most unwelcome 
  visit. The Church, while not the main antagonist, can be 
  used in that role. Perhaps a powerful, fanatical Inquisi-
  tor has been arresting innocent academics for daring to 
  think beyond the dictates of the Bible—the Musketeers 
  might become involved in helping rescue the scholars 
  from jail, as academic characters might as well.
  Knowledge has, or should have, no moral stance: it 
  can be used for either good or evil, but such choices are 
  made by men, not the knowledge itself. While a mad sci-
  entist makes for a great and memorable villain, science 
  can be a hook that enables the Gamemaster to utilize 
  other types of villains. Thus, while an adventure might 
  involve a mad scientist brewing up a new form of explo-
  sive compound to use against France, his formula might 
  be stolen by a Spanish spy. Now instead of dealing with 
  a crazed bomber, the characters are trying to retrieve or 
  destroy the scientist’s work before it falls into the hands 
  of Spanish scientists.
  Science can also fill a moral gray area, giving the 
  characters a villain whose motives are noble but whose 
  practices are quite foul. Take, for example, a doctor 
  whose wife has died of natural causes. Grief-stricken 
  into insanity, the scientist turns away from God and sets 
  his sights on rekindling the spark of life in his wife’s 
  preserved corpse. He must experiment, of course, and 
  this requires corpses. The scientist hires grave robbers 
  to steal the freshly interred dead, or worse, sanctions 
  murder for really fresh victims. Perhaps he seeks a way 
  to keep the brain alive after death, so the knowledge 
  of great thinkers will never be forgotten. He might kill 
  academics and scientists in their prime to ensure their 
  brains do not atrophy with old age, and keep them in 
  tanks filled with chemicals of his own insane creation. 
  Maybe he has combined the two—his wife’s brain is 
  preserved ready to be placed in a new host body when 
  he has mastered the surgical process… the possibilities 
  (though gruesome) are endless.
  All For One 
  
  
  Crackpot Scholar
  Archetype: Adventurer 
  Motivation: Truth
  Style: 3
  Health: 5
  Primary Attributes
  Body: 3
  Charisma: 2
  Dexterity: 2
  Intelligence: 3
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 5
  Defense: 5
  Perception: 5
  Stun: 3
  Skill
  Base
  Levels
  Rating
  Average
  Academics: 
  His-
  tory
  3
  3
  6
  (3)
  Academics: 
  Reli-
  gion
  3
  2
  5
  (2+)
  Athletics
  3
  3
  6
  (3)
  Investigation
  3
  2
  5
  (2+)
  Linguistics
  3
  2
  5
  (2+)
  Natural 
  Philoso-
  phy: Geology
  3
  3
  6
  (3)
  Survival
  3
  2
  5
  (2+)
  Talents
  Direction Sense (Automatically knows which direction 
  he is heading)
  Resources
  Lackey 0 (Mule)
  Patron 0 (Mysterious benefactor)
  Refuge: Equipment 1 (Private library)
  Flaw
  Fanatical (+1 Style point when his devotion causes 
  harm or he converts someone else to his way of think-
  ing)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  “This cave may very 
  well lead us to the 
  Hollow Earth!”
  Character Background
  No doubt you will think me mad, but my research has 
  led me to conclude beyond any reasonable doubt, that 
  not only was Atlantis a real continent, but that the survi-
  vors of the great and terrible deluge that sank that most 
  wondrous of places can be found within the very con-
  fines of our planet, in a place I call the Hollow Earth! 
  My journey down this long, complex, and often dan-
  gerous road began at university, when I read Plato. At 
  once, it was as if the sun dawned in my mind after a 
  lifetime of night, and those questions I had asked myself 
  since reading of the ancient lands of the Mohammedans 
  and of recent ventures to New Spain were all answered 
  in an instant… for in both lands there rise monumental 
  pyramids. How could such similar structures have come 
  into being on two continents if not by a common culture 
  passing on its ancient wisdom? How else could such 
  primitives have raised these colossal structures without 
  knowledge of the wheel, if not through the aid of won-
  drous skills and arts passed down by a common master? 
