Musketeers

Transcription

Musketeers
Musketeers
A swashbuckling larp of espionage, romance and bold heroics
By Matt “Tigger” Brunton, Anna Klein & Derek Tomes
Additional Resources
Game Master Email
Facebook Group
nzLARPS
[email protected]
www.facebook.com/groups/musketeer.larp
www.nzlarps.org
A big thanks to the local larping community for encouraging us to make this game happen.
We look forward with great excitement to seeing the characters you create for this
campaign.
We're grateful to all the larp campaigns in New Zealand that have gone before, They have
all influenced and inspired the rules and flavour of this game.
We’re hoping to run this game as an nzlarps project with profits and props from the game
being returned to nzlarps for use of the larping community.
Sincerely,
Anna, Derek & Tigger
Musketeers GMs
Musketeers Player Guide ― Page 1
Bonjour!
Welcome to Musketeers, a live action role playing game set somewhere a bit like Paris,
France in 1625.
The kings and queens of France, England and Spain are all younger than 25 years of age
and wield tremendous political power. Diplomats, spies and assassins travel between royal
courts negotiating weddings, alliances and secret treaties.
France has twenty million subjects and is ruled by King Louis XIII and his Queen, Anne
of Austria. The political power of the country lies with first statesman Cardinal Richelieu
the leader of the French Catholic Church.
Europe is seven years into the Thirty Year’s War; a brutal religious conflict that will
eventually claim eight million casualties. The Old Foe, England, is ruled by the sickly
James I, supported by the Earl of Buckingham. The Spanish have the greatest navy the
world has ever seen. The high seas are alive with pirates, privateers and merchants
returning from the Americas overflowing with plunder.
This is the backdrop against which Musketeers will run…
Musketeers isn't a historical or high fantasy game, but one more inclined towards gritty,
flowing adventure. It is inspired by stories like: The Three Musketeers, The Man in the
Iron Mask, The Count of Monte Cristo, Pirates of the Caribbean, The Princess Bride and
The Legend of Zorro.
Musketeers is set in a romanticised and loosely accurate version of the 17th century
France, players should feel free to draw inspiration elsewhere if they wish; 16th century
German Landsknechts or 15th century Spanish Inquisitors would easily fit within the
game. Film and television adaptations are also a source of thematically appropriate
costume.
This is a swashbuckling game of romance, espionage and heroic adventure where fortune
favours the bold!
“Never fear quarrels, but seek hazardous adventures!” ― Alexandre Dumas
Musketeers Player Guide ― Page 2
Character Creation
Players should select their character’s nationality, social class, gender, religion,
advantages and disadvantages. They should write a short backstory and answer questions
about their duties and obligations on their character sheet.
Player groups such as: soldiers from the same unit, crew from the same ship, clergy from
the same institution, or members in a noble’s household, are actively encouraged.
The game will focus primarily around covert and overt adventures in service of the French
Crown and Church; players should keep this in mind when creating characters.
Copy the ​
character sheet​
and when complete share it with m
​[email protected]
Nationality
Characters may be French, Foreign or Really
Foreign.
French
You were either born French or wounded in service
of the Crown and deemed French by virtue of
spilled blood (​
“Français par le sang versé”​
).
Vive la France!
Foreign
If you’re English, Dutch, Spanish, German, Italian
or from some other neighbouring nation then
French society will accept you. Your popularity
changes with the political winds.
Really Foreign
If you’re Saracen, Nordic or from some far away land then you are so foreign most
peasants haven’t even heard of your country. Watch out for drunken mobs if the crops
have been bad as they’re likely to blame you and your heathen ways.
You might have knowledge that the locals don’t.
Musketeers Player Guide ― Page 3
Social Class
Players should select a social class from: Nobility, Bourgeoisie, Peasant, or Guttersnipe.
Nobility ( Upper Class )
Members of the Nobility have very specific legal and financial rights and prerogatives
including the right to hunt, to wear a sword and to possess land to which certain feudal
rights and dues are attached.
Many ecclesiastic, civic, and military positions are reserved for nobility.
Player characters will typically be estranged or impoverished gentry without significant
money or court influence. They are encouraged to try to find a servant to take care of
mundane affairs and pad out their household.
