You are on page 1of 243

1

The Rule of the Game

2
Preamble......................................................................................................... 10
The Mask ........................................................................................................ 12
How to play in a Campaign? ............................................................................................... 13
The Sword ...................................................................................................... 15
An era of conspiracy ........................................................................................................... 16
Mysteries and Secret Tradition ........................................................................................... 16
Master Yannis and Monsieur Jean ...................................................................................... 16
"Better the villain, better the movie." - Alfred Hitchcock .................................................. 17
Historical, Fairy, and Fantastic! How is it possible? .......................................................... 17
Character ....................................................................................................... 19
The Use of Dice .................................................................................................................. 19
Gaming Materials................................................................................................................ 19
Social Background .............................................................................................................. 20
Geographical Origin............................................................................................................ 20
French Provinces ................................................................................................................................... 22
Regions of Europe .................................................................................................................................. 22

Attributes ....................................................................................................... 27
Archetype ....................................................................................................... 29
Saltimbanque, Juggler, Acrobat............................................................................................................. 30
Monk ...................................................................................................................................................... 30
Courtesan, Courtesan ............................................................................................................................ 30
Noble of the Sword, Gentleman ............................................................................................................. 30
Priest ...................................................................................................................................................... 30
Actor, Peddler ........................................................................................................................................ 30
Merchant, Artisan .................................................................................................................................. 30
French Guard, Musketeer ...................................................................................................................... 30
Scholar ................................................................................................................................................... 31
Sailor...................................................................................................................................................... 31
Officer, Civil Servant ............................................................................................................................. 31
Thief, Gentleman of Fortune .................................................................................................................. 31
Soldier .................................................................................................................................................... 31
Servant, Valet, Lackey............................................................................................................................ 31
Gypsy, Witch, Wizard, Astrologer .......................................................................................................... 31
Worker, Farmer, Artisan ........................................................................................................................ 32
Dilettante Bourgeois .............................................................................................................................. 32
Artist ...................................................................................................................................................... 32
Courtier.................................................................................................................................................. 32
Bourgeois, businessman ......................................................................................................................... 32
Freethinker, pamphleteer ....................................................................................................................... 32

3
Vagabond ............................................................................................................................................... 32
The Dragonnades ................................................................................................................ 32
Abilities Value ................................................................................................ 34
Physical.................................................................................................................................................. 34
Combat ................................................................................................................................................... 34
Technical Skill........................................................................................................................................ 34
Studies .................................................................................................................................................... 34
Communication ...................................................................................................................................... 34
Cleverness .............................................................................................................................................. 34
Creativity ............................................................................................................................................... 34

General Traits ................................................................................................ 37


Reputation ........................................................................................................................... 37
Permanent Effects of Reputation............................................................................................................ 37
Cost of Reputation Actions..................................................................................................................... 39
Gain of Reputation ................................................................................................................................. 40
Loss of Reputation ................................................................................................................................. 40
The Prodigies ...................................................................................................................... 41
Effect of Prodigy on Skills...................................................................................................................... 41
Relationships ....................................................................................................................... 43
Permanent Effects of Relationships ....................................................................................................... 43
Cost of Relationship Actions .................................................................................................................. 44

Experience Points (XP) ................................................................................. 45


How to Allocate Experience Points? .................................................................................. 45
Benefiting from Stroke of Luck .......................................................................................... 45
Earnings ......................................................................................................... 46
Permanent Effects of Earnings............................................................................................ 46
Earnings according to Social Origin .................................................................................. 46
Standard of living .......................................................................................... 46
Living above your Lifestyle ................................................................................................ 46
Talents ............................................................................................................ 47
Skills ................................................................................................................ 51
Campaign Play .................................................................................................................... 52
Unskilled Skills ................................................................................................................... 52
The Man or Woman of the Renaissance ............................................................................. 53
Example ................................................................................................................................................. 53
Skills acquired by archetype ............................................................................................... 54
List of the most common skills ........................................................................................... 55
PHYSICAL ............................................................................................................................................. 55

4
TECHNICAL SKILLS............................................................................................................................. 56
STUDIES................................................................................................................................................ 56
............................................................................................................................................................... 57
COMMUNICATION .............................................................................................................................. 57
CUNNING .............................................................................................................................................. 58
CREATIVITY .......................................................................................................................................... 58
COMBAT ............................................................................................................................................... 59
Combat Techniques ............................................................................................................ 59
Combat Styles, Fencing Schools......................................................................................... 60
French Style ........................................................................................................................................... 60
Italian Style ............................................................................................................................................ 60
Spanish Style .......................................................................................................................................... 60
Street School .......................................................................................................................................... 60
Old School ............................................................................................................................................. 60
Handedness ............................................................................................................................................ 60
Mastery of Techniques ........................................................................................................ 60
 Brawl and Wrestling 1 tech. / 2 levels. ......................................................................................... 61
 Fencing 1 tech. / 2 levels............................................................................................................... 62
 Firearms 1 tech. / 2 levels  ........................................................................................................... 63
Protections........................................................................................................................... 63
 Medieval Fencing 1 tech. / 2 levels.  ............................................................................................. 64
 Throwing 1 tech. / 3 levels ............................................................................................................ 64
 Archery 1 tech. / 3 levels.  ............................................................................................................. 65
 Dodge 1 tech. / 2 levels.  ............................................................................................................... 65
Ressources........................................................................................................................... 66
Speed ................................................................................................................................... 67
Initiative .............................................................................................................................. 67
Faith .................................................................................................................................... 67
Fatigue................................................................................................................................. 68
Nerve ................................................................................................................................... 68
Location .............................................................................................................................. 69
Alea Cards ...................................................................................................... 70
The Number Series ................................................................................................................................. 71

Numbers and Figures .................................................................................... 72


 ---------- Wands ----------  ........................................................................................... 72
 ---------- Pentacles ----------  ....................................................................................... 75
 ---------- Sword ----------  ........................................................................................... 80
 ---------- Cups ----------  .............................................................................................. 84
Henri IV, the Last Knight King .......................................................................................... 88

5
Special Case: Combinatorial Draws ................................................................................... 89
Playing with the Cards: Good Fortune.................................................................................................. 89

Reading the Arcana ....................................................................................... 90


Major Arcana ...................................................................................................................... 91
1/ The Magician ..................................................................................................................................... 91
2/ The High Priestess ............................................................................................................................. 91
3/ The Empress....................................................................................................................................... 92
4/ The Emperor ...................................................................................................................................... 92
5/ The Pope ............................................................................................................................................ 93
6/ The Lovers ......................................................................................................................................... 94
The Golden Apple .................................................................................................................................. 95
7/ The Chariot ........................................................................................................................................ 95
8/ The Justice ......................................................................................................................................... 96
8/ The Hermit ......................................................................................................................................... 96
9/ The Wheel of Fortune ........................................................................................................................ 97
10/ The Strength ..................................................................................................................................... 97
11/ The Hanged Man ............................................................................................................................. 98
13/ The Separation ................................................................................................................................. 99
14/ Temperance.................................................................................................................................... 100
15/ The Devil........................................................................................................................................ 100
16/ The House of God .......................................................................................................................... 101
17/ The Star.......................................................................................................................................... 102
18/ The Moon ....................................................................................................................................... 103
9/ The Sun ............................................................................................................................................ 104
20/ The Judgment ................................................................................................................................. 105
21/ The World ...................................................................................................................................... 106
22/ The Fool, the Madman ................................................................................................................... 106
On the Paths of War............................................................................................................................. 108

The Mechanics of the Game ....................................................................... 108


Resolving Actions ............................................................................................................. 109
Long Actions ........................................................................................................................................ 109
Action Scenes ....................................................................................................................................... 109
Initiative Roll ....................................................................................................................................... 109
Action: Success Test ......................................................................................................... 109
Horse Riding ........................................................................................................................................ 110
Cooking, Art, scientific research, comedy ........................................................................................... 110
Locksmithing ........................................................................................................................................ 110
Climbing .............................................................................................................................................. 110
Knowledge ........................................................................................................................................... 110
Agility ................................................................................................................................................... 110
Resourcefulness ................................................................................................................................... 110
Strength ................................................................................................................................................ 110

6
Bonuses and Penalties ....................................................................................................... 111
Opposition Action ................................................................................................................................ 111
The Case of Pursuits ......................................................................................................... 111
Results Based on Quality of Success .................................................................................................... 111
Managing Combat ............................................................................................................. 112
Skirmishes ............................................................................................................................................ 112
Delayed Action ..................................................................................................................................... 112
Counterattack....................................................................................................................................... 114
Horseback Combat .............................................................................................................................. 114
One Against Several Opponents .......................................................................................................... 114
The Holy League .................................................................................................................................. 114
The Mob ............................................................................................................................................... 114
These are always actions of medium difficulty. The mob can also pursue (see the pursuit chapter). .. 114
Its movement rate is then 4 or 5. .......................................................................................................... 114
The mob does not use combat techniques. ........................................................................................... 114
Brawling and Wrestling ....................................................................................................................... 115
Dodging ............................................................................................................................................... 115
Left Hand ............................................................................................................................................. 115
Secret Techniques ............................................................................................................. 116
Nevers Technique ................................................................................................................................. 116
Ranged Combat ................................................................................................................. 117
Distance/Difficulty Chart by Weapon Type ..................................................................... 117
Aiming and Wound Localization ...................................................................................... 118
Wounds (Injuries) ............................................................................................................. 118
Effects of Wounds and Fatigue ......................................................................................... 118
Death of a Character or an Important NPC ....................................................................... 119
Injuries from Ranged and Firearms .................................................................................. 119
Injury Table for Ranged and Firearms ................................................................................................ 120
Injury with a Melee Bladed Weapon .................................................................................................... 121
Brawling and Wrestling Injury Table ................................................................................................. 123
Protections ........................................................................................................................................... 124
Ritual, Magic, Witchcraft, and Other Mysteries… ........................................................... 125
Historical Context ................................................................................................................................ 125
Use of the "Faith" Resource ................................................................................................................ 125
Confrontation with a Supernatural Phenomenon Table .................................................... 126
Performing Magic ................................................................................................................................ 127
Combination of Skills ........................................................................................................................... 128
Magical Effects .................................................................................................................................... 128
Examples of rituals, spells, mystical research ..................................................................................... 129
Enchant or Exorcise ............................................................................................................................. 129

7
Heal - Cure .......................................................................................................................................... 130
Escape Physical Constraints ................................................................................................................ 131
Predicting the Future ........................................................................................................................... 133
Combating Evil or Its Manifestations .................................................................................................. 135
Applications and Examples .................................................................................................................. 135
Alchemy's Magic .................................................................................................................................. 136
Astrology and Divination ..................................................................................................................... 136
The Mask, Attributes of the Hero or Villain ..................................................................... 138
Description of a Group at the Carnival ............................................................................................... 138
Romantic Setting .................................................................................................................................. 138
Mask : Specific Rules ........................................................................................................................... 139
Playing a Masked Character ............................................................................................................... 139
Masks of the Commedia dell’arte ........................................................................................................ 140
Other Masks ......................................................................................................................................... 141
Playing History ................................................................................................................. 141
The Company: A Team of Characters ...................................................... 142
Commedia dell'Mazorcco ................................................................................................. 142
Friends and Protectors of the Company .............................................................................................. 143
1601: The Vendetta of the Brighellas .............................................................................. 144
The Iconic Character of the Commedia del Marzocco ..................................................... 145
Some Characters of the Troupe......................................................................................... 146
Adventure Where You Are the Hero ........................................................ 155
The Saltimbanque and the Fool ........................................................................................ 155
Introduction Scenario ................................................................................. 215
The Story........................................................................................................................... 215
Plot Summary.................................................................................................................... 215
Foreword ........................................................................................................................... 215
A Florentine Swindle ........................................................................................................ 215
Prophecy and Lament of the Solitary Great Briton. ............................................................................ 216
The Good Neighbors ......................................................................................................... 216
The Chessboard Enters the Game ..................................................................................... 217
The Foundation of Western Secret Societies ........................................................................................ 218
Introductions and Stage Entries ........................................................................................ 220
Scene I: Welcome Ball. ........................................................................................................................ 220
Scene II: The Pheasant. ....................................................................................................................... 220
Scene III: A Golem in Paris ................................................................................................................. 221
Desecrations and undead at the Cemetery of the Holy Innocents........................................................ 221
Disappearances and attacks on notables in Paris. .............................................................................. 221
Scene IV: The Return of Ursulin .......................................................................................................... 222

8
Scene V: The Satriani Family .............................................................................................................. 222
The Brotherhood of the Thistle ............................................................................................................ 228
The Teutonic Mercenaries ................................................................................................................... 229
Visited Locations, Maps, and Plans .................................................................................. 230
The Court of Swords ............................................................................................................................ 230

Chronology ................................................................................................... 235


Ageing of Characters ........................................................................................................ 237
Bibliography ..................................................................................................................... 237
Age-Related Attribute Malus Table .................................................................................. 238
Blank Character Sheet ................................................................................ 238
A Dedicated 2D Metaverse ............................................................................................... 240
Of the same author ............................................................................................................ 241

All rights reserved 2024 – ISBN 9798873627660

"The Intellectual Property Code prohibits copies or reproductions intended for collective use.
Any representation or complete or partial reproduction by any means, without the consent of the
author or his heirs or assigns, is unlawful and constitutes infringe-ment, under the terms of
articles L.335-2 and following of the Intellectual Property Code."

9
king. The statesman does not yet know that
Preamble she will give an heir to the throne of France
It is the summer of 1600. A fierce storm on September 27, 1601, in the person of the
has just passed, causing the Seine to swell— future Louis XIII.
a serpent of water, swollen and bulging,
carrying countless debris in its twists and Before going out onto the balcony to
turns. The last flash of the dark and breathe the fresh air and enjoy the calm after
thunderous mass that is receding has outlined the squalls, he handed a letter to his
an iridescent arc of immaculate whiteness secretary. A devoted, diligent, attentive man
around the Tower of Nesle. in all respects. And an honest man, which
surprised Maximilien, who thought this
- A blessing for the people. value present only in the Huguenot
profession of faith or Chivalry. Jean, that's
The man on a balcony takes the final puffs his name, has a discreet livery, a solid body,
of tobacco brought from the Americas, and a balding forehead. He recently entered
especially for him. the minister's service. The superintendent of
finances wonders about this man he
- After this storm, we will be freed for a appreciates, especially regarding whether he
few hours from the oppressive odors and is his elder or roughly the same age as him?
noxious airs produced by the most populous
capital in Europe. These considerations are interrupted
when he is announced the arrival of Mr.
Minister Maximilien de Béthune, the Laffemas, with whom he has a meeting for a
future Duke of Sully, taps the stone report on Silk culture and manufacturing.
balustrade with the bowl of his Indian clay Then he will prepare for his trip to Savoy.
pipe. He has been leaning since the last drops Before returning to his spartan office for his
that continue to bead are no longer those own convenience but luxurious for guests, he
falling from the sky, but those still rolling on contemplates the Seine one last time. A
the exterior moldings and decorations. The bizarre idea suddenly stamps his memory:
sky fades, and its darkness pales.
The woman... I could have sworn... she
He rubs his neck and stretches, as if had a fish tail.
preparing to go to the fencing hall. All stiff,
he reflects on the past hours spent recounting
everything. He cleans his pipe, and once
satisfied with the fate he has bestowed upon
the blackish residues disappearing into a
gutter, he puts it back in his pocket. A
woman's silhouette seemed to him to float
between two planks in the chaos of filth
carried by the river under his windows. He
returns to his thoughts and considers the
sorry state of the Kingdom's finances after
three decades of religious wars. He wished
for the king a marriage of wealth and
naturally directed his search towards the
wealthy city of Florence.

The new bride, Marie de Medici, is the


daughter of the Grand Duke of Tuscany. She
is 25 years old, 22 years younger than the

10
As it is necessary to proceed quickly shares this passion with an old friend he must
before the Pope objects to this remarriage, meet soon.
the union will be celebrated by proxy on May
5, 1600, in Florence, where Henri IV will be It is at this precise moment of the arrival
represented by his grand squire, the Duke of of the Florentine Court in Paris that the
Bellegarde. Marie de Medici will embark in Adventure of the Mask and the Sword
November for Marseille and will meet her begins. It will last almost two centuries and
royal husband on December 4 in Lyon. The involve or concern dozens of famous or
union will be solemnized by a mass unknown characters who will have played
celebrated in the Cathedral of Saint John on their roles in the history of France.
December 16 by the Pope's legate, Cardinal
Aldobrandini. The dowry amounts to This is a war between two antagonistic
600,000 ecus. The bride is rather beautiful forces, the reasons for the confrontation lost
but reportedly vindictive, haughty, and in the depths of ages. But a very real war,
foolish, also very superstitious. As much as made up of victories, heroic acts, and
the King appears neglectful towards her, the bravery, but also of tricks, defeats, and
Italians, part of the two thousand people she betrayals.
will take with her, will say he is lascivious.
The festivities in the Phocaean City are At this stage, to understand the stakes of
perceived as rushed, failing to rival the this fantastic challenge, you have only one
splendor and prodigality of the celebrations choice:
in Tuscany. Especially since the king gets
involved in a skirmish between lackeys and - Do you want to become the Mask, that
soldiers at the end of the Pope's procession, is, the game leader, and make players live
which does not improve matters. This adventures in the context that has just
Florentine Court is composed of individuals been described?
of all professions and backgrounds: nobles,
soldiers, religious, servants, artists, You must give up a precious thing.
adventurers... Innocence. The Arcana and mysteries of the
backdrop of the Mask and the Sword
Among them is the master of a troupe of universe will be revealed to you. From now
acrobats: Yannis. He is a young man, tall, on, pages of this book are exclusively
athletic, with thick curly blond hair and a reserved for you (spoiler) marked at the top
watery gaze. He is economical with words right with this logo:
and has a gentle voice. A respected Apollo
among his fellow travelers, equally talented Go to page 11.
in acrobatics, juggling, and storytelling. The
future queen adores actors, and she will not - Do you want to embody a character
part with this profession in her entourage and evolve in this France with uncertain
throughout her reign. borders, still weighed down by the wars of
faith but full of promises of glory and
Yannis is an idealist. He comes to Paris discoveries?
not to conquer fame and fortune, not for love,
but out of a desire to pursue his profession: You must know the rules of the game, the
to communicate to people the desire for truth resources, mechanisms, and possibilities of
and justice, liberated through the actor's actions. Choose an origin, an Archetype, and
performance. He is a soulful avenger. And he an occupation.
Go to page 17.

1 2 4 6 1

11
The citizens, accomplices of the killers,
The Mask perhaps paralyzed by fear in the face of the
The origin of the Mask is lost in the twists violence of the attacks, or simply cowardly
and turns of ancient history. No one knows and passive, did not move. After a final night
exactly when, who, or where. of manhunt, a cloak of shame fell over
Athens and its inhabitants.
Perhaps on the occasion of a cruel
injustice? The first written trace of the Mask No one dared to speak publicly for almost
is found in Greece. A text ignored by a lunar month. Then, slowly, the Athenians
historians narrates the story of Yannis, a decided to erase this event from their
young Athenian actor who made it his duty memory. Life resumed, and the Mask was no
to expose the misconduct of senators and the longer talked about.
antidemocratic manipulations of the most
powerful. But fortunately, not all members of the
Mask were killed. A handful of them,
In the morning, taking advantage of the including Yannis, managed to flee the cradle
growing commotion, he perched on the roofs of democracy to reach the port of Piraeus.
of temples. With his face covered by a From there, they took a boat that took them
theater mask, sometimes tragic, sometimes to Rome. On the way, they swore to continue
comic, he addressed the passersby crowding their fight and to pass on the torch of the
the squares and markets. Elusive, he even quest for truth and justice. However, they
went so far as to steal from wealthy agreed to change their method and never
merchants to allow debt-bound slaves to expose themselves publicly again. They
redeem their citizenship. He targeted would continue to wear a Mask, but
manipulating priests and false philosophers shadows, night, and secrecy would now
with equal pleasure. surround their actions. The "Fraternity of the
Mask" was born.
The unknown author suggests that
different people could hide behind this mask. Coming from the world of arts and the
A group of men and even women gathered to stage, they easily joined a troupe of actors
embody this avenging hero in turns. Quickly, tasked with animating the life of temples and
more and more Athenians awaited the encouraging the faith of believers to collect
appearances of the Mask, which gained in more offerings for the gods. This is how they
popularity. discovered a strange practice. Inside a
temple dedicated to the god Mars, they
From a mere troublemaker, he quickly witnessed, amazed, a ritual combat between
became a real threat to the wealthy two naked men, wearing only a few pieces of
merchants and priests who flouted the laws armor on their arms and legs.
of the young republic or worse, bent them to
their will. These individuals clashed with swords,
eliciting cheers of joy from the faithful with
They gathered to organize a relentless every wound they inflicted upon themselves.
hunt. Buying the services of disguised These fighters deployed astonishing
Libyan mercenaries, they pursued anyone techniques to prolong the confrontations and
suspected of having a conflict with the Mask. deliver a spectacle worthy of divine
They even massacred the actors of the expectations. In a few years, these ritualistic
theaters in the surrounding temples who, it is battles became very popular and multiplied.
true, were members of the Mask for a good Deaths were rare.
part. Athens experienced several nights of
terror. No one dared to come to the aid of the The fervor in combat was applauded more
victims. than lethal efficiency.

12
Yannis was fascinated by these men and Mask again. But with the Italian
managed to forge a friendship with one of Renaissance, a slight breeze of progress
them. Lustinus, that was his name, began to swept across Europe, and it was also a rebirth
impart his knowledge to Yannis. However, for the Fraternity. Its members mingled with
as the weight of the years began to be felt, remarkable scholars, philosophers, artists,
Yannis proved to be a poor student. authors, actors who invented the Commedia
Nevertheless, the teaching was not one- dell'arte, and master swordsmen who
sided, and Yannis, in turn, transmitted the perfected the art of wielding new, finer, and
values of democracy, truth, justice, and more manageable swords.
equality that inspired him.

Lustinus soon became a member of the


Fraternity, bringing the strength of his sword
to the small re-emerging group. Thus, on
some nights, a few could glimpse a masked
warrior moving from roof to roof, sword in
hand. In the morning, sometimes a senator
would be found tied in a public square. His
correspondence, displayed for all to see
beside him, revealing his misconduct and
betrayals.

The Fraternity of the Mask survived in


Rome for two centuries, and then its A master armorer from Toledo provided
members soon dispersed throughout the his "brothers" of the Mask with marvelous
entire Roman Empire until the 4th century. blades. Unfortunately, the Spanish
They established a base led by a Inquisition discovered its existence and
Prytanis in every major city— overcame the Mask in Toledo, then in
Alexandria, Narbonne, Massilia, Madrid, finally in Barcelona, launching
Lugdunum, Lutetia, Londinium, a hunt as deadly as it was discreet across
etc. Prytanis is the term that Europe. Thus, becoming the first
designated magistrates responsible adversary of the Fraternity, the entire
for coordinating life in the city in Inquisition agents deployed throughout
Athens. Europe were designated under the name
of the Brotherhood of the Sword.
In memory of Yannis, all the Prytanes,
equal among themselves, decided to bear his
name. But over time, this name evolved and How to play in a Campaign?
took the form adapted to the spoken
language in each region to become Yannick, A campaign is a series of scenarios with a
Yan, Hans, Jean, John, Juan, Giovanni, etc. common thread. Two perspectives seem
interesting to play. One about a character's
In each city, the Prytanes were tasked life, i.e., a few decades. The other, more
with gathering a small group of trustworthy ambitious, from 1600 to the dawn of the
men and women, animated by the same French Revolution. This implies several
ideals of justice and equality, but equally generations of characters, who will succeed
effective, relentless, and discreet. each other within the framework of a filial
dynasty or another nature. The Mask as a
The Middle Ages were a difficult period. secret organization is the most obvious. The
Wars, crusades, plagues, and famines, as question of passing the torch between each
well as the excesses of the clergy and generation will arise.
religious intolerance, nearly toppled the
2 3 5 1 2
13
It may even happen that a player is called
upon to take on the role of Master Yannis or
Master Jean.

The plot we propose allows playing all


character profiles; regardless of the era, 17th
or 18th century. The basics we provide
correspond to the state of the game universe
in 1600. Playing successively under Henri
IV, Louis XIII, Louis XIV, or even Louis
XVI will require adapting certain game
parameters: the gradual disappearance of the
sword nobility, the rise of the bourgeoisie,
corporations, and usurers.

Under Henri IV, military bodies are


almost non-existent; under Louis XIV, there
are garrisons in almost every city in the
Kingdom. A courtier is more interesting to
play under Louis XIV than under Henri IV.

Every decade that passes, regardless of


the monarch, you will have no difficulty
defining the evolution of the cost of living: it
increases all the time! And this continues
until the French Revolution. It begins with
the Paulette, introduced by Sully, and every
Minister who will succeed will face the ire of
all components of the people on this matter. In the Kingdom of France and
The War must be financed to expand our Navarre, the Brotherhood of the
borders... Sword firmly established itself at the
dawn of the 17th century with its
The ideal is to play a situational scene, arrival at the court of Marie de
with a group-involving combat, after a Medici in Paris. Several of its high-
collective session of character creation. This ranking agents took positions within
will be your first session, the group's bond. the Queen's entourage. This branch
The Aleas card drawing system for character of the Brotherhood then adopted the
creation should help generate common name 'The Chessboard,' as the
personal stories between characters before chosen sign of recognition among its
the game begins. members was the reproduction of a
chess piece on the pommel of a
fencing weapon. This name was also
fitting because the leaders of that
time were in pursuit of a chess set
that once belonged to the son of
Héloïse and Abélard. Possession of
all the original pieces, scattered over
the centuries, would supposedly
provide the key to access a treasure.

14
the Mask constituted a real threat and had to
The Sword be annihilated.
The Brotherhood of the Sword certainly
emerged under the impetus of Bernardo Gui The clues at his disposal led him to
in 1310 in Toulouse. It first distinguished France. Unfortunately, a recently crowned
itself in the pursuit of the Cathars. It is young Warrior King fiercely guarded his
probably around the same time that the borders and even tended to extend them. His
Inquisition discovered the first signs of the name was François I, and he undertook the
existence of the Mask, some of whose unification of his kingdom, establishing
members had joined the communities. The strict control over borders and foreign
doctrine of this faith seemed compatible with nationals.
the principles of the Fraternity. However, the
Sword took time to truly perceive the nature This new political situation severely
and designs of the Mask. limited the action possibilities that the
Brotherhood usually had. Especially since it
After the eradication of the "Good Men" quickly seemed evident that the Mask had
and "Good Women," the Brotherhood penetrated the inner circle of this young king
focused its action on the lands of Spain and with humanistic inclinations. From then on,
strengthened further under the leadership of the Brotherhood of the Sword set itself a dual
Tomas Torquemada in his persecution of the ambition: destabilize France and flush out
Jews. In Toledo, they plundered several the members of the Mask.
Jewish or supposed families of their
belongings in the name of the Church and the After the death of François I, and with the
Crown. The Marquis de Marambroz, leading succession and religious wars they
these actions, thus appropriated a colossal ideologically, financially, and militarily
fortune. One January night in 1515, a fueled for more than fifty years, they were on
masked man infiltrated his residence and the verge of success. Unfortunately for the
reached the Marquis's chamber. Under the generals of the Sword, and against all
threat of a magnificently crafted rapier, the expectations, the small King of Navarre set
latter was forced to write the written out to reconquer his kingdom by waging a
confession of his misdeeds and malpractices. merciless war against the Catholic League
Carrying the document, the masked man supported by Spain.
disappeared into the night.
Despite the fortunes spent, the Sword
The confession reached the "Most could not weaken him. Soon, it turned out
Catholic King," who only rebuked the chief that support was reaching King Henri from
general of the Brotherhood for allowing Italy, where some were plotting for the
himself to be caught thus, at night. The Medicis to accept funding his war against the
humiliated Marquis de Marambroz, but promise of a new marriage and the
whose power remained intact, immediately renunciation of his Protestant faith. The
set out to find the rapier and the man who Sword thus gained certainty that the Mask
wore it at his side. He found him in Toledo was also present in Italy and in the entourage
in the person of "Señor Juan," a master of the new King Henri IV of France.
armorer who, captured after many
adventures, eventually died under torture. It was then decided to concentrate the
Not without revealing to him the existence of efforts of the Brotherhood on the
the Fraternity of the Mask. establishment of a scattered network of spies
in European capitals and in the proximity of
By cross-referencing this information centers of power. The hunt continued. More
with those recorded in the Brotherhood's discreet than ever.
archives, he concluded that this Fraternity of

15
An era of conspiracy clothes, humble attitude, small stature, and
slight baldness make him someone the
French society is violently unequal. The powerful do not notice. This gift of
last jealousies of a dying feudalism and a invisibility allows him to be everywhere, in
royal power that is beginning to reach its all circles, in all discussions. And even if he
peak make France a respected but still were to be noticed, Monsieur Jean, due to his
suffering nation from numerous calamities. multiple functions, always has a good reason
The vast majority of its population is in to be there. Monsieur Jean is therefore aware
profound misery. The Sword is behind of almost everything. Every year, Monsieur
almost all conspiracies. Jean awaits the arrival of Master Yannis in
Paris. The latter is the leader of a small
Mysteries and Secret Tradition traveling commedia dell'arte theater touring
Europe to perform unpretentious plays in
The Mask ostensibly respects all beliefs, which truth always triumphs, and justice is
but its ideal has often led it to take an interest always restored. But enlightened spectators
in sorcery and to combat the Inquisition or learn much more because they know that it is
fanatics of all kinds. The Mask's natural through these plays that Master Yannis
inclination for secrecy, coupled with its transmits news and maintains the connection
obsession with discovering the truth, has between members of the Fraternity. During
allowed members of the Fraternity to the decade of peace during Henri's reign,
develop certain affinities with the world of Monsieur Jean, with the tacit approval of
mysteries and hidden knowledge. From Sully, established a system of training and
hunting "monsters" to defending a witch and recruiting small officials. This system would
revealing deceptions, members of the Mask ensure a minimum survival of the state
have often faced incredible situations and despite the troubles and potential changes of
strange phenomena. Fraternity members are government that one might fear.
free to believe what they want but are
obligated to remain a living question mark, Thus, Monsieur Jean also works very
whatever happens. This spiritual stance leads ardently on his succession. The ethics of the
them towards a form of curious and Fraternity forbid Monsieur Jean from
constructive skepticism, a mysticism of choosing members of his own descendants or
reason that makes them interested in family to succeed him. They, in fact, remain
religion, magic, science, and what some call completely unaware of the existence of the
the forces of the mind. Mask. So, at the beginning of this century, in
the service of Queen Marie de Medici, there
is a young clerk baptized Jean, as
Master Yannis and Monsieur insignificant as he is helpful. Master Yannis
Jean is also training his successor. Traveling
through major capitals, he has recruited a
The Mask in France has mainly small troupe composed of the best actors and
developed in Paris, but its members find performers. Among them, he will find the
bases or friends in all major cities. They are heir to the Tradition of the Mask.
only a large brotherly handful of men and
women from all walks of life, bound by their Both of them avoid acting directly. Most
secret ideal. In Paris, with the advent of of those who serve the cause of the Mask are
Henri IV, Monsieur Jean has managed to unaware of it. This is also the case for the
integrate into the spheres of power. A majority of members of Master Yannis'
zealous secretary with multiple skills and troupe. Sometimes, among those chosen to
unwavering discretion, he has gained the triumph for truth and justice, some stand out
trust of the ministers and close advisers of for their discretion, skill, intelligence, and
the King. His simple, fashion-resistant honesty. They are then contacted for other
missions and tested until they are offered to

16
join the Fraternity. Thus, Monsieur Jean and Historical, Fairy, and Fantastic!
Master Yannis will traverse this century and How is it possible?
the next, giving the impression to a few very
attentive observers of being immortal. We wanted to offer a game on a historical
basis because simulating a historical
"Better the villain, better the universe starts with knowing its history. It is
movie." - Alfred Hitchcock always a pleasure to start writing a scenario
around a situation, with intuition and
Once you have set the general documentary research, realizing that there is
background, the local context of your sometimes no need to look far to find
Campaign, and your group of characters has references that fit perfectly with the plot that
sufficient cohesion to form a Company, that will be proposed to the players. In this
is, a group of individuals able to agree on matter, Wikipedia is our friend! We also
objectives based on common values, you wanted to avoid going overboard with
will need to forge Adversaries to match special effects that would have eventually
them. Non-player characters who have their led us into alternate history. That's why the
own logic and objectives and are not always dramatic line of the Mask and the Sword is
antagonists. In a context of struggle between made of a subtle relationship between a
secret organizations, always plan for three historical context that holds up to a rupture
levels of adversaries in your scenarios: the that confronts the characters with doubt,
henchmen, the "lieutenants," their direct myths, but above all, their own beliefs. A
leaders, and one or more villains who are chapter will be dedicated to explaining the
their superiors and act in the shadows, as rule created to play this. But the principle to
much as possible. remember is that in most scenarios, different
myths will be staged, but at the end of the
adventure, everyone can make their own
interpretation of what they experienced. For
example, if a werewolf hunt is organized in
the open countryside, and at the end, the
"beast" is shot, a rationalist will gather all the
clues to prove the "hoax." A superstitious
person will do everything to obtain silver
weapons. Thus, Fairy will provoke pleasant
experiences, and the Fantastic atmosphere
will confront the group with supernatural
monsters or perils.

The Capitan, french movie

17
Blank character sheet available for download : 18
PDF https://ouvaton.link/xsuRpq– ODT https://ouvaton.link/N8FBX4
For example:
Character
In this section, you will discover how to
create a character, what resources and
components allow them to act.

The character we have chosen as an If I have to roll 1d20 and 3d6


example on the left page will accompany you successively, one page is enough for me.
throughout these pages. At the end of these Following the example above, the result
explanations, they will embark on an would be 19 for the twenty-sided die and 12
adventure presented to you in the form of a (4+6+2) for the three six-sided dice.
"choose-your-own-adventure" book.
In the case where I have to roll 2 times
This same story will then be developed in 1d20 and 2d6, then 1d6, I take the d20 result
a section dedicated to the Masque, allowing from one page, then the result from another
you to bring it to life for a group of players. page, and on the same page, I read the first
three results of the d6, then the fourth, and I
The Use of Dice have all the results I needed to achieve.

Now you need to equip yourself with To get a result from 1 to 100 with a
rudimentary but essential gaming materials: twenty-sided die (d20), in other words, to
a copy of a blank character sheet found at the make a percentage roll, you need to roll it
end of the book in the game aids, a twenty- once and read the units, from 0 to 9, to
sided die (d20), and four six-sided dice (d6). determine the tens. Then roll it again to
determine the units. For example, a first
The writing convention to indicate how result of 19 gives 9 tens. A second result of
many dice to roll for a result is abbreviated 9 gives 9 units. Then add the units to the tens,
as follows: giving a result of 99. To get a result of 100,
you need to roll 0 for the tens and 0 for the
1d20 and 3d6 mean rolling a twenty-sided units. This type of roll will help you
die and three six-sided dice successively. determine the geographical origin of your
character.
Three, being a multiplier in 3d6, requires
adding the result of each d6, for example, Gaming Materials
2+6+4 = 12.
A table screen to shelter the scenario and
For example, 1d20 yields a single result its illustrations, as well as dice rolls
on a die roll, ranging from 1 to 20. discreetly, is useful for the Masque. The
group can also use a large-format 3D map of
You can also use the book you have in Paris; created in situ by Mérian or Visscher,
your hands by referring to the bottom of odd- free of rights and accessible online.
numbered pages to read the result of one or
more dice rolls as needed. Quickly scroll A wipeable board and a few figurines
through the bottom of the right-hand corner enhance the situations but are not essential.
of the book and stop randomly to read the However, provisions and drinks are a must!
result. If only to evoke the cuisine of the
Musketeers!
The triangle represents the result of the
twenty-sided die, and the four cubes
represent the results of the d6.
5 6 2 4 5

19
Social Background Geographical Origin
During the period in which we play, the The geographical origin of your character
main determinant of the character you are should help you imagine their life context
going to create is their social background. before entering the game. Have they
However, we will consider that many events traveled? Why? Are there places that suit
may have occurred between their birth and them more than others? This chapter should
their entry into the game. The social clarify this aspect of their life before the
background that you will determine through game.
one or more dice rolls thus represents more
the social position that your parents or The map on the next page should help you
guardians occupied throughout your envision where your character has lived so
childhood. See page 31 for the nobility of the far, on both a small and large scale. Several
robe, the court (courtier), and the sword. pivotal years are mentioned. They allow you
to see that at the time, the concept of a state
1d20 Social Rank and Origin does not yet have a systemic value, and
1-2 Beggar borders do not yet constitute physical
realities, except in treaties.
Worker
3–6
Servant Most scenarios we have played in Masque
Peasant
and Sword are set in Paris and its
Farmer
7-10 surroundings. So, we have focused the
Artisan
following table on this gaming proposal, but
Lower feel free to change the origin balance of your
11 - 13
Middle Class group of characters. Why not create a group
Bourgeois of Bretons? Or Picards heading to Flanders?
Upper
14 - 15 It all depends on the local and historical
Middle Class
context you can bring. In this regard, the
16-18 1- 12 : Wikipedia free encyclopedia has been very
Nobility of the useful. Just by searching for the name of the
then Robe province where your character is from, the
roll dedicated article can provide you with
13- 20 :
the gaming or interpretative ideas based on a
Nobility of the
die Nobility name or place, which in turn may lead to
Sword
others through further research. Roll 1d20
Nobility of individually or for all if you decide to have
19-20 the same origin.
the Court
1-8 Ile de France - Paris
The player who will embody the 9-16 French Provinces
character rolls a 2 on the table. Therefore, 17-18 Other European Lands
the character was born into the lowest 19 East Indies - Asia
social stratum, among the Beggars, 20 West Indies - Americas
specifically in the Peasant category. She
notes "Peasant - Beggar" in the Origin Being from Île de France grants the skill
box, under the coat of arms at the top left Resourcefulness at level 4. From the East
of the character sheet. She starts Indies, it provides the talent Open Sea at
envisioning what he could be and decides level 3. From the West Indies, the skills
that she will play a young girl. She Whip or Lasso or Bolas at level 6 (Agi).
chooses a name for her character,
"Flavia," and writes it at the top of the
character sheet.

20
French provinces at the beginning of the 17th
century and main sites of military engagement:

Frecnh victories
French defeats

Starting from a result of 17, your flank. It will begin to expand within its
character is automatically a foreigner. This is current boundaries during the reign of Louis
different from characters from the provinces XIV.
table below.

Early 17th-century Europe cannot be


envisioned like contemporary Europe.
France is missing its entire Northeastern

21
It is, moreover, this monarch who will Result of the d100: 51. Flavia hails
inaugurate the first accurate mapping of his from the Canton of Basel in present-day
kingdom, thus introducing Europe to a Switzerland. The player notes this in the
concept that did not exist until then: the Relations section of the character sheet.
notion of borders. This transformation will She crosses the Alps to reach Paris with
continue until the end of the 18th century. her three uncles. Hired by a diplomatic
officer, they are mercenaries and join
French Provinces the Swiss Guard attached to the House
of the King.
0-5 Picardie
6-10 Flandres Artois
The Swiss Cantons have been added to
11-15 Champagne
the list of Provinces, even though they are
16-20 Bourgogne not part of the Kingdom of France, due to
21-22 Nivernais their proximity and because the natives
22-23 Berry speak, among other languages, French. From
24-25 Orléanais 91, "French from" indicates that the
26-27 Maine character was born abroad but is originally
28-32 Normandie from the Kingdom of France.
33-37 Bretagne
38-39 Anjou Regions of Europe
40-41 Touraine
42-43 Poitou 1-3 Pays Bas
43-44 Marche 4-6 Rep. of the United
45-46 Bourbonnais Provinces
47-48 Lyonnais 7-20 Holy Roman Empire
49-50 Bresse – Bugey 21-25 The Duchy of Savoy's
50-51 Cantons - Suisse 26 Duchy of Milan
52-53 Dauphiné 27 Republic of Venice
54-58 Languedoc 28 Kingdom of Naples
59-60 Avignon 29 Order of Malta
61-62 Provence 30 Papacy
63-67 Languedoc – Roussillon 31-33 Duchy of Tuscany
68-70 Navarre – Béarn – Bigorre 34-36 Genoa
71-80 Guienne, 37-41 Duchy of Lorraine
Gascogne, Armagnac 42-52 Kingdom of Spain
81-82 Auvergne 53-57 Kingdom of Portugal
83-84 Limousin 58 Irlande et Pays de Galles
85-86 Angoumois 59-60 Kingdom of Scotland
87-88 Saintonge 61-70 Kingdom of England
89-90 Aunis 71-72 Kingdom of Denmark
91-93 French from 73-74 Kingdom of Sweden
Nouvelle-France (Canada) 75-76 Circle of Austria
94-98 French from 77-81 Kingdom of Poland
Antilles 82-86 Muscovy and Russian
99-100 French from Empire
Indes - Asie 87-88 Crimean Khanate and
Circassians
Being from a French Province grants the 89-94 Ottoman Empire
Talent "Terroir" at level 3. 95-00 Sherifat of Marrakesh

22
Europe at the beginning of the 17th century

For each entry in the table, here are


chronologically some historical context
elements and their effects.
and composition have constantly evolved
The young Republic of the United throughout the ages.
Provinces was only recognized by France in - Gain of the Living Language skill at
1596 and by Spain in 1648. In the south of level 4 and Medieval Fencing at level 1.
the United Provinces, the country of the
Generality (including present-day Zeeland The Duchy of Savoy's dynasty had a
and North Brabant) formed a strategic buffer rough start to the century with the War of
between the Spanish Netherlands to the Savoy, which resulted in the Treaty of Lyon
south (future Belgium) and the Protestant to its disadvantage and to the benefit of
and Calvinist Netherlands to the north led Henry IV, a month after his marriage.
by Amsterdam (Pays Bas). - Gain of the Climbing and Mountain
- Gain of the Negotiation skill at level 3, Survival skills at level 4.
Legal Affairs, and
Navigation at level 1. The Duchy of Milan has been a
possession of the Spanish Habsburgs since
The Holy Roman 1535 and will endure until 1706.
Empire, or the Roman- - Gain of the Geography and Foreign
Germanic Empire, is a Languages skills at level 3.
political gathering of
provinces and, from 1648 The Republic of Venice expanded by
onwards, states that sees itself as the heir to annexing various territories and commercial
the Roman and Carolingian empires. Its size outposts along the coasts of the Adriatic Sea,
7 2 4 6 1
23
in the Eastern Mediterranean, and Northern undertake four "caravans," four privateering
Italy. expeditions, during four consecutive years in
An expansion based on maritime trade, Malta. However, they often receive
coupled with its remarkably stable political permission afterward to serve their original
system that lasted nearly a millennium, made sovereign without taking the vows required
it a major political player. However, in this to become a brother.
century, it loses territorial possessions, and
its patrician elites gradually shift towards a The central institutions of the grand
more local economy. magistracy benefit from privateering,
- Gain of the Negotiation skill at level 4 transforming European commanderies into a
and Disguise at level 1. system of benefices that allows the
aristocracy to place its younger sons. These
Indeed, during the 17th century, the sons are often admitted to the Order in
European economy will continue its shift childhood to secure better positions in the
from the Mediterranean to Northern Europe, "race for commanderies."
with the increasing influence of major
maritime and colonial powers. Thus, there are few knights who complete
their entire careers in the Order. Instead,
The Kingdom of Naples is attached to the there is a significant rotation of novices who
Crown of Spain, but its leaders enjoy relative come to undertake their "caravans" and then
local autonomy. serve their king, often in the navy.
- Gain of the Living Language skill at
level 3, Legal Affairs at level 1, and Prominent French admirals of the 17th
Cooking at level 3. and 18th centuries, such as Tourville or
Suffren, all started their careers within the
The Order of Malta or the Order of Saint Order.
John of Jerusalem is composed of knights,
following the tradition of the hospitaller - Gain of the Navigation and Leadership
crusaders. skills at level 3.

