Disgraced (Minor/Major)
The character’s former actions have disgraced his
name, and possibly that of his family, country, King, and
comrades. Although he might have managed to retain his
post, his name is rarely spoken of well.
With the Minor version, the character has –2 Charisma.
The Major version increases the penalty to –4.
Every man has the potential to regain his honor and
cleanse the taint from his name. By spending an advance,
the hero can remove the Minor Hindrance, or downgrade
the Major version to Minor (allowing it to be bought off
completely by forfeiting a second advance).
Altered Edges
Noble
France’s noble ranks are listed on page 84. Unless the
GM agrees otherwise, a character must be a chevalier (used
in All for One to represent the lowest noble title) or baron.
Noble heroes are typically far down the familial pecking
order and have little chance of gaining a higher title from
their father, hence why they have chosen to join the Musketeers.
All the character gains is +2 Charisma. He does not gain
the Rich Edge (though he may take it separately), nor does
he command troops or govern land. Unless his backstory
says otherwise, he is deemed to be on good terms with his
kin, and thus can always find a welcome at his ancestral
home. On the plus side, beyond not bringing his family’s
name into disrepute, he has no responsibilities, either.
Rich & Filthy Rich
Regardless of their social status or source of income,
characters with the Rich Edge start the game with 30
livres. Filthy Rich heroes begin with 50 livres. Both Edges
still allow the hero to make a Gambling roll to determine
bonus starting cash. The Gambling result is not modified
because of these Edges—that’s down to skill and luck,
not birthright.
If the GM deems a regular income appropriate, a Rich
hero has an annual income of 100 livres, while a Filthy
Rich one has 500 livres.
Wizard
This Edge may be taken once per Rank (including
once at Legendary). Each time it is taken, the magician
reduces the Power Point cost of any spell he casts by
a cumulative 1 point. No spell may ever have a Power
Point cost of less than one. As you’ll see later, no spells
can be invoked without performing at least some timeconsuming
ritual gesture.
New Edges
The following new Edges and Hindrances are available
in All for One. Note that there is no single Professional
Edge for being a member of the Musketeers. They are a
varied bunch of soldiers in both skill and personality.
Combat Edges
All for One!
Requirements: Seasoned, Agility d8+, Smarts d8+,
Fighting d8+
The swordsman has learned to assist his allies in combat
without hampering his own abilities.
Pick one comrade adjacent to your character at the
start of your turn. So long as your chosen ally remains
adjacent to you, he gains +1 to Fighting rolls or +1 Parry.
You decide which of the modifiers you are granting when
you declare you are using this Edge. You cannot change
this until the start of your next turn.
Bind
Requirements: Seasoned, Agility d6+, Strength d6+,
Fighting d6+
By using his weapon to lock that of an enemy, the
student renders his opponent’s weapon useless for attacking
and parrying. For obvious reasons, the attacker
should also have an off-hand weapon he can use to strike,
otherwise he has stymied himself as well.
The character makes an opposed Fighting roll with
his chosen foe. He incurs a –2 penalty if his opponent is
using a two-handed weapon. With success, he has bound
his foe’s weapon. While the weapons remain bound,
they cannot be used to make attacks, nor do they grant
any Parry modifiers. Furthermore, neither party can
withdraw—they are literally bound together.
The character’s opponent may chose to let go of his
weapon as a free action, in which case he is automatically
disarmed. The opponent may attempt to break the bind
and retain his weapon by making an opposed Fighting
roll as an action. The swordsman who initiated the attack
may unbind them as a free action.
Lunge
Requirements: Seasoned, Agility d8+, Fighting d6+
The swordsman knows how to greatly extend his
reach, allowing him to attack without getting too close
to his opponent.
The hero adds +1 to the Reach of his weapon. Weapons
with no rating are assumed to have a base Reach 0.
If the character elects to attack while using the standard
Reach of his weapon, he imparts his attack with extra
power. Damage from a raise is +1d8, instead of +1d6.