Bourgeoisie ( Middle Class )
The bourgeoisie (literally “town-dwellers”), guild craftsmen, artisans, merchants, soldiers,
bankers, servants, clerks and mid ranked clergy make up the middle class. They are
essentially everyone that has managed to escape the peasantry and not become nobility.
Peasants ( Lower Class )
More than 95% of the population of France are farmers, non-specialised workers, humble
artisans and apprentices. They largely live in terrible poverty, are superstitious, mostly
illiterate and believe in curses, the evil eye and magic. They still have the occasional witch
burning.
French soldiers spend more time putting down peasant revolts, uprisings and religious
protests than they do fighting the soldiers of other nations.
Players should probably avoid playing peasants.
Guttersnipe
Guttersnipes are the lowest social class of the city made up of beggars, thieves, whores,
cutpurses and street entertainers. Many live in the Court of Miracles; the slum area of
Paris. Some rely on alms from the Church to eat.
Any successful spy network is built on a solid foundation of guttersnipes.
Musketeers Player Guide ― Page 4
Gender
Society encourages people to conform to
either a masculine or feminine identity
with appropriate attire, behaviour and
occupation. Those not willing to fit into a
masculine or feminine role typically join
the the clergy or get banished somewhere
rural.
The saying “The clothes maketh the man”
is doubly true. Nobody would ever think to
mention that monsieur is a little curvy in
the chest; nor that mademoiselle is tall,
broad in the shoulders, and has a more
hair on her lip than is common!
Masculine
A masculine person is normally addressed as “​
Monsieur”.​They should wear pants, be
bold, loyal and honourable and typically try to get shot or stabbed in service to the Church
or the Crown as this is generally the quickest path to land, titles and a good marriage.
Feminine
A feminine person is normally addressed as ​
“Madame”​
or “​
Mademoiselle”.​They should
wear corsets and dresses, and be virtuous in all aspects of their life and try to refrain from
being shot, stabbed, or becoming pregnant out of wedlock, in the hope of land, titles and a
good marriage.
Clergy
Clergy must be Catholic or Protestant. They typically forgo military service, dancing,
romance and marriage. Their attire is usually long religious habits.
Some join the clergy because they have a calling to serve God. Others for titles, wealth, to
avoid an unwanted marriage, or as a form of penitence for sins committed. Mid and high
ranked clergy are usually highly educated.
Musketeers Player Guide ― Page 5
Religion
The religion a character follows has important social and
political ramifications.
Most of France is Catholic with some areas that are
Protestant (Huguenot). There has been substantial violence
between Catholics and Protestants.
If you’re ​
really foreign​
you might follow some other religion.
Catholic
Roman Catholics are led by the Pope in the Vatican City,
whose authority covers both church governance and teachings. This is the religion
followed by most of France with Cardinal Richelieu at the head of Her church.
Protestant (Huguenot)
The Protestants reject the authority of the Pope and look down on idolatry and the
perceived infallibility of priests. This is the more popular religion in England, The
Netherlands and some areas of France. The Huguenots are Protestant inspired by the
writings of Jean Calvin.
Money and Equipment
The primary French currency is the silver franc and the gold écu colloquially known as a
“Louis”​
. A silver franc will get you a hot meal or a bed for the night. A Louis is worth
about 10-15 francs depending on if you’re buying, selling, or negotiating a rate for a large
group at an inn.
Characters start with equipment that is sensible and appropriate for their occupation and
station in life. They will usually start a game with a few coins on hand to cover food and
lodgings and are encouraged to keep these in red pouches that can be stolen by cutpurses.
Common apothecary ingredients should be physically represented by something that looks
appropriate. Ingredients that aren’t common will need finding in game.
Carrying around more than one rapier and two pistols is silly; don’t be that person.
Wealth isn’t really accumulated between games.
Musketeers Player Guide ― Page 6
Duty and Obligations
This part of the character development is a shared narrative between the players and
GMs. Players should feel comfortable creating some big game hooks for later development.
Characters who have duties and obligations outside their player group will have the world
interact with them more than those who don’t.