In 1571, the Order distinguished itself at


the Battle of Lepanto, where the Holy
League fleet, commanded by Don Juan of
Austria, destroyed the Ottoman fleet.

After Lepanto, the danger in the


Mediterranean no longer comes from the
Ottoman war fleet but from the "Barbary"
corsairs of North Africa.

The Order once again engages in


privateering, a corsair war that, from its
original counter-attack nature, quickly
becomes a means for the knights to enrich
themselves through seizing cargoes, but
especially through the slave trade, with
Valletta, the capital of the archipelago
founded in 1566, becoming the primary
Christian center.

The Order then enters a period of The Clement pope


significant changes: novice knights must

22
The Papacy has been embodied since Ferrara, April 1602.
1592 by Clement VIII, born Ippolito The old man reads a letter
Aldobrandini (1536-1605). addressed to him from the Court of
France with one hand and sips a
He is an intelligent, pragmatic, and fruity aroma coffee from Paraguay
determined man—an astute politician. Cruel with the other.
towards his adversaries, he presides over the The woman speaking to him is
trial and execution of Giordano Bruno, as the superintendent of the Queen's
well as the parricide Beatrice Cenci and her Household, Anne d'Este. A
family. Deaf to public opinion, he refuses to granddaughter of Louis XII, she is
grant clemency to the young girl. The also the widow of the Duke of
women of the Cenci family have their heads Guise. Her plea is written in
severed by an ancestor of the guillotine, and impeccable Italian.
the boyfriend has his head crushed. In this - "Undoubtedly, she thinks that
affair, the desire for the Cenci family's by addressing me in my native
wealth in favor of the Aldobrandini family language, she will better strike a
seems to have weighed more than moral chord."
scruples. He puts down the letter and
He provides men and money to Rudolf II brings the coffee to his nostrils and
to support his Long War against the lips, holding the cup with both
Ottomans in Hungary. Indeed, the Pope has hands. He thinks back to his
his personal army. afternoon meetings with the
With Henry IV, he contemplates an Dominicans, which did not yield
alliance of all Christian powers against the results.
Turks. The Commander remains
steadfast in his positions, for
- Gain of the Theology skill at level 4 and theological reasons! And the fact
Persuasion / Rhetoric at level 1. that he believes Anne d'Este, with
age, tends to lose her skills as a
leader of the Catholic Holy League.
She complains about the Jesuits and
intrigues in the Queen's entourage.
And she calls for the intervention of
the Holy See.
- "The Jesuits! They are
everywhere and go everywhere.
How many of them are there? Ten or
twelve thousand?
Anyway, I can't do anything to
put them in their place until I settle
this conflict they have with the
Dominicans."
Este Armoiries
- "Cinzio! My nephew! Who
could you send to Anne d'Este to
En 1598, Clément VIII annexe Ferrare et help her contain the chaos that the
Comacchio. La Maison d'Este, établie à Medicis are causing at the Court of
Ferrare, s'installe alors dans le duché de France?" An middle-aged man, in
Modène, créé en 1452 par l'Empereur pour cardinal purple, crosses himself and
elle. rises from a prie-dieu. He nervously
twists his cappa magna between his
hands and reflects...

8 3 5 1 2
23
From a modest but strategically located France and the Holy Roman Empire,
territory, the D'Este, simultaneously vassals exposing it particularly to the devastations of
of the emperor and the pope, managed to the Thirty Years' War.
establish one of the most important and - Gain of the Geography skill at level 6
enduring noble dynasties in Italy. They and Forest Survival at level 1.
continuously forged alliances, from
generation to generation, with the leading The Kingdom of Spain, a powerful ally
princely and royal families of Europe, each of the Habsburgs of the House of Austria,
alliance more prestigious than the last. initiates a political and economic decline in
the early 17th century. The victory of
The Grand Duchy of Tuscany, Lepanto in 1571, the peak of Spanish
established in 1569, succeeded in existing hegemony over the Atlantic and the
and enduring in an unstable peninsula, Mediterranean, is already distant, and rising
thanks to its diplomatic, economic, and maritime powers are increasingly
cultural dynamism. While its alliance with challenging the Spanish. The inability to
Henri IV helped reduce the influence of supply its troops and establish itself in the
Spain within its borders, it ultimately proved United Provinces in 1604, followed by the
fruitless. The Grand Duke then rekindled failed invasion of England, is the first
relations with the Habsburgs of Austria... setback that the new Monarchy installed in
- Gain of the Etiquette and Geography 1598, with Philip III, will face. It marks the
skills at level 3. first stage of a gradual collapse of Spanish
possessions outside the Iberian Peninsula,
punctuated by wars throughout the century,
on its soil, overseas, in the Netherlands, and
in Franche-Comté, with the Kingdom
coming out defeated each time. Royal power
is weak, and governance is entrusted to
favorites. Philip IV, who succeeds him in
1621, benefits from the strengthening of
Habsburg preeminence in Europe, but
history will also remember him as a poor
sovereign. However, perhaps the greatest
patron and collector of his time.
- Gain of the Etiquette skill at level 4 and
Modern Fencing at level 1.
Philippe IV
The Kingdom of Portugal, with the
Genoa, from 1550 to 1650, is prosperous dynastic union of the Spanish and
and allied with Spain. The Genoese are the Portuguese monarchies from 1580 to 1640,
main bankers of the Crown of Spain, until shared a common fate with the Crown of
the bankruptcy of Philip II, and this alliance Spain, experiencing similar economic
will persist until 1684 with the bombardment setbacks on both land and sea.
of the city by the French fleet. In the 17th - Gain of the Negotiation and Etiquette
century, the Republic supports two skills at level 3.
victorious wars against Savoy.
- Gain of the Negotiation skill at level 4 Ireland, Wales, and the Kingdom of
and Legal Affairs at level 2. Scotland live in the shadow of the Kingdom
of England, ruled by James I, who was
In 1542, the Duchy of Lorraine becomes initially King of Scotland, and whose reign
"free and non-incorporable" within the Holy will continue until his death in 1625.
Roman Empire. It will suffer greatly from its - Gain of the Etiquette and Foreign
location, between the East of the Kingdom of Language skills at level 3.

24
The Kingdom of Denmark and Norway
is governed by Christian IV from 1588 to
1648. A cultured, refined, and ambitious
man, both in maritime and military affairs.
He will successfully reform his army and
defense system. He will create an East India
Company and will be the initiator of the first
war with Sweden.

The Kingdom of Sweden is led by


Charles IX, whom he has been regent since
1599. He will be crowned king in 1604 until
his death in 1611, leaving his son Gustav II,
aged sixteen, a war against Denmark,
Poland, and Russia.
- Gain of the Etiquette and Foreign
Languages skills at level 3.

In 1512, the Emperor of the Holy Roman


Empire reorganizes the Imperial Circles,
sub-divisions of territories, homogeneous for
military defense and taxes, by creating the
Circle of Austria, which encompasses all
the hereditary territories of the Habsburg
dynasty, including the Archduchy of Austria
itself.
- Gain of the Etiquette skill at level 4 and
Legal Affairs at level 1.

The Kingdom of Poland is an


aristocratic federal republic formed in 1569
from the Kingdom of Poland and the Grand
Duchy of Lithuania. It is governed by an
elected King and also covers present-day
Belarus, Ukraine, Latvia, and part of the
westernmost region of Russia.
- Gain of the Marchandage skill and
Etiquette at level 3.

In Muscovy, born in Kiev, within the


Russian Empire, the new Romanov
dynasty's main concern is to restore order
and military security to the country. With its
main enemies, the Republic of the Two
Nations and Sweden, being in conflict,
Russia will take advantage of the opportunity
to sign a peace treaty with Sweden in 1617.
The Polish-Russian War will begin in 1605 Siège de Vienne par les Ottomans
and end with the Treaty of Deulino in 1618.
- Gain of the Commandment skill and
Alcohol Resistance at level 3.
9 4 6 2 3

25
La Bataille de Lépante, 1571
The Crimean Khanate and the However, Levant trade resumes at the end
Circassians, ancestors of the Cossacks, are of the 16th century.
allies of the Ottomans. Scattered peoples of
horses and steppes, they embrace Sunni In Southern Europe, a coalition of states
Islam from the 13th century. The Crimean aims to defeat the Ottoman Empire at sea, as
Tatars are feared and hated for their frequent they cannot do so on land. In 1571, the Battle
and devastating raids into Ukraine, Russia, of Lepanto sees the destruction of over 250
and Moldova. Turkish galleys. But it's a victory without a
lasting impact, leaving the Turkish power
Until the 18th century, they engage in the bases untouched.
slave trade of Slavic, Moldavian, or The Ottoman grand vizier told a Venetian
Circassian slaves with the Ottoman Empire minister during negotiations: "By taking
and the Middle East. The word "slave" Cyprus from you, we cut off your arm. By
comes from the word "Slavs." The port of sinking our fleet, you cut off our beard." In
Kefe Caffa was one of their main slave 1573, the reconstituted Ottoman fleet
markets. Eventually, they fall under the compels the Venetians to peace, allowing the
power of the Russian Empire. Sultan to redirect his ambitions towards
- Gain of the Equestrian skill at level 3 North Africa.
and Acrobatics at level 1.
The Ottoman borders hardly change
The Ottoman Empire between 1566 and 1683. Wars end in
stalemates, and the victories of Suleiman the
The death of Suleiman the Magnificent in Magnificent appear as a glorious past. In the
1566 marks the end of the Ottoman golden Danubian regions, the Empire faces the rival
age. The Portuguese entry into the Indian power of Austria.
Ocean diverts a significant portion of the
Indian trade towards the Atlantic, and The Long War against Austria (1593-
Ottoman expeditions against Goa and 1606) demanded significant human
Muscat fail to dislodge them. resources from the Ottomans. Their
population, numbering thirty million
inhabitants, allowed them to sustain

26
extensive war efforts, but the economic and
technical lag compared to the West is
beginning to be felt.

- Gain of the Archery and Running skills


at level 3.

Sherifat of Marrakesh

After the expulsion of Muslims from


Spain at the end of the first decade of the
17th century, the massive arrival of new
populations revitalized the region.
Privateering, first against Spanish interests
and then throughout the Mediterranean,
became the main economic activity. Goods
and slaves flowed along the coasts. A
network of caravan routes carried this wealth
far into the interior, fueling trans-Saharan
trade.

- Gain of the Negotiation and Desert


Survival skills at level 4.
(courage and initiative), and empathy
Attributes (intuitive psychology, interpersonal skills).
Your character is defined by five major To establish your attribute scores, roll
characteristics with scores ranging from 1 to three six-sided dice (3d6), consistently
20: discarding any "1s" (resulting in scores from
6 to 18). This process will determine both the
Vigor (Vig): Expresses strength and physical and psychological attributes of your
endurance. A Vigor of 17 or higher increases character.
the severity of damage, resulting in an
additional checkmark for each melee Flavia begins the game as a member of
injury/fatigue inflicted. the Commedia dell'arte theater company,
introduced in the game aids at the end of
Mind (Mnd): Composed of reasoning and this book.
memory. Determines the capacity for
calculation, abstraction, and learning. The player who has chosen to portray
Senses (Sen): Used for actions involving her agrees with the Game Master that she
the perception of the immediate will specialize as a tightrope walker within
environment. the troupe.
Movement (Mov): Enables proficiency Therefore, she assigns the highest score
in all areas of motor skills, manual dexterity, she rolls, an 18, to the Movement attribute
and physical agility. and leaves the fate of the other scores to
chance, as she doesn't currently have a
Disposition (Disp) characterizes the more specific idea about the priorities for
character's inner resources and her character composition.
psychological resilience. It encompasses the
strength of their spirit, determination
10 5 2 3 4

27
The distribution of results is done by
choice in each of the attributes up to the fifth The player registers "Acrobat" in the
and final dice roll. Each attribute Archetype on the character sheet, even
corresponds to a bonus/penalty that will though Flavia's parents do not have this
apply to your skill scores: profession, it is the dominant aspect
chosen to define the character's abilities at
the beginning of her adventures.
Attribute Score Skill Bonus
She also notes "Acrobat" in the
5–6 -1
Occupation to indicate that she intends to
7–9 0 start the game within the same archetype.
10 – 11 +1
She specifies the starting age as 16.
12 – 13 +2

14 – 15 +3

16 – 17 +4 The average of minor attributes must be


equal to the score in the major attribute.
18 – 19 +5

20 +6 You can vary the scores for each of these


attributes and apply the bonus/penalty in the
dedicated table as follows:
Major attributes are made up of two or
more minor attributes that can vary when No score can be higher than 18. The
refining the character's abilities. bonus/penalty table goes up to 20 because it
is possible to progress beyond 18 with the
For example, Strength is more related to experience gain system.
physical prowess, Endurance to resistance
to effort and recovery capacity.

Good Vision is useful for Shooting,


Hearing for eavesdropping, Taste and
Smell for Cooking.

Dexterity involves everything done with


the hands or fingers, such as picking a lock
or repairing a clock. Agility expresses bodily
ease and is essential for Dance, Acrobatics
for Climbing or horseback riding.

Memory will help remember someone,


their coat of arms; Reasoning allows skill in
Gaming, Sciences, and Mathematics.

Strength of soul and determination is


linked to courage, will, and character
assertion. Empathy allows approaching
animals without frightening them or gaining
sympathy from an audience.

28
Origin Archetype
The player believes that Flavia is more
Soldier, laborer, acrobat,
enduring than strong, so she lowers her
Beggar sorcerer, vagabond, rogue,
Strength score to 10 and increases her
sailor, monk.
Endurance to 14. She places the
corresponding bonuses next to each score. Soldier, laborer, acrobat,
Worker
The same goes for Reasoning, as well as sorcerer, vagabond, rogue,
- Servant
Memory, which increases significantly, sailor, monk, servant.
reaching its maximum for character creation: Soldier, laborer, farmer,
18. Unable to go beyond with Dexterity and entertainer, acrobat, sorcerer,
Agility, she copies the Movement score. For Farmer
vagabond, rogue, sailor,
the Senses, she decides to increase Sight and - Artisan
actor, servant, valet, monk,
Smell. Since Mood is her lowest score, she freethinker.
decides not to adjust the minor attributes to
avoid losing bonuses. Soldier, laborer, farmer,
entertainer, acrobat, sorcerer,
Lower
vagabond, rogue, sailor,
Archetype Middle
Class
actor, servant, valet,
Now it's a matter of choosing from the merchant, monk, freethinker,
table opposite and the skills table, a career dilettante.
archetype in which the character has been Soldier, laborer, farmer,
immersed. Whether it's that of their parents entertainer, acrobat, sorcerer,
or a profession they have themselves vagabond, rogue, sailor,
Upper
practiced, the Archetype serves to determine actor, servant, valet,
Middle
the Skills. merchant, monk, musketeer,
Class
officer, businessman, artist,
Nobility comprises three categories: freethinker, scholar, priest,
dilettante.
Robe Nobility: It's a nobility of position Soldier, farmer, sorcerer,
or office, bought and hereditary. vagabond, rogue, sailor,
Sword Nobility: Acquired nobility on the actor, merchant, monk,
battlefield. Robe
musketeer officer, officer,
Court Nobility: This becomes the norm Nobility
businessman, artist,
wherever monarchs manage to develop a freethinker, scholar, priest,
centralizing power. It's a Nobility of courtesan or courtier.
networks and favorites, as it involves
obtaining the favor of the Suzerain and the Soldier, farmer, sorcerer,
most influential figures at court. vagabond, rogue, sailor,
actor, merchant, monk,
The Commoner is neither bourgeois nor Sword musketeer officer, officer,
noble. They are a proletarian, living on their Nobility businessman, artist,
salary. freethinker, scholar, priest,
sword noble, courtesan or
The Rank score, a social origin, is noted courtier.
separately from the Archetype because, Soldier, sorcerer, vagabond,
while the former is definitive, the latter can rogue, sailor, actor,
evolve: Court merchant, monk, musketeer,
Nobility officer, sword noble,
businessman, artist,
freethinker, scholar, priest.

11 6 3 4 5

29
Noble of the Sword, Gentleman
The glorious past of a noble family. A
fortress, a dungeon, lands, and peasants to
protect, coat of arms dating back to the time
of the crusades. A motto that constitutes the
honor of the family. Honor that must be
preserved. This birth gives you rights but
also duties, including serving the King on the
battlefield. The only tax you'll pay is the tax
of blood.

Priest
Whether for the love of God and your
neighbor or for the power that the Church
provides its servants, the robe seems to you
the best means to achieve your goals. Study,
wisdom, and faith, or perhaps rhetoric and
manipulation. You have surely chosen your
path. Unless it's a blend of both.
Saltimbanque, Juggler, Acrobat
You are drawn to the art of the stage and Actor, Peddler
the atmosphere of the street. The freedom
and pleasure of impressing passersby. It's all about pleasing. Seduce with words
Applause and cheers may not replace bread, or gestures, whatever is essential is to show
but they compensate for the fact that it's often or tell what is expected of you. A crowd
stale. under your charm, and you can sell them
clouds or please the King, and then the doors
Monk of the Great World will open to you.

Study... Silence... Meditation... Spiritual Merchant, Artisan


awakening... The search for a form of
wisdom and bliss in the love of God. Unless (Social class 8-15)
you are simply seeking tranquility and access A shop, a trade, apprentices, workers.
to certain rare books. God and the Mass You often have to get your hands dirty
being more of a folklore to which it's yourself. The ideal would be to see your
appropriate to sacrifice a bit of your time. talent recognized by the nobility, invent a
The price to pay, in a way, for simple yet cake that pleases the king, decorate the
unchanging comfort. entrance of a palace, and your fortune would
be made.
Courtesan, Courtesan
The Court and its splendors! That's your French Guard, Musketeer
goal. Living alongside the greatest, even the
greatest. Power, wealth, pleasures, beautiful (Social class 10-17)
music, and fine clothes – that's all that You join this elite corps directly serving
matters. the King. You have the vocation to become
a complete soldier. You learn the art of war,
fencing, musketry, and horsemanship.

30
Representative of the king's power and Soldier
authority, a certain demeanor is also (Social class 6-10)
expected of you. You're going to become a foot soldier.
The front line is for you.
Scholar Less prestigious than the King's
(Social class 11-19) Musketeers, this career reveals the true
"Knowledge is power, knowledge is facets of war. Surviving and having a good
strength." This could be your motto, unless time, that's all that matters! Death is a
it's more like "to make known is to bring companion with whom you've learned to live
forth" and "knowledge without conscience is in harmony...
only the ruin of the
soul." Servant, Valet,
Lackey
Sailor (Social class 3-
(Social class 4- 10)
18) Serving isn't
The open sea, always valorous,
the breath of but serving the rich
adventure, the call and powerful has
of unknown lands, certain advantages.
or simply fishing. It's mainly about
The sea and the making oneself
ocean may indispensable.
represent a hope
for freedom, a For those not
sense of infinity well-born, living in
and absoluteness. the shadow of a lord
allows access to a
Officer, Civil certain comfort. It's
Servant also useful to be so
(police, justice, insignificant and
Social class 11- thus appear
19) invisible to some,
The law is me! allowing you to go
And order... anywhere and hear
That may be in your dreams. The law is a lot of things...
the King's, but the King has delegated to you,
through an officer's position, the Gypsy, Witch, Wizard, Astrologer
responsibility to enforce it. Will you abuse it (Social class 1-19)
or triumph in an ideal of justice? Palmistry, enchantments, curses,
creatures of the night... When God or science
Thief, Gentleman of Fortune can do no more, it's always you that people
(Social class 1-15) end up turning to.
Survival is essential... By any means
necessary. If it can be legal, all the better, but You know the secret mysteries passed
if it's illegal, it's not a problem. It's often down orally from generation to generation,
more profitable, they say. Killing someone? or you invent them magnificently. The result
is the same. Others believe in your power.
That's a different kind of job. We need to
see... who? How much does it pay?
12 1 4 5 6

31
Over time... it's hard not to believe it Bourgeois, businessman
yourself (see the chapter on magic and (social class 11-15)
sorcery). Everything has a price. Even the
Kingdom of France. You just have to be able
For the nobles, the position of court to afford it.
astrologer, half advisor, half magician, was Meanwhile, you make your capital grow
highly coveted (there was even a college of and protect your interests. It's also about
astrology), but Louis XIV put an end to it finding new markets, new lands, new
towards the end of his reign. inventions to commercialize at the highest
possible price.
Worker, Farmer, Artisan
(social class 3-10) Freethinker, pamphleteer
You have so little that it's almost nothing. (social class 7-16)
But you know how to work hard, you have Philosopher, sharp and critical mind,
courage, and you're not helpless. You have sometimes rebellious, you reject dogmas and
gold in your hands. You'll have to figure out prioritize reason. You may oscillate between
how to transform it, if all these lords don't provocation, impertinence, and reflection,
steal it from you afterward. and wisdom, but unlike the scholar who
seeks knowledge for its own sake, you seek
But one thing is certain, without you, they to change the state of things.
are nothing.

Dilettante Bourgeois Vagabond


(social class 1-10)
(social class 11-15)
On the roads, from village to village, you
You have time. A lot of time, and to
follow the wind. You are as free as the air.
overcome boredom, you become passionate
about anything and everything. Whether
This freedom comes at a cost, loneliness,
openly or in secret, your passions, as sudden
and hunger..
as they are fleeting, spice up your life and are
a source of adventure. The Dragonnades
The Court is still far from your current
The King's Dragons are soldiers, not
milieu, but who knows? Duchesses
sometimes look for companions. peaceful scaly creatures sleeping on a
treasure. With the Edict of Nantes in 1598,
Artist the Huguenots (Protestants) obtained
(social class 11-18) legitimacy from King Henri IV, allowing
It doesn't matter what it is, as long as it's them to prosper for decades in the Kingdom.
beautiful! However, with the assassination of the King
in 1610 by a fanatical Leaguer (Catholic),
Courtier two cultural markers would gradually
(social class 16-20) decline and disappear:
To cross the circles of power to approach
the center, the King! And after that, who - The spirit and values of Chivalry within
knows... the Nobility's body,

32
- The Reform movement, which would must expect misfortunes incomparably more
never regain the aura it might have had under frightening and more disastrous than all
this reign. When Henri IV had the Edict of those that have brought your revolt and
Nantes voted in Parliament, he expressed schism until now." For two years already, the
himself: "I ask you to register the edict that I Dragonnades were working wonders. The
have granted to those of the religion... I am method was not new. The monarchy had
king now and speak as a king and want to be used it several times to open the wallets of
obeyed... Just do what I command you or recalcitrant taxpayers or to reason with
rather what I ask you. You will not do it only rebellious peasants.
for me, but also for you and for the good of
peace... There should be no distinction This system, simple, brutal, and
between Catholic and Huguenot, but all abominably effective, consisted of lodging
should be good French... I am a king and soldiers - most often foreign mercenaries -
shepherd who does not want to shed the with the inhabitants and turning a blind eye
blood of my sheep but wants to gather them to all the excesses and abuses they could
with gentleness and not by force..." commit looting, fires, torture, rape. When the
"dragonnés" had submitted, the troops
In the 17th century, the Huguenots would changed their quarters, and so on until an
never exceed 20% of the French population entire country was "pacified" or obeyed the
in number. Yet, they were often the majority will of the King. Dragonnades had already
in representation among the elites of the been experienced in Poitou when Protestant
Kingdom, both in cities and provinces and in communities resisted the destruction of their
the capital. Most Princes were Catholics, and temples. But this time, from the 1680s, after
it is against them that Richelieu and then the peace of Nîmes, which freed the army,
Mazarin would develop centralized power Minister Louvois convinced the King to
and European policy, capable of curbing the extend the process on a larger scale.
greed of neighboring states by bringing the Officially, the Dragonnades do not exist. By
French nobility to heel. transmitting his instructions to the
intendants, Louvois recommends them not to
Thanks to these two statesmen, order any brutality in writing against the
diplomatic geniuses with an iron fist in a red Huguenots..."
velvet glove, that of the cardinal's purple, the
two reigns that followed would see the Excerpt from Jean Martheilhe, Memoirs
of a Galley Slave of the Sun King, at
King's power increase. Gradually, the
Mercure de France.
ultimate project of Royalty would be
achieved: Absolutism, holding a Molossus in And the Adventure in all this? Richelieu,
check, feared by young and old, the Mazarin, and the entire Protestant elite who
centralized State. will leave in groups to neighboring
countries, enriching technical and scientific
Louis XIV would carry this project to its progress in free territories like the
climax by creating the Palace of Versailles, Netherlands or Switzerland, are a source of
trapping the nobility, transforming the last inspiration for a game master and useful
"lords" into courtiers. "In July 1682, the resources for a group of adventurers unafraid
Assembly of the clergy addresses the of political and religious intrigues.
Protestants with a "Pastoral Warning": "You
13 2 5 6 1

33
change, surpass potential barriers of
understanding, whether cultural or linguistic.
The player decides that Flavia
The ability to comprehend an unknown
follows her uncles to Paris, who are
foreign language is assessed through this
mercenaries joining a regiment of
skill.
Swiss Guards. This decision stems
from a broken heart and a conflict with
her parents that is yet to be defined. She Cleverness: It encompasses
believes that, in order not to rely resourcefulness, adaptability, the ability to
entirely on her uncles who look out for "sense" situations, harmonize with the
her, she independently learns the trade environment, and use it to advantage. It also
of a performer (saltimbanque). This involves the capacity to divert attention or
means she practices crossbow shooting objects from their usual use in an intuitive
and the art of tightrope walking to and spontaneous manner.
perform in public during the journey, in
taverns, and on squares. And thus, earn Creativity: This is inventiveness and
some coin... imagination. It's the way of projecting into
the future, envisioning things, sounds,
colors, feelings, and expressing them to
Abilities Value evoke wonder, or at least admiration! It also
Everyone develops a minimum involves conveying personal views through
proficiency in certain areas. There are seven artistic works: drawings, models, stories,
skills in total, serving as abilities developed music, etc.
during childhood and youth. They do not
progress with experience since they are Abilities are a component for determining
directly linked to the character's experiences your scores in the associated competencies.
before entering the game. A character who Once the Archetype is chosen, all that
changes social origin during the game will remains is to transcribe the Skills into the
not alter the scores of their skills. dedicated section on the character sheet.
Also, note its title in the top left corner of the
Physical: This pertains to the condition character sheet.
and physical training. It encompasses all
actions involving the physical form of the
individual undertaking them.

Combat: It represents combativeness,


mastery of aggression, space, reaction time,
serving both attack and defense.

Technical Skill: It involves the ability


to manufacture, build, disassemble, repair
things using hands and tools.

Studies: This gauges the ability to stay


focused for an extended period on a subject,
learn, apply intellectual methods, and
conduct research in books.

Communication: This relates to


sociability—the ability to establish
connections with others, induce behavioral

34
Habileté
Archetype / Skills Physique Combats Études Communication Astuce Créativité
technique
I THE JUGGLER
Performer 5 3 3 1 3 3 2
(juggler, acrobat)
II THE HIGH PRIESTESS
Monk, knowledge and
precision-related professions, 2 3 5 5 2 2 1
alchemist, herbalist, jeweler,
perfumer...
III THE EMPRESS
2 3 2 2 5 3 3
Courtesan (Court Noble)
IV THE EMPEROR
4 4 2 3 4 2 1
Noble of Sword
V THE POPE
1 2 2 5 5 3 2
Priest
VI THE LOVERS
3 2 3 2 4 5 1
Servant, valet, lackey
VII THE CHARIOT
Bourgeois, Merchant-Trader, 2 3 1 4 5 3 2
Artisan
VIII JUSTICE
Officer, Civil Servant (police & 2 4 2 4 3 4 1
justice, taxes
IX THE HERMIT
3 2 2 2 5 4 2
Actor or Peddler
X THE WHEEL OF
FORTUNE
4 4 3 1 2 5 1
Thief, dilettante, Gentleman of
fortune
XI STRENGTH
5 5 4 1 1 3 1
Soldiers
XII THE HANGED MAN
Bourgeois, businessman, 2 2 2 3 4 3 4
Swindler
XIII DEATH
4 5 2 3 2 2 2
Musketeer, Dragons (elite unit)
XIV TEMPERANCE
2 1 2 4 5 3 3
Bourgeois dilettante
XV THE DEVIL
Witch (Bohemian, Sorcerer, 2 2 3 4 3 3 3
Astrologer)
XVI THE TOWER
3 3 3 2 3 4 2
Worker, Farmer, Artisan
XVII THE STAR
1 1 4 5 4 2 3
Scholar, Guild Master
XVIII THE MOON
1 2 3 4 3 2 5
Artist
XIX THE SUN
2 3 1 3 5 3 3
Noble, Courtier
XX JUDGEMENT
1 3 2 5 4 2 3
Free thinker, pamphleteer
XXI THE WORLD
5 4 5 2 1 2 1
Sailor, Journeyman Worker
XXII THE FOOL
4 2 3 2 2 4 3
Vagabond

14 3 6 1 2

35
A description of each career is provided Simply remember that each relevant Tarot
on page 31. Several designations may be in card represents a general and symbolic
use and only serve to specify a chosen path: context, related to the profession, akin to
Thief and Gentleman of Fortune, Bourgeois what one's astrological birth chart could be
Dilettante, Dilettante (living off one's or the patron saint of the guild. This marking
income), Witch, Bohemian, Sorcerer, can also be helpful if you're uncertain about
Astrologer... which archetype to choose: take the 22 cards
of a tarot deck and draw them to see what is
You will notice in the previous table a suggested to you!
correspondence with the Major Arcana of the
Tarot de Marseille. This will become "When I drink claret wine,
significant later with the drawing of Alea
cards, which will finalize the character Friends, everything spins around,
creation and enhance the game with an So from now on,
optional rule. I drink Anjou or Arbois.
Let's sing and drink,
Let's make war on this bottle,
Let's sing and drink,
My friends, let's drink then.

The good wine has made us happy,


let's sing,
Let's forget our troubles, let's sing.
While eating a fat ham,
Let's make war on this bottle.

Let's drink well, there, let's make


war on this bottle.
While eating a fat ham,
Let's make war on this bottle.

Let's drink well, my friends, let's


clink glasses,
Let's drink, let's empty our glasses.
While eating a fat ham,
Let's make war on this bottle.

Tourdion

1459 The Time of Maximilian I (King of


Rome 1486 and German Emperor 1493) and
Mary of Burgundy: Jordi Savall · Anonymous
· Hespèrion XXI · La Capella Reial De
Catalunya"

Flashing Blades is a Anglo-Saxon swashbuckling role-playing game that was translated


into French in the 1980s under the title "Les Trois Mousquetaires" ("The Three Musketeers").
Unfortunately, the Anglo-Saxon culture is very evident in the game, without managing to
accurately capture the French culture. In homage to this "Grand Ancien," we have adopted
its location outline on the character sheet. Another game worth mentioning in the influences
of swashbuckling role-playing games is "En Garde!," a play-by-mail, turn-based role-playing
game that originated in the late 1960s.

36
Womanizer, Don Juan, Casanova (such a
General Traits reputation will attract or repel the opposite
sex)
Before delving into Talents and Skills that Liar, scammer (such a reputation can
will detail everything you can do, we will hinder the character's trustworthiness)
explore the character sheet through
Reputation, Relationships, Income, Honest man or man of honor (such a
Lifestyle, and Experience. reputation commands respect)

These Traits have in common a range Wise, scholarly (such a reputation


from 1 to 5 in the form of points/checkboxes. commands respect)
If you lose more points/checked boxes than
you have, erase all your crosses/checks. You Fearless (who is afraid of nothing)
cannot go into negative in your general traits
(checked boxes). Braggart ("he talks more than he
accomplishes"). Etc.
Reputation
Permanent Effects of Reputation
Reputation influences the reaction of non-
player characters (NPCs) to the player ❑❑❑❑❑ Foreigner.
character (PC), so the Masque (Game
Master) can make a 1d6 test roll under the ❑❑❑❑ Unremarkable, unknown
PC's Reputation to determine if the NPC outside the neighborhood (or village) of
knows the PC "by reputation." The
residence.
reputation of PCs will evolve based on their
exploits and behavior, at the discretion of the
Masque. ❑❑❑ Unknown outside the city (or
nearest city) of residence.
A reputation is encapsulated in a word
and should be noted in front of the ❑❑ Noteworthy, unknown
Reputation score: outside the native region or residence.
Swordmaster (for a character who often
>> +1 in Communication.
excels with a sword and has rarely been
defeated)
Not cumulative with any possible
Violent, bloodthirsty, or butcher (such a Relationship bonus.
reputation makes the character feared)
❑ Celebrity, known throughout
Beauty, fatal, mysterious, or cold (such a the country.
reputation will attract or repel suitors)

Cunning, crafty (such a reputation makes  Internationally renowned


NPCs wary) celebrity.

Tenacious (for a character who never >> +2 in Communication.


gives up, such a reputation commands
respect) Replaces the +1, not cumulative with any
possible Relationship bonus:

15 4 1 2 3

37
Roll a 1d6 each time the character reaches advantageous result prevails, especially if it
this stage. On a 5 or 6: gain one Prodigy point is a consequence of a Shadow card draw.
related to the Reputation title.

Every time he goes out, he is recognized


on the street. No roll is needed for NPCs if
they can notice him: it's automatic!

Being recognized by an NPC: the player


character (PC) can be recognized by an NPC
if the Game Master succeeds in a 1d6 test
under the Reputation score. 1 is always a
success, 6 is a failure.

To determine Reputation when the


character starts the game, take the most
advantageous score between the Archetype
and the Origin, in the two tables below.

Special case: If the player chooses the


Archetype during the random card draw (see
corresponding chapter) and it differs from
the Origin, for example, a Noble becoming a
Beggar or Vagabond, the Game Master takes
the initiative. They can decide that the less

Initial
Origin
Reputation
❑❑❑❑❑ Beggar
Worker -
❑❑❑❑
Servant
Peasant
Farmer -
❑❑❑
Artisan
Lower
❑❑
Middle Class
Upper Bourgeois Flavia discovers with amazement the
❑❑
Middle Class vastness of Paris. Her uncles have come
here a handful of times for business, but
Robed they don't really know the city. They
❑❑
Nobility remain strangers in a foreign land. It's
Sword only with the safe-conduct and the letter
❑❑❑ of recommendation provided by the
Nobility Noble
recruiting officer, and by enlisting in their
Court service at the Louvre, that they settle into
❑❑ their new life.
Nobility
38
Archetype Initial Reputation
Performer (juggler, acrobat) ❑❑❑❑❑
Monk ❑❑❑
Sword Noble ❑❑❑
Priest ❑❑
Actor
❑❑❑
or
❑❑❑❑❑
Peddler
Middle-class, Merchant, Artisan ❑❑❑
Musketeer, Dragons (elite unit) ❑❑❑❑❑
Scholar ❑❑❑❑
Sailor ❑❑❑❑❑
Officer, Official
❑❑❑
(police & justice, taxes)
Rogue, Gentleman of fortune ❑❑❑❑❑
Soldier ❑❑❑❑❑
Servant, valet, lackey ❑❑❑❑❑
Witch
❑❑❑❑❑
(Bohemian, Wizard, Astrologer)
Worker, Farmer, Artisan ❑❑❑❑
Dilettante Bourgeois ❑❑❑
Artist ❑❑❑❑
Noble ❑❑❑❑
Courtier ❑❑❑
Bourgeois, Businessman ❑❑❑❑
Freethinker ❑❑❑❑
Pamphleteer ❑❑
Vagabond ❑❑❑❑❑

Cost of Reputation Actions  Can be exchanged for 1 


Relationship point.
Reputation points can be used to perform
certain actions. They are then lost until the
character accomplishes a great feat or a  Allows for an automatic success in a
remarkable action. short communication action: convincing a
decision-maker, successfully vouching for a
third party..
If you have a good reputation, for
example, ❑❑❑, and during the game  Grants automatic success in a long
or via an Alea card, an event gives you a +1 communication action: conducting
❑ in bad reputation, your reputation
negotiations, successfully concluding a
becomes ❑❑❑❑. If you return to a
neutral reputation ❑❑❑❑❑, then each diplomatic treaty, spreading a rumor in a
new checked box will change the nature of city.
your reputation, which can be either good or
bad. A reputation as a swindler is generally  Can have a rebound effect of 1
positive or neutral with the underworld and Reputation point on a third party.
negative with any other population group.

16 5 2 3 4
39
Gain of Reputation  When the character experiences a
downgrade from Noble to Bourgeois.
Situations allowing an increase in the
score:  When the character experiences a
downgrade from Noble to Peasant.
 The character raises their social class
from Peasant to Bourgeois.

 The character accomplishes a feat on


the scale of a city.

 The character accomplishes a feat on


the scale of a region.

 The character accomplishes a feat


talked about on the Kingdom's scale.

 The character raises their social class


from Lower Middle Class to Noble.

 The character raises their social


class from Peasant to Noble.

+ 1  only if 1  Prodigy is spent and


corresponds exactly to the action undertaken
and successfully completed in public.
Once equipped with their supplies,
Example: Using a Heroism Prodigy point including a magnificent uniform
to save a victim in extremis from a burning embroidered in the colors of the House
house, in front of an amazed crowd, earns 1 of the King and the Papacy, as well as
 at the end of the session. two gleaming halberds, our Swiss
guards take up residence in a spacious
Loss of Reputation ground-floor room rented on Rue aux
Fers, opposite the Cemetery of Saint-
 Each time the Lifestyle becomes Innocents. It's spacious enough to turn
higher than the Income. Reputation = it into a living space framed by two
bunk beds. They persuade the landlord
spendthrift.
to allow Flavia to occupy a maid's room
in the attic.
 For each judicial conviction leading to
imprisonment. From that moment on, she often
finds herself alone for long days during
 When the character experiences a her uncles' shifts at the Louvre Palace.
downgrade from Bourgeois to Peasant. Since her Reputation is null, there is
nothing to note in the dedicated box on
the character sheet.
 For each judicial conviction leading
to the galleys or Exile.

40
The Prodigies Survival: If the character acts to get
themselves out of a tight spot (direct and real
"He was a prodigy in the art of vanishing danger concerning them).
when things went wrong..."
Luck: If the character acts based on a
Prodigies correspond to destiny or chance circumstance (gambling, searching,
heroism points found in other role-playing any other random choice that proves
systems. judicious).
They define an area in which the character
can perform feats or remarkable actions. Discretion: If the character acts in the
The player determines the type of shadows and without witnesses.
circumstance in which their character is
likely to shine and "excel." As time passes Genius: If the character acts for the
and games unfold, a character's reputation purpose of invention or creation.
will be influenced by the prodigies they
accomplish. More than just a character trait,
this entry on the character sheet expresses Effect of Prodigy on Skills
the character's way of being.
Everyone starts the game with 1 Prodigy When the Prodigy can be, it is attached to
point. In terms of gameplay, spending 1 a secondary skill, such as Acrobatics, for
Prodigy point allows an automatic and example. Thus, if a character has a base score
exceptional success regardless of the action of 13 in their Acrobatics skill and has the
taken. Additionally, during the current action corresponding prodigy, they can increase
phase, be it combat, pursuit, negotiation, etc., their skill by as many prodigy points as they
the character gains a bonus to all rolls equal have checkmarks.
to their score in the used prodigy. If they lose checkmarks during the game,
their score decreases accordingly.
Here are some examples of prodigies: The acquisition and recovery of these
points are entirely at the discretion of the
Acrobatics: If the character acts like an Game Master...
acrobat, with agility and physical prowess. However, one can consider that:
- Points spent during the game are fully
Honor: If the character acts to defend replenished for the beginning of the next
their honor or that of a weaker person. See game.
the corresponding Talent.

Honesty: See the corresponding Talent. Example: A character uses their score of 4
checkmarks in the Honor prodigy to defuse a
Charm: If the character acts to seduce confrontation between a group of Cardinal's
someone. Guards and their group. They spend one point,
automatically succeed in their Etiquette test,
Fervor: If the character acts to defend then succeed in other tests in Eloquence,
their religious beliefs or in the name of their Leadership, and Communication with a +4
religion. bonus to their d20 results. They manage to send
away the most dangerous opponent, but
Heroism: If the character acts against another player then initiates combat between
their own interests but for a good cause. the two groups. Moving into another action
Action must be physical and non-martial. phase, the character can no longer use their
There are no prodigies for Fencing or bonuses in this prodigy and updates their
Combat! current score, which is now only 3 points until
the end of the game.

17 5 2 3 4
41
- A long action or a particularly well-
played feat by the player may be rewarded
by the Masque with a new prodigy point: the Create here your own Prodigies as well
player immediately regains their spent point as those invented by your players to
and can start the next game with a score one increase the number of possible choices :
point higher. Depending on the experience,
the player and the Masque can also create a
new category of prodigy that the character
embodies, starting at 1.

The player creating the character


Flavia suggests to the Masque to create
a prodigy that is specific to her.

By imagining what skill she could


have developed to practice and start her
career as a performer, she describes
this: "Flavia is a tightrope walker.

I imagine she tried crossbow target


shooting while balancing on a wire. So,
she must have developed the ability to
shoot at any target while in a state of
static balance!?"

The Masque agrees and suggests


naming this new prodigy "Agile Aim,"
specifying that it can only be used in
situations where Flavia is in balance
but with any type of weapon.

For example, she can precisely


shoot (cf. Precise Shot) with a horse
pistol without the horsemanship
penalty.

42
Relationships levels in the game. Penalties are not taken
into account. Only relationships favorable to
The people who share your daily life are you are counted for this purpose. It's during
important. They influence your decisions the game that you can suggest to the Masque
and biases. To characterize this, you will to add, for example, your archenemy at #-4
assign a relational level (#) to each important Hate, but this adversity will never diminish
person in (or for) your life, like this: It goes your Disposition potential.
without saying that the members of the
Company (the characters of other players) Example: Disp 13 = 3 Friends X 3 + 1
must all be included in this section! Love X 4
All characters start the game with one
Penalty Sentiment Bonus Sentiment Relationship box Each lost box can only be
regained through gaining new relationships.
#-4 #+4
Hatred Love
 
#-3 #+3
What is spent does not replenish from one
Discord Friendship game to another.
 
#+2
#-2  Antipathy Sympathy Permanent Effects of

#-1  Distrust #+1 Sympathy Relationships
#0 Indifference #0 Indifference
❑❑❑❑❑ Solitary: -1 in
Communication when dealing with anyone
of higher social status or origin. Loss of one
With a Disposition (Disp) score of  in Earning.
10, Flavia has a level 3 relationship
with each of her uncles. So, 3 X 3 = 9 ❑❑❑❑ Homebody: Besides family,
Disp. She has 1 point remaining, which no one knows you have friends.
she invests in getting to know
Mathilda, a neighbor visited by ❑❑❑ Sociable: When you go out,
numerous clients for whom she you encounter at least one person who
performs sewing work. Mathilda also appreciates you.
turns out to be the housekeeper of a
small company of Italian theater actors. >> +1 in Communication. Not cumulative
They sometimes come to rehearse with a possible Reputation bonus.
comedic scenes and acrobatic
performances in the Cour des Épées. ❑❑ Networker: Your support
network extends beyond your close circle.
You can even get recommended for services.
During character creation, it's possible to ❑ Influential Person:: -1 
lose checked boxes. You cannot lose more Earnings.
boxes than are available. For example, if you
have 1 checked box and you are told that you >> +2 in Communication. Replaces the
lose 3, erase the one you have. You become +1, not cumulative with a possible
a Solitary (see below). Reputation bonus.
The modifier (bonus/penalty) of  Deus ex machina: You have
relationship level affects your ability to get the ability to make and break careers and
something from the said person. You start reputations. + 1  Standard of living.
the game with your Disposition (Disp) score
to represent the number of people with
whom you can maintain useful relationship 18 6 3 4 5

43
Cost of Relationship Actions
❑❑❑❑ Favor: You receive a favor
from someone who can help you.
Effect: + 1  Earnings or +1 
Experience or+1 Nerve. Long action.