  How else can one explain similar themes in mythology, 
  such as dogs guarding the underworld, if not by a uni-
  versal religion that once spanned the world? Others may 
  speak of magick and elemental spirits, but I propose that 
  magick is nothing other than a remnant of Atlantean wis-
  dom, perhaps corrupted by the passage of time. 
  That the Earth is a hollow sphere I have proven by 
  study of geology. Since there are no remnants of Atlantis 
  left on the surface, save those ideas imparted to lesser 
  cultures, the survivors must have migrated inward, to a 
  realm beneath our very feet! Have you never entered a 
  cave and wondered where it might end? Of course there 
  are difficulties—the Atlanteans were careful in sealing 
  their routes behind them with rock falls and subterra-
  nean rivers. But do not doubt that a route exists, and that 
  I will find it. So, my dear Monsieur de Combos, I have an 
  expedition planned in the coming months. Would you 
  care to donate a few hundred livres?
  Roleplaying
  You are fixated in the idea that Plato’s Atlantis was a 
  real place, as is the Hollow Earth. Every mystery, every 
  historical coincidence, you put down to the far-reach-
  ing influence of the Atlanteans. While the discovery of 
  Atlantis would undoubtedly make you a very wealthy 
  man, you are far more interested in uncovering their lost 
  wisdom.
  Richelieu’s Guide to Science
  
  
  Intelligent Duelist
  Archetype: Swordsman 
  Motivation: Redemption
  Style: 3
  Health: 5
  Primary Attributes
  Body: 3
  Charisma: 2
  Dexterity: 2
  Intelligence: 4
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 4
  Defense: 7*
  Perception: 6
  Stun: 3
  Skill
  Base
  Levels
  Rating
  Average
  Academics: Law
  4
  2
  6
  (3)
  Acrobatics
  2
  2
  4
  (2)
  Athletics
  2
  2
  4
  (2)
  Empathy
  4
  2
  6
  (3)
  Fencing: Danse
  4**
  4
  8
  (4)
  Linguistics
  4
  1
  5
  (2+)
  Performance
  2
  2
  4
  (2)
  Streetwise
  2
  2
  4
  (2)
  Talents
  ** Calculated Attack (Uses Intelligence as the Base At-
  tribute for Fencing)
  * Calculated Defense (Uses Intelligence instead of 
  Dexterity when calculating his Active Defense and De-
  fense ratings)
  Resources
  Fencing School 0 (L’École de Danse; +1 bonus)
  Lackey 0 (Student of Probability)
  Flaw
  Cautious (+1 Style point any time you or your party 
  suffers from your inability to make a quick decision)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0N
  (0)N
  Rapier
  2L
  0
  10L
  (5)L
  “I will not out fight 
  you, sir...I shall out 
  think you!”
  Character Background
  I have never been what one might call a specimen 
  of physical perfection. As a youth,  I was uncoordinated 
  and weak, somewhat frail of constitution, though I have 
  improved somewhat with maturity. Although I was gifted 
  with intelligence, I was also impulsive and rash, prefer-
  ring to act first and worry about the consequences later. 
  In my mind, my first decision was always the right one. 
  Ah, how such folly haunt me to this very day.
  I was a young student of law when my life changed 
  forever. My marks were average, for I was loathe to pon-
  der deep questions for long, preferring to give an answer 
  and move on to the next problem. Life, in my opinion, 
  was too short to waste in idle thought. Some friends and 
  I were having drinks in a tavern when a gang of ruffians 
  entered. Seeing us in our robes, they thought us easy 
  targets for bullying. We tolerated their jibes at first, for 
  it was but harmless name-calling. And then one drew 
  a knife. Without thinking I drew my rapier and acted, 
  slashing at the thug’s hand. In seconds the scene de-
  volved into a bloody brawl. We were outnumbered and 
  quickly cornered, although somehow in the chaos of the 
  fight we managed to escape. Only then did we realized 
  one of our number was bleeding from a deep wound. We 
  sought a doctor, but we were too late, our friend passing 
  away in agony as we dragged him through the crowded 
  streets. Later, to my horror, I learned that the thug had 
  drawn his knife not in an act of aggression, but simply 
  in preparation to carve meat from his roasted chicken. 