Try to answer most of these questions on your character sheet:
Who do you owe allegiance to?
This could be the King or Queen, the church, a guild, a ship’s captain, a beggar king or
even a foreign Crown. See the ​
contact list​
for some appropriate people. This is most often
a public relationship. Your service is rewarded with income, information and the
possibility of promotion.
Who are you devoted to?
This could be a lover, sibling or family member, a friend or mentor. This could be a secret
relationship. Being devoted to someone often has commitments that need to be met. For
example, a lover at court will have expensive tastes, but may provide you with invitations
to exclusive events and gatherings.
Who or what are you pursuing?
Could be a long lost friend or family member, a jilted lover or someone you are seeking
revenge on who has so far remained elusive. It could be someone from outside of your
social station or someone ​
otherwise engaged​
. Perhaps you’re chasing answers to a question
that has been vexing you?
Who owes you a favor?
Have you saved someone’s life? Bailed someone out of debtors prison? Tidied up an
indiscretion? Who would you call on if you really needed a favour?
Who do you owe a favor to?
Did someone once give you a leg up in life? Do you owe a lot of money to a banker? Who
would come to you when they needed a no questions asked favour?
Is anyone after you?
Have you run off with the family silver? Is someone after you for a crime you committed?
Are you fleeing an unwanted or unhappy marriage?
Musketeers Player Guide ― Page 7
Advantages and Disadvantages
Each character starts with up to three advantages and at least one disadvantage. An
additional advantage is earned after each weekend game. New advantages and
disadvantages will be introduced as the game progresses and that can only be earned
during game play.
Advantages
Name
Effect
Adventurer
At some point in your life you’ve seen some action! You can assist with
a medical procedure and load a flintlock pistol.
Apothecary
You are skilled at identifying herbs, medicines and poisons, and mixing
medicines, poisons, antidotes and poultices. You start with some basic
recipes and can learn more in game.
Appraise
You have a good eye for assessing the true value of items. You can
often get a good deal when buying and selling.
Black Market
You have contacts on the black market that will buy or sell goods with
no questions asked. You can often track down rare and illegal items but
the price may be high.
Courtier
You hold a position at court, such as a lady in waiting or musketeer, or
perhaps have an ​
unofficial​
role with the King, Queen or Cardinal.
Dig Deep
If you’re incapacitated you can ​
dig deep​
and still continue to function.
Whether it’s performing first aid, drawing and shooting a pistol, or
staggering to your feet and rejoining the fight you will find the energy
somewhere! If you are struck again while d
​igging deep​
it counts as a
finishing blow.
Doctor
You are skilled at diagnosing and treating infections and illnesses.
Famous
You have performed some notable deed in your backstory and have
some degree of fame.
Firearms
You are able to maintain, load and prime pistols and muskets. You can
repair firearms if they misfire by role playing dismantling, cleaning and
reassembling the firearm.
Grapevine
You tend to pick up on gossip, news, politics and rumours. You’ll start
games with a better idea of what is going on.
Guild Worker
You’re a skilled worker from a guild such as:
Armourers, Bakers, Basketmakers, Blacksmiths, Brewers, Broderers,
Butchers, Carpenters, Chandlers, Clothworkers, Cordwainers,
Curriers, Cutlers, Dyers, Farriers, Fishmongers, Fletchers, Girdlers,
Goldsmiths, Masons, Merchants, Needlemakers, Pattenmakers,
Musketeers Player Guide ― Page 8
Plasterers, Plumbers, Saddlers, Salters, Scriveners, Skinners, Tallow
chandlers, Upholsterers, Vintners, Weavers, Wheelwrights and
Woolmen.
Guild workers are always middle class.
Healthy
You are naturally healthy and resilient; you get +1 draw from the
Luck Bag on all medical procedures.
Inspirational
Buff
Under certain circumstances you can inspire others and grant them an
extra armour point. Run your idea past the GMs for approval.
Lucky Charm
You have some kind of lucky charm (a bible, pendant, hip flask, rabbit’s
foot etc.) that you can use to give you +2 draws from a Luck Bag.
This charm only ever works once.