❑❑❑ Protector: A personality


protects you and looks after your interests.
Or you are yourself the protector of a
beneficiary. Effect: + 2  Earnings or +2 
Experience or +2 Nerve. Long action.

❑❑ Change of Life: You


progress or regress by one rank in social
origin. Example: Beggar > Worker, Servant.

❑ Conspiracy: Loss of one


Reputation point for the targeted person or
 of Nerve if it's an attack or an
assassination attempt executed by third
parties. Long action (1d6 months) at the
discretion of the Masque. If the plot is foiled,
Relationship points are still lost.

❑ Return to Grace: The


targeted person progresses by one rank in
social origin or avoids a fine and/or
imprisonment.

 Disgrace: You can block the


social ascent of a person or make them
regress by one rank in social origin.
Example: intervene with a decision-maker to
slow down or cancel the acquisition of a title
or noble charge.

 Mercy: The targeted person


avoids the death penalty or a downgrade in
their social origin.

44
Experience Points (XP) Benefiting from Stroke of Luck
Each adventure successfully completed During the game, when a player rolls a
by the Company is a feat. Each feat deserves natural 1 or 20, they can learn from this
and justifies the gain of one experience point exceptional success or failure. To do this,
for all participants. Several sessions can they can roll 1d20 on the skill or talent used
unfold without real feats or decisive victories (excluding Combat skills) to increase it by 1
over adversity (e.g., investigative scenario). level. This means that to increase a skill to
The gain can be deferred at the Masque's 13, they must roll 14 or higher.
discretion. However, one can count 1 point
per action scene or key actions (1 to 3 points In the case where the roll leading to the
for a short adventure, 4 to 6 for a "feature- "natural" exceptional result was made using
length" scenario, and up to 12 points for a a prodigy point, the player can also roll 1d6
Campaign). The maximum number of on the Experience score to increase it by 1.
cumulative points is 6. This means that a player with 0 experience
points would automatically pass the d6 test,
How to Allocate Experience and a player with 3 XP would need to roll 4
Points? or higher with 1d6 to increase their
Experience score by 1.
Skills:

-  = 1 new level 1 skill.


-  = 1 additional level in a skill.

- Prodigy = number of experience points


equal to the score to be achieved, up to 5 .

- Reputation = number of experience


points equal to the score to be achieved +1,
up to 5 .

- Relationships = number of experience


points equal to the score to be achieved, up
to 5 .

- Talents:    allow gaining a second


level 1 talent, 5 points a third, and 6 for
subsequent ones.

-   = +1 level in a talent of your


choice. Flavia is starting the game and
therefore has no experience points. It is
- Attribute: against     and a the Alea Cards that will allow her to
successful roll of 1d20 equal to or higher review her life before entering the
than the target score = +1 in the attribute. If adventure. This way, she can enhance
the roll fails, the player loses 1 experience her character sheet based on her
point. They can retry as long as they have 5 experiences. Her player plans to
boxes to spend, a maximum of two times. improve her Reputation and
Relationships when the time is right.
Faith:  = + or - 1d6 points.

19 1 4 5 6
45
Earnings Standard of living
Permanent Effects of Earnings
During character creation, the player can
❑❑❑❑❑ Destitute. You own nothing. mark a number of boxes equal to Earnings,
or fewer, as they see fit.
❑❑❑❑ Poor. You only have a few
personal belongings. ❑❑❑❑❑ Frugal. You count your
pennies.
❑❑❑ Comfortable. You own
property. ❑❑❑❑ Reasonable. You indulge in
small extras but stay within your budget.
❑❑ Wealthy.
❑❑❑ Comfortable. You don't
❑ Rich. mind spending. You can spend 25% more
than you earn.
 Filthy Rich.
❑❑ Princely. You love luxury.
You can spend 50% more than you earn. +1
Earnings according to Social  Reputation when this threshold is reached.
Origin
Earnings Origin ❑ Lavish. You go overboard.
You can spend 75% more than you earn..
❑❑❑❑❑ Beggar +1  Relations when this threshold is
reached. +1 Studies or +1 Supply Bonus,
❑❑❑❑ Worker - Servant Peasant which is a usable item at +1 in equipment.
(Manant) All used equipment is considered of
❑❑❑❑ Farmer - Craftsman superior quality.
❑❑❑ Petty Bourgeoisie
 Extravagant. You squander.
❑❑ Upper Bourgeoisie Bourgeois You can spend 100% more than you earn. +1
social rank. For example, Beggar > Worker.
Nobility of the
❑❑❑
Robe
Nobility of the Noble
❑❑❑
Sword
Living above your Lifestyle
❑❑ Court Nobility
= Lifestyle > Earnings : In 1d6 months, the
character is ruined and suffers severe
consequences, at the discretion of the
Flavia starts her life in Paris with almost Masque.
no Earnings and a Standard of living that is
primarily dependent on that of her uncles. To decrease the Lifestyle, simply remove
The few street performances she has the corresponding number of boxes in
attempted recently have not yet allowed her Income.
to improve her daily life. Therefore, she
does not fill in any boxes for these two items
at the moment.

46
Talents Artist (Disp) : +1 every 3 levels to creativity
skills. +1  Relations every 5 levels.. +1 
At creation, the character benefits from a Reputation or +1  Earnings.
special talent based on their career. This
determines a field of expertise and Moral Authority: Encourages people to
essentially gathers a range of "many strings make a personal decision thinking that it
to their bow" in a specific domain. The aligns with a doctrine they adhere to.
implementation of a talent generally Guaranteed Respectability (equivalent to
constitutes a long action. Reputation + 1  every 4 levels) auprès de
personnes de même obédience. with people
That means the character dedicates of the same persuasion. The character gains
several hours or days to do nothing else. The +1 every two levels in persuasion
Masque may determine that the result may (boniments) & rhetoric. A successful test
take additional time to materialize. Even if allows them to confer a box of Nerve to their
the character has rejoined their company and entourage 1d6 times per game. The character
the results are slow to come. also gains one contact per level among
intellectuals and men of wit.
For example, the characters have just
arrived in an unfamiliar city. One of them Clientele (Disp): Allows obtaining all
uses the Corporation talent to quickly meet desired entries and favors at Court: +1 
someone who can guide them and possibly Relations per 3 levels. The character's
help them settle. The talent is used when no archetype becomes: Courtier. A successful
skill or attribute can substitute for it, in an test allows knowing or finding an
unusual context or as a reinforcement for an intermediary who can facilitate a meeting.
attribute or skill test under appropriate The character gains +1 / 2 levels in Etiquette
circumstances. The difficulty level for a test and Gossip, and the character also gains 1
may then decrease by 1 every 4 talent levels. additional contact (in specific circles) per
level.
In some situations, it will be used like a
gift, a special power, or even a skill. It then
develops like a normal skill. The character
has 4 levels to put into a talent chosen from
those proposed in the table on the following
page, based on their Archetype. With
Experience, the player can choose new
talents outside their character's archetype.
They add an attribute bonus, noted in
parentheses.

Talents are not associated with aptitudes.


Talents bring different bonuses depending
on the number of levels, excluding any
potential bonuses. That is, the total with the
attribute bonus is only used for rolls on the
difficulty table.

20 2 5 6 1
47
Archetype Possible Talents
Tumbler, juggler, acrobat Showmanship – Marginality – Magnetism – Verdancy

Monk Magnetism – Verdancy - Local Knowledge

Scheming – Demeanor - Honesty – Clientele –


Noble, Courtesan
Wardrobe

Sword Noble Officer Training – Honor – Honesty – Renown

Priest Magnetism – Honesty – Clientele – Moral Authority

Actor, peddler Magnetism – Showmanship – Clientele – Wit

Bourgeois, Merchant Local Knowledge – Scheming – High Seas – Guild

Musketeer Officer Training – Honor – Terroir – Verdancy

Scholar Honesty – Magnetism – Demeanor – Renown

Sailor High Seas - Verdancy - Warrior

Officer, Civil Servant


Scheming – Honesty – Clientele – Wardrobe
(police and justice, taxes)

Rogue Marginality - Verdancy - Scheme

Renown (related to a feat of arms) – Local Knowledge


Soldier
– Verdancy - Warrior

Servant, valet, lackey Scheming – Local Knowledge – Verdancy

Gypsy, Witch, Wizard Scheming – Mediumship – Esotericism - Magnetism

Proletarian, Worker, Farmer, Local Knowledge – Verdancy – Guild – Renown


Artisan (linked to a masterpiece or famous project)

Dilettante Bourgeois Scheming – Demeanor – Wit – Wardrobe

Magnetism – Clientele – Renown (linked to a work) –


Artist
Demeanor

Noble, Courtier Scheming – Demeanor – Wit – Clientele – Wardrobe

Bourgeois, Businessman Scheming – Demeanor – Guild – Wardrobe

Freethinker, Pamphleteer Demeanor – Wit – Clientele

Vagabond Scheming – Marginality - Terroir – Verdancy

48
Guild (Rea) : The character has through learning related techniques is
connections among various trade guilds insufficient to be a dangerous opponent.
(weavers, tanners, blacksmiths, etc.). A Therefore, it will be considered that a person
successful test allows them to obtain who has truly experienced war, familiar with
information about general principles, modes the life of an army in the field, mass killings,
and channels of production, and the sale of "efficiency above all," masters the art of
goods and services. They gain one contact fighting better than a technical master of
per level with different guilds. They also arms. They learn to view the opponent as an
gain a +1 bonus per level in the skills Legal enemy; their technique is based on instinct
Affairs and Bargaining. and survival. The character gains a +1 bonus
every three levels in all combat skills as well
Elegance (Sense): Allows the character to as in the skills of first aid and gunpowder.
always have that personal fashion touch that Every three levels, the character suffers a
makes all the difference! +1 in Persuasion wound that leaves a scar (define the location
and Acting every 3 levels. +1 in Disguise with the D20 in the usual way).
every 8 levels.
Officer Training (Mind): Knowledge of
Esotericism, Rituals, and Spells (Mind): uniforms, ranks and staff officers,
The character has access to ancient, hidden, companies, their weaponry, and military
and secret knowledge that allows them to strategies. The character gains +1 every two
mobilize forces beyond the understanding of levels in leadership, +1 Reputation every
the uninitiated. The application of this three levels, and +1 every three levels in a
knowledge is shrouded in mystery. combat skill.
Whenever the character encounters
something mysterious, the Director can have
them take a test to obtain more information.
The character also adds a temporary +1,
every three levels, to all their skills when
attempting an act perceived as supernatural
or miraculous by the layman.

Wardrobe (Mov or Mind): Allows


having a wardrobe suitable for the
circumstances. +1 in Disguise and Stealth
every three levels.

High Seas (Agility, Dexterity, or Mind):


The character has lived on a boat. A
successful test provides information about
the navy (specialized term, characteristics of
a ship, major maritime routes...). The
character gains +1 every two levels in two Honor (Disp): Being a man or woman of
skills among swimming, geography, and one's word, trusting and applying moral
technical skills. A boating test (boat, barge, principles to the letter. Cultivating and using
raft) is possible with this talent. moral rigor to help someone or resolve a
difficult situation. Automatically gains 1
Warrior (Sense or Mov): The character point of Honor Prodigy and 1 Reputation
is a warrior... Having experienced more than every 4 levels. Each use of a dishonest skill
one battle, they have also lived through war loses 1d6 levels. At 0 levels, the talent is lost.
and will live through it again. It has left its Gains a Reputation as a person of honor.
mark: they lose one point in Mood right from
the start. Mastery of a combat weapon

49 1 3 6 1 2
Honesty (Disp): Automatically enjoys a Charisma (Disp/Creativity):
reputation for honesty, +1 in Reputation The character exudes a particular,
every 4 levels. His word is readily trusted, unsettling, or hypnotic aura on people
and he is always favored as a trustworthy (Mesmerism). His reputation is inevitably
witness. Additionally, being affable, the related. The character gains +1 every two
honest man or woman knows how to be levels in two communication skills. A
polite and courteous in all circumstances, successful test allows evoking an emotion,
always being discreet when necessary and pain, or relief in a targeted person.
making any conversation nonetheless
attractive. Demeanor (Disp min. 15 and etiquette
+1 to the difficulty level of Scheming or min. 9; / Comm.): Having an impeccable
Gossip against the character, every 4 levels. physical and mental appearance. Exerting
fascination on an audience by simply being
Scheming (Disp/devious/Astuteness): It's present. The character imposes a penalty of -
necessarily a long-term action (duration at 1 every two levels against any scheming
the discretion of the Masque). You know directed against him. The character enjoys a
how to manipulate people in your circle. necessarily good reputation. The character
Blaming someone else for your actions, gains +1 every two levels in etiquette.
gaining various support to plot against A commoner must have an Intelligence of
anyone who might stand in the way of your 14 to acquire it.
ambitions...
If the test is successful, it allows Marginality (Mov or Disp / devious /
modifying one's own reputation or someone Cunning): The character has lived with
else's by +1 or -1 box. +1 every 4 levels in an criminals and/or brigands. A successful test
Astuteness skill. allows gaining information about the
environment (secret codes, slang...). The
character gains +1 every two levels in two
Cunning skills or in locksmithing. The
character acquires a contact in the
underworld every 4 levels.

Mediumship (Disp / Technical skill):


The character has a special gift that allows
predicting an upcoming event, sensing the
presence (beneficial or malevolent) of a
person, or contacting the spirits of recently
deceased individuals. Specify the nature or
the method used (cards, palmistry,
pendulum, deceased animals, intense
concentration, visions, "flashes," etc.).

Renown (Disp): The character is easily


known and recognized. They gain 1
Reputation point for every 3 levels in this
talent (rounded down). This renown is linked
to a specific event in which the character
distinguished themselves. This early
recognition allows the character to progress
more quickly.

50
Showmanship (Mov or Disp) :
Entertainment - The character has lived
among actors and performers. They also
know how to organize a village festival or a
high-society evening, captivating an
audience. They gain +1 every two levels in
two skills among acrobatics, throwing
weapons, singing, acting, and music
(performer).

Local Knowledge (Mind or Disp): The player chooses the talent


Knowing a specific region and its "Spectacle" for Flavia. Between Mood
inhabitants, landscapes, legends, hidden and Movement, Movement is the best
corners, and unusual places. A successful
attribute for the entertainer. She
test also provides general information related
designates it as the reference bonus,
to agriculture and farm work. The character
facing this new talent. She starts at level
gains +1 every three levels in botany,
cooking, and first aid. Upon acquiring the 4 in this talent, to which the Movement
talent, they receive +1 in legal affairs, attribute bonus is added, reaching a score
bargaining, +1 in Vigor, and +1 in mastery of 9.
of a local weapon. A direct relationship gains
+1. With level 4, she can therefore
achieve a score of +1 in 4 skills or +2 in
Wit (Mind): This ability, inspired by the 2 skills. She chooses Throwing and
movie "Ridicule," allows shining in society Acrobatics as follows :
while subtly mocking one's victim with well-
chosen remarks. The action must be "played"
to be effective, only using dice as a last resort
(roleplaying, as the Anglo-Saxons say). The
character gains +1 every two levels in
Ridicule and Fine Arts. A well-timed witty
remark during the game can immediately
earn a Reputation point. A successful test can
modify the victim's reputation. Beware of
retaliation.

Verdancy (Vig): The character gains +1


in all physical skills (except carriage driving)
and a permanent point of stamina every 4
levels. So, progression occurs one point at a
time, except at creation where progression is
as many points as needed. They gain a life
expectancy in additional years equal to their
Vigor score. Any age-related penalties are
shifted accordingly. The rule regarding
character aging can be found at the end of
this book.

51
Niv. Don't forget to develop your dodge
Skills skill!
The Archetype is linked to the social
origin; it expresses the character's parents' Attention, the maximum score allowed
occupation or their profession before at creation is 18.
embarking on the adventure. The Occupation
box on the character sheet indicates the Unskilled Skills
Career that the character currently pursues.
At creation, it's the chosen Career that Skills in which you have not acquired a
base level are unskilled. This means that if
the Masque asks you to make a test in a skill
in which you have no mastery level, you
must roll the die only under the
corresponding aptitude, without adding any
bonuses.

Example: If Flavia had no level in


Acrobatics, she would have to roll the die
under the Physical aptitude, without her
Agility bonus, in this case, with a base of 5
on the action resolution table.

All skills marked with an asterisk (*)


defines the skills. They are rated from 1 to 20
cannot be tested without at least one level of
(1 = novice, 20 = grand master) and consist
mastery. Without a level score, if a test is
of the base level, which evolves with
required, failure is automatic.
experience, an aptitude bonus, and, if
applicable, an attribute bonus. A character
You will find the complete list of skills
played only once for an introductory session
will be allocated 72 + 4d6 levels to distribute based on aptitudes and attributes after the
among all skills. The player chooses and following example:
distributes the skills as they wish. In any
case, no skill can exceed a score of 18 with
or without bonuses. They do not draw Alea
cards; the character is ready to play.

Campaign Play : A campaign is a


series of scenarios. This means that this
creation mode corresponds to evolving the
character over a long period. The player
chooses from the table on page 55, a basic
skill at level 6, 2 skills at level 5, and 3 skills
at level 4.
The player then has 9 levels to distribute
among "hobby" skills. They can choose them
outside the chosen Career/Occupation or
strengthen skills up to a maximum of 6
points/base level per skill. For example, they
can buy 9 new skills at level 1. These scores
are noted under Level (Niv) in the formula.
Experience additions are also recorded in

52
Example: Martin, a vagabond laborer,
decides to be armed to live in a city. For the
talent of his choice, he chooses Riding. As a The Man or Woman of the
"hobby," he chooses to train in brawling, Renaissance
adding 2 points. He loves his native
countryside, adding 1 point. He learned to There is a type of character who is
the heir of the great discoveries, the
swim in the lake near his home (+1 point).
cultural and artistic effervescence of
He started learning the basics of reading and the previous century, but also of the
writing (+1 point), and he won't let insults go declining chivalrous ideal under
unanswered (+1 point). François 1er and living its last
moments at the Court of Henri IV. A
- Local Knowledge (talent) + 4 +1 non- type of man and woman eager to move
forward, to explore the world, to study
applicable Mind 10 = +1 : 6
new sciences, to invent, to innovate.
- Resourcefulness + 6 + 3 disp 12 = + 2 : 11 In short, a pioneer who relies on noble
- Craftsmanship (wood) + 5 + 5 dex 14 = + values to defend and transmit.
3: 13
- Brawling + 5 +2 + 3 agi = 12 = +2 : 12 This character is recognized by the
fact that they perceive the Talents of
- Bargaining + 4 + 3 hum 12 = + 2 : 9
Honesty and Honor as their own.
- Riding + 4 + 4 emp 13 = + 2 :10 They have a Mind or Disposition
- Swimming + 4 +1 + 4 vig 15 = + 3 : 12 equal to or greater than 18. If they
- Reading and writing 0 +1 + 1 esp 10 = have not acquired these characteristics
+1 : 3 during their adventures, they may
have drawn the corresponding Alea
- Mockery 0 +1 + 3 hum 12 = +2 : 6
card "Man or Woman of Honor" when
- Dodge 0 +3 + 3 Agi 12 = + 2 : 8 creating the character or obtained the
2 talents and a score of 18 thanks to
Result: Martin will be relatively random cards.
resourceful, but above all, he is a skilled
When this is the case, the
worker. He can defend himself in brawls, character's abilities all become a
makes a very decent rider, and knows the score of 5. If they lose one of the two
countryside and its inhabitants well. He is mentioned Talents or if their Humor
capable of negotiating provisions at a good or Spirit attribute falls for any reason
below the score of 18, they revert to
price. If he falls into the water, he will always
the Ability values of their last Career.
manage, but he knows the alphabet only to
decipher simple phrases. His spelling and Each time they create a
syntax are lamentable. He is outspoken but masterpiece, an exceptional work (1
not yet as quick-witted as a street kid from time/year max.), invent a remarkable
technique or object, they gain 1
Paris.
Prodigy point, at the discretion of the
Flavia's player chooses the skill Climbing with Masque.
a base of 6 points, Juggling / Sleight of Hand
They automatically gain the
at 5, Throwing at 5, where she already has 2 Teaching or Inventing skill at level 6.
levels, bringing her to a score of 13. Then
Stealth and Resourcefulness at 4, and finally,
Training at 4, with the specialization Taming
(wild animals, such as wildcats and large 3 5 2 3 4
predators), which brings her to a score of 10. 53
Skills acquired by archetype
Careers / Archetype Acquired Skills List
Juggler, entertainer, Acrobatics – Resourcefulness – Throwing Weapons – Stealth – Climbing –
acrobat Juggling & Concealment or Training

Monk, Nun Reading and Writing – Liturgy – Theology – Latin & Greek – Craftsmanship -
One of your choice
Noble, Courtesan Etiquette – Fine Arts – Games – Reading and Writing – Gossip and Rumors -
Languages
Sword Noble Fencing - Etiquette – Riding – Reading and Writing – History - Command

Priest Reading and Writing - Etiquette – Faith – Liturgy – Latin & Greek - Languages

Actor, peddler Boniment – Comedy – Games – Mockery – Fine Arts - Disguise

Bourgeois, Merchant Reading and Writing - Appraisal – Bargaining – Etiquette – Legal Affairs – One
of your choices
Musketeer Fencing – Firearms – Gunpowder – Brawl – Riding – Reading and Writing

Scholar Reading and Writing – Latin & Greek – History – Sciences (x 2) – Languages -
Teaching
Sailor Navigation – Geography – Swimming – Gunpowder – Alcohol Resistance –
Brawl
Officer, Civil Servant Reading and Writing - Appraisal – Gossip and Rumors – Etiquette – Legal
police & justice, taxes Affairs - Command

Rogue Stealth – Resourcefulness – Climbing - Bargaining – Brawl - Raillery

Soldiers Fencing – Firearms – Gunpowder – Brawl – Gunpowder – Alcohol Resistance

Servant, Valet, Lackey Gossip and Rumors – Cooking – Driving – Etiquette – Resourcefulness - Stealth

Gypsy, Witch, Wizard Liturgy – First Aid – Science - Botany – Stealth – Lying - Inventing

Worker, farmer, Artisan Craftsmanship – Resourcefulness – First Aid – Bargaining – Brawl – One of
your choice
Dilettante Bourgeois Gossip and Rumors – Lying – Cooking – Sewing – 2 skills of your choice
(excluding physical or combat)
Artist Reading and Writing – Art Practice – Appraisal – Fine Arts – Clientele – One of
your choice
Noble, Courtesan Etiquette – Fine Arts – Games – Reading and Writing – Gossip and Rumors –
Legal Affairs
Bourgeois, businessman Reading and Writing – Legal Affairs – Languages – Appraisal – Geography –
One of your choice
Freethinker, pamphleteer Reading and Writing – History – Sciences – Literature - Fine Arts – Gossip and
Rumors - Inventing
Vagabond Stealth – Survival – Climbing – Pickpocket – First Aid - Lying

54
Acrobatics (Agi): Leap, cling, and swing
List of the most common skills
from the chandelier in the grand hall of the
After each attribute name, you will find a castle or perform a perilous somersault over
list of associated skills. For each skill, the your assailants from the large table, landing
attribute bonuses to apply are provided along behind them.
with a description. When separated by a "/",
the more advantageous score of the two
Carriage Driving* (Emp): Steer a
prevails.
carriage or a cart through the crowded streets
Note on deceptive skills: They are of Paris, sometimes requiring heroics.
prohibited for the honorable person and the
honest person. Running (Agi + Vig) /2: Run swiftly and
continuously, on roads or through fields. The
average speed is 6 to 10 km/h for 3 or 4
hours. In case of a foot chase, the player can
make tests under running instead of Agility
or Endurance. If successful, they can manage
their effort and gain an extra length (see the
chase chapter).

Riding (Emp): Mastering a horse that is


getting agitated, making it jump over a
hedge...

Climbing (Agi): Climb trees, scale a


wall.

Throwing (Emp): Useful in combat but


not limited to it—hit far, accurately, and on
target.

Swimming* (Vig): Know how to swim,


fast or for a long time.

Alcohol Resistance (Vig): Drink and


keep drinking without fear of collapsing
The player portraying Flavia chooses
Equitation (Riding) as the first "hobby" skill, dead drunk, or even waking up with a
mastering it with a score of 7 (1 level + hangover.
Ability 5 + Mood 10, so +1). Then, she
selects Swimming and Carriage Driving.
While not impressive scores, they suffice to
navigate through challenges.
Riding

PHYSICAL

55
TECHNICAL SKILLS STUDIES
Craftsmanship (Dex)*: Enables one to Legal Affairs* (Mem): understanding of
make a living from their production. law and economics. Navigating bureaucracy.
Knowledge of the corresponding Guild
(Forge, leatherworking, tailoring, etc.). Botany* (Mem): knowledge and use of
plants.
Cooking (Taste + Dex) / 2: Prepare a
meal for a large gathering, replicate classic Appraisal* (Emp): knowing the market
recipes. Some have made a name for value and condition of rare objects or pieces.
themselves with just a sauce...
Geography* (Mind): Knowledge of
Gunpowder and Cannons: (Dex + Mind) regions and capitals in Europe, the Orient,
/ 2*: Weapons, cannons, grenades, and and the New World, as well as major
barrels are handled with this skill. Allows for communication routes.
efficient handling of explosives without
taking too many risks. A successful test Greek & Latin* (Mem): essential for
enables reloading in one initiative action. deciphering ancient scrolls and grimoires.
Mastered with a score of 18, this skill also
Music (Interpreter) (Dexterity / Hearing + allows for translating Arabic and Chinese
Dex) / 2*: If successful, allows the audience writing.
to gain 1 point of Faith.
Medicine & Surgery* (Dex+Emp) /2:
Navigation (Mov + Rea) / 2*: From diagnosing and determining the remedy.
simple coastal navigation to piloting a Closing a wound, removing a bullet,
galleon. For warships, it is essential to have amputating a leg, etc.
the Officer Training Talent. It is likely that
the Game Master will also call for History* (Mem): knowledge of major
Leadership checks whenever the navigator events from the past few centuries and
relies on a crew. legends.

First Aid (Mind + Emp / 2)*: Apply a Read & Write* (Emp): Between 1 and 4,
bandage, reset a dislocated shoulder. the character decrypts a message and can
write a few simple words. Between 5 and 9,
Locksmithing (Dex)*: Know how to the character can read and write normally.
manufacture locks and, of course, know how Starting from 10, they are comfortable with
to pick them. books and quills. They can quickly search for
information in a book, transcribe a complex
Her player decides that Flavia learned text, or take notes under rapid dictation.
lockpicking while she was still in Geneva.
Indeed, she had to get her first love out of a Liturgy (Mem+Hum/2): expression of
tight spot. An apprentice at the printer Paul faith, knowledge of all readings, prayers, and
Estienne, he allegedly printed, without rituals constituting a worship service, as well
informing his master, a French translation of as their implementation.
the Fama Fraternitatis. With her lover on the
run, she had to sneak into the workshop at Theology* (Esp): understanding of the
night to retrieve the copies incriminating her texts and doctrines of the main Christian and
boyfriend and make them disappear. Jewish currents.

56
Sciences (Esp): Specify your specialty or COMMUNICATION
specialties:
Belles Lettres* (Mem): Familiarity with
• Biology & Natural Science popular authors, classics...
• Astronomy – Astrology
• Alchemy
• Mathematics and Physics Boniments/Rhetoric (Disp): Technique
involving praising the merits of something in
a way that persuades someone to think like
you.
Her player believes that Flavia
learned to read and write, and she is
Singing (Emp + Hearing) / 2: 1 success
somewhat proficient in foreign
languages. To explain this, she allows the audience to gain 1 Reputation.
envisions that Flavia's uncles
recovered some books they intended to Comedy (Emp): The art of acting in
sell during the pillages resulting from comedy.
their mercenary profession. Since none
of them could read, they enrolled Command (Disp): To command, lead
Flavia in a school run by a Calvinist
pastor and funded by Geneva printers. people (leadership). Impose or inspire
It was in these classrooms that she met respect. Invent a tactic or combat strategy.
Friedrich, her boyfriend, among a Everyone has their style, authoritarian or
diverse group of nationalities of liberal, as long as people follow.
printing workers and servants of the
master printers. Etiquette* (Mind): Rules, customs &
traditions of the original social category
(peasant, bourgeois, nobles). At court,
someone unfamiliar with etiquette risks
being ridiculed or simply thrown out. Also
used to know the latest fashions and trends.
A critical failure in Etiquette generally
results in the loss of one Reputation point
with characters of the same social rank.

Languages* (Esp): To manage when it


comes to speaking with a foreigner. ND
depends on the proximity to the native
language. Example: Chinese = ND Heroic.

Bargaining (Disp): To lower or raise


selling prices in your favor.

Gossip & Rumors (Mem) disloyal: To


find out everything about someone or to
whom to tell a secret so that someone else
eventually finds out..

5 1 4 5 6
57
Mockery (Emp): A well-crafted and Juggling & Sleight of Hand (Dex)*:
well-delivered insult lowers the Reputation Using dexterity to give the illusion of
of the targeted person by one point and tends animation or the appearance and
to annoy them considerably (-1 ND on their disappearance of objects.
next action)!
Survival (Disp): Similar to
CUNNING resourcefulness but outside of cities, specify
the environment (forest, desert, winter,
Smuggling (Mind), Dishonest: This is the mines...).
counterpart to Legal Affairs. Finding or
bringing value to what can only be sold Pickpocketing (Dex), Dishonest: Cutting
illegally. purses, snatching bags and baskets from
ladies.
Training (Emp)*: Choose a specialty
(+2). Falconry, hunting, taming (dominating CREATIVITY
a wild animal)...
Architecture, Engineering* (Rea): The
Resourcefulness (Hum): Urban survival, talent of builders and inventors.
finding something to drink, eat, information,
or a place to sleep... Fashion Sewing* (Emp + Dex -2):
Creating sumptuous dresses, setting and
Disguise (Emp): Taking on the look and undoing fashion trends.
appearance of someone.
Teaching (Emp): Long action. Allows
Stealth: (Movement + Emp -2) once per session to increase another
Discretion, concealment, tailing. character's skill by one level. This can only
be done with skills mastered from level 6
onwards. This means that the Aptitude and
Attribute bonuses are not taken into account.
To teach a new skill unknown to the other
character, it must be mastered at level 10.

Inventing (Esp): Long action. Once per


session, the character can introduce a
technical or theoretical innovation that
allows them to create an object with a
permanent bonus of +1 to its use. Never
twice in a row on the same type of object and
effect. This means that if they create a +1
sword, they won't create another one or
improve the existing one.
Games (Esp): Knowing the rules of a
game, detecting a cheater, devising a strategy Literature* (Hum + Esp -2): A love
to win. letter, a devastating pamphlet, or a play that

58
will still be performed four centuries later— Gunpowder: See Firearms and
France has triumphed in this field. TECHNICAL SKILL.

Lying (Emp + Mem-2): The ability to Throwing: See Throwing Weapons and
make anyone believe anything. The more PHYSICAL.
outrageous...
Mockery : See COMMUNICATION.
Music* (Composer) (Hearing):
Composing a catchy tune that all the kids in Combat Techniques
Paris will sing along to, an opera with a
political message, or the tune the King will Learning combat allows the character to
dance to at the next ball. acquire specific combat techniques. Thus,
for each martial skill, the character can excel
Painting, Sculpture* (Dex + Hum -2): in several techniques. They cannot master
Creating lifelike sketches, knowing the them all from the outset of the game. The
techniques and styles in vogue. acquisition of these techniques depends on
the character's training and their mastery of
COMBAT the skill (number of levels in the skill,
without Aptitude and Attribute bonuses).
Archery /Bow and Crossbow (Sight +
Hum)/2: It includes all projectile weapons
like arrows or bolts.

Firearms (Sight + Hum)/2: It's common


for these weapons to jam or even explode.
Firing in humid weather always poses a
problem: the powder becomes less reliable,
or even unusable.

Throwing Weapons (Str + Agi)/2: Knife,


stone ball, tomahawks, javelin. Anything
sufficiently weighted and sharpened to be a
throwing weapon. Throwing a chair
constitutes a Feint action in Brawl and
Wrestling.

Brawl & Wrestling (Combat / Vig):


Kicks, punches, or grappling, throwing, and The player has three points
restraining bare-handed, with a blunt remaining for Flavia's "hobbies" out of
instrument (club, stool, mug), or a dagger. the 9 allowed. She chooses Archery
and Crossbow, as without it, she
Modern Fencing (Mouv): With the wouldn't be able to perform her
rapier, saber, or foil, striking, thrusting, etc. tightrope act with crossbow shooting.
Then, she selects Brawl and Wrestling
Medieval Fencing (Agi + Str)/2: to defend herself in case of aggression
Handling longswords, polearms, shields. It and always come out honorably in the
also includes moving in full armor. numerous brawls triggered by
customers in the cabarets. Finally,
Dodge (Agi): This skill is very useful for Dodge, to achieve full proficiency in
avoiding ambushes. Dodging often both combat situations and acrobatics
constitutes the last resort. performed for a show.

59 6 2 5 6 1
Combat Styles, Fencing Schools Flavia is going to master the Street
School. She could have been taught the Old
The player chooses a combat style or School by her uncles, but the frequent
fencing school for their character, tavern brawls she witnessed during their
determining which techniques they excel in travels lean her more towards this style.
– acquired for free, independent of skill Thus, she acquires Low Blow,
levels. Once a character becomes renowned Counterattack, and Takedown. However,
for their dueling skills, it's likely their style she only benefits from one mastery level: a
is known to other duelists, requiring a score of 6 but at level 1. Therefore, she
reputation check. Fencing styles can only be cannot acquire an additional technique at
chosen if the Fencing skill is acquired. the moment. As soon as she reaches the 2nd
level, using the Experience system, she will
be able to purchase a new technique.
French Style: Stable posture, vigilant
eyes, confident steps, facilitating parries and
dodges, but attacks less frequently. The left
hand is used, which can be replaced by any Handedness / Right handed
object that fits in the hand (stool, hat,
candlestick, etc.). Roll 1d12 for the right arm and 1d6 for the
left. The d12 corresponds to the right arm,
> Left hand, counterattack, and body the d6 to the left. Depending on the
feint. superiority of one die over the other, you are
right-handed or left-handed. In case of an
Italian Style: Fast steps, lightning-fast even result on both dice, you are
attacks. Prioritizing energy and surprise ambidextrous. In case of an odd result, reroll.
sometimes comes at the expense of a good This is of fundamental importance for
guard. fencers: ambidexterity allows a natural
mastery of the two-weapon combat
> Lunge, counterattack, and feint. technique of medieval fencing and the left-
hand technique of fencing. Of course, one
Spanish Style: A latecomer, must master the relevant skill before
incorporating principles from the previous mastering the technique.
two styles but canceling out their
advantages.
The player rolls the dice: the d12 shows
> Left hand, lunge, and reflex parry. a 4, and the d6 shows a 1. Flavia is right-
handed.
Street School: Not a fencing style but
an education in brawling. Generally learned Mastery of Techniques
at a young age, it can be a guarantee of
personal survival.
For each range of several basic levels in a
skill, the player can choose an additional
> Low blow, counterattack, and
combat technique combinable in the relevant
takedown.
field. Next to the technique's name is the
difficulty level to consult on the action
Old School: Some started here, not resolution table: ND = difficulty level.
necessarily novices, but are considered
amusing old-timers. This school allows Heroic = ND Heroic / Diff. = ND Difficult
proficiency with ancient weapons and VD = ND Very difficult / Avg = ND
provides a good foundation for medieval Average
fencing.

> Shield, charge, and strike.

60
 Brawl and Wrestling 1 tech. / 2 Fall Grab / Diff. / Counteraction against
levels.  a throw, immobilization, or ram blow that
offers the possibility of dragging the attacker
Arm Lock – Immobilization / Diff. / a into the fall. Loss of initiative for both
hold that immobilizes the opponent. This protagonists.
technique can also be used to free oneself
from an immobilization. Bear Hug / TD / Action that turns a
successful immobilization into a
Low Blow / Diff. / Very painful and strangulation.
dishonest strike. A blow to the stomach or
face that stuns the opponent, causing them to Throw / Diff. / A grip that unbalances the
lose all actions for this initiative round. opponent and allows them to be thrown (over
Blinding with a sufficiently obscuring object their back, over a table, over the railing, etc.)
is possible. For example, a cape, sheet, sand, and make them fall.
not a hat or gloves, but a bowl of hot soup
are objects that can blind. Counterattack / Allows a simple attack
in response to a parried or exceptionally
Ram's Blow / Avg. / Charge to the dodged attack or a failed combat technique.
abdomen or chest with the head forward. The ND is equal to the ND of the opponent's
Throws the opponent to the ground. failed attack.
Unstoppable but evadable.

High Kick / VD / Jumping kick reaching


the head.

Anvil / Avg. / a blow with both fists from


top to bottom. The opponent must be at least
one head shorter or lower, or on the ground.
The opponent can be stunned.

Strangulation / Avg. / Neck grip that, if


maintained, causes a cumulative loss of 1
fatigue point per successive grip action (1st
action 1 pt, 2nd action 2 pts, 3rd action 3 pts,
etc.)

Feint / VD / A move that cancels a


possibility of parrying. The opponent must
use two parry actions (or one or two reflex
parries if they don't have enough actions left)
if they want to parry (only one test). In case
of a feint failure, the attacker's next parry ND
is increased by 1.

Guard and Footwork: offers protection


by a guard: -1 ND on Dodge. Or to be always
in motion: +1 ND/opponent/4 levels,
meaning a level 12 allows imposing a
penalty of 1 ND on 3 opponents in front.

61
 Fencing 1 tech. / 2 levels Left Hand / Grants the ability to use a
left-hand weapon: dagger, cloak, or fabric
Attack – Parry, Secret Move / Diff / wrapped around the arm. Parrying with a hat,
Knowledge of a secret move that allows a chandelier, or any other improvised and
parrying or using it for an attack. See the rule credible object can only be done once. See
concerning secret moves on Game the details on Game Mechanics chapter.
Mechanics chapter. Real or invented, it must
be given a name. A secret move must be Butterfly / Diff / Attack from right and
preceded by two successful actions allowing left (drawing a butterfly). Allows making a
the opening to place it. This skill develops sweeping attack on two opponents in the
separately and cannot exceed the score of the same motion. In case of a butterfly failure,
reference combat skill (see combat). the attacker's next action ND increases by 1.

Masterstroke / Heroic / Non-lethal but Reflex Parry / +1 to ND per successive


humiliating blow. Same effect as taunting reflex parry within the limit of only one
but additionally, the "master" automatically heroic reflex parry. Allows an additional free
gains 1 courage point and Reputation if there parry.
are witnesses. The character must have
successfully performed at least one difficult Counterattack / Allows delivering a
action without being countered in the simple attack in response to a parried or
previous round. exceptionally dodged attack or a failed
combat technique. The ND is equal to the
Disarmament / Attacker's ND +2 / Parry ND of the opponent's failed attack.
action that, if successful, allows wrapping
the opponent's weapon and disarming them.
Feint / Very Diff. / A cutting blow that
cancels a possibility of parry. The opponent
must use two parry actions (or one or two
reflex parries if they don't have enough
actions) if they want to parry (only one test).
In case of a feint failure, the attacker's next
parry ND is increased by 1.

Lunge / Avg / Lightning-fast attack after


a step forward where the attacker lunges,
adding their weight to the strength of their
arm. +1 damage square.

Iron / Attacker's ND +1 / Parry action


that, if successful, blocks the blade, allowing
to get closer and follow up with a Brawl and
Wrestling action with a -1 bonus to ND.

Striking while Drawing / Diff. / Allows


delivering a blow while drawing (grabbing
or picking up a weapon) in the same action.
If the action fails, the blow does not land, but
the weapon is drawn. If the action
catastrophically fails, the weapon remains
sheathed or stays in place.

62
 Firearms 1 tech. / 2 levels  Protections
Each checked box allows for canceling
the corresponding injuries and fatigue.

To simulate wear, metal resists for the


same location up to 5 checks, while leather
resists up to 3 checks.

Attention: Mobility penalties (Speed =


Spd) accumulate but do not count in
combat; however, they are crucial in
pursuits.

Full Plate Armor ❑❑ Medieval type,


protects everything except the head. Spd -5.
A minimum Stamina of 9 is required for
proper movement. Penalty to Sensory tests:
-3. Loss of ❑ Fatigue per hour worn.

Quick Loading / VD / Allows reloading Bascinet ❑❑ : Protects the head.


the firearm in 3 combat actions. Penalty to sensory tests – 1.

Dual Wielding Shot / Allows shooting Metal Bracers ❑❑ :


twice in one action. +1 to the ND of each Protects the arms. Spd.-1.
shot.
Chainmail Shirt ❑❑ : Medieval type,
Blind Shot / Hér / Allows shooting protects the chest and abdomen. ❑ for arms
without seeing or looking at the target. and legs. Spd -3. A minimum Vigor of 9 is
However, the target must be physically necessary. Loss of ❑ Fatigue every 2 hours
reachable. worn.

Shooting while Drawing / Diff. / Allows Cuirass ❑❑ : Metal breastplate,


delivering a shot while drawing (grabbing or protects the chest and abdomen. Speed -2.
picking up a weapon) in the same action. If
the attempt fails, the shot doesn't land, but Leather Cuisses ❑ : Protects the legs
the weapon is drawn. If the action fails Spd.-1.
catastrophically, the weapon remains in the
sheath or attached in place. Scarf and Hat ❑ : Protects the head.
Both must be worn together.
Mounted Shot / Grants the ability to
shoot without having to make a riding test Leather Vest ❑ : Protects the chest,
when the character is on horseback. abdomen, and arms. Spd -1.

Precise Shot / Provides the opportunity to Helmet ❑❑❑ : Protects the head. Spd -
use an action to aim. Reduces the ND of the 1. Penalty to sensory tests – 3.
shot due to distance by 1 or allows applying
a modifier of + or - 1 to 5 to the location roll. Metal Greaves ❑❑ : Protects the legs.
Spd -2.
Without firearms (matchlock, wheel
lock, or flintlock weapons), it is necessary Leather Breastplate ❑ : Protects the
to spend 1 full Initiative to reload a weapon. chest and abdomen. Flavia wears a Leather
Moving while carrying a loaded weapon is Vest.
dangerous!
63 8 4 1 2 3
 Medieval Fencing 1 tech. / 2 Feint / TD / Strike that cancels a
levels.  possibility of parry. The opponent must use
two parry actions (or one to two reflex
Whirling Attack / Avg / Forceful attack parries if they have insufficient actions) if
with a two-handed weapon that allows they want to parry (just one test). In case of
attacking up to 4 opponents engaged in close a feint failure, the attacker opens their guard
combat. If the first opponent dodges or and offers an opportunity for a counterattack
parries (considered as a deflection), the to the opponent.
second must then parry or dodge in turn, and
so on until the blow finally lands with a Iron / +1 to ND / Parry action that, if
bonus of +1 to damage. Only an successful, blocks the blade, allows closing
extraordinary success in parrying can block in on the opponent, and chaining a Brawl and
the attack. If the attack test fails, the attacker Wrestling action with a -1 bonus to ND.
is off balance and offers an opportunity for
counterattack to opponents. Butterfly / Diff / Attack from the right
and left (drawing a butterfly). Allows
Secret Move - Attack - Parry / Diff / delivering a sweeping attack to two
Knowledge of a secret move that allows opponents in the same movement. In case of
parrying or using it for an attack. See rules
a butterfly failure, the attacker exposes their
regarding secret moves.
flank to one of the 2 opponents who benefit
Shield / allows the use of a shield (see from a counterattack.
rules regarding shields).