  My impulsiveness cost a man his life, and I have never 
  forgiven myself for that.  Where once I would have acted, 
  I now think, formulating a plan, studying events as they 
  unfold, and weighing all options before I act. You may 
  call me hesitant, but a good general does not march onto 
  the field of battle without a plan. Although I cannot bring 
  back my friend, I can ensure that others do not suffer 
  from making the same mistake. No matter what course 
  my life takes, no matter what God throws at me, I shall 
  have a plan ready—on that, you have my word.
  Roleplaying
  Only a fool rushes in to an unknown situation without 
  first gathering intelligence and formulating a plan—and 
  you are no fool. While you abhor rash behavior, you are 
  not hesitant. You are capable of quick thinking when 
  needed, but prefer to be prepared rather than having to 
  innovate when surprised.
  All For One 
  10
  
  Sceptical Zoologist 
  Archetype: Natural Philosopher 
  Motivation: Truth
  Style: 3
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 3 [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
  Animal Handling
  3
  2
  5
  (2+)
  Art: Drawing
  3
  3
  6
  (3)
  Investigation
  3
  2
  5
  (2+)
  Linguistics
  3
  1
  4
  (2)
  Natural 
  Philoso-
  phy: Biology
  3
  5
  8
  (4)
  Ride
  3
  2
  5
  (2+)
  Survival
  3
  2
  5
  (2+)
  Talents
  * Animal Affinity (+1 Charisma bonus dealing with 
  animals)
  Resources
  Fame 0 (Respected scientist; +1 Social bonus)
  Lackey 0 (Animal Handler)
  Flaw
  Skeptic (+1 Style point whenever he proves an asser-
  tion wrong or convinces someone else to question his 
  beliefs)
  Weapons
  Rating
  Size
  Attack
  Average
  Punch
  0N
  0
  0
  (0)N
  “There is no such 
  thing as a werewolf!”
  Character Background
  The natural world has always been of great interest to 
  me. As a child,  I was fascinated by the intricate patterns 
  in flowers, curious as to how small insects and rodents 
  looked and behaved. Although my father was a man of 
  little means, he pampered me when it came to learning, 
  ensuring I knew my letters, buying me books and pam-
  phlets on the growing study of the natural world, with 
  whatever meager surplus of money he had. Like many 
  of my peers I am self-taught, as our universities do not 
  recognize biology, my area of expertise, as a true field 
  of learning. Regardless, I have made a small reputation 
  out of my research. I am a biologist, a man who stud-
  ies, draws, and dissects flora and fauna to gain a better 
  understanding of the majesty of God’s creation. You may, 
  in the course of your travels, have heard stories about 
  demons plaguing France. Utter nonsense, I say! Such 
  talk is not only delusional, it is ignorant. Men seek solace 
  in the myths of our ancestors, being too afraid to stare 
  reason and common sense in the face, lest it shatter their 
  ignorant superstitions. Take, for instance, the sighting 
  of supposed flying gargoyles. These beasts, animated 
  statues if one believes the peasants, are nothing more 
  than owls coupled with a superstitious mind fed by the 
  dogma of the Church that Satan lurks in every shadow. 