Midwife
You deal with all aspects of midwifery. In addition, any Luck bonus
that grants apothecary, doctor or surgeon a +2 can be performed by a
midwife at +1. Midwives are always feminine or clergy.
Old Wive’s
Tales
You know the stories and superstitions of the peasantry.
Personal Buff
Under certain special circumstances you are inspired and have an extra
armour point. Run your idea past the GMs for approval.
(Everyone gets
a personal buff Note: Personal Buffs will be used by GMs to help tweak actual player
for free)
skill. Players with poor combat skills may be given personal buffs that
are “on” more than players with better skills.
Scholar
If you have questions you know where to look to find answers. Finding
out about history, births, deaths, marriages, maps, land ownership,
town ordinances and such is what you do.
Scientist
You’ve been reading books written by some of the most educated
people in Europe and performing experiments. The world doesn’t
always work the way they tell you in church.
Surgeon
You specialize in surgery, dentistry and the treatment of wounds.
Theology
You have studied religious texts in French and Latin and understand
the workings of the church, and complex religious ideas.
Thieves Guild
You’re a member of the thieves guild. You know people who can teach
you picking locks and disarming traps in game.
Musketeers Player Guide ― Page 9
Disadvantages
Name
Effect
Bastard
You are the bastard child of someone important and an awkward
reminder of their indiscretion.
Condemned
Criminal
You have been found guilty of a capital crime and marked with a f​
leur
de lis​
brand or tattoo. Somehow you’ve escaped your death sentence.
Debt
You owe a large amount of money you cannot afford to repay.
Drunkard
You are an alcoholic and cannot drink in moderation. If you have
money you tend to drink it away. Just role play the excessive drinking.
Excessive
Honour
You suffer from an overabundance of honour and will do what is right
regardless of the consequences. You wouldn’t lie to save your own life.
Fraud
You’ve managed to gain your current position by bribery or deception.
If exposed you could be in a lot of trouble.
Lost Faith
Something has caused you to lose your faith in God and the church.
You find excessive piety intolerable. Say why on your character sheet.
Notorious
You have been to prison or stripped of rank for some serious failure.
Nouveau Riche You have become wealthy within your own lifetime instead of
inheriting your wealth as God intended. You’re bourgeoisie but mingle
with the nobility without the privileges of rank. Neither the upper nor
middle class really know what to make of you.
Penitent
You have joined a religious order to make up for some past wrong.
Powerful
Enemy
You’ve managed to annoy someone much more powerful than you are.
Don’t end up at their mercy or you might not live long.
Protestant
Due to seven years of religious war protestants are unpopular in Paris.
Religious Vows You have taken religious vows of celibacy, poverty and/or obedience.
Skeleton in
Closet
You have committed some terrible crime that has not yet been
uncovered.
Unhealthy
You get ―1 draw from the Luck Bag on all medical procedures.
War Wound
Everyone who survives a finishing blow ends up with a permanent war
wound. It might be a blinded eye, a disfigurement, a damaged larynx, a
disabled hand, a limp that needs a cane, or it could just leave you
Unhealthy.
Young
Adults don’t take you seriously even when you’re right. This
disadvantage is primarily for ​
players​
who are young or those who can
convincingly portray role play a child.
Musketeers Player Guide ― Page 10
Game Mechanics
Musketeers is a ​
What You See Is What You Get s​
tyle larp where characters have minimal
on-paper skills.
Characters may know things that grant them knowledge or bonuses performing specific
actions but generally a player must role play an action for a character to perform it. If you
want to drag an unconscious body out of the fight, you need to drag the body. If you want
to win a game of chess, you need to play a good game of chess.
Game mechanics generally exist where performing the actual action may be impossible,
undesirable or unwelcome; such as fighting, wounding, poisoning, healing and sex.
The lack of game mechanics covering activities like sneaking, hiding, picking locks,
disarming traps, code breaking and forging shouldn’t be interpreted that these won’t be a
big part of the game. Characters will have opportunities to perform these activities in
game; but they either don’t need mechanics to represent them or uncovering the mechanic
will be part of the fun.
Combat
Any character is able to use any armour or weapons they wish.
Thrust-safe weapons and rubber band guns will be allowed for this game. GMs will
provide suggestions and workshops on how to produce these weapons and players are
encouraged to explore and improve on these weapon designs.