Two-Weapon Fighting / allows two


simple attacks or a simple parry plus a simple
attack simultaneously. In this case, the two
action dice do not add up. For each failure in
each of the two tests, the attacker loses one
action die. This technique does not work
with classical fencing weapons and/or with
the left hand, for which other rules apply.

Blind Combat / VD / allows maintaining


 Throwing 1 tech. / 3 levels
relative effectiveness in a blinding
environment: darkness, smoke, intense light,
Accurate Throw / difficult / allows using
sun in the eyes. No aiming or feinting is
an action to aim. Reduces the ND of the
possible, all techniques are VD. Does not
throw by 1 due to distance or allows applying
counter a blinding Low Blow.
a modifier of + or - 1 to 5 to the location roll.
Charges / Avg / forceful attack requiring
Quick Throw / very difficult / allows
a few steps that adds 1 to the weapon's
throwing two light weapons in a single
damage and knocks down the opponent
action. Two d20 rolls are necessary.
unless they succeed in a Stamina test ND
Avg.
Blind Throw / heroic / allows shooting
without seeing or looking at the target.
Disarmament / Diff / Attack action
However, the target must be physically
targeting the weapon and the hand holding it,
reachable (possibility of an arched shot,
if successful, the opponent must pass a
adding an effect to the throw, or playing with
Stamina test ND Diff or lose their weapon.
rebounds).

64
 Archery 1 tech. / 3 levels.  jumping to reach a more advantageous
position otherwise inaccessible. A penalty of
Swift Armament / VD / Allows 7 to opponents trying to hit during the turn.
reloading a crossbow in 2 combat actions or The character cannot do anything until the
nocking an arrow and shooting with a bow in next turn.
one action.
Reflexive Dodge / ND of the attack +1
Strike while Loading / Heroic / enables and +1 to the ND for each successive
delivering a melee strike with the arrow's tip reflexive dodge within the limit of only one
and loading the weapon in a single action heroic reflexive dodge / Provides an
(very effective when combined with "Swift additional free dodge.
Armament").
Total Dodge / TD / If the combat
Mounted Shot / allows shooting without environment allows (impossible if cornered),
modifiers while mounted on a horse. a large circular or backward movement that
protects the character during the round: a
Blind Shot / Heroic / enables shooting penalty of 7 to opponents trying to hit. A
without seeing or looking at the target. character in a total dodge situation cannot do
However, the target must be physically anything in the round. Ideal for escaping a
reachable (possibility of an arched shot). fight.

Precise Shot / Diff. / allows using an Body Feint / TD / a dodge that, if


action to aim. Reduces the ND of the shot successful, allows a counterattack or a free
due to distance or allows applying a modifier action (excluding combat techniques).
of + or - 1 to 5 to the location roll.
Rolling Tumble / Diff. / Dodge during
which the character moves, rolls to the
ground, gathers themselves, and moves
again. Allows taking cover if the
environment permits and being unreachable
until the end of the turn. If the test fails, the
character is considered on the ground and
offers an opportunity for a counterattack to
their opponent.

With 7 levels in Throwing, Marie, the


player, has two techniques to choose for
Flavia. She decides on Quick and Blind
Shot. In Archery and Dodge, she doesn't
yet have enough levels to choose a new
technique. However, she can still dodge
normally and shoot the crossbow with
her skill. Her Prodigy point will be
useful to ensure success in challenging
crossbow shots.
 Dodge 1 tech. / 2 levels. 
Acrobatic Dodge / ND of the attack +1 /
obligation to use the acrobatics skill for this 9 5 2 3 4
dodge, allowing the character to move by

65
Ressources
There are several sets of boxes preceded
Every day, we have a potential for action by a number ranging from -5 to +1. From -5
that varies based on our physical condition, to -1, these represent penalties that apply
level of fatigue, and morale. We draw from when all the boxes in a set are checked. In
this reservoir of energy to perform actions Nerve, 0 is the normal state for a character.
that go beyond the ordinary. These actions Example: Thus, if Flavia loses one
often lead to extreme situations where one point of Nerve and then another, she will
must adapt and improvise in the moment. mark them in the 0 series, like this:
◼◼. If she loses a third one, she will
Most of these resources are represented have to mark it in the -1 series, like this: -
on the character sheet by checkboxes. 1: ◼◼❑.
Depending on the attributes and the
information in the table at the bottom of this
page, the goal is to mark the unnecessary Once a series is activated by a checked
boxes. box, the penalty applies to all the character's
dice rolls. If multiple penalties are activated
Example: Flavia has a Strength score of in Fatigue and Injuries, these are cumulative.
12 and a Disposition score of 10. However, for each new action undertaken,
Therefore, she has 2 available boxes for the player can attempt a Moderate difficulty
Injuries, Fatigue, and Nerve. Endurance check with the mentioned
penalties applied. If successful, only the
highest penalty applies. For example, Spirit -
1, Fatigue -2, Injuries -3. If successful, a
penalty of -3. If unsuccessful, a penalty of -6
applies to all rolls. This way, the player
simulates the character's efforts to stay
afloat.

This chapter
Fatigue provides a brief
Attribute Score Injuries Speed description of the
& Nerve
various entries in the
low 3-5 ❑ ❑ 4 Resources section at
the bottom left of the
average 6-8 ❑ ❑❑ 5 character sheet. The
management of each, in
fairly good 9-12 ❑❑ ❑❑ 6
terms of actions, is
good 13-15 ❑❑❑ ❑❑❑ 7 detailed in the chapter
dedicated to damage
very good and injuries in combat
16-18 ❑❑❑❑ ❑❑❑❑ 8
or the use of the Mask.

66
In the face of urgency, we always have a
limited margin of initiative and movement... (Disp + Mov) /2 Initiative bonus
That's what we'll explore here: 5-6 -1
Speed 7-9 0
10 - 11 +1
The Speed score is read in the table on the 12 - 13 +2
previous page, in the Speed column, based 14 - 15 +3
on the Movement attribute. The unit is 16 - 17 +4
"length." Thus, a character with a Movement
score of 14, starting to flee, begins with a 18 - 19 +5
lead of 7 lengths. This movement 20 +6
corresponds to a fast run. It is not a
"movement speed" as exists in some games
Flavia has a Movement of 18 and a
but a way to assess the conditions from the
Disposition of 10. This results in a score of
start of a chase to its conclusion. We will see
14 on the initiative bonus table. Therefore, a
later that armors impede movements and
bonus of +3.
impose penalties on the character's speed.

With a Speed score of 18, Flavia starts


with an 8-length lead. However, her
leather vest hinders her running.
Protections subtract 1 to 5 points from
speed, depending on the bulk they
represent (full armor = -5). See the section
In the formula defining initiative
on protections for details later. Therefore,
above, the Weapon Modifier depends on
Flavia moves at a speed of 7 when she
the weapon used. It is a bonus or penalty
wears her vest.
that ranges from -2, -1 to +1, +2,
depending on the wielded weapon. Refer
to the table of injuries by bladed weapon
Initiative further. Flavia generally uses a dagger,
both in melee and for throwing, giving her
Initiative primarily serves to coordinate a bonus of 1. When she uses the crossbow,
combat actions among multiple adversaries. this bonus disappears, reducing her
It is further detailed in the Actions Chapter initiative to 14.
in the Initiative Roll section.

Initiative bonus: It determines the Faith


number of actions a player can undertake in
a sequence. The initiative bonus adds to the (MIND OR DISP) This particular
base initiative, which is 12, and is read on the resource reflects the strength of the
following table by averaging (Mood + character's beliefs, whether they be religious
Movement) / 2. or mystical, including superstitions.

It is a resource that can enable the


character to resist moral or spiritual attacks.
It is also the ability to impose one's
worldview or convert others. Additionally,
faith creates a dependence on religious codes
and superstitions prevalent at the time.
Finally, when confronted with phenomena

10 6 3 4 5
67
presented as supernatural, faith determines injury or fatigue until the next injury or the
the character's reaction. end of the fight. The mask can also lower the
character's Nerve if they commit blatant
Faith is determined with 4d6, and the cowardice or in the case of a particularly
player can choose to keep the three best traumatic event.
results or the three lowest. Moreover, the
player can choose to subtract the character's The bonuses and penalties apply to
Spirit bonus or add their Mood bonus. The Disposition, varying the bonus/penalty
minimum remains 1, and the maximum is 20. and affecting talents and skills, as well as
Faced with a supernatural phenomenon, the Initiative.
faith test is conducted with a difficulty
defined by the Mask. The player specifies At the beginning of the game, the
how the character receives the phenomenon: character's Nerve is at 0. No checkboxes are
neutral, threatening, or beneficial. marked. When the character loses points,
they erase the marked checkboxes in positive
if any, otherwise, they mark checkboxes
Flavia rolls 4d6 and gets 4, 6, 1, 3. starting from zero or negative. Conversely,
She chooses to keep 4+3+1=7 and when they gain points, they erase the
subtracts 3, her Mind bonus = 4. checkboxes at zero or negative starting from
the last marked one; otherwise, they mark
Injuries checkboxes in positive starting from the first.
This way, they raise or lower their "Nerve
gauge."
(Vigor) Indicates the number of injuries
the character can withstand and the penalties Be careful! : A player can sacrifice the
that result before falling unconscious or Nerve points of their character only if they
dying (without immediate care). The are in positive or at rank 0. To sacrifice a
notation L:1, M:2, G:3 is a reminder to keep point in the negative, the character must
in mind the number of checkboxes based on succeed in a mood test, difficult for rank -1
the severity of the injury: and heroic for rank -3. The number of
checkboxes to darken for Injuries, Fatigue,
Light (L) = ❑, and Nerve is determined on the table on page
Moderate (M) = ❑❑, 66.
Severe (S) = ❑❑❑.

Fatigue
(Endurance) Number of hits, glasses of
alcohol, kilometers, hours of staying awake
before the character faints. Fatigue is based
on endurance with a penalty system similar
to injuries.

Nerve
(Disp) indicates the morale of a character
in the general sense. It evolves based on the
happy or unhappy events in their life. It
increases with each extraordinary success
(see action resolution) or successful heroic
action. However, the player can sacrifice 1
Nerve point to cancel a penalty caused by an

68
Location

This silhouette will help the player


identify where their character has been
injured and the number of injuries a body
part can sustain before becoming unusable.
The number of boxes is the same for all: a
severe injury = ❑❑❑ incapacitating the
corresponding limb or organs. When the
head, chest, or abdomen suffers a severe
injury, a dice roll for an Endurance test with
a Medium difficulty is required. If the test
fails, the character falls to the ground and
loses consciousness. The silhouette used is a
tribute to the American role-playing game
FLASHING BLADES "The Three
Musketeers," released in 1984.

69 11 1 4 5 6
Alea Cards
Flavia's highest attribute being 18,
Marie can draw an initial Light card. She
To finalize a character who will play in can then draw, one after the other, two
the campaign, you need to draw cards. For more Light cards. For each Light card,
this, use a deck of 78 cards, including the 22 she must draw a Shadow card. So, a total
major arcana/trumps and all the minor of 5 cards: 3 Light cards and 2 Shadow
arcana, from a Tarot deck. There are now cards. She can also choose to stick with
hundreds of thematic tarot decks. Just make the first Light card to avoid the penalties
sure your tarot respects the structure of the of a Shadow card. However, she decides
Marseille Tarot. to draw only one additional Light card,
and consequently, a Shadow card as well.
Each drawn card describes a slice of life, This results in:
a period of 4 to 7 years, more or less happy,
that has brought wealth and experience to the + King of Wands, for benefiting from
personal story of the hero or heroine you are quality education,
going to embody. + 10 of Wands, for her studies in a
reformed Swiss school,
These cards are either of Light, meaning - The Magician, corresponding to the
well-lived in the character's journey, or of accusation by her boyfriend of stealing
Shadow, or "reversed," meaning poorly forbidden books, which she indirectly
experienced, even handicapping. had to endure.
Each new character is entitled to draw a
"free" Light alea card. Then, they can draw - Wands represent power, ideas,
up to (20 - their highest score in attributes) knowledge, soul strength, faith, travel, and
more cards. Thus, a character with the learning.
highest attribute score of 18 can only draw
two additional cards. - Pentacles (Denier) symbolize money,
artistic or scientific creations, and material
But for each additional card after the first, possessions.
they must draw another and refer to its
"reversed" meaning. These are called - Swords signify physical strength,
Shadow cards. It doesn't matter if the player physical condition, trials, and adversity.
reveals them upside down or right side up;
we know that these cards correspond to the - Cups, or Chalices (or crown), represent
reversed interpretation. family, prestige in the community,
appearance, and emotional affairs. The
These cards assign bonuses/penalties to values of the cards in ascending order are:
attributes, talents, skills, and resources. If
one of these cards results in exceeding a - The numerical cards from 2 to 10, also
score of 18 in any of the attributes, then the known as The Numbers.
player must discard that card, without
applying its effects, and draw another. - The Court Cards (honors): Page, 11,
Knight, 12, Queen, 13, King, 14.
Thus, exceeding a score of 18 in an
attribute can only be achieved through the - The Ace, 15, always has a positive
use of experience points. Each color of the meaning. It is never a Shadow card, even if
tarot corresponds to several life domains: drawn reversed.

70
- The Major Arcana or Trumps are Five so far are the ages
stronger cards linked to a specific archetype. And there are six herbs that
The cards will provide you with elements of In the cauldron the dwarf will stir ...
history, a personal background, and Seven are the suns, seven are the moons
influence social standing, attributes, Eight fires are lit in May
abilities, fortune, skills, morale, and There are nine around the fountain
surroundings... The girls dancing to the moon ...
Only one is death
If Reputation, Relationships, Income, Nothing else, nothing more ...
Lifestyle do not have checked boxes and a
penalty applies, another alternative penalty And ten vessels came
must be chosen since these resources cannot Bringing us the war from afar
go into the negative. The interpretation of the Eleven warriors are back
cards occurs in a dialogue between the player When there were three hundred leaving ...
and the Mask based on the player's vision for Only one is death
the character and elements (locations, Nothing else, nothing more ...
situations) related to the adventures the Mask
wants the character to experience. And on the path that time has taken
Five so far are the ages
If the card indicates a bonus in a blank And there are twelve months that
entry on the character sheet, it means that by Day by day, always
doing so, you "activate" and thus gain that Scoring goes
entry, skill, or talent. And twelve again are the signs
That you can read in the sky
Starting Age: To simulate the time spent War between them they declared
for each random event, your character will This one that I sing to you will be the end
start the game at a minimum age of 12 plus 3 Only one is death
years per Light random event card. Nothing else, nothing more ...

The Number Series Then the trumpet will sound


We will have fire and thunder, rain and
Interpreted by Angelo Branduardi, with wind
lyrics by Etienne Roda-Gil, this song from The series of numbers is over
the 1980s serves as a beautiful inspiration for
the theme of a Masque and the Sword For the one you know that there is no
campaign, utilizing the symbolism of cards series:
and the esoteric language of the time. Only one is death
And two oxen
Tell me, what do you want me to sing to And three parts
you? Four stones
Sing me some numbers the series Five ages
Until today I learn it And you are the herbs
Only one is death Seven are the only ones
Nothing else, nothing more ... Seven moons
Two oxen tied to the cart Eight are the fires
And there are three parts of the world And nine girls
Four stones of Merlin But ten vessels
Who sharpen the swords of heroes Eleven the warriors
Only one is death Twelve signs
Nothing else, nothing more ... Twelve months
Death is unique
And on the path that time has taken Always the mother of pain

12 2 5 6 1
71
Numbers and Figures 3 - SHAPING

+1 Technical Skill or +1d6-2 in Disguise


or Forgery or 2d6-4 Sculpture

Worker, Craftsman:
+1  Reputation

Witch, Monk:
+1 skill Occultism, Rituals, and Spells

Shadow: CONTROVERSY
-1  Reputation or -1  Relationships

4 - ON THE ROADS

+2 level Geography,
+2 level Driving or Navigation,
+1 level Survival or +2 Faith,
+1 level Running or Climbing.

Vagabond, Juggler, Peddler, Sailor,


Worker:
+1 damage box with a Baton,
+1 Brawl and Wrestling.
 ---------- Wands ----------  Shadow: -1  Reputation or -1 
Earnings and -1 Endurance or -1 Senses.
ACE – CREATIVE GENIUS

Talent: CRAFTSMANSHIP level 4

Artist: 1d6-3 Reputation or 1


Prodigy Genius

Juggler, Scholar, Freethinker: +1d6


level or 1d6-3 new skills at level 1 in
Creativity, Cunning, or Studies.

Other career: +1  Nerve or +2 level


skills Reading & Writing.
5 - LIBRARY
2 - EAR
+2 Read and write and literature; 1
Juggler: +1 Sense bibliophile contact (#1)
or +1  Income or  Reputation
Other career: +1d6 skills Music or one or +1d6 level Talent Esoterism
in Creativity and Technical Skill.
Priest, Monk, Witch, Officer, Official:
Shadow: DEAF +1 in 1d6 Study skills
or -4 Senses

72
Courtier, Scholar, Freethinker, 1 epistolary contact (#1); + 1d6 level
Pamphleteer: Guest of a Salon, +1 Talent Territory of the host territory.
Relations.
Shadow: PRIDE AND PREJUDICE
Shadow: DAMNED SCIENCES The character isolates himself socially of
You are involved in or a victim of his own accord or suffers from prejudices.
research or experiments that have caused you -1 Communication
to lose mental and moral health. Or an or -2  Relations and +1  Lifestyle
investigation, a learning process, has caused
the character to withdraw into himself. 9 - RELIGIOUS INSTRUCTION
-1  Reputation or -1 Emp or -1 Will
+1 Will; + 4 Theology, Liturgy; + 1
6 - MAJOR WORK Read/Write, Greek/Latin; +3 Faith

+2 Craftsmanship; 1 worker contact (#1); Priest, Monk:


+1 Vigor. +1d6 level Moral Authority Talent

Worker, Craftsman: Shadow: EXCOMMUNICATION


+1 Corporation Talent -2  Reputation or -1 Relations and
+1 Cooking, Music, First Aid. -1 Earnings and
Thief, Sailor, Vagabond: +1 Cooking or 1 social rank
Music or First Aid. 1 Faith; 1 Relations to #-3 of an equal
social rank before excommunication.
Shadow: CONSTRUCTION The latter can only be lifted by a return to
ACCIDENT normal in this relationship.

-2 Vigor or -2 Will or resulting phobia: 10 - IDEOLOGICAL TRAINING


vertigo, claustrophobia... or minor physical
handicap (e.g., limp) or minor aesthetic +2 Will; +1 Theology or Liturgy, History
handicap (scar on the face, missing finger...). or Sciences, +1 Faith; +1d6 level Talent
Moral Authority or Demeanor or Honor or
7 - GOURMET Honesty

+2 Cooking; 1 worker contact (#1); Shadow: BETRAYAL


+1 Senses. -2  Relations or -1 Disp.

Servant: +1 Craftsmanship, Botany,


Appraisal, Boniments.

Shadow: FAMINE & PLAGUE


The character undergoes a health
calamity.
-1  Relations or -2  Income and
-2 Vigor or -2 Senses

8 - EXPATRIATE

+2 Geography and foreign languages;


+1 Read/Write, 1 combat skill

2 6 3 4 5
73
JACK - FAITHFUL FRIEND KING - TUTOR

+1 friend #3; +1d6 levels in one or two +1 Wits; +1d6 Faith


skills in two Abilities among +1 Maintenance Talent or 8 levels
Communication, Cunning, Creativity, Etiquette
Combat. +1 Studies
+1  Relations
+1 Reputation Shadow: Religious Fever or Conspiracy
Or +6 level Talent Honor or Honesty Conspiracy. Author or victim. Accused of
a crime. -2 Empathy; +1d20 in Faith
Servant: -
+1d6 Etiquette, Speech. Religious Careers or Wizards:
-1  Reputation
Shadow: RIVAL Your character must earn 4 Faith points or
-1  Reputation or reach a score of 18. Otherwise, it remains
-1  Income or Relations and blocked at a maximum of its Empathy
- 1 Vigor or Wits or Disp. Bonus, Reputation, and Relations.
And 1 Rival #-2 A character with +4 in Empathy can have,
for example, a maximum of 2 Reputation and
KNIGHT - NEW FRIEND 2 Relations slots. Or 1 and 3, 4 and 0, etc. All
surplus slots acquired before this draw
+ 1 friend #1; +1 Empathy or Will disappear to reach this maximum.
+1  Relations This "curse" persists until the character
+2 level Foreign Languages, Riding earns the Faith points necessary to unlock
this situation.
Soldier 3-10, Officer 10-19: -
+1 social rank through military Courtier, Scholar, Freethinker,
promotion. See social rank table, Pamphleteer:-1 Reputation; your
Peasant > Bourgeois > Noble. character has a Lifestyle one level higher
than their Income and therefore lives beyond
Courtier, Scholar, Freethinker, their means.
Pamphleteer:
+1  Relations, +1 Literature

Shadow: BAD NEWS


-2  Relations or -2  Earnings
and - 1 Empathy or Will

LADY - CONSCIENCE DIRECTOR

+1 Disp; +1d6+2 Faith; +1 Talent related


to the personality of the conscience director,
+1 Prodigy Honesty or Honor or Heroism,
+1 level in a communication skill.

Religious Careers, Scholar, Official: +1


Moral Authority Talent.

Shadow: UNPRINCIPLED
-1 Mood
-1  Reputation

74
 ---------- Pentacles ----------  Officer, Musketeer: +1 Heroism Prodigy

Vagabond, Acrobat, Witch: +2


Endurance

Merchant, Businessman: +1 Bargaining

Official: +1 social rank (table on page 16)

Noble, courtier: Arranged Marriage.


+1  Earnings, +1 Etiquette

Shadow: GAMBLING DEBT


-1  Reputation and Income
and – 1 Wits

3 - HERITAGE

+2  Earnings
+1  Reputation

Shadow: INHERITANCE CAPTURE

-2  Earnings and -1  Relations


Or -1 social rank, see rank chapter.
1 Rival #-2
ACE - FORTUNE
4 - ESTABLISHMENT
Elegance Talent level 4
+1  Income, Reputation, and Relations
Merchant, Businessman, Courtier: +1 social rank, see rank chapter.
+2  Reputation and Earnings
Noble of the Sword: TITLE
Bourgeois, Noble: +2  Earnings You gain a new title, lands, and associated
income: +1  Earnings
Others: +1 hunting and legal affairs
+1  Earnings
+1 Valuable item Scholar: PRESTIGE PENSION. You
publish a work that opens the doors of a
2 - VERDANCY Parisian Salon: +1 Reputation or Income.

Soldier: PROMOTION. You become an


+1 in Disp. or Vigor or 4 levels Terroir
officer or subaltern officer, for non-nobles.
Talent and +1  Reputation
You get a second weapon and a horse, in
addition to your usual kit.
Noble of the Sword:
+1 Hunting, Racing, Riding
Officer, Musketeer:
PROMOTION. Your salary now allows
Scholar: +1 Wits
you to have a valet, Relation #1, a weapon,
and a ceremonial costume, in addition to the
Soldier: +1 Muscle
usual kit.

75 14 4 1 2 3
Vagabond, Acrobat, Witch: HIDEOUT. or
You benefit from a hidden, secure hideout Victim of blackmail:
not too far from your residence, where -1  Relations,
you've stashed money, a weapon, and -1  Earnings,
personal belongings. As long as you haven't neutralized your
Selling the hideout yields +1  Earnings. blackmailer, you are limited to a maximum
+1 Juggling – Sleight of Hand. of one available box in Reputation,
Relations, or Income.
Merchant, Businessman: You establish
a foreign counter or a lucrative business 6 - HOSPITALITY
relationship with another
businessman/woman, far from your place of +2  Relations
residence. +1 Foreign Languages or Legal +1  Nerve
Affairs.
Soldier, Musketeer, Officer:
Official: You live in the premises of your Rapier, +1 level in Fencing
Administration, which you manage, and in
apartments as spacious as your social origin. Craftsman, Journeyman, Worker,
+1 in History or Appraisal. Vagabond, Wizard/ess:
+1 Craftsmanship, +1 Teach or Invent.
Noble, Courtier: ARRANGED
MARRIAGE. +1  Earnings, +1 Etiquette Artist: +1  Earnings, +1d6 Painting &
Sculpture or +2d6 Music
Shadow: BANKRUPTCY - DISGRACE
-3  Earnings Servant: +1 Gossip and Rumors, +1
-1  Reputation History or +1 Cooking, +1 Etiquette
-1 social rank, see rank chapter.

5 - SECRET BASE

Safe and discreet lair. Selling the secret


base yields +1  Earnings. If it is pooled
with other Alea cards from other players,
they can be combined, at the Mask's
discretion.
Thus, the secret base becomes that of the
entire Company (group of characters). But
everyone must agree.

+1 Sleight of Hand, +1 Stealth

Noble: 1 servant Relation #2 acts as the


guardian of this hideout.

Shadow: CRIME ECONOMY


Criminal Entrepreneur - Unscrupulous
Your character starts a criminal enterprise
that could bring in income. – 2 Emp or Str or
End.
+ Draw a Light card that corresponds to
La Vérité sortant du puits,
the benefits this new activity brings. par Édouard Debat-Ponsan (1847–1913)

76
Shadow: SCAR Shadow: CALAMITIES
-1  Reputation - 1 Main and/or second residence
-1 Disp. - 1 Vig or -1  Nerve
Or
Victim of a forger 10 - MASTERPIECE
-1 Sense
+2 Social rank
7 – COLLECTION - DILEMMA +1  Earnings; +1  Reputation
+1 Talent Corporation
+2 Evaluation
+1 Bargaining Shadow: POPULAR VENGEANCE
+1  Earnings or  Relations - 2  Reputation; -1  Earnings
- Talent with the highest score blocked in
Rogue: LARCENY - +1  Earnings and progression by experience until the character
Reputation - +1 Stealth, Pickpocketing, reaches three boxes in reputation.
Fencing.
VALET – MASKED VALET
Shadow: HOSPICE
-1  Earnings or -1  Relations and - 1 In a difficult moment in your life, you
Vig encounter the Masked Valet. He offers to
nullify the effects of a shadow card you
8 - FORTUNE AND LEGACY drew. In exchange, you become indebted to
+3  Earnings the organization he serves: THE MASK.

Craftsman, Worker, Musician, Street Or


Performer, Vagabond, Witch:
LEARNING, +8 in a skill of your choice. PRIVATE RESIDENCE
+1 Main residence, Private residence
Officials: SEARCH, +1 Legal Affairs; +1 +1  Earnings; +1  Reputation
Reputation; +1 Stealth; +1 Juggling &
Pickpocketing; +1 Read & Write; +1 Bourgeois, noble, courtier: +1d6
Leadership domestic staff with Relation #2

Shadow: DISINHERITED Servant: +1 Gossip and rumors, +1


-2  Earnings History or +1 Cooking, +1 Etiquette
- 1 Social rank
Courtesan: WEALTHY LOVER
9 – PARTY – FREE CONSCIENCE +1 Social rank; +1 maid servant with
Rel.#3, +1  Earnings; +1  Reputation
+1 in Disp. or Esp
+1 Main residence Shadow: FIRE
Bourgeois, noble, courtier: -1  Earnings; -1  Relations; Your
+1 Second residence home and all your books and papers have
been destroyed. Perhaps you lost loved ones?
Scholar, free thinker: +1 Mockery, +1 Accident or criminal act?
Gossip and rumors
CAVALIER – MASKED KNIGHT
Religious: +1d6 Faith
In a difficult moment in your life, you
Courtesan, Street Performer, encounter the Masked Knight.
Sorcerer/ess, Vagabond: +1 Lie or Bluff

15 5 2 3 4
77
He offers to nullify the effects of a Rogue : Arranged Marriage.
shadow card you drew. In exchange, you +2  Earnings, +1 Legal Affairs, +1
become indebted to the organization he Etiquette
serves: THE MASK.
Or Or IDEAL SON-IN-LAW, +2 
Testament Reputation, +1 Etiquette, +1d6 Talent
+ 1 Horse, +1 Riding Elegance or Wardrobe or Honesty or
Your notary or a letter found under the Machinations.
floorboards makes you the universal legatee
of an illustrious ancestor. +1 Reputation, Catholic or Protestant male religious:
+2  Earnings, +2 Legal Affairs; +1 Read & CONFESSOR/PASTOR - + 1d6 Talent
Write. Moral Authority.

Merchant, Businessperson: Scholar, free thinker, official: SALON


COUNTER - +1  Earnings - +1  – an influential lady opens her salon to you.
Relations +1  Reputation and Relations, +1 Gossip
Official: King's Mail - +1  Reputation, and rumors, +1 History and Geography.
+1  Earnings or +1  Nerve.
Servant: +1 Driving carriages Courtesan: SALON – you open a salon,
+2  Relations, +2  Reputation.
Shadow: RUIN
-1  Reputation; - 2  Relations Other: +1 Nerve or 1d6 Faith.
You lose all your  boxes in Earnings
and all your acquired goods until now. Shadow: FATAL BEAUTY
-1  Reputation; -2  Earnings; -1 
LADY – MASKED LADY Relations; -1  Nerv or - 1 Mind.

In a difficult moment in your life, you KING – MASKED MAN


encounter the Masked Lady. She offers to
nullify the effects of a shadow card you In a difficult moment in your life, you
drew. encounter the Masked Man. He offers to
In exchange, you become indebted to the nullify the effects of a shadow card you
organization she serves: THE MASK. drew. In exchange, you become indebted to
Or the organization he serves: THE MASK.
LADY-IN-WAITING
+1  Reputation; + 1  Earnings; +1 Or NOBLE HOUSE +1  Reputation; +
Etiquette 1  Earnings; + 1  Relations, +1
+ 1 FAVOR, someone powerful (social Etiquette, +1 Social rank
origin 19 or 20) owes you. +1 Talent Renown

Female characters: +1d6 Talent Noble, courtiers, thieves, military,


Elegance or Wardrobe or Honesty or males: +1d6 Talent Renown
Machinations.
Female characters: + 1  Earnings; + 1
Noble, male courtiers, military: +1  Relations, +1 Etiquette
Talent Maintien (if prerequisite acquired) or
+1 Talent Honor. Shadow: FACTION

Or ARRANGED MARRIAGE. +1  -2  Reputation, -2 FàD


Earnings, +1 Etiquette Portrait de Baldassar Catiglione
Servant: +1 Music, +1 Etiquette

78
The Book of the Courtier,
by a Man of the Renaissance.

"Belonging to a noble Lombard family,


Baldassar Castiglione was born in 1478 near
Mantua. At a very young age, he received in
Milan the comprehensive education in
military, social, and humanistic matters typical
of Italian gentlemen: he learned Latin and
Greek and acquired the literary, philosophical,
and rhetorical culture that would permeate The
Book of the Courtier. At the same time, he
frequented the court of Ludovico il Moro,
Duke of Milan, which was the most brilliant in
Italy and whose splendors were overseen by
Leonardo da Vinci. In 1499, the death of his
father brought Castiglione back to Mantua,
Baldassar Catiglione Portrait where he began his career as a courtier in the
service of Francesco II Gonzaga, Marquis of
Mantua, and husband of Isabella d'Este. He
undertook several diplomatic journeys and,
during one of them, discovered Rome with
admiration.
It was there that he met the Duke,
Guidobaldo de Montefeltro."
Introduction to Gabriel Chappuis' version
(1580) by Alain Pons, Ed. Gérard Lebovici,
Paris, 1987.

History does not reveal what Guidobaldo


disclosed to Baldassar when he took him to the
catacombs to visit the remains of a clandestine
theater. This theater had belonged to a
brotherhood of artists, adjacent to the gladiator
district, beneath the Colosseum.

"After obtaining his release from Francesco


Gonzaga in 1504, Castiglione entered the
service of Guidobaldo and, from 1508, of his
successor, Francesco Maria della Rovere.
Court life in Urbino inspired his masterpiece,
The Book of the Courtier. In the service of his
new lords, he embarked on numerous journeys
in Italy and abroad (England, France). In 1513,
he was in Rome as the ambassador of Urbino;
a familiar figure at the papal court, he
associated with the circle of intellectuals
gathered around Pope Leo X: poets like Pietro
Bembo, but also artists like Michelangelo and,
especially, Raphael, with whom he formed a
close friendship. Raphael created a marvelous
portrait of him, now exhibited at the Louvre."

79 16 6 3 4 5
The Book of the Courtier,
by a Man of the Renaissance.  ---------- Sword ---------- 
“Widowed in 1520, he took minor orders
and concluded his career in the service of the
Church. In 1525, Pope Clement VI entrusted
him with diplomatic missions to Spain,
serving as a pontifical legate at the court of
Charles V (who, it is said, had three bedside
books: The Bible, Machiavelli's The Prince,
and The Book of the Courtier). Castiglione
died in 1529 in Toledo without revisiting Italy.

The Book of the Courtier, the result of 15


years of work and published in Venice in
1528, a few months before the author's death,
enjoyed immediate and enduring success, as
evidenced by dozens of reprints and
translations into all European languages. It
became the prototype for the "courier
manuals" that proliferated throughout Europe
later. Structured as Platonic or Ciceronian
dialogues, the work consists of a series of
conversations held during soirées among
courtiers, under the presidency of the Duchess
of Urbino, Elisabetha Gonzague. Her husband,
Guidobaldo de Montefeltro, being bedridden
due to illness. These elegant and lively AS - TOLEDO BLADE
discussions aim to portray the courtly man:
intelligent, well-born, well-built, skilled in +1 Strength; +1 Excellent quality blade
arms, a master of conversation, respectful of +1 to dice roll.
ladies, versed in letters and arts. The "perfect +8 Warrior Talent or +4 Officer Training
courtier" represents the ideal man as Talent or +4 Honor Talent or +4 Wit Talent.
conceived by the Renaissance courtly world. Military: +1 Fencing
Beggars and Rogue: +1 Brawl and
This realm of nobility, courtesy, and Wrestling
refined elegance seems far removed from Others: +1 Mockery
Machiavelli's "wicked courts," and historians
have often emphasized the antithesis between 2 – DUEL STRATEGIST
Castiglione's "idealism" and the "realism" of
The Prince's author. Beyond its literary +1 Reputation; +8 in Fencing or Brawl
qualities, The Book of the Courtier is a and Wrestling; +1 Mockery
testimony of considerable historical and Shadow: DUEL
sociological importance about the -1  Reputation; -1 Vigor or Humor; -1
aestheticization of life among the elites of the Nerve
time. Castiglione presents the doctrine of
sprezzatura, a nonchalant ease concealing all
3 – BARBARIAN – OPEN WAR
laborious effort, distinguishing the perfect
gentleman—a studied ease borrowing the
A conflict erupts or a foreign individual,
appearance of spontaneity, constituting the
warrior, or military person takes a liking to
supreme art of the courtier, an art that
you or offers you protection.
"conceals art and shows that everything done
All of this is beneficial to you.
and said came effortlessly and almost without
thinking." Ibid.
80
+1  Earnings; +1 friend; +1 Foreign Climbing or Running, +1 Bargaining or
Languages, +1 in a main attribute of your Gossip and Rumors, +1 Mockery or
choice. Boniments, +1 Comedy or Evaluation, +1
Military: +1  Relations; +1 in a combat Disguise or Games, +1 Pickpocket or
skill of your choice. Stealth, +1 Brawl and Wrestling or
+1 exotic weapon with +1 to the dice roll. Throwing Weapon.
Shadow: BARBARIANS Civil servant: +1 Marginality Talent
-1 Vigor - +1 Foreign Languages Shadow: ROGUE
Religious: CRUSADE -1 Disp., -1  Earnings, -1  Reputation
-1 Humor - +1d6 in a combat skill; + or -
1d6 Faith 7 – PRECIOUS TACTICIAN

4 – THREE MUSKETEERS +1 Mind, +1 Gunfire


Or SHARP EYES, no detail escapes you.
+1  Relations - +1  Reputation - +1 +2 in sight
Brawl and Wrestling
+1 piece of armor of excellent quality, Scholar: +1 Science, +1 Evaluation, +1
protecting from an additional square. Fine Letters, +1 Mockery, +1 Firearms.
Military: +1 Fencing Religious, sorcerer/s: +1 Theology, +1
Noble Swordsmen: +1 Medieval Combat Liturgy, +1 Persuasion & Rhetoric
Upper Middle Class, Nobles, Courtiers: Domestic, worker, artisan: +1d6
CLOSE GUARD: +1 confidant, good Throwing, +1 Stealth, +1 Brawl and
fencer (15 in Fencing) Rel. #2, ready to help Wrestling
you and possibly be your bodyguard on Nobles, courtiers, freethinkers: +4
occasion. Games
Others: +1  Relations Rogue: +1 Games, +1 Command, +1
Shadow: FORCE HERMITAGE Firearms, +1 Navigation
- 1  Relations, -1  Reputation, -1 Mov Shadow: WAR WOUND:
-2 Endurance, and the Vigor Attribute
5 – JOURNEY AND OUTDOOR LIFE cannot progress in experience until you have
invested 3 points/cases in it, mixed or not, in
+1 Vigor, +2 in the following skills: the levels of a skill of your choice, Grit,
Running, Swimming or Climbing, Faith.
Geography. -2 Running
And
MILITARY CAREER 8 – HIDALGO'S FORTRESS
+1 Brawl and Wrestling, +1 Gunfire, +1
Fencing, +1 medieval combat, +1  Nerve. The figure of the Hidalgo is that of the
Shadow: SECLUSION impoverished minor nobility, burdened by
You have experienced a long period of taxes and forced into military careers to
confinement or hesitation: -1 Vigor or survive.
Humor, and this Attribute cannot progress in +2 Willpower, +2  Reputation; -1 
experience until you have invested 3 Earnings
points/cases in it, mixed or not, among +1 Nerve; +1d6 Faith; +1d6 Honor Talent
Earnings, Nerve, Faith.
Rogue, Gentleman of fortune:
6 - STREET SCHOOL +1 Renown Talent

You lived with street kids. A contact Rel. Or BARRACKS


#2 in the Court of Miracles and +1 Humor, +1 Games, +1 Reading and Writing; +1
+2 Resourcefulness, +1 Acrobat or Lie, +1 Fine Letters; +1 Firearms; +1 Mind

81 17 1 4 5 6
Female characters, Scholars, 10 – OLD SCHOOL
Freethinkers, religious:
+1 Scheming or Magnetism or +1 Vigor: +1 Brawl and Wrestling; +1d6
Mediumship Talent. Medieval Fencing with the corresponding
heavy weapon.
Shadow: MARAUDER
-1 Humor; -2 Income Or FENCING HALL
+1 Mov; +1 Medieval Fencing and 5
pieces of equipment, weapons, or
protections, of your choice.

Military: BATTLE COMPANION.


+1 Friend Rel. #3, +1 Relations, +1
First Aid, +1 Firearms, +1 Officer Training
Talent.
Bourgeois: +1 old footman Rel. #3
mastering Medieval Fencing with a score of
15.
Noble Swordsman: +1 Medieval
Fencing; +1 old mansion with shield bearing
your coat of arms, halberd, sword and two-
handed axe, flail, full knight's armor...

Shadow: TRADITIONS
-1 Vig or Disp.

Or -1 Grit and Fear of firearms


Or Executioner's Mark: Fleur de Lys
branded with a hot iron on the back, arm,
9 – TOURNAMENT TENT chest, or shoulder.
MILITARY CAMPAIGN

+2 Endurance, +1  Reputation; +1 
Earnings; +1  Relations; -1d6 Faith; +1
Games; +1 Firearms, +1 Fencing or Brawl
and Wrestling

Peasant - Bourgeois:
LONG MARCH - You are accustomed to
long journeys, +1 Geography, +1 military
weapon
VALET – SQUIRE ZEPHYR
Noble: +1 Command; +1 Geography; +1
Fine Letters; +1 Officer Training Talent; +1 +2 Agility, +1 Gossip and Rumors, +1
Horse Lying,
+1 Raillery, +1 Fencing, +1 Talent,
Shadow: MILITARY CAMPAIGN +1 Riding
-1 Vigor or Mou or Sen
Or -2 Grit and Fear of Fire Domestic: +1 Talent Wardrobe or Honor or
Honesty or Deportment.
+1 Etiquette, +1 Command,

82
+1 carriage driving Thief, Scholar, Artist, Artisan, Worker: +1
 Earnings.
Shadow: SWORD VALET
-1 Mind or Disp. Shadow: SWORD LADY
A secret society, THE SWORD, has harmed -1 Mind or Humor
your integrity, damaged your ideas and A secret society, THE SWORD, has harmed
interests. You found yourself in the wrong your integrity, damaged your ideas and
place at the wrong time and witnessed a interests. You intercepted a message or its
crime committed in their name. You were messenger, preventing a crime. They found
forced to keep silent and swallow your anger. out, and you paid for it. Knowing your
Knowing your enemy's name is the enemy's name is the beginning of their
beginning of their destruction... destruction...

KNIGHT - CHEVALIER KING - MASTER OF ARMS

+1 Mou, +1d6 Riding, +1 Carriage driving, +1 Agility, +1 FàD, +6 Fencing, +1


+1 Fencing, +1 Medieval Fencing Firearms, +1 Command, +1 Moral Authority
Peasant: +1 Etiquette, +1 Brawl and Talent, +1 Teaching
Wrestling
Bourgeois: you become noble by receiving a Noble, thief, military, bourgeois:
Knight title through entry into a noble house, +1 Officer Training. +1 Etiquette.
by royal decision. Occasional service of a master of arms,
Noble: +1 Honor Talent Rel. #2, with a level of 15 in Teaching.

Shadow: SWORD KNIGHT Female characters: +1 Deportment or


-1 Mind or Humor Scheming or Moral Authority Talent, +1
A secret society, THE SWORD, has harmed Throwing, +1 Brawl and Wrestling,
your integrity, damaged your ideas and +1 Raillery, +1 Etiquette, +1  Earnings, +1
interests. You intercepted a message or its  Reputation, +1  Relations.
messenger, preventing a crime. They found
out, and you paid for it. Knowing your Scholar, freethinker, artist: PATRON +2
enemy's name is the beginning of their  Earnings, +1  Reputation
destruction...
Official, Businessman, Merchant: +2 
DAME – JEANNE THE PIOUS Relations,+2  Earnings.

She is a thoughtful, idealistic, and Peasant: +1 Throwing, +1  Earnings,


determined woman who won't hesitate to +1 Terroir or Renown or Verdancy or +1d6
enter the fray. Training (Taming wild animals).
+1 Sensibility, +1  Relations, +1 Rel. #2 +1 secret trick at +1 on the dice roll
influential woman, +1 Fencing, +1 Brawl
and Wrestling, Shadow: SWORDSMAN
Female characters: +1 Firearms, +1 Grit, -1 Sensibility or -1 Mou
+1  Reputation, + or - 1d6 Faith, +1 A secret society, THE SWORD, has harmed
Magnetism Talent. your integrity, damaged your ideas and
Witch, Bohemian, Nun: interests. You identified a leader or
+1 Mediumship Talent. lieutenant of the organization, but for now,
they are untouchable with the resources and
Noble: +1 Favor from a high-ranking woman local situation you have. Knowing your
at court, holding a position in the King or enemy's name is the beginning of their
Queen's House. destruction...

83 18 2 5 6 1
 ---------- Cups ----------  3 - CHILDREN

+1 Humor or Mou, +2  Relations, +1


Dodge, +1 Gossip or +1 Running, +1
Acrobat or +1 Climbing, +1 Comedy or +1
Lying

Shadow: SUPERSTITION
-1 Disp. or Mov or -1  Nerve and Fear
of popular folk characters (wolves,
vampires, witches, ghosts...)