Rapid Reload
Requirements: Novice, Agility d6+, Shooting d6+
Reloading a black powder weapon takes a great deal
of time. This character is well versed in the many steps
needed to prepare one, and can load in record time.
The musketeer halves the number
of rounds required to reload a black
powder firearm. This Edge has no effect
on artillery pieces, which require
an entire team of master gunners and
assistants.
Fencing Edges
These Edges are only open to
members of specific fencing schools.
In order to benefit from the Edge, the
character must use the school’s style
(if applicable) as his chosen style for
the round. For instance, a swordsman
with the Disarming Strike Edge, a specialty
of the Del Rio school, must be
using Fighting: Del Rio. The particular
moves of other styles don’t allow the
bonus to apply otherwise.
Aim on the Move
Prerequisites: Veteran, Shooting
d8+, Fencing School (Musketeers)
The character has mastered the dif
ficult technique of maintaining his aim on an opponent
while moving, thus allowing him to make good an escape,
close the range, or move into cover while keeping
his target squarely in his sights.
When aiming with any firearm for which he meets
the minimum Strength requirement unassisted (i.e.,
he cannot be using a brace, even a mobile one such as
a lackey), the character may Move up to half his Pace
and still Aim or use Marksman. The bonus islost if he
moves more than half his Pace, runs, or takes other
actions.
Berserker Fury
Prerequisites: Seasoned, Smarts d6+, Spirit d6+,
Fighting d8+, Fencing School (Spanish)
Your character can voluntarily enter a state of reckless
battle frenzy, increasing his power and aggression at the
cost of a strong defense.
The character gains the Berserk Edge, but is never
sent into a furious rage by being damaged. Instead, he
voluntarily makes a Spirit roll as an action to build up
and focus his aggression. Success grants him the benefits
of the Berserk Edge. Calming down is handled as normal
for the Berserk Edge.
Breaking Blow
Requirements: Seasoned, Strength d8+, Fighting
d8+, Fencing School (Tarrasque)
Students learn how to put immense power behind
their blows when using the school’s style.
The character’s attacks have AP 2. If their weapon
already has an AP value, this stacks.
Buckler Bash
Requirements: Seasoned, Strength d6+, Fighting
d8+, Fencing School (English)
Students are taught how to exploit an injured opponent
by quickly smashing him with their buckler.
If the hero’s attack leaves an opponent Shaken, he
may make an immediate Push maneuver using his buckler
against the same foe. This incurs a –2 penalty (but
ignores any multi action penalty).
This Edge can be used in conjunction with First Strike
and Frenzy, but not Counterattack or Sweep.
Combat Clinch
Prerequisites: Seasoned, Agility 6+, Strength d6+,
Fighting d8+, Fencing School (Pugilism)
Your character is an expert at no-holds-barred fighting.
He can hold opponents in place or pin them down
so that they cannot escape his blows, and knows how to
escape from grapples.
The wrestler gains +2 to make or escape a grapple.
Should he choose to injure a grappled foe he inflicts
Str+d4 damage.
Delayed Blow
Prerequisites: Veteran, Fighting d8+, Fencing School
(Pugilism)
Your character knows how to strike an opponent’s
vital areas in such a way that appears to do no immediate
harm, but in fact upsets his body’s internal functions,
causing pain and trauma at a later time.
If your character succeeds in a Fighting roll, he may
delay the damage inflicted by up to ten combat rounds
(one minute). At any time before this duration has expired,
the pugilist may undo the damage by reversing
his strike. A roll is not normally required to reverse the
strike, but if his opponent tries to resist, he must make
another Fighting attack. Success reduces the amount of
delayed damage by the amount of damage that would
have been inflicted by the second attack.
Dirty Blow
Prerequisites: Veteran, Agility 8+, Fighting d8+,
Fencing School (Del Rio)
Advanced students are taught how to follow up stunning
blows with a rapid pommel blow for extra impact.