Players are responsible for tracking their own character’s armour points and wounds; the
player being struck determines if a blow was good. Each player should focus on counting
their own hits and let other players count theirs.
The ​
appendix​
has a diagram that summarises blow resolution.
Weapons
Players should use weapons appropriate to a primarily civilian setting within the genre:
⚜
⚜
⚜
Rapiers, daggers and flintlock pistols are popular civilian weapons.
Capes, cloaks and bucklers up to 30 cm diameter may be used to parry.
Matchlock muskets, pikes, halberds and cannon are popular for warfare.
Musketeers Player Guide ― Page 11
Firearms
Larp safe firearms will be represented by rubber band guns. Anyone can fire a loaded
firearm, but you need appropriate skill to load and prime one.
If a firearm is discharged then anyone who is shot at can call out ​
“Argh! I’ve been shot!”,
or words to that effect, to let nearby people know.
Within this game firearms are considered to be temperamental and unreliable; firearms do
not work in the rain or if they get wet.
Cloaks
Cloaks may be thrown at people to obscure vision, used to parry and entangle weapons. If
you’re struck through a cloak, it is still an effective hit.
The person using a cloak should decide if a bullet striking it would have hit them and act
appropriately.
Armour Points and Buffs
Armour points and buffs count ​
per battle​
. If fighting is disjointed and it is difficult to tell
where one battle ends and another starts then assume about fifteen minutes of nobody
fighting needs to pass. A tournament would be considered a single battle.
Armour
When armour is worn it grants armour points. Armour points count for the whole body
not just the parts covered by armour. The following pieces of armour each grant one
armour point:
⚜
⚜
A sturdy pair of leather gloves.
A leather or padded jacket.
⚜
⚜
A cuirass.
A helmet or ​
secrete​
.
Personal Buffs
Every character has special circumstances under which they will fight better. This
personal buffs counts as an armour point. For example:
⚜
⚜
⚜
⚜
An angry old sargent is fortified if they’re drinking.
A bold young soldier fights better using their lucky rapier.
A fencing master fights better alone and outnumbered.
A mother superior fights ferociously to defend her wards.
Musketeers Player Guide ― Page 12
Inspirational Buffs
Some people and situations can inspire and motivate others to greatness. This
Inspirational Buff counts as an armour point. For example:
⚜
⚜
⚜
The Queen of France inspires all those who fight to defend Her person.
A successful captain can motivate troops with inspirational words before battle.
French soldiers morale improves fighting under the Oriflame war banner.
Except in exceptional circumstances inspirational buffs do not stack with each other. They
are also all situation appropriate; you cannot buff in the morning just in case.
Wounds
After a character has been struck a number of times equal to their armour points,
subsequent blows will cause wounds. The immediate effect of the wound will depend on
where they are struck; the difficulty of healing a wound will be influenced by what they
were struck with.
Where a bullet ​
incapacitates​
a character it is assumed the bullet is in the wound and needs
to be removed before the wound is treated; hopefully without becoming infected.
Hit Location
Effect of Wound
The arm, including the
hands and the ball of the
shoulder.
Disables the arm. You may change your weapon to the
other hand if appropriate and the arm should then be held
in close to the body.
The leg, including the
foot, hip and buttock.
Disables the leg. You should kneel on that knee and may
not walk without assistance from a crutch or another
person. You may crawl, dragging that limb behind you.
A second hit on an already disabled limb will incapacitate you.
The effect is the same as a torso wound but easier to heal.
The torso, including the
groin.
You are incapacitated. Fall prone, you unable to move
around, fight or perform first aid. You may still talk.
The head, including the
face, throat and neck.
Isn’t a valid target area. Call “​
head shot”​
if you are struck
in the head. The attacker suffers a penalty; see h
​ead
shots, misfires and broken swords​
.
Musketeers Player Guide ― Page 13
Duelling
Duelling itself is ​
not quite illegal​
but killing someone in a duel probably is. This legal
inconvenience hasn’t dampened the enthusiasm of military officers and civilians duelling
over matters of honour.