4 - MARRIAGE

+2 Memory, +1  Relations, +1
Income, +1  Nerve
Noble: +1  Reputation - +1 
Relations
Street Performer, Merchant, Peddler: +1
 Earnings

Shadow: DECEPTION
-1 Mind or Humor
or -1  Nerve and JEALOUSY = you
AS – GENIUS OF THE ARTS lose 1  Nerve each time you are betrayed.
+2 Empathy, +6 Artist Talent,
+2  Relations, +1d6 Faith, +1 Painting 5 - YOUNG LADS
and Sculpture, +1 Music
Artist: +1 Nerve or Disp. + 1 Vig or Senses, +1  Relations, + or -
Craftsman (artisan): +1 Craftsmanship, 1d6 Faith, +1 Clientele or Elegance Talent
+1  Relations
Courtier: +3 Clientele Talent
2 – CLUB AND INN
Bourgeois: +1Reputation,
+1 Fine Arts
+3 Odor, +1  Reputation -
+1  Relations - +1 Alcohol Resistance -
Peasant: +1  Nerve, +1
+1 Games - +1 Gossip and Rumors
Resourcefulness
Peasant and Bourgeois: INN
Noble: +1 Etiquette, +1 Fine Arts
+1 Brawl and Wrestling, +1 Throwing
Domestic: +1 Stealth
Noble: CLUB
+1 Legal Affairs - +1 Bargaining
Shadow: LIE
-1 Vig or Senses, -1  Relations
Shadow: CLUB AND INN
Or
-1 Sense or -1 Mou, -1  Reputation
RELIGIOUS FANATIC, +2d6 Faith, -1
Disp.

84
6 - WRECK relative failure has no consequence, but the
successes/invested levels are lost and must
A place or being from the past resurfaces, be regained at the current level of the
opening up possibilities. relationship to make a new attempt.
+1 Humor or +2 Memory; +2  Seduction can also bring a relationship back
Relations, +1  Earnings, +1 History, +1 to 0 or into positive territory if it is negative.
Evaluation,
+1 Carriage driving Shadow: CAROUSAL
Addiction: you must frequent cabarets,
Shadow: GALLEYS - BETRAYAL gaming halls, social events, in short, any
-1 Disp or Vig, +2  Relations, place dedicated to celebration and pleasure.
-1  Earnings, -1  Nerve, -1d6 Faith At the beginning of each session, roll 1d6.
This is the number of events you must attend
7 - SPECTACLE in the next month. Otherwise, you gain +1 
Lifestyle.
-1 Endurance, +1  Standard of living,
+1 Agility, +4 Performance Talent,
-1  Earnings,
+1  Reputation, +1  Earnings,
-1  Reputation, -1  Nerve, -1d6 Faith
+1 Boniments, +1 Throwing, +1 Dodge,
Acquiring the Social Grace Talent
+1 Invention, +1 Fashion Sewing,
+1 Juggling & Sleight of Hand, +1 negates this Shadow unless it is already
possessed.
Comedy.

Shadow: PLOTTING 9 OPEN SEA


-1 Mov or Senses, -2  Relations,
-2  Earnings, -2  Reputation, +6 Open Sea Talent, +1 Swimming,
-1  Nerve, -1d6 Faith +1 Throwing, +1 Brawl and Wrestling,
+1 Firearms.
8 – SEDUCTION
Shadow: Pirates and Sea Creatures
Aquatic Phobia: your body immersed in
This card allows you to acquire the
water; you lose all your faculties. You lose -
Seduction skill at 1d6 levels. The applicable
1  Nerve every 1d6 rounds of immersion.
bonus is Humor. It is a communication skill.
Roll again for each loss of Grit.
Each successful roll in a situation with an
-1 Mov or -2 Endurance, -2  Nerve.
NPC earns 1 level in Relations that can only
be used in the desire to advance this
relationship. For example, I have 1 level in 10 NEW WORLD
Relations, and I start with a #0 with an NPC.
I can use the Relations level I already have +1 Geography, History, Languages,
to advance the Relationship to #1; then I Survival related to the visited region,
need to succeed in two Seduction rolls to Firearms and cannons. Choose 1 random
advance the Relationship to #2, then 3 event from the following list:
successful rolls to reach #3. Finally, 4 - You own a Mine or a Trading Post in
successful rolls to achieve total mastery of the New World: +1 Earnings at the
the emotional bond at #4. If I gain Relations beginning of each session.
points between two attempts, I can use them - Exotic weapon: you master one of these
to avoid additional dice rolls to reach the weapons at +1d6 levels: whip, boomerang,
higher level. For example, 2 successful rolls bolas, lasso, blowgun.
+ 2 levels to reach #4. The relationship can - Exotic trained animal and +1 Animal
evolve over several game sessions. A critical Training: monkey, parrot, bird of prey,
failure in a Seduction roll always regresses rodent, dog. Wild animals like wolves,
the relationship by one or more levels (#). A felines, snakes, saurians, insects cannot be

85 20 4 1 2 3
trained and would not be accepted in the gain 1 Relation or Reputation per successful
society of the time. and consummated seduction.
- 1d6 levels Esotericism, Rituals, and
Spells: You have been in contact with an Shadow: The Commander
ancient tradition and initiated into its secrets. An influential man has harmed your
- 1d6 levels Open Sea: You have reputation rightly or wrongly, in a matter
completed a long sea crossing. related to his family. You gain a reputation
- 1d6 levels Warrior: Being at war is no as a Libertine. The next time you have
longer a secret for you. contact with the judicial authority, whatever
- 1d6 levels Officer Training: You are the charge, you will be at least imprisoned in
now familiar with military discipline and the Bastille if you are a man, or in a convent
strategy. if you are a woman. To cancel this
reputation, you must accumulate and spend
Shadow: Old Wound 1d6 points categorized in Reputation and/or
Lose 2 Vigor. Relations and/or Earnings.
You brought back from the New World a
reminder that regularly haunts you: an exotic
disease, a debilitating injury when it
awakens, or you have become a drug addict,
at best an alcoholic. At the beginning of each
session, roll 1d6: 1-2: the old wound
awakens, you lose 1 level of Fatigue or Grit
each time you roll a 13 on a d20, regardless
of the test.

VALET - DON JUAN

Your character is a seducer and gains +1


Reputation as a seducer, as well as the
Seduction skill (see previous page) at 1d6
levels. The Don Juan is a narcissistic
seducer, not really in love with their
conquests but rather satisfied with
themselves: they gain 1 Grit per successful
and consummated seduction.

Shadow: The Incubus


He is young, he is beautiful, he is proud, DAME
and he was the instrument of your downfall.
-2 Disp. You will need to accumulate and 1 Talent at 1d6 levels of your choice
spend 5 Nerve points to recover these 2 among: Elegance, Wardrobe, Honesty,
points. Mediumship, Performance
And 1 option among the following:
CAVALIER - CASANOVA
Muse
Your character is a seducer and gains +1 +1 in Humor or Sensibility.
Reputation as a seducer, as well as the Artist = +1 in an artistic skill
Seduction skill (see previous page) at 1d6
levels. The Casanova is a seducer truly in
love with their conquests but fickle: they

86
Salon
Using the Invent skill as a courtly
Noble female character: You host a art.
Salon. +1 in Humor or Sensibility. +1 in
Talent Renown or Wit or Performance, A courtesan wishing to gain a +1
+3 Reputation, +1 Relations, +1 Lifestyle bonus to all her Etiquette and Presence
rolls, for example, by using the fan she
Noble male character: You are a regular has learned to use in a unique way,
at a salon of intellectuals and artists. must first succeed in a test higher than
+1 in Talent Clientele or Moral Authority her score in the highest skill covering
or Artist. the domain. For example, she has a
score of 12 in Etiquette and rolls a 13
Chaperon on the d20. She succeeds. She then
needs to test to use a new way of using
Beggars, rogues, lackeys: You gain the her fan, which will be noticed and
protection of an influential woman. +1 in become somewhat her trademark. Of
Humor or Sensibility. +1 Relations, +1 course, the bonus only works with the
Reading & Writing, +1 Etiquette, +1 Fine unique item that was used for the
Arts, +1 Theology. invention. It does not work with
another item of the same nature or
Court Lady purpose. A gentleman could use a
tobacco pouch in the same way, a
Noble female character: +1d6 levels in lackey, a protocol livery, etc.
Talent Clientele, +1 Humor, +1 Etiquette, +1
Raillery, +1 Invention.

Noble male character: You gain a Favor


from an influential Lady at Court.

Your social status advances to the higher


rank indicated by the table on page 16. For
example, the upper middle class becomes the
robe nobility.

Lady-in-Waiting

Female character: +1d6 levels in Talent


Intrigues, +1 Lying, +1 Reading and
Writing, +1 Fine Arts, +1 Games, +1
Etiquette, +1 Cooking, +1 Comedy, +1
Boniments, +1 Gossip and Rumors, +1
Teaching, +1 Resourcefulness, +1 Mockery.

Shadow: The Succubus

She is young, she is beautiful, she is


proud, and she was the instrument of your
downfall. -2 Disp. You will need to
accumulate and spend 5 Nerve points to
recover these 2 points.

19 3 6 1 2

87
KING – THE FISHER KING
Henri IV, the Last Knight
1d6 levels in 1 Talent among: Artist, King
Moral Authority, Honor, Honesty.
In France, François I is known for
And 1 option among the following: having been a knightly king. Henri IV
maintained the values of chivalry in
Hunter his environment and court, but the
1d6 levels in Riding, Survival, Throwing practice of knightly arts such as
+1 level in Taming, Stealth, Sleight of tournaments and other martial feats
Hand, Bow and Crossbow, Firearms, Dodge was beginning to fade during his
reign. All the monarchs who followed
Games were first statesmen before being a
2d6 levels in Games, +1 Lie, personification of the noble among
Juggling/Sleight of Hand, Raillery, Income nobles, even though absolute
monarchy continued to be exercised
Chivalry under the reputation of "divine right."
1d6 levels in Riding, Medieval Fencing,
Throwing, This new cultural practice of
+1 Riding, History, Liturgy, Theology, power, prioritizing politics and
Belles Lettres, Singing, Taming, Literature. diplomacy over the sole prowess of a
war leader and strategist, would have
Shadow: Minor Impairment a lasting impact on the king's
relationship with his courtiers and
Choose 1 handicap from those proposed. with the nobility in general. The
They do not entail any penalties other than "sword nobles," mostly from the
what is indicated. provinces, would long retain
chivalrous values as the core of what
Lame: This handicap prevents you from makes them "noble."
running.
Courtiers, meaning nobles close to
Mutilated: one-eyed, false nose, one ear, the monarch and his court, gradually
one finger less. abandoned these values to devote
themselves entirely to politics and
Hunchback: your hump brings you luck. intrigues. It was in this posture that
Draw an additional Light card. Louis XIV brought absolute
monarchy to its peak, trapping them
at the Palace of Versailles, where they
had to fully invest themselves, being
close to the monarchy, but
paradoxically, had less opportunity to
ally and scheme to change the
country's policies. All they could
hope for was a favor obtained on the
fly, amid the splendor of the court,
lost among hundreds of others. This
was far from the image of a king and
his close guard of knights, resembling
what the "minions" of Henri IV still
embodied. Thus, the Etiquette skill
did not have the same content
between Henri IV and Louis XIV.

88
Special Case: Combinatorial characteristics of their character sheet, and
Draws thus without any bonuses, make a test based
on the good fortune cards. These cards are
It may happen that after several draws of thematic, so if Dexterity is used to determine
LIGHT cards, they form a combination: the Lockpicking bonus, the player will have
to bring cards in the Coin suit:
Pair: the player can draw an additional Strength: sword
LIGHT card without drawing a Shadow Endurance: cup
card. Sight: sword
Hearing: pentacles (coin, denier)
Three of a Kind: the player gains an Smell, Taste: cup
additional Prodigy point. Dexterity: pentacles
Agility: wand
Four of a Kind: the player gains a Reasoning: sword
permanent point in a chosen Ability. Memory: wand
Willpower : wand
Four of a Kind with a King: cancels the Empathy: cup
effect of a Shadow card.
Let's consider that before the game, the
Four of a Kind with an Ace: has the player drew a King of Cups and an 8 of
effects of a Pair and one of the three previous Coins. They are a Thief, and their Technical
effects of choice. Ability score is 3. They cannot use the King
because the action to be taken falls under the
Playing with the Cards: Good Coins category. However, they can attempt a
lockpicking test with a score of 8. They then
Fortune discard their card. Alternatively, another
character, even one absent from the scene (in
At the beginning of the game, the Mask
another location), can use their good fortune
can decide to have each player draw 2 cards.
to help. For example, a 10 of Coins is added
Players can reveal these cards by placing
to the initial 8, resulting in a score of 18 for
them next to their character sheet or keep
a successful action. Both players discard the
them covered. They constitute a reserve of
cards used after the dice roll, whether the
points that will allow the character to use
action succeeds or not. This aspect allows the
their "good fortune":
Company, the group of characters, to have a
collective "touch."
Numbers retain their numerical value
from Ace (1) to 10 for each suit; face cards
The number of characters supporting
are respectively worth 11 for Jack, 12 for
another character's test is unlimited and can
Knight, 13 for Queen, and 14 for King.
cover multiple attempts. For example, if
lockpicking fails, another character can
Major Arcana are worth 1d20 minus their
assist with a new attempt, this time with a
number at the time of drawing good fortune.
score of 3 (their Technical Ability). So, if a
For example, with The High Priestess, a
7 of Coins from another player adds to their
player who rolls a 20 will have 18 points (20-
3, they make the test with a score of 10. Only
2). Major Arcana can be used in all four tarot
the character making the test can use their
suits.
Ability score as the base. This is the only
information on the character sheet that can
Thus, a character who does not have the
be considered when using good fortune
Lockpicking skill and wants to pick a lock is
cards.
obliged to make a test under their only
Technical Ability, i.e., a score of maximum
During the dice roll, if the player achieves
5. With the cards, they can, without using the
a heroic success, they draw a new card from

89 20 4 1 2 3
the deck to replace the one they just spent. If
other players assisted, they also draw a new
card. If the player rolls a natural 1, they
regain 2 cards instead of one, but those who
assisted only gain one. If the Mask allows it,
the Face cards can be dynamically used
within long actions, following their symbolic
association with the color.

Valet: Passive ally, servant, provider


Cavalier: Active ally, messenger,
traveler
Lady (Dame) : Influential or powerful
woman, seduction
King (Roi): Powerful man, distinction

For example, a King of Wands can be a


Scholar, Senior Official, or Judge. A Valet of
Coins would be a peddler. A Valet of Hearts,
a page in a noble household. The player
proposes to the Mask based on the card in
hand, aiming to resolve a situation, intercede
to obtain something, information, a pass, etc.
If the Mask agrees, the player checks a
Relationship box and discards the chosen
card: the individual they mentioned
intervenes as expected without the player
having to roll the dice.

The Major Arcana can be used in a


somewhat similar way. They differ from
Face cards in that they may not necessarily
manifest as a character but rather as the
emergence of a situation. The description of
each arcane indicates its symbolism. As this
is subject to interpretation, its use always Reading the Arcana
results from a discussion between the player
and the Mask, who alone can determine if the After the introductory text, the guiding
arcane can be used according to the player's figure provides ideas for using the cards
objective. during the game. Following that are the
effects applicable to the character sheet
The Mask can decide when the card will of the player consulting the arcane. Once
be used, whether in the present during the a career is mentioned, its effects
game, at another time, or at the end of the accumulate with the previous ones.
game. It is then set aside, and the Mask will Finally, the effects of the Shadow Card
bring it into play during one of their are detailed.
descriptions.

90
Major Arcana 2/ The High Priestess

1/ The Magician

Self-discovery. The key to the hidden


personality. Developing the power of
The young protagonist. All potentials – intuition and asserting secret knowledge.
that is, the four colors of the Tarot – come
together to perform the wonder of illusion or Guiding figure: Esmeralda, a Bohemian
magic. in Victor Hugo's "The Hunchback of Notre-
Dame," reveals a part of themselves to the
Guiding figure: D'Artagnan at the age main male characters.
when he first arrives in Paris, with the
blessing of his elders to pursue a career. +4 in Soul Strength or Memory. +1d6
levels in the skill of Artist or Moral
+2 in Agility, +2 in acrobatics, singing, Authority or Elegance or Esotericism or
climbing, and +1 in a Physical skill of your Honor or Mediumship.
choice.
Or +1 in Mind and +1 in Disp. or Sense, Monk, meticulous artisan, wanderer:
+2 in prestidigitation (juggling/illusion), GIFTED, you learn quickly! Two additional
History, and Deception, and +1 in a levels in a skill cost only 1 experience point.
Communication skill.
Sorcerer: +1d6-1 levels in the skill of
Performer, juggler, acrobat, actor, Magnetism.
peddler, Bohemian, Sorcerer: +1 Prodigy
Point of your choice, new or already The Evil Eye, the Mistress of
acquired, +1 in a Cunning skill. Ceremonies

The Magician's Shadow You believe you are a victim of a curse or


have a recurring nightmare that undermines
As a child, you were abducted by (roll your morale.
1d6) 1) a peddler 2-3) the local underworld -2 in Mind or Mood. You start each game
4-5) an army recruiter sergeant 6) a disturbed by checking a Grit box. If you have been to
woman who lost her child. war or a military campaign, participated in a
You gain a rival Relationship at level -3 mass slaughter like the St. Bartholomew's
(3 boxes to uncheck). Day massacre, you check 2 boxes at the
beginning of each game. Once per game, the
-2 in the main Attribute of your choice. At character can take a Faith test to lift the
the beginning of each game, you must curse, and therefore permanently stop losing
uncheck a box in Relations, Reputation, Grit points. To succeed, a Heroic difficulty
Earnings, or add a box to Standard of living, level must be achieved.
or lose 1 point of Nerve.
1 5 2 3 4

91
3/ The Empress

4/ The Emperor
The goddess of Nature, powerful and full The eagle of Zeus symbolizes the piercing
of promises, yet unpredictable, like the gaze from the mountain of Olympus,
whims of the sky and the elements. She mastery of the sky and lightning. Absolute
oversees marriages, births, the realization of power. The Emperor is an eternal father who
creative projects, and the stability of the can: give by injunction to create by and for
home. But in case of betrayal, her wrath only oneself or take at the whim of his impulses,
subsides once her vengeance is complete. without caring about the consequences. He
can oppress to satisfy the whims of his will.
Tutelary Figures: Demeter, Hera, wife of
Zeus. Tutelary Figures: The Sovereign of the
Holy Roman Empire, Henry IV, Louis XIII,
+2 Disp.. +1d6+2 levels in the talent Louis XI, the Great Mughal.
Moral Authority or +1d6 in Scheming or
Composure or Renown or Terroir or +2 in the major attribute of your choice.
Verdancy. +1d6 Renown. +1d6+2 Command or +1
Prodigy of Command.
Female Character: +1d6 in a Physical or
Combat skill. Noble of the Sword: LETTER OF
MISSION, A powerful character (social
Noble, Courtesan: +1d6 Command and origin, court nobility) has given you a letter
Invent. granting you the authority to speak on their
behalf. If you assert this right, and after
Adulterous Vengeance taking effect, this letter can be withdrawn at
any time.
Regardless of your role and relationships +1 Reputation, Relations, Earnings,
with this person, a victim of adultery has Standard of Living. +1 Command, +1 Legal
sworn to avenge you. You gain a Affairs.
Relationship at #-4 (Hatred) and lose 2 in
Humor. At the beginning of each session, Soldier, Musketeer, Dragon, Ecclesiastic:
you must uncheck a box in Reputation or Your rank in the institution evolves. You
lose 1 Sanity point. progress by 1d6 points in Rank, social origin.

92 3 1 4 5 6
The Damned Soul Noble: +1 point in Rank progression,
social origin, and +1d6 in Reading and
UNDER ORDERS, you are subordinate Writing.
to a powerful and tyrannical man (social
origin, court nobility). He holds you in some Commoner: +1 Relationship, +1 Cran,
way, and you are at his command no matter +1d6 in a professional skill. For example, a
the cost. You lose 1 in Reasoning and 1 in street child or a vagabond working as a
Empathy. At the beginning of each game, courier in the city may aim for the skill of
you lose a box in Earnings or Reputation or Running.
Relations or Wounds.
The Fanatic

5/ The Pope Like Felton, the jailer of Milady who


became the instrument of her escape in
Alexandre Dumas' "The Three Musketeers,"
you are or have been a fanatic. Whether for a
cause or a faith, you have been manipulated
and sustained in deception. -2 in Disp. or
Spirit. Choose a cause, a party: it comes
before everything else. Take the minor or
major characteristic with the lowest value
and add it to your Faith score (max. 20). If
you have not increased your Faith score
during a game, at its end, you lose 1 Nerve
point at the beginning of the next one. The
only way to stop this fanaticism is to reduce
The Master of Thought, dispenser of your Faith score to 0.
wisdom, guardian of traditional texts. In
Masonic and companion symbolism, the
master of wisdom sanctifies the companion's
tool, giving legitimacy to his work. Those
who receive this card delve into
introspection and reflection, beginning to
express their talents in the world.

Tutelary Figures: Chiron, king of the


centaurs, healer and tutor to princes,
princesses, and Greek heroes. Richelieu,
Mazarin.

+2 in Mood or Spirit. +1d6-1 in 2 talents


among Corporation, Esotericism..., Honor,
Honesty, Maintaining, Renown. The Distraction of Richelieu, Charles
+1d6 in a technical skill or Studies. +1d6 Édouard Delort (1841-1895)
in Fine Arts. +1d6 in Inventing.
In this painting, we see Father Joseph
Priest: FAITH, you have faith in a force reading a letter to his Eminence, who
guiding your path. +2 Mood points at the watches his cats playing on the plan of a
beginning of the game, +1 Faith point every citadel by Monsieur Vauban…
time you confront evidence of what you
believe in.

93
6/ The Lovers

The uncertainty of choice. Passivity in the


face of opportunities or the agonies of
temptation. Not choosing is a choice!
Archetype Change:
Tutelary Figures: Paris (Wands), Hera
(Coins), Athena (Swords), Aphrodite The player can choose to change their
(Cups). See the inset on the next page. character's career at this stage of the random
card draw, or not. They maintain and lock
+2 in Vigor or Sensibility. +1d6 in Artist, their current abilities in the skills already
Open Sea, Warrior, Marginality, acquired and can indicate, in front of each
Entertainment, Terroir, or Verdure talents. new set of abilities, the base score of the
+1 in Swimming, Botany, Alcohol chosen new career, which will now prevail.
Resistance, and Cooking.
The Weight of Tradition:
Actor, peddler, acrobat, artist:
MIMICRY, you unconsciously imitate You inherit a family burden or business
people—better than you—whom you that hinders you from pursuing the career
associate with: you truly aspire to. At the beginning of each
game, you must spend a Resource box
+2 in every skill test involving, in action, (Reputation, Relationships, Earnings) or add
a person more skilled than you. For example, a Lifestyle box to this responsibility from
an actor who does not master the Sword skill which you cannot escape; otherwise, you
finds himself with a sword in hand and fights lose a Nerve box.
alongside a confirmed fencer. He then fights
at his Combat score + his Mood
bonus/penalty +2.

Servant, valet, lackey: +1d6 in Gossip


and Lying.

Noble, courtier: by marrying, you gain


1d6-1 Rank, social origin,

+1d6-2 in Reputation or Relationships or


Earnings. But you lose 1 point in a minor
attribute of your choice.
You can also decide not to get married...

4 2 5 6 1
94
7/ The Chariot
The Golden Apple
During the birth of young Paris, an
oracle had foretold to his father, Priam,
that he would one day be the ruin of his
city and kingdom. Priam then decided
to deliver him to the vultures at the top
of the mountain, but the child was
welcomed by a shepherd. He grew in
beauty and charm, and his amorous
conquests became too numerous to
count. When a dispute erupted among
the goddesses Hera, Athena, and Combat is inevitable. The chariot is a war
Aphrodite to determine who among chariot charging full force into battle. The
them was the most beautiful, Zeus square of its four wheels provides stability to
deemed Paris experienced enough to the triangle of instincts (a white horse, a
judge and award the prize. Hermes was black horse): the driver holds the reins.
tasked with informing the young man Nothing should steer him off course.
of what the gods expected from him in
Olympus. Tutelary Figures: Ares, Mars, a war chief,
an enterprising merchant, a settler of the
Initially refusing this honor, New World, Master Yannis.
knowing how formidable the wrath of
the goddesses could be, Paris proposed +2 Vigor, +1d6 in Corporation, Grand
to cut the apple into three pieces. Large, Warrior, Officer Training, or
However, it was to no avail, and he had Entertainment. +2d6 Driving Teams, +1
to present himself. Hera, the queen of Negotiation, +1 in a combat skill.
the gods, offered him world rule if he
chose her; Athena, the goddess of Bourgeois, merchant, artisan:
Justice, promised to make him the
most powerful warrior; Aphrodite, the MASTER, you have been trained by the
goddess of Love, simply opened the best in the field, and you have the ability to
folds of her robe, offering him a golden succeed them.
cup and reserving for him the most
beautiful mortal woman on earth as his +4 in a non-combat skill, +2 Talent
wife. Renown, and boxes in Reputation. You gain
the "reputation as a student of..."
As fate would have it, Paris, still
young and not having fully developed Unbridled Ambition
all spiritual values, chose without
hesitation the beautiful Aphrodite. His You have such a high opinion of yourself
reward was Helen, the queen of Sparta that your current situation is unacceptable,
and, incidentally, the wife of another. making you sick. No courage points can be
Hera and Athena kept their smiles and gained until your social rank has progressed.
assured him that they would not hold You must dedicate half of your experience
him accountable for his offensive points to social progression.
choice. Then, casually, they departed
together, projecting the destruction of
Troy. Le Tarot mythique, Solar, 1986.

5 3 6 1 2

95
8/ The Justice 8/ The Hermit

Blindfolded and crowned with iron, The Hermit has withdrawn from the
Justice holds a double-edged sword in her world. When he travels, it is with a staff and
right hand and a scale, meant to weigh the a lantern, its light hidden under a bushel.
measure of deeds and destiny, in her left. The Sometimes a crow accompanies him, and his
accompanying animal is either an eagle or an staff is a scythe. The shape of the scythe
owl. The focus is primarily on mental recalls the crescent moon and the
prowess leading to fair and swift judgment. indifference to the passage of time.

Tutelary Figures: Astraea, Athena, a Tutelary Figures: Cronus, the Scholar, the
judge, a chess player, a theologian, Master reclusive religious figure, the solitary
Jean. prisoner.

+2 in Reasoning, +1d6 in Faith, +1 in Mind and +1 in Mood,


+1d6 in Honor or Honesty or Demeanor +1d6 in Esoterica or Honesty,
1 level in Magnetism or Mediumship,
+1d6 in Appraisal, Leadership, Theology, +1d6 in Liturgy and Survival. Refuge:
or Sciences allows storing 1d6 boxes among
Relationships, Earnings, Reputation,
Officer, Civil Servant, Police and Resolve, or Faith Points.
Justice, Taxes: +1d6 in Moral Authority or Example: rolling a 4 on the d6 = 1 box of
Officer Training Relationships, 2 Earnings, and 1 Reputation.
To recover these boxes/points during the
Commoner: 1d6 Resourcefulness, game, the character must withdraw to a place
Games. where they have long been secluded in a life
of hermitage or quasi-hermitage.
Noble, Bourgeois: +1d6 talent Renown
or Wit, +1d6 Invention Scholar, artist: +1d6 in Painting,
Sculpture, or Animal Training.
The Cold Reason...
Religious: 2d6 Faith points.
Breaks the warmth of human passions.
-4 in Empathy, -1 box in Relationships, Imprisonment
-1d6 Faith.
-2 in Vigor, -1 box in Relationships,
-1 Reputation. Until a heroic-level
Medical action is performed on you, you
start each game with 2 checked Fatigue
boxes.

96
9/ The Wheel of Fortune Rogue, Commoner, Dilettante: +1d6
Bargaining, Resourcefulness, Appraisal,
Dodge

Gentleman of fortune: +1d6 in a combat


skill, +1d6-1 Etiquette, Dodge.

Vagabond, Sailor: 1d6 Geography,


History, Navigation, Swimming, Dodge.

The Wheel Turns

-1 in Movement and -1 in Sense,


-1 box in Relationships, -1 Reputation,
-1 in Earnings. -1d6 Faith. Until 1d6
"The Wheel turns..." the ever-changing experience points are spent, the character
nature of destinies. It's an experience of starts each game with -1 box in Courage or -
impermanence, primarily in life's 1d6+1 Faith.
encounters. Three women are present and
never interrupt their tireless work around the 10/ The Strength
Wheel: the first, the youngest, packs the
plant fiber into a ball and attaches it to a
stick, the second, a woman in the prime of
life, spins the fiber and makes it into a
uniform thread up to the oldest of the three,
who measures and cuts each section of the
work with her scissors. The card's design
brings a new meaning, given the three
presented stations: the individual must
understand that no situation is stable. When
the wheel brings them down, or when it
brings them up, their posture is only
temporary, and when it stabilizes at the top
of the wheel, balance is always precarious. Hercules remains the invincible warrior,
Crowned, one can only "knock on wood" and son of Zeus and mortal Alcmene. As usual,
remain a living question mark, like the Hera, the legitimate wife of the king of the
Sphinx. gods, was jealous of this new illegitimate
child, whom she pursued with her terrible
Tutelary Figures: The Three Fates or hatred. Initially, she drove him mad: in his
Norns: Clotho, Lachesis, and Atropos. madness, Heracles killed his wife and
The Wanderer, the Sailor, the Gentleman children. To atone for his sins, he begged the
of Fortune. gods to assign him difficult tasks. The Oracle
of Delphi then ordered him to serve the
+1 Sense and 1 Disp., the character tyrant Eurystheus, favored by Hera, for
progresses in social Rank (Bourgeois or twelve years. Thus, unknowingly, Heracles
Noble). worked for the goddess who tirelessly
Example: if they are at 16.1, bourgeois, persecuted him. Heracles fighting the
they move to 16.13, noble. Nemean Lion indicates finding mastery and
+1d6+1 in an already mastered Talent. the right tension between the two jaws of the
+2 boxes in Relationships, Reputation, lion: the anger of the child-king and the
Earnings. unpredictability of the wild beast must both
be transmuted from shadow to light. Thus,

6 4 1 2 3
97
from nothingness and chaos will arise 11/ The Hanged Man
courage, self-discipline, and power. The only
true strength is the strength of the soul. Thus,
from the pillar of calm Strength emanate
Wisdom and Beauty. The seeker of truth
must subdue the lion, guardian of the Ark, to
compel it to surrender the key (of
knowledge).

Guiding Figures: Heracles or Hercules for


the Romans. The warrior, the force of nature.

+2 Strength, +1d6 Warrior, +1 Officer


Training, +1d6 Throwing, +1d6 Swimming, After embodying the Arcana of Strength,
Hercules was lost through the actions of
Officer, Official (police, justice): +1d6 Deianira and was compelled to throw
Officer Training himself into the pyre of Mount Oeta's
volcano. The Hanged Man symbolizes
Any character with less than 10 in "selfless human sacrifice," plunging into the
Strength: +1d6 Verdure talent. unknown with bound hands, with no
possibility of return. From his pockets fall
The Yoke of the Harpy the last coins exhibited by the Magician at
the beginning of the Game. Half the journey
-2 Strength, you suffer the revenge or of the major Arcana of the Tarot is
incessant complaints of an influential completed; it's the reversal of possibilities.
woman. Her resentment has gradually Similarly, Oedipus was suspended by his
eroded your health. heel from the green tree, and Achilles,
immersed upside down in a bath of
With each critical failure, in addition to immortality, remains bound by the heel to
the consequences described by the Mask, what makes him mortal. The hero Siegfried
you lose 1 fatigue box, and you start each in German and Scandinavian tradition is an
game with one less fatigue box. avatar of Achilles. Odin, the "god of the
hanged," was suspended for 9 days and nine
To end this "curse," you must either invest nights, pierced each day by his own spear, to
2 points in a major attribute to regain 1 acquire Wisdom. Nine days correspond to
Strength point or invest 1d6 experience the 9 Muses of the Arts. Does this arcane not
points and overcome this "plague." teach us that one must know how to lose to
win?

Guiding Figures: Hercules, the Reversed


Magician, Oedipus, Achilles, Siegfried,
Odin.

+2 in the major attribute with the lowest


score. +1d6 Esotericism, Rituals and spells,
+1 Climbing, +1 Alcohol Resistance, +1
Dodge, starts the next game with a +1 in
Cran.

The Reversal of Fortune

-2 in the highest major attribute.

98
The character loses 2d6 in social rank, Place the scythe in the heart of all our
-2 boxes in Income or Reputation or music
Relations. Take a seat in our dances
And if you dance again
All death will be dead at dawn.
13/ The Separation
Lyrics: Etienne Roda-Gil
Interpreter: Angelo Branduardi

Guiding Figures: Hades, The Man in


Black.

+2 in your lowest primary Attribute or +1


in Spirit or +1 in your Prodigy or a box in a
new Prodigy, +1d6 Modern Fencing,
+1d6 Firearms, +1d6 Gunpowder, +1d6
Survival.

Or the Nameless Arcana. The scythe cuts Amnesia


and separates hands and heads as they are
connected to the chthonic power of the earth, -2 in your highest primary Attribute, you
that is, to the Plutonian, heavy, and lose all memory of your life before. Your
underground side of what is called the Realm social rank drops to 1, and your Archetype
of the Dead, ruled by Hades. What the scythe becomes Vagabond. However, all other
also cuts is the lack of discernment. Rather resources, talents, and skills already acquired
than being connected to the earth, hands, and are now dormant. Every time the Mask asks
heads should be connected to the heart, the you to make a dice roll or use one of them,
only acceptable receptacle for receiving you must succeed in a Memory check to fully
choices and decisions. One cannot then go reactivate the relevant score. It is only when
back to the past. Did not God say to Job: you have recovered all your scores that you
"Wherever the corpse is, there the vultures can regain the social rank of your origin.
(of discernment) will gather"?

I am the death of Men,


I wear a crown
And I am of their life
The mistress and patron
And of course, I am cruel
And of course, I am very harsh
And nothing will stop my tears

I am the death of Men,


I wear a crown
And I am of their life
The mistress and patron Lady Oscar – Manga and TV show
And before my passing scythe
I see figures tremble
And nothing will stop my tears

You mistress of the world


Be welcome in our homes

7 5 2 3 4
99
14/ Temperance
15/ The Devil

Self-sacrifice, generosity, benevolence.


The Temperance of the Mother is not the
Justice of the Father, but the individual
draws from its waters in both vessels, with The Devil is the one who tests, the
fairness and introspection. The only enemy Tempter, the one who ultimately hinders the
to overcome is oneself, through gentleness transcendence of the ego, the mastery of the
and understanding. body's impulses and the unconscious. He can
only be subdued by the very weapon he uses
Guiding Figures: against humans: cunning. A Sorcerer who
commands a demon is only able to do so
Iris, goddess of the Rainbow and because he stands within a sacred circle of
messenger of Hera, Zodiac sign of Aquarius, protection, marked with a pentacle. The
the Rosy Cross. pentagram, the five-pointed star, symbolizes
the power of the human being: the five
+2 Mood, +1d6+1 Artist or Moral fingers of the hand. What compels the demon
Authority, +1d6 Honor or Honesty or to obey is the knowledge and pronunciation
Dignity or Renown. +1 Disarming, of its name, making it a tangible
Command, Patter, Painting and Sculpture, manifestation in this world: its first name,
First Aid. literally "foremost name." Thus, the
Sorcerer's word becomes a command.
Hidalgo
Tutelary figures: the great god Pan, the
-2 Empathy, -2 Reasoning. Each time you satyr, the Adversary.
suffer a successful attack in Taunting or a
loss of a Reputation box, you lose a box in +2 Disposition, +1d6 Esotericism, rituals
Cran. To end this curse, you must emerge and spells or Vigor or Scheming, or Elegance
victorious in a duel for honor. or Showmanship or Marginality or Wit.
+1d6+1 Lying, +1d6 Mockery or Bluffs /
Rhetoric, Gossip, Smuggling, Disguise.

Gypsy, Witch, Sorcerer:

1d6+2 Magnetism or Mediumship

Lady Oscar

100
DIABLERIE, Blood Pact the kingdom could not remain forever
ignorant of such a terrible secret. With the
-2 Disposition, your Faith falls to 1, any help of Ariadne, Minos' daughter, the hero
gain in Faith increases your Reputation, Theseus, son of Poseidon, fought and killed
Relationships, Earnings, Standard of Living the Minotaur. The Sea god immediately
by one level but decreases your Guts by one emerged from the foaming waves and
level. Either you bear the Devil's mark destroyed the labyrinth. In the same
(birthmark, tattoo, etc.), or you have catastrophe, both the king and the monster
willingly or deceitfully signed a pact with the disappeared, while all the slaves of the city
Devil. To break the curse, you must either regained their freedom. Theseus was
get another person to sign a pact or take the proclaimed king of Crete, heralding a new
mark, or undergo an exorcism. If you gain era.
more than 6 points of Faith while under this
curse, it becomes irrevocable: you have sold Tutelary figures: Minos, Theseus,
your soul to the Devil… Daedalus, Poseidon.

+2 Movement, +1d6 Open Sea or Wit or


16/ The House of God Vigor, +1d6 Architecture, Engineering or
Sciences, +1d6 Survival or Medieval
Fencing (+1 Battle Axe) or Invention

The Hand of God or the Illusion of


Freedom

-2 Movement, -1 in a Skill of choice. To


recover this -1, you will need to spend 1d6
experience points.

In mythology, Minos was a powerful king


of Crete. His throne was offered to him by
Poseidon, the god of earthquakes and ocean
depths, on the condition that he sacrificed a
white bull. However, Minos hid his bull
among his herds and offered an animal of
lesser value. Furious at such ingratitude from
his debtor, Poseidon sought Aphrodite's
assistance. She inflicted upon Minos' wife,
Pasiphaë, a consuming passion for the white Lady Oscar
bull. Queen Pasiphaë requested the palace
craftsman, Daedalus, to make her a wooden
cow in which she could conceal herself to be
loved by the magnificent beast.

From this union was born the Minotaur,


to Minos' great shame. It was a monstrous
creature, with a man's body and a bull's head,
feeding on human flesh. Terrified, the king
imprisoned the monster in a labyrinth, which
he ordered Daedalus to construct swiftly. But

8 6 3 4 5
101
17/ The Star +1 miracle or recovery from fatigue and
injury / 2 x1d6, +1 Dodge.

Pandora's Box

Draw as many Shadow cards as you have


major Attributes equal to or greater than 16.
These are put "to sleep" in your Pandora's
Box. Each time you spend your experience
points, roll 1d6 under your Experience score
before spending it. If you roll higher, all the
Shadow cards stored in the "box" are then
triggered. For example, if you have 4 points
to spend after an adventure and you roll a 5
"He who lives on hope dies of desire." on the 1d6 test result, your corresponding
Italian Proverb shadow cards are triggered.
Before ordering a deluge to annihilate all
life on earth and thus punish the unparalleled
audacity of the Titan Prometheus, Zeus had
already envisioned a more subtle punishment
in the form of a dangerous beauty, whom
Hephaestus was tasked with crafting from
clay. All the deities marveled at the sight of
this unique creature named Pandora. But
Hermes instilled deceit and lies into the heart
of the fair maiden, who, accompanied by a
huge chest, went to Epimetheus. He, warned
by his brother Prometheus to accept no gift
from Zeus, initially apologized respectfully,
then, fearing divine retribution, married
Pandora. Before his ordeal, Prometheus had
time to warn his brother and Pandora about
the presence of the mysterious box. But
Pandora was indolent, scatterbrained, and
wicked. One day she lifted the lid of the
chest, releasing the most terrible afflictions
Zeus had ever concocted for mankind: Old
Age, Labor, Disease, Madness, Vice, and
Passion. Only Hope, which was in the box by
some unknown means, remained inside, Lady Oscar
refraining from roaming the world.

The Star is the Arcanum of Hope, of


celestial inspiration, of the night stars that
guide individuals' steps towards their
destiny, so they may reveal themselves.

Tutelary figures: Pandora, the guide, the


Evening Star.

+2 Sense, +2d6 Faith, +1 level of Nerve,

102
18/ The Moon bottomless waters. The crayfish, linked to
the astrological sign of Cancer, can emerge
at any moment to grasp the unconscious
wavering between barking and animalistic
dualities. Navigation through fluctuations,
hesitations, and uncertainties is required.

Tutelary figures: Hecate, Cerberus, the


pagan priestess, the Lunatic, the power of the
Crowd.

+2 Sense or +4 Empathy, +1d6+1 Artist,


+1 Esotericism, rituals and spells or +1
Magnetism or +1 Mediumship.
"Birth is a breakthrough after a long
resolution." +1d6 Invention or Literature or Painting,
Yi-king Sculpture, +1 Swimming or Fine Literature.

The Arcanum of The Moon is under the Artist: MASTERPIECE, you are linked
influence of Hecate, the ancient goddess of to a masterpiece. Whether you made it,
the Moon, magic, and enchantments. In bought it, or inherited it doesn't matter. Your
mythology, she is also called Artemis. name is associated with it. +1 in Fame, +1
Daughter of Zeus and Hera, she provoked level Earnings and Reputation.
her mother's anger by stealing her cosmetics.
She fled to Earth and hid in the house of a Evil Twin
woman in labor. She then had to purify
herself in the river of the underworld. She -2 Movement, a hidden twin, a masked
immediately took her place among the double, a disguised genie, has impersonated
goddesses of the underworld, becoming the you and committed wrongdoings: -1d6-1
Invisible Queen, presiding over all Reputation. A secret society, The Mask, of
purifications and expiations. Mistress of cast which they are the enemy, has contacted you:
spells, she sent demons to Earth to torment if you manage to permanently neutralize
men in their dreams. She was accompanied them, you regain double the levels lost in
by Cerberus, the three-headed dog and Reputation. If you exceed the maximum
guardian of the underworld's gate; he levels, the excess goes into Relationships.
sometimes lent her his physical form. She
frequented tombs and crime scenes. Her
image was worshipped at crossroads, and
homage was paid to her on the eve of the full
moon. Zeus highly esteemed Hecate and
never contested her powers: she could grant
or deny mortals any gifts at her whim. Her
companions in the realm of darkness were
the Erinyes, or Furies, who punished
offenses against moral laws (often likened to
the Moerae (Moirai) or Parcae). Hecate is
one of the oldest figures in mythology,
governing magic, births, death, the
underworld, and fate. As the Vestal of the
night's creative inspiration, this celestial
arcanum immerses the seeker in the matrix
of imagination and dreams: mysterious and

103
I am blind, pitied by others, yet I pity 9/ The Sun
everyone else.

My two eyes are no longer full, for they


have lost their light. In a misfortune like
mine, you, you, you mock it.

The candle is worthless. I rise early in the


morning, wandering from village to village.
One gives me a piece of bread, another a
piece of cheese.