If the hero’s attack leaves an opponent Shaken, he
may make an immediate free Fighting attack at –2 to deliver
a pommel strike (Strength damage) to the same foe.
This incurs a –2 penalty (but ignores any multi action
penalty), and must use the same hand as the primary
attack.
This Edge can be used in conjunction with First Strike
and Frenzy, but not Counterattack or Sweep.
Disarming Flesh
Requirements: Seasoned, Spirit d6+, Fighting d8+,
Fencing School (Venus)
A quick flash of flesh can put even the most skilled
opponent off his aim.
When performing the Defend or Full Defense maneuver,
the character may add half her positive Charisma
score to her Parry rating. This Edge works well when
Defend is combined with Counterattack.
Disarming Strike
Requirements: Seasoned, Agility d6+, Fighting d8+,
Fencing School (Del Rio)
A foe without a weapon presents less of a threat and
is often easier to kill or subdue.
Your character suffers no penalty when performing a
Disarm maneuver.
Geometry of Form
Requirements: Seasoned, Smarts d8+, Fighting
d8+, Fencing School (Geometria)
Students of Geometria view the world through ge
ometry. They are always aware of their surroundings,
and the positions of their enemies. Through calculating
likely courses of action as dictated by the environment,
the swordsman can anticipate his enemy’s likely moves
and be prepared to counter them.
The character gains the benefits of the Tactician Edge,
making a Smarts roll in place of Knowledge (Battle). Bonus
cards may only ever be used by the swordsman—he
cannot give them to allies.
Geometry of Style
Requirements: Seasoned, Smarts d8+, Fighting
d8+, Fencing School (Geometria)
By studying an opponent’s movements and attacks, the
student quickly understands the underlying geometrical
patterns in that individual’s fighting style and can develop
a strategy to counter its strengths and exploit its weaknesses.
The swordsman must pick an opponent within line of
sight and make a Smarts roll as an action. With success,
he acts as if he knows one of his opponent’s styles, or
two with a raise. The bonus only applies to the specified
opponent, even if others are using the exact same style—
every student develops his own take on styles.
Fencers are constantly altering their style. The bonus
applies only for a single combat. If he meets the same
opponent later, the student must study his opponent
afresh.
Killer Looks
Requirements: Heroic, Spirit d8+, Fighting d8+,
Fencing School (Venus)
Your character is a flirt on the battlefield, capable of
using her good looks and seductive charm as a weapon
and forcing her opponent into making deadly mistakes.
When she scores a raise on a Fighting roll against a
male opponent, the swordswoman may elect to forfeit
the usual +1d6 bonus and instead add any positive Charisma
as a fixed damage bonus.
Leg Strike
Requirements: Seasoned, Agility d6+, Strength d8+,
Fighting d8+, Fencing School (German)
By striking at his opponent’s legs, the character hopes
to drive him back or knock him prone, placing him at a
disadvantage.
This Edge only works if the swordsman is wielding a
great sword. When making or resisting a Push, the character
uses his Fighting in place of his Strength. In addition,
he may perform a shield bash with his great sword.
For this purpose only, it counts as a medium shield.
Lesser Danse Macabre
Prerequisites: Seasoned, Agility d8+, Fighting d8+,
Fencing School (Danse)
The character has learned the lesser secret of the
Academy of Dance. The Danse Macabre is a highly energetic
but short dance involving a whirling combination
of slashes and thrusts.
When used, the swordsman spins and dances
about, attacking every opponent in his path like a
deadly cyclone. On the tabletop, the character makes a
running roll and must move that many inches. He may
not double back. Every target adjacent to the fighter’s
path, starting with his initial position, is attacked at –2.
One small downside to this Edge is that every adjacent
target must be attacked—whether friend or foe. Individual
targets may only be attacked once while using
this Edge.
Greater Danse Macabre
Prerequisites: Heroic, Lesser Danse Macabre
As above, except the hero ignores the –2 penalty.