There are typically over 300 duels fought by military officers in Paris each year with
rapiers resulting in a death about one duel in five and pistols about one duel in three.
Formal duels will have seconds, a judge, a surgeon, a priest and some strong wine. Less
formal duels just have a time and place somewhere away from prying eyes.
Duelling is typically done with matched rapiers or occasionally with matched pistols.
Duelling scars are considered badges of honour.
“Tomorrow see's an end to it, Archie. One way or another I shall be rid of him.
I have an even chance!” ― Midshipman Horatio Hornblower
To the Death…
When duelling with rapiers or pistols a hit that would pass through the heart inflicts a
finishing blow. This might be a wound to the front or side depending on stance. As always
the person struck determines if the blow was good or not.
Knock Out
If a character is helpless, taken completely by surprise, or incapacitated by their wounds,
they may be knocked out by being struck with a suitable blunt object. Just hitting a
character in the back during combat isn’t enough; complete surprise or helplessness is
needed. Helmets prevent you being knocked out.
Act out the blow and say ​
“knock out”​
; if they see it coming you didn’t surprise them.
Being knocked out lasts about fifteen minutes; less if someone is attempting resuscitation.
Resuscitation can be reasonably instant if the person uses smelling salts or a bucket of
water.
"I would sooner destroy a stained glass window as an artist like yourself. However, since I
can't have you following me either..." ― Dread Pirate Roberts
Musketeers Player Guide ― Page 14
Finishing Blow
If a character has been incapacitated they may be struck with a finishing blow. Act out the
blow and say ​
“finishing blow”​
. It’s possible to recover from this, but not without a good
surgeon, luck, and a permanent wound. Any time it’s possible to do a finishing blow you
can also do a knock out.
If first aid is not done within one minute and surgery is not started within five minutes the
person dies.
Fumbles; Head Shots, Misfires and Disarms
The head, including the face, throat and neck are not a valid target area. If struck there
you can call ​
“head shot”​
to warn the attacker.
If you strike someone in the head apologise to them and ensure they’re ready before before
continuing to attack. In addition:
⚜
⚜
If you shoot someone in the head with a firearm, treat it as though the firearm
has misfired, and the arm holding the firearm is wounded. The firearm is
damaged until repaired by someone with the firearms skill.
If you strike someone in the head with a weapon, treat it as a fumble, and drop
the weapon instead.
Medical Treatment
Healing is one of the few areas where in-character skills will make a quantifiable
difference when attempting to perform an action. The adventurer, apothecary, doctor,
surgeon and midwife skills give bonuses when performing medical procedures.
⚜
⚜
⚜
Only worry about the most severe wound when using a Luck Bag to resolve
medical treatment; assume all the other wounds are fixed at the same time.
The musketeer world is more magical than the real world; recovery after medical
treatment takes about an hour unless otherwise stated.
You can walk off damage from blunt weapons, like clubs and oars, 15 minutes
after the battle ends. You can’t walk off a finishing blow.
The ​
appendix​
has a diagram that summarises treating wounds, bullets and infections.
“Your mother will add to them a recipe for a certain balsam, which she had from a
Bohemian and which has the miraculous virtue of curing all wounds that do not reach the
heart.” ― d'Artagnan the Elder
Musketeers Player Guide ― Page 15
Apothecary
The apothecary skill gives knowledge about how to make a range of medicines, poisons
and antidotes. Other recipes may be learned in game.
Drug
Description
Effect
Belladonna
(rare)
Also known as deadly nightshade. Causes
hallucinations, delirium and painful death.
15 minutes to an hour to
incapacitate; up to two days
to kill them.
Charcoal
(common)
A preparation of finely ground charcoal is
the best antidote for belladonna poisoning.
+2 bonus treating belladonna
poisoning.
Comfrey
(common)
Used for a poultice that reduces the risk of +2 bonus treating infections.
infection and speeds up healing.
Laudanum
(rare)
A narcotic painkiller, created from opium
and alcohol, that has many benefits.
+1 bonus treating wounds;
causes calm and sleep.
First Aid and Bandages
Any character may perform first aid if they have
bandages and it is within one minute of a wound
being inflicted. You may perform first aid on
yourself if you are not incapacitated.