And sometimes, by chance, you, you, you


mock it, a little piece of bacon.
"The word enlightens every man coming
I mock the haberdasher and all his boxes. into this world."
I don't use paper, nor do I need glasses. the apostle John
My ten fingers are my comb, you, you, This arcanum heralds a period of clarity,
you mock it, my sleeves as my handkerchief. optimism, and truth. Apollo is said to be the
founder of the city of Delphi, in a
I have my dog and my stick, my two mountainous and inaccessible valley. There
faithful companions. he established his oracle, delivered by a
priestess known as the Pythia, in memory of
One leads me by touch, the other at the
the Python serpent defeated to conquer the
end of a string.
place. Although the most solar of gods, he
Wouldn't you prefer, you, you, you mock was a deceitful god: his oracles always had a
it, these two guides over two eyes? double meaning, or remained vague; his
arrows could kill monsters but also men. He
If I were ever to have a son in this pleasant was both the god of moral and physical
life, healings and of sudden deaths. Very
cunning, he managed to appropriate a gift
I would pray to God and the Virgin Mary, reserved for the underworld deities, that of
you, you, you mock it, to blind him, to make prophecy, and he excelled in it. Apollo
him an old lunatic. represents the history of the spirit and its
development. His ambivalence lies in the
"The Lunatic" – Malicorne, folk group fact that knowledge dispensed too early can
be destructive; the warmth of the sun's
teaching, if not respecting the necessary
gestation period, can burn mercilessly. In
mythology, it is observed that Apollo's
advances are often rejected, for the
brightness of the god is too intense for
mortals...

Tutelary figures: Apollo, son of Zeus and


Leto, goddess of the Night, symbol of beauty
in Olympus, master of prophecies,
knowledge, and music. Louis XIV, the Sun
King.

"The Watchman," Georges de La Tour

104
2 Spirit, +1d6+1 Artist or Fame, +1d6+1 20/ The Judgment
Music composer and performer. 1d6+1 in a
STUDY or CREATIVITY skill, of choice.

If the character lacks the Talent of


Honesty or Honor, or needs 1 or 2 points to
reach 18 in Spirit or Disposition, this card
allows obtaining the missing criterion to
become a Man or Woman of the Renaissance
(see the corresponding box).

If the character has less than two levels in


EARNINGS, they also possess a HIDDEN
TREASURE and immediately gain two "I kill the death that kills me." The
levels in Earnings: you are in possession of a Ouroboros
hidden treasure worth 2d6 x 1000 pounds.
Unfortunately, this treasure is not made up of This card symbolizes the Egyptian myth
coins but of precious trinkets or jewelry. of the weighing of souls, the Buddhist wheel
of karma, and Hermes, Hades' emissary,
DISGRACE charged with leading the dead to their final
destination, the banks of the Styx. He was
-2 in Vigor, Sense, or Movement. already present in the Arcanum of The
Demotion by one social class from Magician, through the magician's tricks and
Beggar to Court Nobility. his protective guidance for travelers at
crossroads. But here, he sounds the trumpet
Loss of all levels in Earnings, "to awaken the dead" so that they may rise
Relationships, and Reputation if it from their graves, salute their ancestors, and
contributes to social prestige. turn towards divinity. It signifies the end of
one path and the opening of another, more
Gain of a level 20 enemy (social rank). ethereal. But before the first step, the card
shows the seeker's back, forming the gesture
of supplication found in the iconography of
all religions: arms crossed over the chest,
hands resting on the shoulders.

Tutelary figures: Hermes, The Angel of


the Apocalypse, Saint Michael, the
Archangel on the Mount between Heaven,
Sea, and Earth...

+2 Spirit or Sense. +1d6+1 Open Sea,


Warrior, or Fame. +1d6+1 Command or
Smuggling or Resourcefulness.

Army, justice, police, or administration


officer (royal official): +1d6 Legal Affairs
and +1 level in Reputation.
Nec pluribus impar, "Second to none!",
motto of Louis XIV, Hall of Mirrors,
Versailles. 10 2 5 6 1

105
Personal Vendetta Captain, Master of Posts, Adventurer,
Casanova, Cagliostro.
-2 Mind or Sense. You have sworn
vengeance. Define with The Mask what your +2 Vigor or Movement.
vendetta entails. You immediately lose 1 1d6+2 Open Sea or 1d6+1 Marginality or
point of Disposition, which can only be Showmanship or Vigor. +1d6+1 in two skills
regained once your revenge is complete. among a chosen Physical skill or Navigation
This will earn you 1d6 experience points or Geography or Bargaining or Survival or
specific to this card. Adjust the Fine Literature.
bonuses/penalties of the various entries on
your character sheet according to this Free thinker, pamphleteer:
reduction. TRAVELER, you have gone far, very
far... to the Orient, Africa, the New World...
an exotic skill at +4 levels (whip, bolas,
21/ The World survival...), +1 Reputation, +1 in navigation
and tons of stories to tell.

22/ The Fool, the Madman

Built upon the four symbols foreseen by


The Magician, the temple is complete.
"... Free I remain beyond what is
The naked young girl running through the
permitted, intoxication being my only
arch formed by the Ouroboros, the World
possibility."
Serpent, represents the soul crossing the
Jalâloddîn Rumi
gateway to the knowledge of its own nature.
Beyond the four animals, emblems of the
This vagabond, chased by a dog, with a
four Evangelists, the colors of the Tarot
torn pant leg, yet looking proudly into the
reveal themselves, along with the treasures
distance, holding a pilgrim's walking stick in
guarded by the Serpent, all belonging to
one hand, and a bundle of his hopes over his
deities: the cup of Love from Aphrodite, the
shoulder, appears to the Ancients in the guise
staff of creative imagination belonging to
of the god Dionysus, sometimes nicknamed
Zeus, the sword of intellect held by Athena,
"Twice Born".
goddess of Wisdom, and the pentacle of
physical realities, engraved on a coin,
He had Zeus for a father, and Semele
bestowed by Poseidon, god of Earthquakes.
(Greek for Earth) for a mother, a mortal,
The World Serpent embodies the power of
princess of the city of Thebes. Hera, furious
vital instincts that eternally devour and
at Zeus's infidelities, disguised herself as a
recreate themselves.
nursemaid and persuaded Semele to test her
lover's passion by asking him to show
Tutelary figures: Hermaphroditus, child
himself in all his glory. Having promised
of Hermes and Aphrodite, Pirate, Ship

106
Semele anything she wished, the seductive
god, bound by his oath, had to comply.
Reluctantly, he transformed into a storm and
lightning... and poor Semele was struck
down. But Zeus managed to save the child
she was carrying. Hermes, the messenger of
Olympus and patron of magicians, enclosed
the fetus in the thundering god's thigh, from
which Dionysus was born some time later.

Hera continued to pursue the strange


horned child with her hatred and ordered the
Titans, earthly gods, to tear him apart. But
Zeus, vigilant, saved the child's heart, which
was still beating. He mixed it into a magic Tutelary figures: Bacchus, Bacchanalia,
potion made from pomegranate and gave it Bacchantes, Satyrs, the Iron Mask, Charles
to the young Persephone when she had to VI and the Ball of the Burning Men.
marry Hades, the master of the underworld.
Persephone became pregnant and Dionysus +2 Sense, +2d6 Showmanship, 1d6+1
was born a second time, right in the center of Alcohol Resistance, Resourcefulness,
the underworld. He became the god of light +1d6+1 Comedy or Disguise.
and ecstasy. Zeus ordered him to live among
men and know their sufferings. Hera then Vagabond: BASTARD, you discover
struck him with madness. Dionysus began to your noble lineage and your father
wander tirelessly around the world, followed acknowledges you. Your social Rank
by satyrs, animals, and madmen. He gifted immediately jumps to 16, with a pension of
vine and wine to humanity and taught the joy 1d6 pounds per week plus a room in a castle
of intoxication and spiritual redemption to all or palace. +2 Earnings. If you were already
who wished to be freed from their noble, nothing...
attachment to material wealth. Zeus
eventually called him back to himself, Amnesia
having reserved a place at his right hand in
Olympus. -2 Memory and Soul Strength.

With this god, anything can happen. An entire part of your past has vanished
Through his madness, he is the inspiration from your memory, and nobody seems to
behind the two masks of Tragedy and recognize you. Your social Rank temporarily
Comedy, which have built the entire falls to 1. As long as you have not regained
tradition of the performing arts. It is said that your memory, you start each game with -1
some Street Performers on the banks of the level of Guts. If you create your character,
Seine, below the Place de Grève, are initiated this card cancels your chances of recalling
into ancient mysteries and know the sacred past experiences: you cannot draw other alea
use of these masks. Their troupe leader is cards before starting your first game. The
called Master Yannis. past locked in your memory is at the
discretion of The Mask.

11 3 6 1 2

107
Three of my comrades came to fetch me,
Not one looks at me or wishes to speak to
me.
On the paths of war, no wheat does grow.

Tell my mother, that the war has killed


me,
But it's the King of France who has won
it.
On the paths of war, no wheat does grow.

On the paths of war, no wheat does grow.


If there are those who reap, they are not
our farmers.
If there are those who store, it's not in our
granaries.

Yves Guilcher,
On the Paths of War
Song by Mélusine on the album La
On the first of November, friend, we must Treizième Heure in 1979 (Youtube), by Mes
depart, souliers sont rouges on the album Quand
Must go to war, unasked as we are. Plus Rien Ne Va (La Turlutte) in 2001
On the paths of war, no wheat does grow. (Youtube), by Gurvan aka. Lord Dalarog in
2014 (Youtube). Sheet music available on the
Must go to war against those damned page of war song sheets at partitions-
English, domaine-public.fr
For the King and Queen in their palaces.
On the paths of war, no wheat does grow.

In the first campaign, I was taken


prisoner,
The one who gives me drink is an English
soldier.
On the paths of war, no wheat does grow.

In the second campaign, I lost an arm,


When I go to see my love, I can no longer
embrace her.
On the paths of war, no wheat does grow.

In the third campaign, my captain I killed,


I left him against a tree, he'll never leave
it.
On the paths of war, no wheat does grow.

Little soldier of France, where is your


sword?
Sir, my captain, it's in his side.
On the paths of war, no wheat does grow.

108
becomes confused and can only attempt a
The Mechanics of the single defensive or movement action
Game (Dodge, block an attack, take cover with an
acrobatic move, pursue or flee, drop an
object, etc.). The character is still entitled to
Resolving Actions reflexive blocking or dodging actions. If the
total is less than or equal, they can carry out
The system allows for the resolution of each action at the time indicated by the dice:
actions undertaken by both player and non- starting with the smallest and then adding
player characters. For realism, two types of each die to the previous in ascending order.
actions are differentiated:
- long actions with variable duration. Example: Ignace Monterola has an
- action scenes divided into sequences of initiative of 14 and wants to attempt 3
a few seconds. actions. The player thus rolls 3 six-sided
dice. They roll 3, 5, and 6. It's a narrow
Long Actions success. He will act at moment 3, then at
moment 8 (3+5), then at moment 14
At any time, a player character can (3+5+6).
undertake a long action, but this may be
interrupted by an action scene. Any action is Only player characters and important
assigned a difficulty level or is broken down non-player characters can attempt more than
into a series of smaller actions, each with 3 actions per round. Ordinary people will
varying levels of difficulty. most often try only one or two actions per
round.
Action Scenes
In the event of a tie on dice rolls, the
When an action scene occurs (fight, combatant with the highest initiative bonus
chase, etc.), it is divided into rounds (as prevails. If there is still a tie, the player
many as necessary), each in turn divided into character takes precedence over the non-
"moments". There are a maximum of 24 player character. Otherwise, either one
moments in a round. character deliberately delays their action to
A character can attempt one to four see the outcome of the other's and act
actions per round, provided the execution of accordingly, or the actions are simultaneous.
these does not exceed a few seconds;
otherwise, they will spend several sequences Note: To simulate the advantage provided
(as many as necessary) completing it. by certain weapons through the combination
The character can thus attempt several of their reach and maneuverability, these can
actions during the sequence (i.e., have modifiers applicable to the initiative
simultaneously or in very rapid succession), bonus in combat situations and if the weapon
but must first be determined, body and soul, is in hand. (See the melee weapons table).
to put themselves in a perilous situation. The
character's determination to act is therefore
measured by their Initiative score (see Action: Success Test
Resources).
When a player character decides to
Initiative Roll perform an action, the Mask sets the
difficulty level (DL) and determines the
At the beginning of each round, each aptitude, talent, or attribute involved in the
player must roll a 6-sided die for each action action. The action resolution chart is then
they intend to undertake during that round. If consulted, comparing the character sheet
the total of the dice exceeds the initiative score relevant to the action with its difficulty.
score, the character, trying to do too much, The player must roll a 20-sided die and

109 12 4 5 2 3
achieve a result that is equal to or less than handholds: very difficult / a castle wall with
the required score to succeed. few handholds: heroic (see Jean Marais in
“Le Capitan”).
Examples of non-combat actions with
their difficulties: Knowledge
Horse Riding The more secretive it is, the more
difficult.
Gallop on a road or meadow: easy / ride The price of a weapon: easy / the name
through the forest: medium / full-speed and title of a lord from another region:
daytime ride in Paris: heroic / jump onto a medium, from another country: difficult /
horse starting to gallop: very difficult / pick the name of a star: very difficult /
up an object or a person from the ground: the miraculous medicinal herb from the
Heroic. Americas: heroic

Cooking, Art, scientific research, Agility


comedy, etc.
Jumping 3m in length: easy, 4m: medium,
The more difficult it is, the better, more 5m: difficult, etc. Jumping 1m in height:
beautiful, more brilliant, and more easy, 1.25m: medium, 1.50m: difficult /
eloquently expressed it is. Reaching a height of 3.50m with hands: very
difficult, 4m: heroic.

Resourcefulness
Remembering a providential secret
passage: heroic / losing pursuers in the
streets of Paris: medium / knowing the right
shops: easy / acquiring food cheaply:
medium / procuring illegal goods: difficult /
spending a night warm and safe but without
comfort: medium.

Strength
Artist : Viequot
Breaking down a shack door: easy, a solid
Locksmithing door with a lock: difficult, a heavy metal-
reinforced door: heroic / lifting 1/4 of one's
The more precise and intricate the
weight: easy, 1/2 of one's weight: medium,
mechanism, the more difficult it is.
3/4 of one's weight: difficult, one's weight:
Shack door: easy / small mahogany chest
very difficult, 1.5 times one's weight: heroic.
made by a brilliant Florentine locksmith:
heroic
These points are not rigid. The difficulty
level (DL) can evolve based on other
Climbing conditions set by the scenario or the Mask;
depending on weather conditions, lighting,
The fewer handholds and the more socio-economic circumstances (famine,
vertical it is, the more difficult. epidemic, general jubilation), use of
Climb a rope on a 70° inclined surface: particularly well-suited equipment that
easy / the same vertically: medium / climb a facilitates the task, etc.
half-timbered house wall offering some
handholds: medium, a castle wall with some

110
Such factors must be taken into account The Case of Pursuits
by the Mask; the examples given are for a
neutral environment. This opposition action generates lead
lengths = the margin of success of the
Bonuses and Penalties pursued that the pursuer must catch up to.

Bonuses and penalties (+ or - 1) are Results Based on Quality of


applied to success tests, adding to or Success
subtracting from the result of the 20-sided
die roll. For each action, the player will indicate to
the Mask their margin of success (Ms) or
They are used to slightly adjust the margin of failure (Mf).
difficulty level. They can be of various
kinds: using damaged or high-quality By consulting the success quality chart,
equipment, hindrance caused by impractical the Mask can qualify the success or failure of
clothing, waxed and slippery floor, etc. the attempted action:
Opposition Action A margin of success or failure of 10 or
more always indicates a "critical" outcome,
Some actions are performed in opposition either an extraordinary success or a
to another character. The DL for each catastrophic failure. A margin of failure of 1
character is always set by the Mask. Both or 2 indicates a "relative failure".
actions are resolved, and the margin of
success (Ms) is compared. A catastrophic failure puts the player
character in an even more perilous situation
The one with the greater margin of without completely trapping them. It forces
success, or, if both fail, the smaller margin of them to first deal with their own blunder
failure (Mf), wins the opposition. before hoping to resume the normal course
of the situation (their horse bolts, they lose
Example: Tonight, "La cogne" stealthily their weapon, their tools break, they get lost,
sneaks up behind Martin to steal the etc.).
Mysterious chest he is guarding. The
passage is narrow but dimly lit. A thin candle A failure is always troublesome, its
provides lighting. consequences unpredictable, the means to
achieve the end is not effective: another
"La cogne" has 14 in stealth, and Martin, attempt must be made.
12 in sense. The Mask sets a difficult DL for
both "La cogne" and Martin. La cogne rolls In some extreme situations, a failure can
16 and achieves an Ms of 6. Martin rolls 13 be dramatic, these are the typical situations:
and gets an Ms of 1. He sees nothing, and it's a make or break moment, if it breaks,
"La cogne" successfully takes the chest. He too bad...
is now slipping outside. Martin, finally
realizing the theft, searches for him. He has A relative failure means the action did not
taken a torch. The Mask sets the DL as still succeed but the approach may be effective.
difficult for "La cogne" but only medium for The player character can try the same action
Martin, who can see a bit better with his again, but after some reflection, if the
torch. La cogne rolls 7 and fails (Mf = 3); situation allows. A success, very good, it's a
Martin rolls 9 and also fails (Mf = 1), but his success.
margin of failure is smaller, so at the last
moment, he spots La cogne fleeing with the An extraordinary success is a triumph
chest. beyond all hope. The player character may

111 13 5 6 3 4
be awarded a bonus for their next action, the of the attack, except for special combat
normal time required may be halved, the techniques.
player character may find themselves in a
particularly advantageous situation, etc... Each character normally acts at the
"moment" indicated by the dice according to
Important Note on All Rolls: their initiative. However, a character is
Regardless of the action: allowed to act out of turn to block or dodge
- 1 on the die signifies an extraordinary an attack, still counting their action as
success and 20 on the die signifies a normal.
catastrophic failure.
Be careful! Drawing, grabbing, or picking
up a weapon uses an action unless employing
Managing Combat the combat technique "strike while drawing."

We distinguish two types of combat: Example: Martin acts 3 times at moments


skirmishes, brawls, or fights where there is 2, 4, and 5, his opponent, a brigand, acts
some confusion, and duels involving only only 2 times at moments 1 and 3.
two opponents. The brigand attacks first at moment 1 of
the round. He succeeds in his attack, and
Martin wishes to immediately block,
counting his action planned for moment 2.
He succeeds in his block.
Martin's next action will then occur at
moment 6 (2+4). The brigand attacks again
at moment 4 (1+3), and succeeds. Martin
wishes to block again,
counting his action planned for moment 6
immediately; he succeeds in his block and he
has one action left at moment 11.
Martin can finally counter-attack the
brigand who, caught off guard, can no
longer block.

Skirmishes It is also possible to delay one's action.


This allows seeing the outcome of other
These are the most common actions without taking risks.
confrontations during the game (tavern This is useful when acting only once or
brawls, ambushes, pitched battles). twice in order to keep a block available in
A skirmish is a classic action scene, and case of a tough situation.
initiative is always determined in the same
way. It usually consists of a succession of Delayed Action
attacks and defenses, interspersed with some
strategic movements. A delayed action can be triggered at any
The DL (Difficulty Level) for attack time before the last non-delayed action of the
actions is generally set by the protagonists, last combatant acting. The countdown then
except for combat techniques. To know the resumes normally.
specific DL for each combat technique and
its effects on the skirmish, consult the Example: Mathilde acts twice: at
relevant chapter. The DL for defense actions, moments 1 and 6; her opponent, a brigand,
blocks, or dodges, is always equal to the DL also acts twice at moments 1 and 5.
At moment 1 of the round, both act
simultaneously. The attacks can be

112
simultaneous, but Mathilde prioritizes Example: Imagine Martin decides to
defense and delays her action to 2. attempt the heroic acrobatics.
At moment 2, he takes action and fails,
The Brigand therefore attacks at moment the Mask estimates that he succeeded in
1 and succeeds, Mathilde can immediately jumping through the first window but landed
block, counting her delayed action for 2. She poorly inside the carriage; he gets hurt, loses
successfully blocks. Mathilde's next action a point of fatigue, and his last two actions of
will thus occur at moment 8 (2+6). The the round.
brigand attacks again at moment 6 (1+5), Furthermore, in the next round, he will
but fails. Mathilde, on guard, finds the have a penalty of -2 to his initiative.
opening she was waiting for and counter-
attacks at moment 8, catching the brigand off Successful acrobatics to engage an
guard who can no longer block. She lunges opponent allows chaining an attack with a +1
but her too predictable attack fails, and the bonus or having an action at moment 1 of the
brigand escapes unscathed. next round. The player can therefore roll one
less die than planned.
During a skirmish, a character can use the
acrobatics skill to overcome obstacles (not to It is, of course, possible to fire a gun
be confused with the acrobatic dodge combat during a skirmish. One can shoot at any
technique). For those not skilled in moment indicated by the initiative dice (See
acrobatics, it is possible, depending on the the chapter on ranged combat).
distance to be covered or the complexity of
the acrobatics, and with the Mask's It is also possible to aim at a specific body
agreement, to divide the action into 2 or 3 part (see localization); in this case, the DL of
very short actions (easier) that will occur at the action is increased by 1.
the moments given by the initiative dice.
Extraordinary success in attack (melee or
Example: Martin, having dealt with his ranged) increases the level of injury by 1.
opponent, wants to help Mathilde who is
grappling with a brigand, but a carriage Extraordinary success in blocking allows
separates them. for a free and immediate counterattack
Martin still acts three times at moments 2, (outside of initiative dice) with a thrust.
3, and 6. To cross the carriage in one action,
jumping through the windows and doors, is Extraordinary success in dodging allows
an acrobatic action with a heroic DL. for a free and immediate counterattack
Alternatively, Martin can run around it (outside of initiative dice) with a thrust.
quickly, taking two agility actions with a
medium DL. Reflex defenses, blocking and dodging,
In this case, he will still have one action these are reflex actions that can be
to attack. Wisely, he chooses this option. At triggered to defend against an attack when
moment 2, he makes his first test and the player has no more initiative dice. The
succeeds. At moment 5, he makes the second maximum number of reflex actions in a
test, also succeeding. He is now in contact round depends on the initiative bonus. No
with the brigand and can attack at moment counterattack in case of extraordinary
11. success.

Failing an acrobatic or movement Last Chance: In case of a failed block or


maneuver during a skirmish leads to the dodge against a dangerous attack, it is
same consequences as being stunned (see possible to use an action die to attempt a
fatigue and injury). Additionally, the reflex block if it's a dodge that failed or a
character can be injured at the Mask's reflex dodge if it's a block that failed.
discretion.

113 1 2 4 6 1
Counterattack
A counterattack is a free attack typically
following the use of a technique. The
Difficulty Level (DL) for a counterattack is
always difficult. An extraordinary success in
blocking or dodging also allows for a
counterattack.

Horseback Combat
In horseback combat, combat techniques
(except "mounted shooting") cannot be used.
The first action of the round in horseback
combat must be an equestrian test depending
on the mount's docility. Until the character
succeeds in this test, they must repeat the
following actions or dismount.
The Holy League
If the distance allows, the character can
charge (equestrian test DL = mount's The Mob
docility) and make an attack (easy fencing).
Blocking a charge is a medium action. If the
A hero can be assaulted by an angry mob.
charge is successful, the damage is doubled
The mob is then considered as a single
(a light injury becomes medium, medium
character.
and severe become mortal). If the rider stops,
it is no longer possible to charge.
The Mask determines its combat skills
and initiative score (generally between 3 and
One Against Several Opponents 8), its hit points, fatigue points, and guts
points based on its size and motivation. It
A character can face up to a maximum of also determines the weapons it
four opponents. In this case, it is in their best predominantly uses (bare hands, stones,
interest to dodge and/or block frequently, sticks, bladed weapons) and the damage it
and to move to a location where they can face inflicts.
them one at a time.
Characters who attack in groups do not The mob only attempts a maximum of
receive any particular bonus. two actions per round and per opponent
(another mob is always considered as a
single opponent). It attacks in close combat,
grabs to immobilize, or throws objects.

These are always actions of medium


difficulty. The mob can also pursue (see the
pursuit chapter).

Its movement rate is then 4 or 5.

The mob does not use combat techniques.

114
Medieval Combat Dodging
"In fencing, we look at HOW to strike; in To protect oneself, dodging is sometimes
medieval combat, we focus on WHOM to the only option left for an unarmed character
strike!" or one who does not know fencing
Master Gaëmont, Master of Medieval techniques. However, a fencer may also
Arms and Ancient Combat choose to dodge if they are better at it than
blocking. Nevertheless, dodging is slightly
Medieval weapons, having proven their more difficult than blocking, especially in
worth over centuries, are still used by the confined spaces.
contemporaries of the characters. What For example, on a log lying between two
member of the sword nobility doesn't have riverbanks.
the armor and weapons of their ancestor
hanging above the fireplace? Left Hand
Given the rather vigorous (!) nature of
medieval combat techniques, a minimum Left Hand Block: When using the left
Strength of 13 is required to fight with most hand, the fighter adopts a stance that faces
weapons without any penalty. the opponent more directly. For this reason,
Medieval weapons are also slower than and because the blade is smaller, left-hand
the newer rapiers and allow only a limited blocks are more difficult by 1 DL. Using the
number of attacks per round (see the left hand allows for quicker countering by
weapons table). A character using a shield is blocking and attacking in the same
engaged in medieval fencing and therefore movement. Thus, when the character blocks
cannot attempt modern fencing actions. with the left hand, they are no longer
required to act in ascending order of the dice.
Note on Swordsmanship: Instead of using their smallest unused
The difference between a fencing sword initiative die, the player keeps it and removes
and a medieval sword is similar to that the next one in the countdown instead.
between a saber and a scimitar. The former
is light enough to be wielded with one hand Special Case: An extraordinary success
or two, while the latter is too heavy to be in a left-hand block does not allow for a free
precise and effective with just one hand. counterattack (free action) because it is
Do not confuse the Greatsword (a essentially provoked by the left hand's
massive Pole Weapon used for both bonus. However, an extraordinary success
bludgeoning and slashing) with the grants a +1 bonus to the following attack.
Zweihänder (a heavy two-handed sword,
also known as a "bastard sword"). Example: Ignace faces two brigands.
He attempts 4 actions. His initiative dice
Brawling and Wrestling show 1, 3, 4, and 6. The brigands act twice
together. Their dice show 2 and 4. At moment
This is the art of theoretically unarmed 1, Ignace takes the initiative. He attacks,
combat. Theoretically, because it is common forcing one opponent to block. His next
to use various objects to inflict pain or knock action will therefore be at moment 2 + 4 = 6.
out opponents more easily. Therefore, this The second brigand attacks at moment 2.
skill is most often used by those who have Ignace decides to block with his left hand. He
not learned fencing. They can use knives, removes the 4 from the count and keeps the
clubs, sticks, and even swords without being 3. He succeeds and can act at moment 1 + 3
able to wield them perfectly (damage is = 4, that is, before the brigands. He attacks,
reduced; see the brawling damage table). the brigand misses his last action to block
and meets his ancestors.

14 6 1 4 5
115
At moment 6, the last brigand attacks, but on either the fencing skill (most common) or
Ignace still has a die to block… the brawling and wrestling skill (like
Attack with left hand: Similarly, one can assassin attacks).
attack with the left hand after blocking with
the main weapon. In this case, the block does The skill in a secret technique cannot
not suffer a penalty, and the initiative die exceed the skill it depends on.
used for the block is removed from the count.
However, the left-hand attack, due to its The player and the Mask must agree on
shorter reach, is more difficult by 1 DL and the technique's description. To successfully
its damage is less. perform a technique, a character must have
succeeded, in the same round, at least one
Example: Ignace and Mathilde are medium DL action or two easy DL actions.
practicing left-hand handling. They attempt These actions will always be the same.
combinations of 3 actions. Ignace gets 3, 4, Failure puts the character in a difficult
and 4, and Mathilde gets 2, 5, and 6. At situation. A technique cannot be performed
moment 2, Mathilde takes the initiative, she just any way; there may be limitations. It’s
attacks. Martin blocks with his rapier only practiced with certain permitted
(without additional difficulty) but decides to weapons.
attack with his left hand.
He thus removes the 3 from the count and Nevers Technique
will act at moment 4, before Mathilde who
will act at moment 2 + 5 = 7. At moment 4, One of the most difficult but effective:
Ignace's attack, though more difficult, is
successful. Mathilde blocks with her left Skill: Fencing
hand and removes the 6, keeping the 5.
Preparation:
She can therefore act at moment 5 + 2 = 1/ Aimed attack at the weapon arm
7, thus before Ignace who will not act again (minimum medium DL), blocked or not, to
until moment 4 + 4 = 8. open the guard. The opponent instinctively
extends the arm.
Using a Second Sword as Left Hand. 2/ Agility or acrobatics test (difficult DL)
While two-weapon combat is possible, it is to wrap the opponent's armed arm and pass it
cumbersome. Aside from a stylistic effect, it behind their back. The opponent cannot
does not offer a real bonus. Only a master (19 counterattack as they're off-balance.
or 20 in fencing) can attempt it. The second 3/ Technique,
blade can block like a left hand (with the
same difficulty) or attack with the same Effect: Mortal blow between the eyes,
difficulty but with more damage than the left theoretically no chance to block.
hand.
Failure: The critical moment is wrapping
Secret Techniques the arm and changing hands. In case of
failure, the attacker loses their weapon or
A secret technique always has a name turns their back to the enemy, offering the
(like the Nevers technique). It's an attack opponent a counterattack opportunity
aimed at incapacitating the opponent as without the possibility to block.
quickly as possible. It's always performed
the same way, with the same effect, always Limitation: Impossible with a left hand.
hitting the same spot (the Nevers technique
targets between the eyes). Permitted Weapons: Rapier, Foil, and
Saber.
It's both a fencing/combat action and a
skill the character must develop. It depends

116
Ranged Combat A swift shooter can hope to shoot twice in
a round if they act three or four times.
As with normal actions.
The shooter acts according to their The shooter makes their shot with a
initiative. difficulty set by the Mask based on the
To reload a firearm or crossbow, it takes weapon, the target's distance, and mobility.
an entire round dedicated solely to this task.
It requires one action to notch an arrow on a A mobile target running, jumping, flying
bow. increases the difficulty by one degree. A
character in hand-to-hand combat is not
considered mobile. Movement must be
distinctly dynamic. However,

Distance/Difficulty Chart by Weapon Type

Throwing Actions
Rock 3 to 7 m: easy / 8 to 12 m: medium / 13 to 20 m: difficult
Grenade A failure results in a scatter of 1d6 m (see the firearms injury table). A
catastrophic failure means the bomb explodes prematurely at 1d6 m from
the thrower.
Knife 3 to 7 m: medium / 8 to 12 m: difficult / 13 to 20 m: very difficult
Javelin 7 to 12 m: medium / 13 to 20 m: difficult / 21 to 30 m: very difficult
Boarding Axe 3 to 6 m: medium / 7 to 12 m: difficult / 13 to 20 m: very difficult
Improvised 3 to 5 m: medium / 6 to 10 m: difficult
weapon

Powder Keg A failure results in a scatter of 1d6 m (see the firearms injury table). A
catastrophic failure: the bomb explodes prematurely at 1d6 m from the
thrower.

Shooting Actions
Bow 3 to 10 m: easy / 10 to 20 m: medium / 20 to 30 m: difficult, etc.
Crossbow 3 to 10 m: easy / 10 to 20 m: medium / 20 to 30 m: difficult, etc.
Pistol 3 to 7 m: easy / 8 to 12 m: medium / 13 to 20 m: difficult
Musket 3 to 12 m: easy / 12 to 25 m: medium / 25 to 40 m: difficult /
40 to 70 m very difficult / 70 to 150 m Heroic
Culverin* 25 to 50 m: medium / 50 to 100 m difficult /
100 to 200 m very difficult

Cannon* 25 to 70 m: medium / 70 to 200 m difficult /


200 to 400 m: very difficult

* If these weapons are loaded with grapeshot, the distance must be divided by 10. A failure
results in a scatter over 1d6 m (see the firearms injury table). A catastrophic failure causes the
weapon to explode and injures the gunner.

15 1 2 5 6
117
Aiming and Wound Localization Effects of Wounds and Fatigue

On each character sheet, you can refer to When the first box of a group is lost, a
the damage localization silhouette. Using a penalty is applied to all physical or
20-sided die, you determine which part of the intellectual actions.
body is hit.
When all the injury or fatigue boxes are
It's always possible to aim in close lost, the character falls unconscious.
combat, but such an attack is easier to block
or dodge (-1 to the DL for the defender). The - Dazed: a character can be dazed upon
targeted area is determined before the attack. losing a point of fatigue.
During the localization phase, a second 20- A dazed character cannot act in the round.
sided die is rolled, and the one closest to the To determine if they are dazed, make an easy
targeted area is chosen. Vigor test.
If failed, the character is dazed. If the
For shooting and throwing, localization is head is hit, the character is automatically
determined with a single 20-sided die. Only dazed.
combat techniques allow using an additional
action to aim and modify the localization die. - Stunned: A character can be stunned if
they lose an entire segment of fatigue
Wounds (Injuries) points at once. A stunned character cannot
act for the current round and spends the next
Wounds result in the loss of fatigue and round regaining their senses. However, they
injury boxes on the character sheet. Each lost can attempt a single defensive action. To
injury box also counts as lost in fatigue, but determine if the character is stunned, make a
not vice versa. medium difficulty Vigor test.
- A Scratch (ER): one fatigue box. If the head is hit, the character is
- A Contusion (CO): two fatigue boxes. automatically stunned.
- A Light Wound (L): one injury box.
- A Medium Wound (M): two injury - Unconscious: a character who loses all
boxes. their injury boxes in one localization risks
- A Severe Wound (S): three injury unconsciousness.
boxes. To determine if the character is
- A Mortal Wound (MOR): four injury unconscious, make a difficult Vigor test. If
boxes. the head, chest, or abdomen is hit, the
character is automatically unconscious.
Each injury is marked in the localization
diagram following the same scale.

Wound localization is used when the


character receives a blow. If the hit is a
scratch or a stunning blow, the damage is
noted only in fatigue. If the hit causes a
wound, it is noted on the affected
localization, on the injury line as well as on
the fatigue line; when all the boxes of a
localization are lost, that area is
incapacitated, which is very troublesome for
the head, chest, and abdomen, preventing the
character from continuing to act, but does not
necessarily mean death.

118
Death of a Character or an
Important NPC
An unconscious player character or non-
player character is not dead. Only the act of
finishing off can end a life.

Note to the Mask: In this case, the PC or


NPC who voluntarily ends the life of another
may lose a point in guts and their reputation
could be affected (seen as heartless), unless
it is out of compassion, but the Mask will be
the sole judge. If a player contests the loss of
this point or their reputation, let them be
right, but all the affairs subsequently
proposed to them will be sheer villainy (the
dark side of the force).

There are extreme situations that can lead


to the death of a PC or an NPC without
anyone having wished it: a dizzying fall, an
inevitable fatal accident, etc.

Injuries from Ranged and


Firearms
If a shooter hits their target, they roll a 6-
sided die and consult the firearm injury table
to determine the inflicted wound. For
explosions, only one roll is made, and the
result is the same for all characters within the
blast area.

On a result of 6, the shooter rerolls the die.


If it's again a 6, the result is read in the "6+"
column.

Francesco Tasso,
Mathilda Ancestor

The Tassos were the ones who


developed the "Master of Posts"
business in Europe. They are the
ancestors of the first postal
services. The old logo of the
German Post Office featured their
likeness.

16 2 3 6 1
119
Injury Table for Ranged and Firearms

Die Result
Weapon 1 2 3 4 5 6 6+
Name

Bow L M S
ER L M MOR
Dazed Dazed Stunned

Pistol, L M S S
ER L MOR
Crossbow Dazed Dazed Dazed Stunned

Heavy
Crossbow, L M M S S
L MOR
Arquebus, Dazed Dazed Dazed Dazed Stunned
Musket

Fuse
Grenade,*
Culverin
L M M S S
with MOR MOR
Dazed Dazed Stunned Dazed Stunned
Grapeshot*
(1 m
catter)

Powder
Keg,*
Cannon
L L S S S
with MOR MOR
Dazed Dazed Dazed Stunned Stunned
Grapeshot*
(2 m
scatter))

Small
L M S S S
Culverin MOR MOR
Stunned Stunned Stunned Stunned Stunned
Ball

Large M S S S
MOR MOR MOR
Cannonball Stunned Stunned Stunned Stunned

* Area of Effect Weapons: Grenades, cannons loaded with grapeshot, and other powder kegs
have scatter areas (length of dispersion). It can be assumed that injuries are reduced by one degree
per length of dispersion from the center of the area of effect according to the power of the
explosion.

120
Example: Martin throws a fuse grenade 6 or more, the blade breaks. Thin blades
onto the rampart where four soldiers are break more easily, even against a normal
waiting. blade: on a 1 on a 6-sided die + a Strength
He aims at the middle, hoping to catch as bonus of 4 or more.
many as possible in the blast radius. He
succeeds in his throwing test and rolls a 4 on Toledo blades can be considered wide
the 6-sided die, resulting in a severe injury. blades.
The Mask estimates that the soldiers were
about 2 meters apart. The grenade explodes Certain master armorers can create
between two soldiers, so the injury level is special weapons on order. These often
reduced by 1, resulting in a medium wound expensive weapons can provide additional
for the two closest soldiers, while the others advantages at the discretion of the Mask.
further away are only grazed by debris from
the explosion.

Injury with a Melee Bladed


Weapon
Using a fencing skill (medieval or
modern)

Weapon Name: For each weapon, the


default type of attack is specified if the
player has not stated it. It is also specified
whether the weapon is held with one or two
hands.
Minimum Strength: The necessary
Strength score to handle the weapon.
Init. Mod.: If the initiative is successful,
this modifier applies to the first initiative die
(possibly making it negative). In the case of
a tie, the longer weapon wins the initiative;
otherwise, the attacks are simultaneous. The
initiative count then resumes normally for
the second action.
This bonus only applies if the weapon is
already in hand.
Injuries (wound): Each weapon inflicts
different injuries depending on the types of
attacks, thrust, slash, or arrow.
Notes: Some weapons have unique
features. These are described in the table.
Blade Width: On an extraordinary
success in a slashing attack, weapons with
wide blades can break the opponent's
weapon if they attempt and succeed in a
block (even an extraordinary one). Roll a 6-
sided die plus Strength bonus; if the result is

17 3 4 1 2
121
Injury Table for Bladed Weapons
Min. Init. Injuries (wounds) Note :
Strengt Modifier Extraordinary successes increase the level of injury by 1 for
h Thrust Slash Arro player characters or important NPCs and result in mortal
w wounds for all others.

Foil (Thrust) 5 +2 M ER S Thin Blade breaks on 4+

Rapier (Thrust 7 +1 M M S
or Slash)

One-Handed 13 0 M M S Wide Blade


Sword (Thrust
or Slash)

Two-Handed 9 -1 M S MOR Wide Blade, maxi. 3 actions and 2 attacks per round
Sword (Slash)

Greatsword, 13 -2 M S MOR Wide Blade max. 3 actions and 1 attack per round
Two-Handed Dazed Stunned
(Slash

Naval Cutlass 7 -1 L M M Wide Blade


(Slash) Dazed

Sabre and 8 0 L M S Wide Blade


Scimitar (Slash)

Left Hand, 5 -1 L L M A left hand can be equipped with a blade breaker, +1 bonus to
Dagger, Dirk disarming. The initiative modifier is only considered if it is the
(Thrust) primary weapon

Stiletto (Thrust) 4 -1 L ER M Discreet, blocking impossible, can be thrown. Initiative


modifier = 0 if the weapon is thrown

Warhammer 9 -1 L M S
(Slash) Dazed Dazed

Boarding Axe 7 -1 ER M S Can be thrown. Initiative modifier = 0 if the weapon is thrown


(Slash) Dazed

Two-Handed 13 -2 L S MOR 1 DL to the opponent's block except for a shield. Maximum 3


Battle Axe Dazed Stunned actions and 1 attack per round
(Slash)

Polearms, Two- 9 -1 M L S Maximum 3 actions and 1 attack per round


Handed (Thrust) Dazed Stunned Stunned

Two-Handed 9 0 ER 2 ER 3 ER With medieval combat or brawling and wrestling skills, the


Staff (Slash) Dazed Dazed Staff allows the following actions: Iron, Butterfly, Counter-
block, and Disarmament

Whip 7 0 ER ER L Ineffective on protection, Maximum 1 attack per round.


Wraps around the target on an odd result.

Morning Star 13 -2 ER M S If the attack is blocked, the morning star wraps around the
(Slash) opponent's weapon on an odd result. Maximum 3 actions and
1 attack per round

Fencing Cane 5 +2 ER 2 ER 2 ER Thin Blade breaks on 4+


(Slash) Dazed

122
Brawling and Wrestling
Injury Table

Damage Additional Effect

Punch, Kick, 1 point of Make a dizziness test for the victim. If the attacker's strength is 17
Headbutt fatigue or higher, the victim loses 2 points of fatigue.

Stick, Club, 2 point de Make a dizziness test for the victim. If the attacker's strength is 17
Frying Pan, Jug, fatigue or higher, the victim loses 3 points of fatigue.
etc.

Dagger, Fencing Light


Weapons injury

Low Blow 2 point de The victim is automatically dazed; in the case of a low blow to the
fatigue head or abdomen (if male, e.g., fingers in the eyes, hit to the
testicles), the victim is automatically stunned. If the attacker's
strength is 17 or higher, the victim loses 3 points of fatigue.

Anvil 2 point de Make a dizziness test for the victim. If the attacker's strength is 17
fatigue or higher, the victim loses 3 points of fatigue and is automatically
stunned.

Bite Nothing Severe pain; the victim is automatically dazed and may drop what
they are holding.

Throw, Fall 1 point de En fonction de l’endroit où tombe la victime, les dégâts peuvent
fatigue être modifiés (table, meule de foin, brasier, escalier) à la discrétion
du Masque.

Strangulation 2 point de Each round the hold is maintained, the fatigue loss is doubled.
fatigue

Burn, Boiling Light The victim is automatically dazed and may drop what they are
Liquid, Torch injury holding. In the case of an open flame, roll a 20-sided die: on a
result above 15, the clothes catch fire, causing a light injury each
round, unless the victim spends the round extinguishing it.

123
Protections Ex: A medium injury to the torso
protected by a leather doublet therefore
Leather protection reduces the injury results in only a light injury, but still causes
level by one, and metal by two. However, the loss of two fatigue boxes.
protections hinder movements or are sensory
handicaps. In game terms, this translates to a OPTIONAL RULE :
penalty to the movement score in the A narrowly failed block or dodge (relative
character's resources, as well as in all their failure) still reduces the level of injury by
movement actions (acrobatics, jumping, one degree. This rule does not apply to
balancing, dodging, tumbling, rolling, etc.) common NPCs.
or a penalty in specific attributes (Senses).

Note: protections are ineffective against


the loss of fatigue points and stunned or
dazed effects.