Master Horseman
Requirements: Seasoned, Agility d8+, Riding d8+,
Fencing School (Cavalerie)
Your character has a deep bond with his horse and is
at home in the saddle.
The cavalryman gains +2 to Riding rolls. This bonus
only affects actual Riding rolls, not rolls where Riding
is used in place of other skills. In addition, he may also
spend Bennies to make Soak rolls for any horse he is
riding. This is a Riding roll at –2 (cancelling their usual
+2). Each success and raise negates a wound.
Patient Strike
Requirements: Seasoned, Agility d6+, Smarts d6+,
Fencing d8+, Fencing School (Scarlotti)
Students are taught how to watch patiently for an
opening in a foe’s defense while beating a hasty retreat.
Scarlotti taught that wasting energy on constant attacks
was a mistake. “Strike once,” he said, “but strike well!”
Proponents of the art often parry turn after turn, waiting
for the right time to strike.
For each round the fencer uses the Defend or Full
Defense maneuver against the same opponent, he gains
+1 to his Fighting: Scarlotti roll when he decide to strike
back. The first attack the hero makes against the opponent
(including Counterstrike) uses the accumulated
bonus. The bonus is then lost.
If the character attacks a different foe (even if using
Counterstrike or First Strike), is struck by his opponent
(even if no damage is inflicted), changes style, or does
not strike before the encounter ends, any accumulated
bonus is immediately lost.
Static Defense
Requirements: Seasoned, Strength d6+, Fighting
d8+, Fencing School (Position de Fer)
The school’s defensive techniques are built around
remaining stationary. Your character has mastered the
secret of moving his body while keeping his feet still.
If the swordsman elects not to move, his Parry is +2
until the start of his next turn. The bonus is lost even
if the character moves involuntarily, such as by being
pushed back or knocked down.
Surgical Precision
Requirements: Seasoned, Fighting d6+, Healing
d8+, Fencing School (Anatomie)
The human body is riddled with weak spots and vulnerable
areas, both well-known and obscure. Students
are taught how to locate them all, and how to target
them in combat.
When making a Called Shot or Disarm maneuver, the
hero may use his Healing die in place of his Fighting
die. In addition, if he causes an opponent to roll on the
Injury table, he may modify the initial 2d6 roll by +1 or
–1, allowing him to inflict greater or lesser injuries in
some instances.
Swirl of the Cape
Requirements: Seasoned, Agility d8+, Fencing
School (Dardi)
As well as using a cloak defensively students learn
how to ensnare weapons and knock them from the
wielder’s hands, and whip their cloak around their foe’s
feet before tugging him off balance.
The character has +2 to perform
Disarm and Grapple maneuvers when
using his cloak in place of his bare
hands or a weapon. He suffers no penalty
for wielding his cloak in his offhand
when attempting these moves,
though multi action penalties apply as
normal.
Sword & Shield as
One
Requirements: Veteran, Agility
d8+, Fighting d8+, Fencing School
(English)
The student has learned to strike
with his sword and buckler to deliver
a single, more powerful blow, though
at the cost of using his buckler for
defense.
At the start of any round, the hero
may elect to forfeit the +1 Parry bonus
provided by his buckler until the start
of his next turn. In return, he treats
his Strength as one die higher (max.
d12+3) for the purposes of inflicting
damage from any attacks made in
the round. Except for the Buckler Bash Edge, this Edge
also prohibits the character from using his buckler as a
weapon.
Wary Fighter
Requirements: Seasoned, Agility d8+, Smarts d8+,
Fencing School (Del Rio)
Students of Del Rio learn almost every trick in the
book. His insight allows him to spot tricks coming and
respond accordingly.
The wary swordsman has a +2 bonus to resist Disarm
maneuvers and Tricks.
Leadership Edges
One for All!
Requirement: Seasoned, Command, Level Headed
or Quick, Smarts d8+
The Musketeer knows how to lead men in combat
and get them to function as a cohesive unit.