  While I admit that there are misguided individuals who 
  pay homage to Satan, they have are not gifted with infer-
  nal powers. No, the “magick” of the witch is merely basic 
  knowledge of the natural laws wrapped in a blanket of 
  superstition. You may think it strange, but M. de Tréville 
  has hired my services in the past to quell the fears of 
  peasants claiming to have seen Satan’s horrors walk the 
  Earth. I have diligently investigated, researched, cata-
  logued, and proven, beyond any shadow of doubt, that 
  each and every sighting of a ghost or monster has a logi-
  cal, scientific explanation. And yet still the superstitious 
  talk continues. Disproving the supernatural has become 
  something of a crusade for me in recent years. Some-
  times I feel like the old English king, Canute, trying to 
  stem the tide of illogical thought and superstition. But I 
  have yet to encounter a phenomenon I cannot explain.
  Roleplaying
  You are a man of science, trained in the rational arts. 
  The idea that the supernatural might exist in anathema to 
  your view of the world. Magick is just science and natural 
  phenomena wrapped in superstition, and so-called mon-
  sters all have a natural explanation. The scientific truth 
  may be hard to uncover, but everything can be explained 
  using logical, deductive reasoning.
  Richelieu’s Guide to Science
  11
  
  Sample Lackeys
  Armchair General
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 3, Willpower 1
  Secondary Attributes: Size 0, Move 2, Perception 4, 
  Initiative 4, Defense 2, Stun 1, Health 2
  Skills: Academics: History 4, Warfare 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 
  Aspiring Composer
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Skills: Art: Music 5, Performance 4
  Talents/Resources: None
  Flaws: Vain (+1 Style point whenever he steals the 
  spotlight or is forced to confront his shortcomings)
  Weapons: Punch 0N
  Gullible Freshman
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 2, Perception 3, 
  Initiative 3, Defense 3, Stun 2, Health 3
  Skills: Academics: Philosophy 4, Linguistics 5, Natu-
  ral Philosophy: Physics 4
  Talents/Resources: None
  Flaws: Gullible (+1 Style point whenever he is taken 
  advantage of because of his trusting nature)
  Weapons: Punch 0N
  Renaissance Man
  Follower 1
  Primary Attributes: Body 1, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 3, Willpower 2
  Secondary Attributes: Size 0, Move 4, Perception 5, 
  Initiative 5, Defense 3, Stun 1, Health 3
  Skills: Academics 4, Art: Music 4, Fencing: Dardi 4, 
  Investigation 4, Linguistics 4, Medicine 4, Natural Phi-
  losophy: Physics 4, Performance 4
  Talents: Well-Educated (Academics is a general Skill)
  Resources: None
  Flaws: Blasé (–2 penalty on any repetitive tasks; +1 
  Style point whenever his indifference causes harm)
  Weapons: Punch 0N, Rapier 6L
  Research Assistant
  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: Investigation 5, Linguistics 4
  Talents/Resources: None
  Flaws: Skeptic (+1 Style point whenever he proves 
  an assertion wrong or convinces someone else to ques-
  tion his beliefs)
  Weapons: Punch 0N
  Student of Probability
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, Strength 1, 
  Charisma 2, Intelligence 2, Willpower 1
  Secondary Attributes: Size 0, Move 3, Perception 3, 
  Initiative 4, Defense 3, Stun 1, Health 2
  Skills: Academics: Mathematics 4 (Probabilities 5), 
  Gambling 4 (Dice Games 5)
  Talents/Resources: None
  Flaws: Condescending (+1 Style point whenever 
  he proves someone else wrong or establishes his own 
  superiority)
  Weapons: Punch 0N
  University Bully
  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: Academics: History 2, Brawl 4, Intimidation 3
  Talents/Resources: None
  Flaws: Callous (+1 Style point when he does some-
  thing particularly selfish or refuses to help someone in 
  dire need)
  Weapons: Punch 4N
  University Clerk
  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 (Academia 5), Diplomacy 4 
  (Persuasion 5)
  Talents/Resources: None
  Flaws: 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: Punch 0N
  All For One 
  1
  
SOURCE: textdata/thevault/Triple Ace Games/All For One/Compendium 2 [split]/Richelieu's Guide To Science.pdf