Piece of Location Protection Level Speed and Notes


Equipment (in boxes) Movement
Penalty

Full Armor All except 2 5 Min. Vigor: 9


(medieval type) head Sensory test
penalty - 3

Chainmail Chest and 2 3 Minimum


Shirt (medieval abdomen Vigor: 9
type) 1
Arms and legs

Breastplate Chest and 2 2


(Metal Plastron) abdomen

Helmet Head 3 1 Sensory test


penalty - 3

Bascinet Head 2 0 Sensory test


penalty - 1

Scarf + hat Tête 1 0 Both must be


Head worn together

Metal Bracer Arms 2 1

Metal Greaves Legs 2 2

Leather Chest and 1 0


Plastron abdomen

Leather Vest abdomen, and 1 1


Chest arms

Leather Legs 1 1
Cuisses

124
Ritual, Magic, Witchcraft, and Meanwhile, for most of the 17th century,
Other Mysteries… most people placed as much faith in the
preachings of the parish priest as in the
Historical Context power of the forest witch. Skeptics were very
rare and generally atheists as well.
After the Renaissance, rationalism and The concept of agnosticism emerged
the scientific approach to nature progressed much later.
in the world of ideas. Thus, two worldviews opposed each other
However, this development was very at the time; a largely majority magical vision
slow and only reached a small elite scattered and a rational, often atheistic vision, which
across Europe. Medieval superstitions and was very much in the minority.
beliefs, as well as numerous pagan rites, The FAITH score of your character
survived; especially in the countryside. The tends to reflect one or the other of these
Church, albeit reluctantly, maintained this tendencies for them.
magical perception of the world by
condemning witchcraft and attributing Use of the "Faith" Resource
malevolent power to numerous demons.
The PC is confronted with a
The Reformation (Protestantism), in some phenomenon presented as supernatural.
respects, and only initially, had a more
philosophical and rationalist approach to The Mask determines how the characters
religion, primarily challenging the perceive the phenomenon: threat, blessing,
established order within the Church; as had or neutral.
several religious movements like the Cathars
or the Dolcinites centuries earlier, who 1st test: Perception and apprehension of
perished at the stake, like heretical witches. the phenomenon. The DL is set by the Mask
based on the ambiance and appearance of the
Until 1650, witchcraft was taken very phenomenon.
seriously, but by 1680 several courts deemed
witchcraft accusations unfounded, preferring Heroic if insignificant or implausible,
to classify them as blasphemy or crimes of easy if impressive (terrifying or grandiose).
poisoning, or even as lese-majeste (only the
divinely ordained King could claim power 2nd test: Reaction to and/or acceptance
superior to that of the common man). of the phenomenon. Difficult to heroic DL
for a threat, depending on its violence,
Rationalist thought gradually prevailed, significance, and imminence; medium DL
even challenging, from 1750, the for a neutral phenomenon; easy DL for a
foundations of religion with the philosophers blessing. The Mask may allow, if the player
of the Enlightenment. Magical beliefs were suggests and the situation permits, to
then categorized as superstitions where they subtract the levels (not the total) of the
remain to this day, experiencing occasional "science" skill (or a specialty) of a character
resurgences of interest during various from their Faith score for this second test.
periods of crisis or fashion.

125 19 5 6 3 4
Confrontation with a Supernatural Phenomenon Table

Failure + Failure: Failure + Success + Success + Success:


Success: Failure:
The PC sees things The PC can't The PC believes The PC believes and
differently believe their but doesn't understands
eyes understand
The PC does not The PC is The PC is
perceive any astounded. paralyzed with The PC perceives the
Threat particular danger and Completely fear. danger and confronts it.
acts normally. (+ 1 overwhelmed by (-1 point in (+1 in Faith,
point in Nerve events Nerve) 1 point in Nerve)
– 1 point in Faith) (+1 in Faith)
The PC is
anxious or
The PC starts to look The PC is exhilarated.
for plausible perplexed. "What if it's The PC integrates the
Neutral explanations, or (Test of bad" or "if it's a phenomenon for what it
simply sees nothing Reason, if failed sign from God" claims to be.
or something else. +1 in Faith, if (test of And is not disturbed.
(- 1 in Faith) successful – 1 in Willpower, if (+1 in Faith)
Faith) failed - 1 in
Nerve; if
successful + 1 in
Nerve))
The PC enjoys the The PC is The PC does
spectacle. "It's very uncomfortable not perceive the The PC is
Benefit beautiful! But how do (-1 point in benefit and is exhilarated.
they do that?" Nerve) frustrated (+ 1 point in guts)
(-1 in Faith) (+1 in Faith)

A character attempts to convert Failure vs. failure => both characters feel
another character to their beliefs or to threatened by each other. Possibility of
impose their faith and/or worldview: violent reactions from both sides.
Success vs. failure => The character who
The PC who initiates the discussion or initiates achieves the desired effect.
argument indicates the desired effect. Failure vs. success => The character who
The Mask sets the DL based on this initiates does not achieve the intended effect
intended effect, such as sowing doubt, and cannot try again.
making the other reconsider, changing their The targeted character may respond.
mind on a specific point, converting to a Success vs. success => The character who
different belief, altering their value system, initiates does not achieve the intended effect
increasing faith, etc. but can try again with a different argument.
The targeted character may respond.
Both characters perform a test, the target Conversely, a character can use their
may choose to use their Reasoning score for Reasoning to diminish another character's
this test instead of their Faith score. faith or convert them to their ideas. The
process is then reversed and may result in a
decrease in Faith.

126
Performing Magic the faith of others, whom we will call
impostors.
Magic is the application of faith, one's
own and/or that of others, through a skill or It's important to note that an impostor can
talent aimed at contributing to the have a high Faith score; the two are not
manifestation of magic: "an effect." This mutually exclusive.
includes religious rituals.
Finally, one must distinguish between
There are two types of practitioners. solitary practice and practice before an
Those who invest their own faith, whom we audience or witnesses. It's worth noting that
will call mystics, and those who manipulate an impostor absolutely needs an audience,
whereas a mystic does very well without one.

Impostor * Mystic
(Does not engage their own Faith) (Engages their own Faith)
Skill: Skill:
Juggling and Sleight of Hand -> Astrology -> predicting the future,
prestidigitation, minor illusions analyzing the present, detecting the
Blarney or Acting -> fortune-telling, invisible
trances, false visions, prophecies, miraculous Alchemy -> changing the natural state of
healings... things
Architecture & Engineering -> grand Liturgy -> drawing the attention of
illusions higher invisible forces (God, devils, or other
Alchemy -> various visual tricks spirits of nature, elementals...)
Botany -> drugs (hallucinations) and Mediumship -> sensitivity to invisible
poisons or healing plants forces
Botany -> plant magic
Magnetism -> emitting invisible energy
Skill Test (DL based on the desired Skill Test, followed by a Faith Test.
effect), if successful, a supernatural If either test fails, the action has no effect
phenomenon occurs, perform a faith test for (-1 in Faith if the skill test succeeds).
an audience confronted with a supernatural
phenomenon (see table). If failed, the If both succeed, the audience may take a
imposture is exposed. Faith test facing a supernatural
phenomenon.
The effect depends on the trick that was
performed... If successful, the action has an effect
determined by the Mask.
It's not only in matters of faith that
impostors are found. With the Age of If there is no audience, perform a second
Enlightenment and the rise of scholars, many Faith test for the character, as if they were
impostors have cheated in their experiments confronting a phenomenon they themselves
to prove one thing or another, without daring caused.
to claim to perform magic. Some use Science
to demonstrate the existence of mystical The effect is then determined by the
elements... For example, for much of the 17th Mask.
century, Science and the Church were
intimately linked... Additionally, each time all the tests are
successful, the initiate gains 1 point in
Nerve and 1 point in Faith.

20 6 1 4 5
127
Combination of Skills medicinal, psychoactive, hallucinogenic,
smoky, poisonous, magnetic, electrical,
It's possible to utilize multiple skills, automata, or even a fine knowledge of the
which then requires several tests. However, human body can produce tangible effects
the first Faith test for the audience will be that may seem magical.
easier as a result.
- The Mystic, on the other hand, will rely
A mystic might engage in an imposture more heavily on the power of symbolism,
without being fully aware of it, remaining in most effects are then "intangible" and
"good Faith." often invisible.
However, if the mystic becomes aware of This does not mean without real
using an imposture, they lose 1 point in Faith consequences in terms of gameplay…
and become, if they repeat the action, an
impostor. Extraordinary Successes

Performances, any magic practiced as a Whether an impostor or mystic, a


performance and presented as such, do not character who achieves an extraordinary
lead to loss or gain in Nerve or Faith for the success in a skill test implies an
audience. automatically easy DL for the Faith test of
Simply refer to the "Confrontation with a the audience or witnesses and possibly their
Supernatural Phenomenon" table for an idea own.
of the audience's reaction. In some cases, the Mask may even decide
In a performance, artists play on the that it is automatically successful.
ambiguity between imposture and reality. For everyone, an extraordinary success in
The audience tacitly accepts being a Faith test increases it by 1 point.
deceived. If indeed they are, the audience
will not hold it against the performance as Catastrophic Failure
long as it is impressive.
Conversely, a mystic or impostor who
makes a catastrophic failure in a skill means
Magical Effects the entire ritual becomes a disaster at the
discretion of the Mask.
- The impostor will generally more For everyone, a catastrophic failure in a
easily achieve a "tangible" effect, or at least Faith test decreases it by one point.
a visible one, from their magic. These are
either illusions, hallucinations, or Examples of common use of rituals,
suggestions. The Faith of the audience then spells, or mystical research:
plays a role in interpretation. To achieve
"tangible" magical effects, the judicious use Casting a curse or blessing, attracting or
of natural products with various properties, repelling the evil eye...

128
Examples of rituals, spells, mystical research
To curse or bless, to attract or repel the evil eye
Impostor Mystic

Skill: Skill:

Boniments (Blarney) or Comedy -> fortune- Astrology -> predict the future, analyze the
telling, prophecy… present, detect the unseen

Liturgy -> draw the attention of forces

Possible effect: the curse is considered a Possible effect: the curse is viewed as a
threat. After consulting the table, the targeted threat. After consulting the table, the targeted
individuals lose an additional 1 Pt of Nerve. individuals lose an additional 1 Pt of Nerve.

Conversely, the blessing perceived as a Conversely, the blessing seen as a benefit


benefit leads the targeted individuals to gain an leads the targeted individuals to gain an
additional 1 Pt of Nerve (except in first column) additional 1 Pt of Nerve ( except in first column
)

Additional effect at the discretion of the


Mask: the sun returns, a storm breaks out, a
pimple appears on the character's nose, etc…

Enchant or Exorcise
Impostor Mystic
Skill: Skill:

Blarney or Acting -> For feigning illness Liturgy -> attract the attention of higher
invisible forces to combat evil (God, devils, or
Medicine -> for those who want to do things others). Liturgy alone is not enough.
properly
Magnetism -> detect evil and eradicate it
Alchemy and Botany -> preparation of
potions or ointments Alchemy and Botany -> preparation of
potions or ointments

Medicine -> it helps a bit...


Possible effect: Miraculous (alleged) healing! Possible effect: Accelerated healing and in
The treatment is considered a benefit. case of extraordinary success, it's miraculous!

The potion or ointment may contain The treatment is considered a benefit.


cardiotonics or euphoric drugs that create the
illusion of having an abundance of energy. The potion or ointment may contain actual
But beware of dosage accidents... healing agents.
Note: A regular Sunday mass does not constitute a ritual that can lead to a test of Faith.
Exceptional circumstances must be present.

1 1 2 5 6

129
Heal - Cure
Impostor Mystic
Skill: Skills:

Boniments or Comedy -> For the ceremonial Liturgy: Attracting the attention of higher
invisible forces (God, devils, or others).
Alchemy -> preparation of poisons
Magnetism: Influence over the targeted
Botany -> preparation of drugs (hallucinations) person and the demon.

Juggling and Sleight of Hand -> administration Alchemy: Weaken the victim and
of poison or drug without the character's strengthen oneself.
awareness
Botany: Reveal the demon.

Possible effect: The enchantment is considered Possible Effect: Enchantment is


a threat. After consulting the table, the targeted considered a threat. After consulting the
individuals lose an additional 1 point of Nerve. table, the targeted individuals lose an
Moreover, the character suffers the effects of the additional 1 point of Nerve. Additionally, the
drug and poison... person experiences the effects of the drug
and poison.
Conversely, exorcism is generally perceived as
a benefit by consenting individuals. They gain an Conversely, exorcism is generally
additional 1 point of Faith (except in case no. 1). perceived as a benefit by willing individuals.
They gain an additional 1 point of Faith
Additionally, the character experiences the (except in case #1).
effects of the drug.
Furthermore, the individual experiences
the effects of the drug.

Additional effect at the discretion of the


Game Master: The character falls under the
influence of the enchanter, becomes clumsy,
has nightmares, becomes sleepwalking, etc.

130
Escape Physical Constraints
Impostor Mystic
Skills: Skills:

Architecture & Engineering: Create grand Liturgy: To draw the attention of higher
illusions (mirrors, pulleys, ropes, winches, invisible forces to combat evil (God, devils, or
trapdoors, etc.). others). Liturgy alone is not enough.
Blarney or Comedy: For staging and
presentation. Alchemy and Botany: Prepare magical aids
Juggling and Sleight of Hand: To appear to help with concentration.
natural.
Gunpowder or Alchemy: For adding visual Mediumship: For concentration.
effects.

Possible Effect: Flying, disappearing, moving Possible Effect: Leaving one's body to see
objects from a distance, transforming them... The other places and times, as determined by the
trick always requires preparation. If successful, Game Master. This form of magic is an
the purely visual effect is guaranteed! It is intimate experience that cannot be shared. No
typically experienced as a threat (except in a test for potential witnesses.
show context).

2 2 3 6 1
131
Summoning Demons
or Nature Spirits for Service or Information:
Impostor Mystic
Skills: Skills:

Liturgy: To draw the attention of higher Liturgy: To attract the attention of higher
invisible forces to combat evil (God, devils, or invisible forces to combat evil (God, devils,
others). or others).

Architecture & Engineering: Create large Magnetism: To control the demon or


illusions (mirrors, pulleys, ropes, winches, traps, invisible force.
etc.).
Mediumship: To sense the demon or
Boniments or Comedy : For stagecraft. invisible spirit and possibly communicate
Fireworks or Alchemy: To add visual effects. with it.
Juggling and Sleight of Hand: To operate
devices unseen.

Possible Effect: Possible Effect:

Much ado with animated puppets, disguised If the summoner is alone and successful,
accomplices, a bleeding effigy, talking statues, the demon or spirit manifests. They generally
etc. The trick requires preparation. If successful, refuse to act directly on others or the reality
the purely visual effect is guaranteed! It is of the earthly world but can provide
generally perceived as a threat (except in information or grant a special power to the
ceremonies where the followers are consenting). summoner. They often propose a pact (spirits
and demons are whimsical or even
treacherous) - a service in exchange for
another. In game terms, the effect is at the
discretion of the Game Master (GM). The
summoner may see an improvement in a skill
or attribute, or gain significant information.

If the summoner acts in front of witnesses,


the demon or spirit refuses to show itself
directly but can manifest in various ways. It's
up to the summoner to interpret the signs sent
by the demon or spirit correctly. The demon
or spirit can also incarnate in the summoner.
In game terms, the effect is at the discretion
of the Mask (GM).

132
Predicting the Future

Impostor Mystic

Skills: Skills:

Boniments or Comedy: For fortune-telling, - Astrology: Predict the future.


false visions, prophecy, etc. - Liturgy: Draw the attention of higher
powers.
Astrology: To appear more credible. - Mediumship: Communicate with spirits.

Possible Effect: Possible Effect:

Predictions are generally considered neutral If the predictor works alone and the tests are
(see the table). successful, the future becomes visible to them.
However, interpreting it is always a
No other effects. challenging task, as "the future is always in
motion" (sic). The specifics are at the Game
Master's discretion.
In terms of gameplay, the impact depends
on the nature of the prediction: good news may
grant 1 point of Nerve, while bad news may
result in the loss of a point.

If the predictor works in front of witnesses


and the tests are successful, the bonuses or
penalties related to the nature of the prediction
apply to everyone.

3 3 4 1 2

133
Detecting the Invisible, the Hidden

Impostor Mystic

Skill: Skill:

Boniments or Comedy: for staging, Liturgy: to attract the attention of higher


invisible forces for obtaining signs (God,
Juggling Sleight of Hand: for hiding and devils, or others).
retrieving. Magnetism: to sense the energy currents
emitted by the invisible.
Mediumship: to see the invisible through
flashes.
The investigator typically uses a "Focus,"
such as a pendulum, dowsing rod, or others...

Possible Effect: Possible Effect:

A fairly classic sleight of hand trick. "Where The investigator senses energetic
is it? It's not here... Oh wait, here it is!" vibrations that can guide them towards what
Very useful for ensuring something is found they are seeking. These vibrations are
on someone: "I swear it wasn't me!" sometimes imprecise as they can be
May potentially convince witnesses that one disturbed by other sources of energy.
possesses certain powers…

134
Combating Evil or Its Manifestations
Impostor Mystic

Skills: Skills:
Liturgy -> To draw the attention of
Same as in the case of summoning demons. benevolent and protective forces.
Magnetism -> To repel malevolent energies.
Botany or Alchemy -> The use of minerals
or plants feared by demons.
It's also advisable to have a basic
understanding of Theology to properly know
the devil and his servants.

Possible Effect: Possible Effect:


The character feels endowed with a superior
Same as in the case of summoning demons. force, acting for good with effective weapons.
However, the phenomenon is experienced as a They gain 1 point in Nerve.
benefit. An "evil" character, possessed by
malevolence, may lose their composure when
facing a well-prepared mystic who confidently
displays the symbols of their faith.

Nearby, Abbot Cauchois is engaged in a


Applications and Examples demonic ritual, sacrificing a goat so that the
Devil's spirit may inhabit Mathilde. Abbot
The old witch of the forest welcomes Cauchois is more of a pitiful madman and
Martin and Ignace into her humble abode. amateur; his skill in rituals and spells is
Martin has a magical view of the world, merely 5. What he aims to achieve, the devil's
unlike Ignace, who sees things rationally. incarnation, is quite enormous. This will be
After offering them a steaming bowl of broth, a heroic test (2 chances out of 20). He
the witch proposes to consult the spirits of inevitably fails. His ritual is pitiful in
the forest to find Mathilde de Saint-Onge. appearance; the goat dies, but no one
Following a jumble of incantations and believes for a second that the Devil has
gestures as chaotic as they are impressive, arrived. Especially not Ignace, who leaps to
the witch throws magical powder into the confront the abbot. Martin, for his part, is
fire, creating thick billows of white smoke. reassured. He does not believe Mathilde is
"Look!" says the witch. "In it, you will see the possessed and hurries to free her.
one you seek and the place where she is ...
imprisoned." While Ignace, with a smirk, Ignace is mortally wounded, lying on the
barely pays attention to the white smoke, ground semi-conscious. An old African
Martin cranes his neck, trying to unravel the sorcerer dances around him, waving his
mystery. charms and chanting hypnotic,
incomprehensible words. Ignace knows that
In the smoke, he discerns Mathilde's face this black-skinned savage cannot do
and the swirls then suggest to him the image anything, and his end is near. Yet, the old
of the old ruins of Jansac Castle. "She's at sorcerer has a score of 20 in rituals and
Jansac!" exclaims Martin. "Nonsense," spells; the Masque considers the test very
replies Ignace. Martin and Ignace find difficult (as if it were a treatment). He
Mathilde chained in the ruins of Jansac. achieves an extraordinary success! Ignace

4 4 5 2 3
135
then falls into a deep sleep filled with strange However, Ignace, once an apprentice to a
dreams where a serpent keeps him Hebrew doctor, realizes that "Master
company... The day after next, after sleeping Platonus" is employing the trick of invisible
for more than 24 hours, Ignace wakes up ink. The ruse of the flame being too well-
feeling much better. He can even stand up. known, he instead uses ink made of sweet oil
His wounds are still painful, but he has of vitriol mixed with water, revealed by the
endured worse. Ignace doesn't understand powdered sulfur covering his hands. The so-
what the sorcerer did, but he must admit that called potion is merely water dyed blue.
his recovery was remarkably swift. This "Master Platonus is nothing but a liar and a
savage possesses a science still unknown to charlatan!"
Europeans.

Alchemy's Magic
Alchemy can be seen as a union of science
and magic. It's a pursuit more symbolic and
mystical than scientific, borrowing from
science certain methods of experimentation
and classification. This implies that
alchemical practices could appear credible
even to a rational mind during that era. Thus,
we'll consider alchemy a specialty within the
Science skill (refer to the skills chapter).

An alchemist, in developing their craft,


doesn't necessarily need to know rituals and
spells. Yet, these esoteric knowledges often
align well and are frequently taught together.
Originally based on the study of matter and
its transformations (see the philosopher's
stone), alchemical knowledge enabled its
holders to also manipulate poisons and the
peculiar properties of certain substances (the
Astrology and Divination
flammability of sulfur, the electrostatic force
Astrology comprises a set of systems and
of amber, the magnetic pull of magnetite
beliefs based on the interpretation of celestial
stone, etc.)
phenomena to glean insights and predict
human events, whether collective or
Alchemists may not produce truly
individual. Since the times of Kepler and
decisive magical effects, but they can induce
then Newton, it has been distinctly separated
perplexing phenomena: liquids that change
from astronomy and, more broadly, from
color, stones that float, powders that combust
physics and the sciences that describe and
upon air exposure. It's with these phenomena
predict natural phenomena with precision.
that alchemists can persuade others of their
Despite this, rigorous scientists like Kepler
nearly magical powers.
officially practiced it at the behest of the
powerful, thus ensuring some funding for
For instance, "Master Platonus" attempts
their research.
to convince Ignace that he possesses a potion
that can manifest a dead man's thoughts onto
The confusion between astrology and
a parchment. After swallowing a vial
astronomy, between science and belief,
purportedly containing the potion, he passes
allows for a comparison of this "art" to
his hand over the parchment while reciting
alchemy. The art of astrological divination is
esoteric formulas, and the text appears!

136
made all the more credible if the astrologer
knows the names of the stars and can identify
them in the sky. An astrologer should have a
Science score of at least 10, or 5 if
specialized in astronomy. However, the
astrologer is unlikely to convince a rational
individual of the credibility of their
predictions. Unless achieving a heroic feat
that might cast doubt, at best, they can
impress with their knowledge.

"At twenty-five years old, Baron


Sébastien de Frontignac, an artillery
lieutenant, had many talents. He knew
remedies for almost all ailments,
disregarding the doctors' prescriptions,
prophecies about the weather,
excellent knowledge in the use of
artillery in the field, he excelled at
chess, and he had a sincere faith in
God."
- Frédéric H. Fajardie, The Red
Scarves.

5 5 6 3 4
137
The Mask, Attributes of the Hero
or Villain Description of a Group at the
Carnival
Romantic Setting
Amidst the crowd where masks and
There are countless examples of masked costumes both ridiculous and grotesque
heroes or bandits. The most famous operated were seen, Monsieur de Bois-Brûlé led the
in the 20th century on the streets of New way, dressed as Neptune, a trident in hand,
York, but others before them had paved the adorned with a long white beard. Behind
way. They all share the distinction of being him, conversing with an air of calm,
heroes from fiction and legend. And it is Barons de Frontignac and Le Clair de
precisely this legend that interests us. Laffite proceeded at a slow pace, the former
wearing a donkey mask and the latter hiding
Some examples include: Masque-rouge, his features beneath a very pink pig mask.
Zorro, the Black Tulip, Fantomas, the Then came Maximilien Fervac who had
Hunchback, and many more contemporary whitened his face with plaster, Nicolas
ones. Louvert topped with a crown from which
dead mice hung,
With this last example, the Hunchback creating a great comedic effect among the
(Lagardère), we understand that the Mask is crowd, and Florenty, wearing a devil mask
not only the object itself but the false identity with a frozen smile.
that one can create from scratch, and under They did not walk in a cluster, allowing
which one can act. interspersed Parisians in disguise between
them.
The mask allows the player character or Lastly, Count de Nissac and Mathilde de
villain to act under an identity other than Santheuil walked as a pair, hand in hand.
their own. The young woman, dressed as a nun,
concealed her face beneath an eagle mask,
The Mask guarantees anonymity and while Nissac wore an even more terrifying
protects the wearer. mask, for it was death itself, and this skeletal
head intensified its effect given that the
The mask, when it is not a false identity, count carried a long scythe on his shoulder.
always embodies an idea,a concept, an ideal People parted with trepidation before this
(usually of justice), revenge, and of course, odd couple, but soon forgot them, so
crime, as it allows for impunity. astounding, amusing, and delightful was the
variety of disguises.
The mask, as we have seen, can range Nissac and his companions entered a
from a sophisticated disguise to a simple church where a mock priest conducted mass
colored scarf hiding the lower face. It can be for an audience of dogs led down the aisles
complemented with a distinctive cape, hat, by their masters.
feathers, or other specific attributes that The animals, fearful of the whip, listened
characterize it. obediently to the rough Latin. Meanwhile,
disguised individuals took up a collection,
It can also leave a signature in the form of the false bearded and mustachioed ladies
a trace, marks, or a small, uniquely shaking their ample hips excessively and
recognizable object (special card, flower, or grumbling against the stingy dogs that did
feather of an improbable color, etc.)." not give the "penny to God"."

- Frédéric H. Fajardie, Les Foulards


rouges.

138
Mask : Specific Rules witness the feats of his mask. The interest is
less for the player but guarantees his
The mask earns a renown of its own. The anonymity and the balance among players.
mystery conveyed by the mask amplifies the
interest in it. Thus, the Game Master (I avoid The GM can have some private
calling them 'The Mask' to prevent discussions with the player of the masked
confusion) may decide to assign a dedicated character to allow him to act. These side
Fame Talent to the player character's conversations must be balanced with the
mask under certain circumstances. other players, there shouldn't be a focus
solely on him.
For every noteworthy action that has at
least one witness, and if a signature is left The GM can build the group around the
(additional proof to the witness’s account), mask. One player acts as the masked
the thus 'famed' mask gains one or several character, the others are his allies.
levels in its dedicated talent. A mask that
becomes famous can ultimately empower its If the GM chooses this option, they must
wearer; in game terms, it provides a bonus of be careful not to frustrate the other players or
Nerve = Renown /4, rounded down. unbalance the group. To be viable, the group
must be very united around the mask, whose
The mask can grant other bonuses concept must be the glue rather than the
depending on its reputation. For instance, a personality of the player or his unmasked
mask beloved by the people will enjoy their character.
support, a mask can inspire fear and may
even be considered a supernatural The mask must be nothing without the
phenomenon, causing opponents to lose rest of the group, even if it means exchanging
Nerve points upon its appearance. It can be the mask according to needs. Thus, if the
assumed that a weak NPC flees upon losing mask needs to fight, then the soldier of the
a single point of Nerve. group is sent, if it needs to argue the most
literate is sent, if it needs to run across
Beware of impostors. Wearing a famous rooftops the acrobat is sent, etc.
mask without legitimacy allows one to
assume its fame but not the gain in Nerve Finally, one can imagine a collective
points. On the contrary, if the mask does not mask, see 'The Red Scarves' by Frédéric F.
live up to its reputation (related to fame), it Fajardie, in this case, it is the collectively
is the opponents who gain the Nerve bonus. built legend that unites the group.

The bonuses of the mask are only


Playing a Masked Character awarded in this case if the characters act at
least in pairs, masked and in unison.
Playing a masked character is complex,
both for the GM and the Player. A masked Be careful not to multiply masks so that
character is typically solitary. How then to your games do not resemble a perpetual
ensure the unity of the group of characters if carnival. Unless this is a deliberate choice
one of them is a hero (or bandit?) in a mask? for a distinctly 'romano-fantastico-heroic'
atmosphere."
The GM may take control of the masked
character after the player has given a number
of directives regarding the intentions and
objectives of the mask. The player does not
act as the masked character and can remain
at the game table, seemingly nonchalant, and

6 6 1 4 5
139
Masks of the Commedia dell’arte Pulcinella: A cunning
and insolent common man,
The commedia dell’arte provides sometimes deceitful, he
numerous masks that players can utilize. speaks for the voiceless. A
These masks, which were very popular at the master of scheming, he can
time, symbolize virtues or flaws that can help become a formidable and cruel opponent,
characterize the mask. The characters of the even an assassin.
commedia dell’arte are all comedic anti-
heroes, but their symbolism can inspire true
heroes or true villains… Scaramouche: A lying
servant who seeks to rise
Harlequin: A cunning, above his station by any
though not particularly brave, means, including lying and
servant who loves life and deception. He is agile and a
whimsy above all. His other smooth talker, sometimes a seducer.
attributes include a patchwork
costume of vivid colors and a club. Scapino : A more
softened, more altruistic
Brighella: Also a servant, version of Scaramouche.
but far more cunning than
Harlequin, he can be deceitful
and has many tricks up his
sleeve. He is nimble, skillful, The Witch: A mature
sly, and stealthy, yet he can woman symbolizing
also be a braggart." mysteries and magic. It can
also refer to a male sorcerer.
Capitan or Matamore:
A master or soldier who is
warlike but ultimately more
of a braggart than effective.
He symbolizes strength,
combativeness, and
violence, as well as flamboyance.

Columbine: A smart
maid who speaks frankly,
sometimes insolently, she
fights against lies and seeks
justice.

Doctor: A man of
science or law, but above
all, a man of power. He gets
what he wants.

Pantaloon: A middle-
aged man, typically
powerful and wealthy.
Mocked, he seeks revenge.
He does not forgive.

140
Other Masks Playing History
Other sources of inspiration can enrich Our vision of historical role-playing is
your gallery of masks. Among them, there straightforward: start with historical facts to
are classics from the Italian carnival related build a story that aligns with the individual
to commedia dell'arte. and collective backdrop of the group of
characters played by the players.
The Doctor: This mask was
invented during the plague This is why the character creation phase,
epidemics to protect doctors with the Alea Cards, is important. It
from germs, with the nose establishes milestones that will feed the
stuffed with herbs from characters' impulses and motives throughout
Provence. their adventures. That's why we're now going
to introduce you to a group of characters
The Larva: From the 18th designed for demonstration scenarios at role-
century, this mask became playing events, which we have participated
widespread, often in annually for several decades.
accompanied by a tricorn hat
and a black veil. Flavia, the street performer used to
introduce you to the character sheet's
Devils and Demons: Add horns to any of mechanics, is part of this troupe. She's also
the commedia dell'arte masks, and you'll get the main character of the solo adventure, in a
a more or less frightening devil. 'Choose Your Own Adventure' book style,
which opens the introductory scenario at the
Animals: Masks imitating animals can be end of the volume. This allows for a more
imagined, such as wild boar, wolf, bear, cat, playful exploration before suggesting it for
and often birds of prey, etc. play. So, if you're a player and your Game
Master has decided to use these elements for
Fabulous Animals: Add horns or long your first games, pause your reading at the
teeth to an animal, and you'll have a fabulous end of this page."
beast.

Exotic Masks: Egyptian mortuary masks,


Chinese, Aztec, sorcerer masks from Africa
or India – the list goes on. In terms of skills,
Disguise or the occupation of a Street
Performer allows knowledge of the
symbolism of these masks as described here,
as well as a stay of at least 4 years in the
Italian Peninsula."

"That the last lord of Nissac,


currently without forebears, would risk
his life for him, this reconciled Mazarin
with the nobility, the true kind, the
sword-bearing nobility dating back to
Saint Louis, who served with courage,
shunned the trivialities of the Court,
knew nothing of dancing the minuet or
the passepied, but had long been
acquainted with honor."
Frédéric H. Fajardie, "The Red
Scarves."
141
7 1 2 5 6
the streets of Paris, which he knows like the
The Company: A Team back of his hand.
of Characters In the city: a street child, taken in by the
troupe, who has since made his way and been
Commedia dell'Mazorcco employed as a footman by Jean Lefevre, the
pamphleteer author of the plays performed
This theater company, in the style of by the Company.
commedia dell'arte, is the only one of its kind
in permanent residence in Paris before the Geoffrey Perrin a.k.a. Colin
arrival of Marie de Medici's entourage. It is (16 years old)
known for its biting tone against the Catholic
clergy and the Milanese and Florentine The designated acrobat on stage, and also
nobility. an excellent juggler. He excels in drawing
new spectators as a town crier and in
As all roles are masked and the troupe was mocking the bourgeoisie, wearing the
established primarily for activism and Company's emblematic mask. He loves
political satire, most of the actors lead double thrills.
lives, both on stage and in the city.
He still keeps a low profile, having been
Since the fire that destroyed their theater, hidden within the theater for a long time. His
they have been homeless, forced to revise former "bad associations" in the Les Halles
their repertoire and economic model: shows district chased him for a while after a dispute
now take place on the streets, not just with a street gang that accused him of
featuring commedia dell'arte pieces, but also working, meaning begging, for himself.
traditional street performer acts. Therefore,
they have partnered with another group, In the city: A street child taken in by the
mainly comprised of musicians: the troupe, he has now made his way and has just
brotherhood of Master Yannis.
been hired as a valet to an eccentric
Its members playing designated roles in Protestant nobleman who wishes to plant
performances are: mulberry trees in the area: Olivier de Serres,
Lord of Pradel (69 years old).
On stage:
Benjamin Le Valois, known
Mathilda Tasso
as Ambroise (31 years old)
a.k.a. Mati (38 years old)

An exile from the Republic of Venice, Wanted in his native region


founder of the Dell' Marzocco troupe, an for burning down a convent, a crime he did
outstanding actress and costumier. She is not commit, the troupe is now his only
educated and plays several instruments. family. He plays the roles of the braggart
Occasionally, she portrays the Witch.
soldier.
In the city: a governess for the children of
the House of Aubigné, a Protestant family. In the city: Protestant baron. He met Mati
during a service at the Temple of Grigny,
Célestin Couvré a.k.a. Croquant who proposed he join the troupe while
(17 years old) waiting for a return to favor.
He is the troupe's knife-thrower but also a
skilled juggler. He excels as a messenger in

142
Jeanne Duval, known as Colombine In the city: he frequents Clubs and Salons,
both to listen and to advocate his ideas.
(25 years old)
Jules Dresde, known as Pedrolino (35
She plays the role of years old)
Colombine. Raised in the countryside, she
has a gift for clairvoyance. The strongman of the troupe, he is a
carrier for the acrobats. His favorite
She is a talented juggler and an character is Pedrolino (Pierrot), a gluttonous,
exceptional dancer. naive, and honest servant. His connections
with the Guard (police) have already saved
In the city: Housemaid for the priest at the members of the troupe from trouble.
Church of the Holy Innocents.
In the city: a zealous customs officer, he
Flavia (16 years old): the most recent lives only for his job.
addition to the troupe, she has become its
dedicated tightrope walker. Cosimo Ruggieri, known as the
Astrologer (62 years old)
She crossed the Alps with her three
uncles, Swiss Guards, who were coming to A long-time admirer of the troupe (and of
take up their post at the Louvre. Mathilda!), he is none other than the King's
Astrologer, although somewhat out of favor
In the city: She got a job as a stable hand at Court in recent years.
at the King's Stables by pretending to be a
boy. He has been known to play Pantalone.

Friends and Protectors of the


Company

Less frequently present than the others,


they do not hesitate to lend a hand on busy
days.

Jean Lefevre (46 years old): An affluent


bourgeois and free thinker with a sharp mind,
he enjoys occasionally playing
Scaramouche, and acts as a protector of the
Company.
8 2 3 6 1
143
1601: As if one misfortune never comes alone,
The Vendetta of the Brighellas they just learned that the Cemetery of the
Holy Innocents is to be expanded and the
The flourishing enterprise that the lodgings they occupy in the Cour des épées
Commedia dell'Mazorcco are to be demolished by royal decree, unless
theater had become was their landlord, Henri Picolet, can find 3000
abruptly halted last autumn: livres within two months...
a criminal fire devastated the
premises.

The troupe, changing upstairs after a


show, narrowly escaped being trapped and
perishing altogether.

Fortunately, thanks to the diverse talents


of each member, all managed to get out with
minor injuries.

The committed tone of the performances


may have played a role, and the double lives
of the troupe members likely irked some of
their acquaintances: truth and the past are
harsh relatives, always reminding those who
haven't settled their debts!

After a difficult vote, the troupe decided


to lay low but to find and exact revenge on
those responsible for their misfortune! The
leads are almost non-existent: two medium-
sized, masked gentlemen were seen setting
the fire on the ground floor... but the team is
resourceful and determined to find and
punish them!

To this end, it was decided that henceforth


all would wear only one mask in a show of
commitment to this vendetta: that of
Brighella.

Moreover, they consider their fight to be


for free thought, religious freedom, and the
right to information for all.

Thus, Brighella is becomingg a known


figure in Paris, appearing in markets and on
church forecourts to denounce state
censorship, the Catholic Clergy's seizure of
properties, and official corruption.

144
The Iconic Character situation requires, a soldier, lawyer's clerk,
of the Commedia del Marzocco or executioner's assistant.

He is an innkeeper who, despite his minor


roles, helps the audience understand the play.
A cunning servant, he arranges marriages
and manipulates his masters.

Also a servant, but much


more cunning than
Arlecchino, he can be
deceitful and has many
talents at his disposal. He is
agile, skillful, cunning,
discreet, and as much a braggart as he can be.

Each member of the troupe has a


Brighella mask.

Brighella, or Briguelle in French, is a


stock character of the commedia dell'arte.

Brighella is one of the oldest and most


consistent types of the buffoon servant in
Italian comedy. His name derives from briga,
meaning quarrel. Like Arlecchino, he hails
from Bergamo in Lombardy,

but he is more cunning, living in the


"upper" part of the town. He describes
himself thus: "I am a man famous for
trickery, and the finest deceptions are my
own inventions."

Always dressed in green and white, with


a black or olive mask on his face, he carries
a purse and a dagger at his belt.

Capable of anything, insolent with


women, and boastful when there's nothing to
fear,

Brighella, with his smooth talk, musical


and dancing talents, and rare skill, can
provide a variety of services. He is not averse
to any occupation, becoming in turn, as the

9 3 4 1 2
145
Some Characters of the Troupe haven't revealed to your fellow actors either
the reason for your exile or Jeanne Duval's
Benjamin Le Valois past as a nun.

Your Life: You are the eldest of six Colin


siblings. You served as an officer in the army
for three years, under the command of This street child unexpectedly came upon
Agrippa d'Aubigné, a man you admire both one of the arsonists, but had to hide under a
as a poet and a great warrior. During this table to avoid being caught. It was then he
time, you met and fell in love with Louis noticed the rapier the arsonist carried: its
Arthemise (17 in 1601), d'Aubigné's guard was finely crafted, and the pommel
daughter. Her father consented to your was carved from ebony into the shape of a
marriage, but only on the condition that you chess piece, a black bishop. He couldn't see
secure your baronial title or another title, their faces, as they were hidden by a scarf
ensuring a steady income and land. You and a wide-brimmed gentleman's hat.
returned to your estate to temper the anti-
Catholic fervor of the most extreme Colin has recently become the footman of
members of your family. a man of science with access to the Court.
Being a footman means he is attached to his
The Convent Affair: Indeed, several master's person and sleeps in front of his
families of Protestant nobles, frustrated by master's bedroom door to block entry. This
the increasingly abusive restrictions on their role generally means he is expected to be
privileges and freedoms by the Catholics, present and available from sunrise to sunset.
decided on punitive action. You attempted to However, his master only calls upon his
reason with your side to dissuade them and services on days when he must appear in
avoid bloodshed, but to no avail. You society, about two to three days a week.
followed them at a distance to intervene if
necessary, but could only watch as the It was from his master that he learned to
convent was engulfed in flames. write, as well as about history and
geography. As for medieval fencing, he was
You were on a small promontory at the introduced to it by one of the old servants of
edge of the forest, atop a hill. A group of the Serres family.old servants of the Serres
peasants returning from the fields saw you family.
on horseback, watching the scene, which
likely led to rumors that you were the leader
of this bloody expedition.

It was then that you saw a nun fleeing the


massacre. You rode to her and offered to take
her across the valley to the ecclesiastical
authorities in the neighboring country. Upon
arriving, you discovered that you were
wanted by the Royal Guard as responsible
for the atrocities.

Another big surprise: when leaving the


nun with her superiors, she revealed that she
had been forced into the convent and wished
to leave the habit! This nun turned out to be
Jeanne Duval, with whom you decided to Flavia
exile yourself to Paris to lay low. You

146
147 9 3 4 1 2
148
His surveys led him to the wasteland
adjacent to Cour des épées, on Rue au fer,
opposite the Saints Innocents cemetery...

Jeanne Duval

You were born in a small village to a


family of shepherds. Early on, you had "the
gift." You foresaw deaths and births, saw
"white flashes" predicting accidents – in
short, you saw the future. When word spread,
and people from across the valley began
consulting you while you were still a child,
the local lord struck a deal with your parents
to avoid "trouble": you were sent to a
convent to avoid the scrutiny of an exorcist
Olivier de Serres questioning your soul.
Only one portrait of Olivier de Serres Reluctantly, you entered the convent. Life
made during his lifetime, at the age of sixty, with the sisters was cold and hard, but you
is known. It's a rather average pen drawing found solace in the well-stocked lectorium
by his son Daniel. The engraving above is a and library, donated by a local noble.
later interpretation.
In the lectorium, you accidentally found a
The Serres family, originally from hidden cache containing a forbidden book –
Vivarais, now the Ardèche department, a grimoire titled Livre des Ombres.
prospered in the cloth trade. Jacques de Alongside it, a parchment revealed that the
Serres had two daughters, Claude and then-mother superior, in agreement with the
Delphine, and three sons, Olivier, Jean, and bishop, had hidden it to study its contents
Raymond. The family was militantly and thus more easily arrest those committing
Protestant. Jean became a pastor and later the such infamies.
historiographer of Henry IV, while Olivier
would be a deacon of the Reformed Church You took the book to your cell and began
in Villeneuve-de-Berg. studying it. You uncovered some magical
secrets and practices of the witch who wrote
Born in this small town, Olivier de Serres it, a noble of Germanic descent. The sorcery
was only seven when his father died. His texts were in Old French, while the journal
family's status allowed him access to the best section was in Germanic.
education and a private tutor. He studied
Greek and Latin, supplementing his You're not sure if the spells in the book
education with extensive travels in France, work, and you've never attempted to cast
Italy, Germany, and Switzerland. one. The book references the Old Religion,
the Mother Goddess, and the Horned God.
In Paris, he studied, at the King's request, Its composition is unfinished...
the feasibility of planting 20,000 mulberry
trees for silk cultivation and to promote his No one knows about your discovery.
book, "Le théâtre d’Agriculture", a
comprehensive work on various agricultural Note to the player: You decide the
practices. content of the grimoire. If you want to cast
or invent a spell from the book, you'll have
to create it from scratch. You don't know if it

11 5 6 3 4
149
will work! Everything will depend on your Mathilda Maria Cathrina della Torre e
Faith and the occult knowledge you apply... Tasso

The convent incident: One day, the Is a Venetian noblewoman from a lineage
Huguenots attacked and set fire to the of Master Postmasters who have been
convent. You managed to escape what was establishing family dynasties across Europe
about to become a massacre. Before fleeing, for three generations.
you "saved" some rare old manuscripts and
some valuable religious artifacts.

A few hundred steps from the carnage, a


charming young man on horseback rescued
you and took you out of the region in no time.

It was when he was about to leave you at


the Episcopal Palace of your bishop that you
confessed to him that you had been forced
into the convent and did not wish to return. It
wasn't a problem for him, of course, since he
was part of the group of Huguenots who
attacked the convent: Baron Benjamin Le
Valois. Among your fellow actors, only the
baron knows that you wore the habit.

Jeanne has befriended Aurélien


Bonchamp, a student at Cour des épées. He
is a medium, like her, and in this world,
people sharing this condition are rare and
often must remain discreet to avoid
ignorance and the wrath of their
contemporaries.

Thus, it's nice to confide in someone who


can understand your visions.

Recently, Aurélien shared a mystical


dream he had, which he recorded in his study
notebook. He loves poetry and always notes
his visions and dreams in verse, in the
language of birds. However, he described
this dream more like a nightmare, given the
oppression he felt upon waking.

While jotting down his verses at a table


corner, he smiled, saying he wasn't sure if his
anxiety was due to a small spider that had
slipped into his bed upon waking or the
verses that had come to him.
Spanish Mathilda’cousin
Read and note paragraph 27 of the
adventure you are the hero of, in the
following chapter.