At the start of any combat, the hero’s allies may agree
to let him lead them in battle. If they do, only this character
draws action cards. He draws an extra action card and
keeps the best. This stacks with Level Headed, allowing
the character to pick from a maximum of four cards. All
allies act on the character’s action card, but he decides
the order they take actions each round. Affected characters
must remain adjacent to at least one comrade being
affected by this Edge.
If the hero or an ally is rendered Incapacitated Holds
an action, or moves more than 1” away from all affected
comrades (voluntarily or not), the bond is broken and
the unit is momentarily thrown into chaos. All characters
using the hero’s action card must make a Spirit roll at
–2 or be Shaken. If a character has yet to act, such as if
an enemy on Hold interrupted him, he loses his actions
for the round. At the start of the next combat round, all
characters must draw individual action cards as normal.
Legendary Edges
New School
Requirement: Legendary, Wild Card, Smarts d8+,
Spirit d8+, Fighting d10+, Fencing School (any one),
must know six unique Combat or Fencing Edges (“Improved”
versions count as one Edge, not two)
The character has reached the stage where he is ready
to found his own fencing school.
The swordsman now gets to name his own fencing
style, which he automatically gains as a Fighting
specialization. This applies even if he is already at his
maximum. He should work with the GM to create a signature
move for his style. Creating new Fencing Edges
is optional.
The hero gains prestige and wealth. This bestows the
Noble and Rich Edges, though not any noble title. Of
course, the master now has responsibilities to his students,
as well as running the business side of the school.
Professional Edges
Fencing School
Requirement: Novice, Smarts d6+, Fighting d4+,
must know the school’s style
As noted under setting rules, a character does not
need any Edge to learn a school’s basic style. Fencing
School represents the character’s full membership in a
particular school, lessons learned from his teacher, and
relationship with his fellow students. It is often an exclusive
organization, full of like-minded individuals that
look out for each other.
Additionally, fencing schools are run by a skilled and
influential teacher to whom the character must defer.
Although there is a lot a teacher can do for the student,
his loyalty is not a given; the hero will occasionally have
to complete tasks to stay in his good graces. Teachers
generally stay at the school and expect the character to
take all the risks, though. Still, they can be extremely
helpful—providing advice, training, and resources. They
don’t even have to be present to help—they can dispense
wisdom through letters, books, riddles, or even dreams
and flashbacks.
While you get to define the nature of the hero’s relationship
with his teacher, the GM ultimately controls this
NPC. Harassing your teacher or taking fellow students
for granted will negatively affect their attitude toward
the character, possibly causing him to be ejected from
the school (and thus preventing him learning any more
Edges unique to the school).
The character picks one fencing style he knows. He
automatically gains the school’s signature move (see the
list starting on p. 25). It is very important to note that
signature moves only apply if the character is actually using
the particular style during a round. For instance, he
can’t use the Dardi signature move if he’s fighting with
the Del Rio style. Taking this Edge also opens up at least
one Fencing Edge.
Characters also gain the Connections Edge with
regard their chosen academy for free. This represents
personal friendship with the school’s instructors, as well
as fellow members.
This Edge may be taken multiple times. It must be
applied to a different style each time.
Blackballed: Fencing schools can be very selective in
who they take on as a student. When the character suggests
the school he wants to join, the GM should draw a
card from the action deck. A black deuce indicates he has
been blackballed. He may never join that school as a full
member until he performs some onerous and difficult
task for the fencing master.
Rank (Lieutenant)
Requirement: Novice, Smarts d6+
The highest achievable rank in the Musketeers (only
captain is higher, and that single position is filled), lieutenants
are expected to lead by example.
The character has +1 Charisma when dealing with
those who respect his position. Each session, he earns
an extra benny. He may use this on himself, or give it to
any subordinate ally (as the Common Bond Edge).
Rank (Sergeant)
Requirement: Novice, Spirit d6+
Experienced Musketeers, sergeants have served
the King loyally, and survived many engagements with
France’s enemies.
The sergeant has +1 Toughness.