First aid doesn’t fix a wound but can delay death
and make subsequent treatment more likely to
succeed.
Luck Bags
A Luck Bag is an out-of-character bag containing
one white and six black marbles. Ideally Luck Bags
will also include a cheat sheet including the healing
bonuses and penalties for all the medical
procedures. Luck bags shouldn’t be red.
To determine the result of a medical procedure you get to draw a number of marbles from
the Luck Bag. All bonuses and penalties should be calculated before drawing marbles from
the bag. Marbles are not returned to the bag until the treatment has been completed.
If the white marble is drawn the treatment is a success; otherwise it is a failure.
Musketeers Player Guide ― Page 16
Medical Procedures
Procedure
Luck bag bonuses and penalties
Success
Failure
Remove
Bullet
Draw 4 marbles
―2 for a torso wound
+2* for surgeon skill and tools
+1 for an assistant**
+1 for bloody special effects
The
bullet is
removed
The bullet is
removed; the
wound is now
infected.
Treat
Infection
Draw 3 marbles
+1 for strong alcohol on the wound
― or ―
+2* for apothecary with comfrey
― or ―
+2* for doctor with leeches
Wound
is no
longer
infected
Fever followed
by death
Treat
Wound
Draw 4 marbles
―2 for a torso wound
―2 if a finishing blow was delivered
+1 if first aid was done within 1 minute
+2* for surgeon skill and tools
+1 for an assistant**
+1 for an apothecary with laudanum
+1 for bloody special effects
The
patient
recovers
If the patient had
a finishing blow
done on them
then they die;
otherwise they
recover with a
permanent
wound.
Treat
Poison
Draw 4 marbles
―1 for Mandrake
―1 for Belladonna
―2 for Hemlock
+2* for apothecary with antidote
The
patient
recovers
Suffering
followed by death
Treat
Disease
Draw 4 marble
―2 for smallpox
―4 for the bubonic plague
+1 for hot soup
+2* for doctor skill
The
patient
recovers
Illness followed
by death
* Midwives can perform these procedures at a reduced bonus of +1
** Adventurers, apothecaries, doctors, midwives and surgeons can all be an assistant
Musketeers Player Guide ― Page 17
Larceny
Looting, Stealing, Red Pouches and Red Chests
To make it more obvious that they are loot, some items will be put into red chests and red
pouches, so that players know that they may loot or steal them.
The practice of cutting purses involves snipping through the drawstring of a pouch to
liberate it from a person’s belt. Please take care to only do this with red pouches and not
to cut anything else.
Players are also encouraged to wear red pouches with a few coins in that can be stolen by
cutpurses. Maybe throw in a love letter or two as this can be a fun way to introduce plot
into the game. Use a pouch you wouldn’t miss if it was not returned and avoid using red
pouches and chests for things that you don’t want to be stolen by other players.
Picking Locks and Disarming Traps
The mechanics for lock picking are reasonably simple and will
be taught in game to interested parties with appropriate
contacts.
It will be obvious to a player if their character has set off a
trap: Sleep gas will knock the character out for 15 minutes
(like the combat effect). A firearm trap has the same effect as
being shot. The player should call out ​
“Arg! I’ve been shot!”​
so
that anyone nearby is aware the trap has gone off.
Correspondence, Seals, Codes and Ciphers
Players are encouraged to send actual physical correspondence for character to character
communication and to keep these letters on their person or in their in character areas as
these can provide excellent props and role playing opportunities.
Seals, codes and ciphers are commonly used to authenticate and protect important
correspondence. Typically the more important the person the more complex their seal,
code and ciphers. Code books (where a word maps to a person or phrase) are a very
common way to send orders to subordinates as decoding messages is very simple.
Musketeers Player Guide ― Page 18
Courting, Romance and Sex
Peasants don’t have time for romantic love. Clergy are either discreet about their
pleasures of the flesh or abstain entirely. But for the nobility, and more prosperous middle
classes, the pursuit of romantic love is a popular pastime.
Courting
The singing of songs, writing of letters and poems, chasing, dancing, the giving of gifts
and favours both literal and figurative all make up the process of courting.
Players are encouraged to send physical letters to their muses.
Taking people into your confidence or requesting a dangerous favour from a suitor is a
popular way to see if they’re worthy of your affection.
Manners and Such
Good manners, bowing and curtseying are in fashion. Equals shake hands and exchange
names when first introduced. A polite ​
“Bonjour!”​
and dip of the head is the prefered
greeting for most occasions.
Hand kissing is popular to indicate a romantic interest, loyal service, or submission to a
person of higher rank. The recommended method is to kneel, take the offered hand in
yours, and kiss the back of your own thumb.
The Gentle Touch
Players wishing to portray the intimacy of a kiss without actually kissing each other
should stand close and link their little fingers together. Those wishing to portray more
intimate acts can tie their hands together using scarves or ribbons to prolong the act.
“Love is the most selfish of all the passions.” ― Alexandre Dumas
Musketeers Player Guide ― Page 19
Appendix I: Contacts and People of Interest
Most characters should be at least indirectly serving the interests of one of the primary
political figures in France. But some might serve a foreign master.
Name
Louis XIII
King of France and
of Navarre
Anne of Austria
Description
Louis XIII “The Just” King of France is not much of a ruler. He
is young, petulant and petty. Those around him who are most
successful are those who have learned to manipulate his
pettiness.
He is dominated by his advisors, most notably Cardinal
Richelieu, the most powerful man in France.
Anne is the Queen of France. Despite her youth and good health
she has been unable to provide France with an heir. She is
extremely pious and the patron of many French churches and
convents.
Her loyalties are reputedly divided between her brother the King
of Spain and her husband the King of France. She encourages
peace between the two nations.
Her Most Christian
Majesty The Queen
of France
The hostility between herself and Cardinal de Richelieu is well
known in court circles.
Her many ladies in waiting are exceptional women of grace and
beauty.
Cardinal Richelieu
The King's most influential advisor, Richelieu is the most
powerful and important man in France.
He is furiously self-absorbed, but also an extremely effective
leader of the state.
Cardinal-Duke of
Richelieu and of
Fronsac
Richelieu works hard to maintain the reputation and power of
the king, since this is the stock on which his own status is based.
For some reason the peasantry tend to love the king and blame
the Cardinal for the burden of excessive taxes.
Musketeers Player Guide ― Page 20
George Villiers
Just as the Cardinal controls France, so the Duke controls
England. Rumour has it he maintains a network of well paid
spies in France.
Besides being one of the most powerful and wealthy men in
Europe, Buckingham is reputed to be the most handsome.
Duke of
Buckingham
He is a paragon of honour, good taste and a setter of fashion.
Charon
The Parisian underworld is led by a shady figure known as
Charon who lives in the Court of Miracles. No whore, cutpurse,
thief or beggar operates in Paris without paying Charon a
stipend.
Court of Miracles
Charon’s most loyal followers have all been branded with a fleur
de lis, the mark of a criminal condemned to death.
Monsieur de
Treville
Head of the King's
Musketeers
La Mère
​
Angélique
Abbess of ​
Port
Royal Abbey
Marie de' Medici
Queen Dowager of
France
Pope Urban VIII
Monsieur de Treville is an honorable and distinguished
gentleman, and close friend to the King. He treats all his
Musketeers as his sons.
He is a rival of Cardinal Richelieu for favor and influence with
the King.
La Mère Angélique is the abbess of new Port Royal Abbey
which is famous for the medical care and quality education it
gives young ladies.
The Abbess is confessor and confidant to the Queen.
The previous Queen of France as the second wife of King Henry
IV of France and mother of the current king.
Following the assassination of her husband in 1610, which
occurred the day after her coronation, she acted as regent for
her son, King Louis XIII of France, until he came of age.
Marie's political conduct was such her son eventually banished
her from France.
The Pope is a political animal who is greatly enriching his family
through nepotism, court favour and military action.
Musketeers Player Guide ― Page 21
Appendix II: Blow Resolution
Diagram of rules relating to being hit and wounded.
Musketeers Player Guide ― Page 22
Appendix III: Medical Treatment
Diagram of rules relating to medical treatment, recovery and death.
Musketeers Player Guide ― Page 23