150
12 6 1 4 5
151
152
She was the betrothed, as the daughter of He refused, especially since with his
the Master of Posts of the Serenissima, to a family's European network of Post relays, he
master glassmaker from the island of had plenty of options to make Mathilda
Murano. Not one to wait to be fetched, she disappear. This dishonest proposal hastened
secretly met her suitor several times. They his decision and the exile for the young
were fond of each other, and all was well. Venetian noblewoman.
One day, he was seen with her outside the
island, shortly before their wedding. As per
the rules of the glassmakers' guild, he was
executed for treason: master glassmakers
were forbidden from leaving their island,
regardless of the reason. Indeed, there was
no chance of a foreign power stealing the
secrets of a fruitful industry!

He was thus murdered in the most sordid


way, as a dwarf with a glass-bladed dagger
stabbed him in front of the young lady. It was
a surprise attack, during the return from one
of their secret amorous meetings by boat, As she was close to the splendors of the
hidden in the mists of the lagoon. court of Marino Morosini, the Doge of
Venice, and before the news spread, she had
She developed a phobia of dwarfs from an idea to avenge the cruel laws of the
this trauma, which she still struggles to government and corporations:
control. But by using her family's influence
networks, she also learned that the Dwarfs of On May 4, 1597, for the coronation of the
Venice form a Guild serving the Doges' dogaressa, Morosina Morosini received from
power. Pope Clement VIII the Golden Rose, a
prominent distinction, while the doge in turn
And that this Guild is closely linked to the received an equally remarkable gift: a shard
master glassmakers' corporation… of the Cross of Christ.

Indeed, dwarfs in this organization travel Certain of the alchemical value of this
throughout Europe, often disguised as relic, and its diplomatic exchange value,
peddlers. In reality, they prospect in should she find herself in difficulties during
mountainous regions and exploit clandestine her exile, Mathilda,
mines for the benefit of the Guild and the on a whim and seizing an unexpected
Serenissima. opportunity, stole the rose in its case, just
hours before crossing the Alps by night to
Before his untimely death, her suitor had start her new life.
allowed her to visit his workshop and had
shared some of his secrets with her. It was Note this item on your character sheet,
then that her passion for Alchemy was born. specifying how you hide it.

Heartbroken, Francesco David, her father Indeed, if you were to be captured by


was forced to exile Mathilda, so she would envoys of the Serenissima, in possession of
not suffer the same fate as her future this item, regardless of your supports in the
husband. The Chessboard, a secret and kingdom where you are, it would be difficult
criminal organization that had heard of this for Justice to refuse your extradition.
affair, offered her father protection and a safe
exile in exchange for the glassmakers' Today, Mathilda has kept only her first
alchemical secrets Mathilda might inherit. name public, without hiding the numerous

153
12 1 2 5 6
visits from her family members: the clerks
and masters of Posts now parade several
times a year where she has established
residence: the Court of Swords.

A concentration of lodgings rented to


individuals, along the Rue aux Fers, facing
the cemetery of the Holy Innocents.

The lodging she currently occupies is one


of the apartments permanently rented by the Don Raimondo (second from the back),
Turn und Tassis branch of Brussels, for the participating in a negotiation in 1604.
business travels of family members. A
Spanish cousin, Don Juan de Tassis (28 years It was difficult to glimpse her face
old), Count of Villamediana, son of Don because, with the winter chill, she was
Raimondo (1515-1579), currently staying in hooded in a capeline of skin adorned with
Paris for business, occupies an adjoining furs. Her face, hands, and ankles were
apartment to hers. perfectly protected from the cold and prying
eyes... The woman is not yet in her prime, yet
Mathilda noticed that recently a woman older than the young man. Mathilda
wearing impeccably tailored and observed that a horseman accompanied the
magnificent clothes has been regularly lady and waited for her each time in Rue aux
visiting the student of the Court of Swords, Fers, keeping her mount.
Aurélien Bonchamp.

Is it for romantic meetings?

Don Juan de Tassis, during a trip to the Velázquez, Sebastián de Morra, 1645,
Barbary States. a dwarf at the Court of the King of Spain.

154
1
Adventure Where You
Are the Hero The once thriving enterprise of the
Commedia dell' Mazorcco theater abruptly
The Saltimbanque and the Fool ceased last fall: a criminal arson devastated
the venue after a show. The troupe, changing
As if you were about to participate in a upstairs while the audience dispersed into the
tabletop role-playing game, arm yourself street, narrowly escaped being trapped and
with Flavia's character sheet and a twenty-
perishing altogether. Thankfully, due to
sided die, or use the "leafed-through" die at
the bottom of the page. The only difference everyone's unique talents, all managed to
is that you'll be playing with the book in your escape with minor injuries. The committed
hands. tone of the performances might have played
a role, and the double lives of the troupe
If you're a player, check with your game
members likely offended some close to
master to ensure they haven't planned to have
you play the introductory scenario of The them: truth and the past are stern relatives,
Mask and The Sword, as the adventure always reminding those who haven't settled
offered is exactly the same as the scenario their debts! After a difficult vote, the troupe
intended for the Mask, which immediately decided to lay low but also to find and
follows this chapter. If you've decided to be
avenge those responsible for their
the Mask and therefore the game master, this
adventure will allow you to approach the misfortune.
introductory scenario by discovering it
through a method almost as enjoyable as Clues were almost non-existent: several
behind the screen: from the perspective of a witnesses saw two medium-sized, masked
player who would start the adventure in solo gentlemen starting the fire on the ground
play, i.e., a game master and a single player.
floor. Flavia, a member of the troupe, was
Whether you are a player or the Mask, this
adventure is primarily meant to gradually among those who spotted the two men. She
immerse you in the world of this game, as remembers one of them wearing a thistle
well as in the mechanics of the rules, through flower on his collar, and their eyes met. The
a few dice rolls. Don't expect to be thrust into unusual shape of his ebony rapier hilt and
a thrilling adventure with multiple combats
that distinctive collar ornament are the only
and chases for this taster.
clues she has to identify this man. But the
This is more of a scenario of investigation team is resourceful and determined to find
and inquiry. and punish the perpetrators of the arson.

To this end, it was decided that all would


now wear only one mask as a sign of
commitment to this vow and for operations
related to this vendetta: the mask of
Brighella.

Moreover, they consider their fight also as


one for free thought, and enabling the public
to identify corrupt notables. Thus, Brighella
is becoming a known figure in Paris.

155 13 2 3 6 1
He makes increasingly frequent You meet with the members of the
appearances in markets and on church steps, Commedia dell’ Mazorcco to define a new
railing against state censorship, the target for Brighella, or at least share your
confiscation of property by the Catholic intention to search for the man with the
Clergy, the violence of militiamen, and the ebony-hilted rapier. Go to 122.
corruption of a bourgeois, a noble, a
minister, a government official. He is seen 2
simultaneously in various places around
Paris, which contributes to his growing The man is surprised. He didn't expect to
popularity. Naturally. As if one misfortune see you. Make an Easy Throwing test.
never comes alone, the troupe members have
If you succeed, go to 106.
just learned that the Saint-Innocents
cemetery is to be expanded and that their
If you fail, go to 66.
lodgings in the Cour des épées will be
demolished by royal decree unless their 3
landlord, Henri Picolet, can find 3000 livres
within two months. "- I followed Concini to a fencing school.
Do you know it?
With outdoor performances becoming
rarer, Mathilda has struck a deal with a newly I am not familiar with his routines. I know
ordained young priest, Vincent de Paul: he he is at the Louvre, and that's where I
lends the troupe an old cooper's warehouse summon him when I need to see him."
attached to the small orphanage he has just
founded for their performances. In return, the Go to 14.
troupe commits to taking care of the children
during his trip to southern France, which 4
should last until spring. It's in this rather
The Count meets with mercenaries at the
gloomy mid-winter context that Flavia seeks
inn and agrees to hire them for his personal
a brighter future for herself and her new artist
security and that of his House, until the
friends.
resolution of this matter.
You use your connections to pursue a
Once the deal is settled, the mercenaries'
lucrative side activity in addition to being a
leader inquires with the Count about the
saltimbanque, all while searching for the
existence of a Jewish Quarter in the capital.
man with the ebony-hilted rapier. Go to 60.

The Count explains that the Jews are


You stay at the Cour des épées to identify,
excellent alchemists and he would like to
with residents and the owner, a solution to
meet one of them to discuss their craft.
prevent the imminent destruction of the
lodgings.
He also mentions that for his amateur
scientific experiments, he is seeking various
Go to 45.
raw minerals.

156
The mercenary leader then produces a of his massive overturned desk. He is
small peddler's notebook from their baggage, coughing and spluttering as he tries to get up.
explaining it was sold to them across the
Rhine. Ruggieri is leaning out of the window,

He gifts it to the Count in return for a which is literally no longer there,


round of drinks. The notebook warns completely destroyed. Shards of glass and
villagers against strange travelers known as wood cover the entire room.
the Dwarves of Venice.
"The Mark!
These malformed beings are allegedly
spies for wealthy merchants engaged in illicit He had the Mark on his forehead!"
mining operations.
You help the Count to his feet and ask
You learn of these events as, after Ruggieri about what the Mark is. Go to 59.
acquiring it, the Count lets the notebook
You leap over the gaping hole where the
circulate among the guests at the table. The
window used to be and set off in pursuit of
Count then returns home untroubled.
the creature.
You excuse yourself, claiming to check
Go to 133.
on your friends in the troupe. Go to 122.
7
5
Ursulin recognizes the inscription and
Crossing Paris proceeds without any
indicates that it is a coded phrase used by
trouble. Rue au Fer, leading to the Cour des
members of his corporation to identify the
Épées, is relatively quiet, save for a few carts
owner.
entering and leaving a vacant lot and some
parishioners heading to mass at the corner of
You are unable to get any further
the street, in the Church of the Holy
explanations.
Innocents, adjacent to the cemetery. When
you return to the Cour des Épées, it appears Go to 146.
asleep under the thick blanket of snow that
has fallen for several days. Icicles decorate 8
the parapet above the railings on the first
floor. Go to 126. The next evening, you arrive at the private
residence of Count de Bassompierre.
6
A recently built house with one floor,
A tremendous crash reaches your ears, large enough to accommodate about a dozen
like furniture being moved or overturned. rooms.

You head towards the source of the noise


and find the Count lying on the floor, in front

14 3 4 1 2
157
You have armed yourself with a dagger - "Did it have a mark or symbol painted
hidden in your boot, while Ruggieri has on its forehead?"
brought his sturdy walking stick and lantern.
- "No, not that I remember. Let's go back
A liveried butler greets you and leads you to the salon. Firmin has prepared some
to the salon, where the Count soon joins you. mulled wine. Then we'll dine in the dining
room with my wife and son."
- "Come! I want to show you something."
You follow the Count. Go to 44.
He crosses the room and opens a door to
his study. Gold coins are scattered across his You want to examine the tracks more
desk, some stacked in columns between two closely and ask to step outside with the
solid jute bags, both brimming with the lantern for a moment. Go to 103.
precious metal.
9
He approaches the large windows
overlooking the back of the building. The The door is thick. You notice that a cloth
room is dark, lit only by his lantern. has likely been placed on the floor to seal the
gap under the door, probably due to the cold.
- "Look!" However, you can hear giggling and
whispers, but nothing clear, no recognizable
He points to the regularly spaced cypress words.
rows under the window ledges. You and
Ruggieri lean forward, seeing only a thin You want to stay in sight of the door, but
layer of sparkling snow covering everything. also find out if she came on foot or by some
The Count indicates an area between two other means of transportation.
cypresses, and your vision adjusts: indeed,
two gigantic footprints stand out in the fringe You plan to use your acrobatic skills and
of darkness, illuminated deeper by the climb onto the roof, scaling the railing to
lantern's beam. The soil where the trees are reach the part of the building overlooking the
planted must be softer, and the impressive street. From there, you will have an
shape of the feet is distinctly visible on the unobstructed view of both positions. You'll
ground. stay on the stable, clear roof ridges with
handholds, rather than risk being on the tiles
- "He appeared last night in front of this for too long. They're probably slippery and
window. The poor creature has no language, might reveal your presence, despite your
just a message pinned to its chest: 'Prepare stealthiness.
the money. You will receive instructions
tomorrow.'" Go to 98.

Ruggieri strokes his beard thoughtfully, You reconsider: the snow has likely
starting from the mustache. formed drifts on the roof that would make it
perilous. You decide to casually make your

158
way to the courtyard porch, taking the stairs. and thus can’t trust him enough, to confide
After all, aren't you at home? in him.

Go to 77. If you have Jérôme’s telescope in your


possession, go to 159.
You've seen and heard enough.
If you do not have the telescope, go to 22.
Jérôme clearly doesn't need another
nurse. You head back to your place. Go to 13
141.
As you reach him,
10
another man emerges from around the
You wait for hours for the man to come corner of the building and points his gun at
out, but he never does. you, point-blank.

Chilled to the bone, you give up your And fires. Your adventure ends here.
vigil. There are multiple entrances to the
Louvre. THE END

Go to 119. 14

11 Allow me to be frank with you: I have a


feeling that Jérôme’s passing was not due to
Ursulin exits the private house without illness. Before I tell you what concerns me
the telescope. He smiles, looking tender. about his death, I must also tell you that I am
a member of an Italian theater troupe, and
He doesn’t head towards the carpenters' our performance building was recently
house. targeted in a criminal attack. It completely
burned down. The arsonists carried a rapier
You follow him. Go to 31. with a hilt shaped like a chess piece.

You give up the tail and return to Cour des Since the Italians from the King’s wife’s
épées to check on Jérôme's health. Go to 88. court arrived in Paris, many strange things
have been happening. Among our troupe’s
12
patrons,we have the King's astrologer,
You find Ursulin at the Carpenters' Guild.
Cosimo Ruggieri. He confirmed that
He is devastated by the news.
among the circle of courtiers close to the
royal couple, some are engaging in dark
While you might have doubts about the
schemes.
accidental nature of Jérôme's death, you
decide to delay discussing it with Ursulin,
And I've had confirmation these days that
given his intense emotion and also because
these facts are true. I spotted in the stables of
you feel you don’t know him well enough,
the Louvre Palace, the husband of Leonora

159
Galigaï, Marie de Medici's foster sister: 15
Cosimo Concini. He was carrying the same
rapier as the arsonist... Oh sweet twilight of the countryside,

What does this have to do with Jérôme? when the glowing red light of the setting
sun sets the verdant plains ablaze and the
But before you answer, let me also be shadows begin to stretch along the winding
frank with you. I know this Concini. We met paths of the moor.
during his wedding in Avignon. Marie de
Medici’s court made a stop in this city on its In this soft orange light, two stealthy
journey from Marseille to Paris. You see, figures approach an old property by a
like your Italian astrologer, I am also skilled tranquil river.
in secret sciences, particularly in
philosophical and operative alchemy. The first, a carpenter's mate dressed in a
linen surcoat and woolen vest, moves
So, it was as an alchemist that I contacted cautiously, scanning the surroundings for
Concini and his wife. I needed to secure the any sign of danger.
safety of one of my exiled colleagues: Rabbi
Itsaac Lowe from Prague. A band of Beside him, a young street performer,
mercenaries was on his trail and I could no
with pale face and dark hair, watches him
longer hide him.
with a mix of fear and excitement.
Hence, I asked them to let him join them
Finally, they reach the stone wall
in the royal entourage, under a false identity,
surrounding the property, and the street
to leave the city incognito, and shake off his
performer begins to scale the stones nimbly.
pursuers. They agreed to do so in exchange
The carpenter, meanwhile, tries to follow but
for a demonstration of my alchemical skills.
struggles to balance on the slippery stones.
Since I have been back in Paris, I have
Eventually, they reach the top of the wall and
repeatedly tried to get Concini to tell me
carefully descend on the other side.
where my friend is, but it's been impossible
to get any information about his
The carpenter then heads towards the
whereabouts. It’s starting to really bother
Palace, which forms a semi-circle in a vast
me...
park, while the street performer explores the
surroundings, looking awed.
If you have previously noted the word:
The wrought-iron gate is closed, and just
"scherma" go to 3
to the left after entering, the visitor passes
"6 allée des cours" go to 148 under the windows of the caretaker's house.
A wooden cabin, as big as a stable, likely a
Go to 142 hunting lodge, is set back on the right.

Make a Difficult Hearing test. If the test


is successful go to 37. If the test fails go to
125

160
16 21

You are the first to burst into the room. A You don't have to wait long to see Ursulin
huge man stands with a bag of gold in each come out.
hand, the window and its wooden frames,
shattered behind him, He has the case slung over his shoulder
along with a leather satchel and his
forms a hollow oval in the wall, as if from carpenter's tools at his belt. The street is
an explosion. crowded, probably because an execution is
being prepared at Place de Grève.
Debris of glass, wood, and metal carpet
the floor. His face is frightening: a square You follow him at a safe distance for
jaw, a balding forehead with a few sparse almost an hour, leading you to a private
tufts of hair,metal screws pierce his temples hotel, not far from the Louvre.
from side to side. His skin is pale and grainy,
his clothes appear torn and rotted by He approaches a liveried servant and
dampness. His expressionless face turns exchanges a few words that sound like
towards you then he steps over the Italian, before being invited to enter.
windowsill and jumps.
The surrounding crowd noise and your
You run after him. Go to 133. limited knowledge of this language
prevented you from understanding more.
You let Ruggieri and the Count assess the
situation. Go to 23. You try to approach a window. Go to 130

It's too much for you, you take leave of The building is flanked by two other
Ruggieri and the Count and head home. similar dwellings, preventing you from
Go to 41. directly going around it.

20 But maybe by taking this shady alley, you


could emerge on a street that leads to the
You think you can outrun him, back?

but the last thing you see is the barrel of Go to 69


his gun. You feel a dull thump on your
forehead. You wait for Ursulin to come out to see
what he does next. Go to 11
Then nothing. He just shot you in the head
at point-blank range. You note the address and abandon the
tailing to return to Cour des épées to check
Your adventure ends here. on Jerome's health. Go to 88

END

15 4 5 2 3
161
22 College, is ill. He asked the cook to bring
him a broth and apparently has not left his
You decide to join the members of the home since.
Comedia dell Arte troupe. It will help you
think. You take leave of Mathilda and go to
knock on the student's door. Go to 140.
Go to 122.
You ask Mathilda about Brighella. Go to
23 96.

It's the Count who steps forward first. You visit the other members of the troupe.
Go to 122.
He has grabbed the poker from the next
room. He moves in front of the desk, 25
brandishing his weapon.
The door is broken down by vigorous
Ruggieri follows, sneaking behind him. shoulder pushes from the strongest present.
He has one hand in a hidden pocket in the
fold of his robe and the other hand with his Jerome is found dead, stretched out at his
index finger pointed towards the gaping work table. It seems he succumbed to fever.
window. At least, that's what people crowding the
doorway are saying.
He mutters under his breath. Both men
lean over what remains of the window frame. If you approach and elbow your way into
the room with the few people already there.
Even the wall is severely damaged. Go to 115.

"I see nothing. I thought I saw movement Otherwise, go to 32.


to the left at the end of the street.
26
He ran off like a hare, the scoundrel."
Your diversion seems to work.
The Count, in a rage, throws the poker to
the ground and begins to count the coins left The creature steps aside and heads
on the desk and those that have rolled onto towards where you threw the lantern.
the oriental rug. Creature indeed!

Go to 100. For its face appears to you for a moment


in the chance beam of moonlight.
24
It is angular, broad, and covered with
Tuesday, December 26, 1600 scars. Its hideous pale complexion contrasts
with the bloodied steel pieces protruding
Mathilda informs you that Jérôme from its temples. Its vacant gaze searches the
Bonchamp, the student at the Sorbonne surrounding darkness.

162
You regain your composure to leap as far So, he who follows the master of Nola, his
away as possible and run full speed to the heart will extinguish
safe cover of the main street. Go to 78.
At that very moment, and from him
27 inheritance will gain

Prophecy and Lament of the Great Then sublime and perpetual torch
Solitary Briton
Will ignite the morning dew
"When the companion bear in reverse in
his den shall be The splendor of his proud face

A peaceful knight will come, will Will embrace


discover the elixir of long life
And the crossroads will shine bright"
In the land of marshes will drink the light
Note "prophecy" on your character sheet.
But before, the nourishing earth he must Go to 153.
water
28
With attentive supplications and the
rigidity of the Holy Grail Once on the roof, you either lie flat or
move standing up, bending as low as
Thus, old omens awakened shall be possible to avoid being seen from the
surroundings. You will be more comfortable
By his unique gaze when night falls, which should not be long
now.
A child born of the celestial womb
From your observation post, you are
In the abode of his immaculate slightly higher than the ridge of the sloping
conception roof with its dark blue slate tiles of the
fencing school.
Departure without delay on an equal steed
will make Excellent view of the courtyard that made
you hesitate earlier. You did well. There are
His blood will flow if the bowels of our as many windows facing the courtyard as
mother there are on the exterior facades.

Stir more or less than Reason Moreover, there is almost constant


movement between the four doors - perhaps
His entire word to his companions will be
more - that you counted,
For the man with the sinister flower
surrounding a dirt floor, whose rare ruts
treacherously will appear
are filled with gravel sand.

16 5 6 3 4
163
The building's occupants are mostly 29
gentlemen and no more than one or two
servants. All men. As night falls, your Curiosity is a vice.
horseman has still not reappeared and his
horse, if not in the stable, is probably tied in 30
a blind spot
The students let you take the lead. You
of the courtyard. You left in a hurry and knock, but there’s no response.
do not have with you the equipment that
You knock again, but the door remains
would allow you to discreetly enter the
closed and the room silent. You call out to
fencing school through the roof.
Jérôme through the door and press your ear
That is, a crossbow bolt fitted with a against it.
grappling hook and extended by a fifteen-
You try the handle but find that the door
step rope used for opening some outdoor
is locked from the inside.
shows. As well as the Brighella mask, which
would be useful for acting without being
By a latch that appears slightly when you
identified.
push the door away from the frame and lintel.

Anyway, you do not yet know enough


Go to 136.
about the occupants of this building to
attempt anything. Alone, at that. 31

Note on your character sheet, the word He heads towards the Louvre Palace and
"scherma" to remember this information. approaches the wing of the Queen's
apartments, near the Grand Carrousel.
You estimate that you have collected
enough information to discuss it with the He comes out a moment later and circles
members of the Commedia Del Marzocco the building to go to the gardens.
troupe and decide to join them to share your
discovery. Go to 122. There, he joins a group of gentlemen
strolling.
The man with the ebony-pommeled rapier
can apparently only leave through one exit, One of them steps aside with him.
which is currently in your view. If he leaves
without rushing, and heads in the right You can’t get close enough to hear the
direction, towards the inn where your horse conversation without being spotted. You
is, you have a chance to resume the tailing simply observe the scene from a distance.
where you left it. It hasn’t been long since he
arrived, so you decide to stay in your hiding If you have already met or spotted the
spot to see what he will do next. man with the ebony-pommeled rapier, after
the theater fire, go to 76.
Go to 123.
Otherwise, go to 84.

164
32 34

The body is removed from the room and You come face-to-face with the Golem.
downstairs, in the laundry room, It's an imposing being, four to five heads
arrangements are made for a wake: between taller than you. It spreads its arms, bends its
two sheets stretched on either side of a table, knees, and starts to move slowly towards you
backed against a wall and preceded by two with its vacant gaze. It's trying to grab you.
candelabras with lit candles. Its pale body is covered with abominable
scars, sewn over the flesh as if it were a
The body is covered with a shroud made garment. It bears a strange tattoo on its
from a sheet similar to those hung. Someone forehead.
is sent to inform his professors at the
Sorbonne and to fetch his relatives outside of You flee in the opposite direction as fast
Paris. as you can. Go to 78.

You go to inform Ursulin of Jérôme's You attempt to leap into the shadows to
death. Go to 12. disappear from its sight. Go to 48.

33 35

The house has all shutters closed. The pommel of the dagger unscrews to
reveal a hollow cylindrical cavity inside
It flanks another house of the same kind which rests a small parchment roll.
on the left, and to the right, on a wide strip,
it opens onto a large courtyard that seems to "To my beloved,
belong to the occupants of a large building
on the right. There is a basement window Met in the belly of a sardine, turned
with rust-eaten ironwork. Two shutters whale,
closed and barred by planks nailed to the
front. You enter from the side, through the But so handsome, like Adonis, that he will
space that opens onto the courtyard, by keep me breathless,
climbing three steps. You have positioned
For all eternity that he allows me to spin
yourself at the corner of a building opposite,
wool for him,
which overlooks a vacant lot enclosed by
some palisades easy to climb, offering you
Or try to remove Cupid's arrow,
clever escape routes if needed. After a few
hours of waiting, nothing unexpected Which he so skillfully shot to pierce my
happened, neither around the house nor in heart.
the surroundings. You decide to visit the
other members of the Commedia troupe. Go Paris, November 11, 1600.
to 122.
Giorgiona"

17 6 1 4 5

165
Note GIORGIONA'S LOVE NOTE on palace and were patiently waiting for their
your character sheet, to remember this target. You were moving cautiously,
information. unaware of the danger lurking. Suddenly, a
noise catches your attention, and you stop
You slip the dagger into your boot, dead. You turn your head and see the
convinced it could serve as evidence if there mercenaries emerge from behind a bush and
was a link between Jérôme's death and this advance towards you. They come out of
object, who knows? several hiding places and move towards you
and the Palace in a scattered formation. Most
Go to 93 are armed with rifles, some with sabers or
daggers. All wear a scarf around their neck,
36
pulled up over their nose and tied behind the
neck. One of them stands out from the others
The man with the thistle hasn't moved
with his aristocratic attire: lace ruffled
from his chair. A kitchen boy grabs a bucket
sleeves, a wide hat topped with a black
full of peelings and heads towards the
feather.
outside door, through which the man you
were following entered.
If you have noted chartreuse on your
character sheet, go to 143.
Although dark and away from the street,

If you have noted prophecy on your


the half-moon courtyard you are in
character sheet, go to 144.
doesn't offer anywhere to hide from his view
when the kitchen boy exits.
Go to 125
You run to the street and move away.
38
Will you hide in sight of the main door Monday Evening, December 25, 1600
through which Ursulin entered, so as to see The evening began with the discovery of
him leave? what constellations are and the fact that they
are not stationary in the sky. But the most
extraordinary thing was the ridges and
Go to 113 circles on the face of the Moon.
You were full of questions.
Or will you persist and stay near this That's why you gain the Science
courtyard, to see the man with the thistle Astronomy/Astrology (Esp) skill with 1d6
leave, should he come out? starting levels. Passionate, Jerome took notes
and regularly asked you to fetch already
Go to 138 annotated documents from his desk which he
skimmed diagonally or re-annotated while
continuing observations. Among two sheets
37 of calculations and ephemerides, a white lace
handkerchief caught your attention. It was
It seems you are not the only ones who embroidered with the initials S.E. and carried
have come discreetly to this place. A rival a scent evoking a floral bouquet, likely of a
team, made up of heavily armed woman (note the code "serpolette" on your
mercenaries, had also been watching the character sheet). You put it back in place
before Jerome noticed and left with the two

166
sheets he requested. You made these trips attach yourself. And maybe you'll see
while sometimes taking control of the Jerome again?
telescope adjustments yourself. While he Go to 24.
recalculated.
"- What I know of this science is that its As you go to bed, you realize you haven’t
mother is the science of Mathematics. You discussed this morning’s meeting with the
see, it's by reading articles and excerpts from owner with your uncles. You don’t know
Kepler's Mysterium Cosmographicum, which of them is on guard tonight? And they
about the relationship between the distances get up too early to see them all three together
of the planets and the five Platonic solids tomorrow morning before they leave.
that... You decide to visit them tomorrow
- The planets? morning at the Louvre guard post. It will be
- Ah yes, I should have started with that." an opportunity to start looking for a
He kneels, takes the water pitcher, serves supplementary activity to earn a few pennies
himself, and places it in the middle of the and get on the trail of the Man with the
cloth on the floor. Around it, he places two Ebony Pommel Rapier. After all, they see a
goblets at different distances. lot of people at the guard post and in the
"- See this pitcher? Well! It's the Earth, corridors…
our world. The goblets, they are the planets. Go to 60.
They move around us."
He picks up his goblet, brings it to his lips. This scientific vigil has given you more
"- For example, this goblet, it's the Sun. In than ever a taste for freedom, to contemplate
the sky, there are the planets and everything the infinite and its possibilities.
else are stars, that's it." You can’t wait to join your performance
"- Why is the Sun so big? Why does it partners for rehearsal.
hide?" But especially to convince them to hunt
He smiles. Seems embarrassed. down this man with the ebony pommel
"- For now, it's not there, so let's look at rapier. Jerome told you, before you left him,
what there is to see. Besides, Ursulin forbade that at the beginning of the year an Italian
me to try to look at the Sun with the Dominican, Giordano Bruno, was burned
telescope. At the risk of being engulfed by alive for claiming that the planets revolved
Solar Fire. At least of losing sight." around the Sun and not around the Earth.
Not to interrupt the perpetual flow of A great subject for Brighella to
knowledge he delivers, you don't pick up on intervene…
the lack of logic in his answer, or rather his Go to 122
non-answer, and continue the calculations
with him.
At the end of the evening, you see the
stars in the sky differently.
They are no longer each alone in the sky.
They now form known patterns on the
iridescent canvas of the night. And they
speak to each other...
The next day you stay put.
The Cour des épées is far from being
saved from destruction. You will stretch
your rope from the mezzanine and train. The
necessary concentration will help you think
of a solution for the Cour des épées, at least
to find an honorable way out for its
inhabitants, to whom you are beginning to Christopher Lee in The Three
Musketeers, 1974.

167 19 2 3 6 1
39 - Let's see if you are so clairvoyant!?
Do you know where I come from?"
"Jerome kept a well-made dagger with an
ivory pommel. This pommel had a unique He smiles, looks away, and then back at
shape: it was shaped like a chess piece. A you.
white pawn." "Did you cross mountains to get here? It's
If you noted the word: beautiful."
- ARTABAN: go to 97
- LOVE NOTE FROM GIORGIONA: go Surprised and convinced, you take the
to 89 opportunity to tell him some words about
Go to 142 yourself and your life before, on the other
side of the Alps, then both of you resume
40 your stellar observations.
Monday Evening, December 25, 1600
The evening pleasantly continues with the
Jerome turns out to be as much a poet as discovery of what constellations are and the
a diligent student. fact that they are not stationary in the sky.
He has as many poetry notebooks as study But the most extraordinary thing was the
notebooks. ridges and circles on the face of the Moon.
Coming from a family of goldsmiths, he The next day you stay put.
spent his childhood by the river Oise in a
half-timbered three-story house, near the The Cour des épées is far from being
bridge that crosses the town and divides it in saved from destruction. You will stretch
two. His father financed his first year of your rope from the mezzanine and train. The
studies. But today, one of his friends, necessary concentration will help you think
Ursulin, sponsors him. It's Ursulin who lent of a solution for the court, at least to find an
him the telescope. They met on the banks of honorable way out for its inhabitants, to
the Seine, as Jerome sketched the symbols whom you are beginning to attach yourself.
Ursulin engraved on the beams of a And maybe you'll see Jerome again?
construction site. Ursulin is a master Go to 24.
carpenter, and it was an opportunity to ask
him about the traditions of his trade. Jerome As you go to bed, you reflect on not
showed him his sketches, which cemented having discussed with your uncles about the
their friendship; it was their shared passion morning's meeting with the landlord. You're
for star-gazing. Ursulin then became
somewhat his mentor in "matters of the unsure which of them is on duty tonight, and
mind." The master craftsman introduced him they rise too early for you to see all three
to a club of philosophers where nobles and together tomorrow morning before they
bourgeois exchange as brothers in depart.
humanities for the blossoming of universal
knowledge. Jerome has only attended three You decide to visit them tomorrow
times, but he talks about it with enthusiasm
and great admiration. morning at the Louvre's guard post. It will be
an opportunity to start looking for a
"I've always had prophetic dreams, and supplementary activity to earn some money
sometimes my pen starts writing without me and track down the man with the ebony-
commanding it. It happens when I've worked pommeled rapier. After all, they see a lot of
too much, am sick, or tired. Some of the
poems you saw, I wrote them in automatic people at the guard post and in the
writing. corridors...

Go to 60.

168
This scientific vigil has given you more 43
than ever a taste for freedom,
The comings and goings at the Louvre
to contemplate the infinite and its had intensified since the arrival of Marie de
possibilities. Médicis's entourage.

You can't wait to join your performance The crowd, already dense upon your
partners for rehearsal. arrival at the Porte Saint Honoré, was even
thicker near the Palace.
But most importantly, to convince them to
hunt down the man with the ebony- You had to elbow your way to reach the
pommeled rapier. Jerome told you, before guard post, and it was not unusual to
you left, that at the beginning of the year, an overhear conversations in Italian.
Italian Dominican, Giordano Bruno, was
burned alive for claiming that the planets The melodiousness of the language had
revolve around the Sun and not the Earth. A become familiar to you when the Genevan
great topic for Brighella to tackle... master printer you worked for had taken in
an Italian master and his apprentices in his
Go to 122. workshop. But you still didn’t grasp much of
this Latin language, though close to French.
41
"Uncle Olaf, I thought it would be you on
You return to the Cour des épées without duty, the cook gave me this cake and this
any trouble. little pot of butter that you forgot this
morning.
This Golem business has made you
uneasy; you prefer to move on. - Thank you. Why have you come all the
way here, Flavia? I thought you were going
You'll check on Ruggieri later. Go to 5. to do your antics with those actors you're
smitten with?
42
- You must know, uncle, that we'll soon
With skill, you flip the latch again so that
be without a place to live.
it locks the door.
I need to start looking for a real job, as
Phew! No one saw you leave. At least no
you say.
one in the courtyard. Or upstairs.
- We're aware. Friedrich stopped by the
Now, what to do?
landlord the other day to discuss it. There
doesn’t seem to be a solution."
Warn someone? But who? Go find
neighbors, share your concerns, ask for help
Anyway, we needed to talk to you about
to force Jerome's door open?
this: Mr. de Sully has just converted the old
stables, behind the Jardin des simples, to
Go to 25
house the Hundred Swiss.

169
Of course, we won't all be there. You take the cap and slip it into the folds
of your vest.
But he wants us to be more numerous for
the King's movements within the Palace. "- Thank you for thinking of a solution for
me. I'll give it a try."
- It was to be expected; one doesn't ensure
a sovereign's protection by lodging at the You kiss Uncle Olaf on the cheek.
other end of the capital. And there's even a
chance he'll take you with him on the next What he doesn't know is that this is a
military campaigns, to Savoy, perhaps? double opportunity for you. A job but also
the chance to be daily in one of the main
- Don't remind me, there's a whole transit areas for nobles and courtiers at the
delegation of Savoyard nobles who've come Louvre.
for diplomacy. But I think that won't be
enough. You should see His Majesty's eyes Perhaps the best way to find the
sparkle when he talks about it. We'll leave. gentleman with the ebony-pommeled rapier?
It's certain. But also a challenge, as you'll need to get
hired without being discovered.
- Well, that's not going to allow me to live
without you in Paris. I won't follow you this You hurry to see Mathilda to make a
time, my beloved uncles. My life is now stable boy's outfit with her and present
here. So, any ideas or leads?" yourself to Quentin the Carriage Master as
soon as possible.
He pulls something from his pocket and
looks over his shoulder. Go to 75.

"- We've thought about it, as you can You prefer to go to the barrel warehouse
imagine. Take this cap and try your luck at where the troupe rehearses until the warmer
the King's Stables. All the stable boys wear days, to meet the members of Brighella and
this cap and a leather-reinforced outfit, try to convince them to act to find the man
with the ebony-pommeled rapier.
or even aprons. Observe them before you
present yourself. Ask for Quentin, the Go to 122.
Carriage Master. He's in charge of training
the coachmen and lads. Your friend who 44
sewed our uniforms, she can make you a
In the lounge, Ruggieri inquires about the
proper outfit, right? Remember? When we
requested amount, the identities of the other
traveled together, we often had you pass as a
patrons, and the circumstances that led him
boy, for your safety.
to see the creature for the first time.
Well, now you'll have to do the same.
- It was in the Faubourg Saint Marcel,
After all, with your new friends, you know
how to act now, right?"
the sixth house on the left in the allée des
cours. We were to arrive separately and

170
masked. Professor Torino was waiting for us acrobat of the troupe, the residence of
on the ground floor, he presented his theory, Mathilda Tasso, the manager who owned the
then we went down to the basement. theater, the room of Jeanne Duval, who plays
Colombine, your own room, and finally the
There, the creature, covered with a sheet, room of Jules Dresdes, a small customs
lay on a chest. With stones taken out of a official and occasionally a strength or
suitcase, the professor clapped them contortion act in the shows. Seven rooms on
together, sparks flew and spread over metal the floor are currently unoccupied. The
arches. The body animated at that moment... landlord collects rent after the first morning
service at the Saints Innocents church, every
A crystalline crash resounds in the next first Monday of the month. All the residents
room, followed by a dull thud on the floor. who could free themselves to be there are
present, except for Jules Dresdes, the Swiss
You jump out of your chair and rush into
guards, and the small artisan, who left early
the office to see what's happening.
to work. The weather is dry but with nightly
frosts, the courtyard is a bit slippery. So
Go to 16.
Henri Picolet, who came with his son
You stand up and prepare to act while Grégoire, suggests gathering in the common
Ruggieri and the Count rush to identify the area, in the laundry room on the ground
source of the noise. floor.

Go to 6. "- Here's the letter addressed to me.

You jump out of your chair and rush I have until the Carnival's Fat Sunday to
outside to flee as far as possible. pay the amount. I don't have the means to
gather it, nor do I expect you to fund this debt
Go to 41. for me to keep my property title.

45 If by chance my tenants wanted to help


me win this battle, I would of course convert
On Monday, December 25, 1600, at the the amounts contributed into months of rent
Cour des épées, the main topic of in advance."
conversation among neighbors is the royal
decree that threatens to evict everyone within Benjamin le Valois, who was whispering
two months. The ground floor houses a to the gentleman on the ground floor, clears
gentleman and his valet, Benjamin le Valois, his throat and, casting a look of
a matamore of the Commedia dell'Mazorcco, disappointment at Mathilda, exclaims:
a cook who sells his food at markets but also
works occasionally for the residents, three "- Might as well consider it a done deal!
Swiss guards, a small artisan sharpener and
- I have no other solution to offer.
dishmaker. The first floor is lined with rooms
and apartments of a university student, the
rooms of Célestin Couvré and Geoffrey
Perrin, respectively a knife thrower and
20 3 4 1 2

171
However, my door is still open if it's You thank him politely and size him up
possible to gather the amount before the from head to toe. He's quite cute, and you
deadline." think that, after all, apart from Mathilda, you
haven't yet taken the time to get to know the
The man, modestly but neatly dressed, other residents of the Cour.
takes the document about the destruction of
the Cour des épées from Jeanne's hands, puts Go to 64.
on his cape and hat. He looks up at the sky in
the doorway, worried, before leaving, his 46
eldest son following him. The members of
the troupe gather closer among the murmurs "- The scent of this handkerchief, I clearly
of disappointment and sadness of the rest of memorized it. A noblewoman visited Jérôme
the assembly. As you approach them, a not long before he died."
young man, a bit shaky and unsure of
I spied on her and saw her face.
himself, stands in front of you with rigid,
trembling legs.
You describe the woman's face to Ursulin.

"- Hello. I'm Jérôme Bonchamps,


"- Sylvia D'Este! I know this woman. She
stays with her husband at the private
a neighbor. I'm returning your leather
residence of Scipion Sardini.
slippers. Do you use them for your tightrope
walking training? I found them on the
I have my quarters there when I'm in
landing where you usually tie your rope.
Paris, as Scipion is a longtime friend.
(Silence) You probably forgot them?" he
stammers." I've dined at the same table as her multiple
times, both of us being guests of the Italian
You thank him and dismiss him kindly.
banker."
It's time to talk about your project to find the
Man with the Ebony-Pommeled Rapier to Go to 142.
those of the troupe who are present.
47
Go to 122.
The most approachable member of the
You thank him and dismiss him a bit troupe remains Mathilda at the Cour des
rudely. You really don't have the mind to épées.
chat with this young man! Staying at the
Cour des épées isn't going to improve things She receives the news of the identification
for you and your friends. You decide to visit of the ebony-pommeled rapier with
your uncles at the Louvre. Perhaps they'll skepticism.
have an idea to help you earn a better living?
"- If it's that man, he was in Paris before
Go to 60. the Queen and her court arrived."

172
Which seems unlikely given his You turn the handle to open the door. Go
proximity to the Queen's Court, which has to 62.
only just settled in Paris. But indeed, a rapier
hilt of this type is not common. You look for a resident of the court to ask
if they have seen Jérôme Bonchamp
It must be the work of a goldsmith for a recently. Go to 102.
unique or specific commission. It's the only
lead we have, so let's dig deeper! You should You return later in the day. Go to 86.
talk to our friend Ruggieri about it. Although
he's not in favor at the Louvre, he still has 50
access to the Court. Maybe he can identify
The handkerchief with the initials S and E
this man? Have you talked to your uncles
remains unfound.
about it?
Note Handkerchief on your character
Perhaps they'll know who it is?
sheet.
You rush to ask your uncles about your
Go to 115 or return to the chapter from
discovery. Go to 72.
which you were directed.
You visit Cosimo Ruggieri, astrologer at
51
the Court and patron of the Comedia
Marzocco. Go to 68.
As Ursulin approaches your position, you
notice that a man, who was speaking directly
48
to the high-ranking courtier after the
The towering figure advances toward departure of the angry carpenter, has
you, quickly filling up the space and detached from the group and is heading in
blocking all possible exits, cutting off any your direction, taking a different path from
chance of escape. the group of noblemen. Knowing the art of
stealth, you immediately recognize that this
A heavy and cold hand lands on you. man is discreetly following Ursulin. You
While immense hands grip your neck in a decide to let Ursulin pass, along with the
vise-like hold, you try to strike, to struggle, man who has undertaken to follow him
but it's already too late. unnoticed. A wise decision. The man carries
a rapier at his side, identical to that of the
Your consciousness wavers in horror, man from the theater with the ebony-
crushed by the superhuman strength of a pommeled rapier and the chess piece
silent, pale, and determined creature. You emblem, a black bishop. He also wears,
plunge into darkness forever. pinned at his left jacket pocket, a dried thistle
flower.
END
He hasn't noticed you and continues his
49 winding path, following Ursulin.

You knock on the door. No response.


1 4 5 2 3

173
Both men head towards the Saint Marcel Amanda and Lucia climb inside. Ursulin
suburb, amidst the colorful Parisian crowd. leans over to untie the mooring.
Ursulin joins another private residence, Rue
de la Barre, larger and more spacious than Go to 117.
the first.
53
He seems to be received as a regular.
The silhouette rapidly grows larger.
His follower arrives perplexed in front of
the building, but does not seem hurried to It's exceptionally tall compared to the
hide to avoid detection. surroundings.

On the contrary, he circles the building It appears a giant is approaching.


and enters what appears to be an adjoining
You move forward to see who is coming.
annex. The day is declining, night will soon
Go to 34.
fall.
You extinguish your lantern and hide in
You follow the man with the thistle
the shadows between two buildings, letting
flower into the annex, which seems lit and
the silhouette pass, at the risk of being seen.
from which emanate smells of cooking.
Go to 82.
Go to 81
You turn around and quicken your pace,
There appear to be no other exits besides
aiming to reach the main street without
the main door and the annexes through
being caught. Go to 149.
which the thistle man entered.
54
Most of the residences on the street seem
to have courtyards and gardens, ending with
None of the movements around the
enclosure walls. It's impossible to go around
Embassy Hotel reveal any sight of the man
the private residence, at least to reach
sought. Go to 72.

the back of the building.


55

You stake out and wait for Ursulin to While waiting, you seize the opportunity
come out through the main door. to question a servant emerging from a house
neighboring the private hotel about the
Go to 113 identity of its occupants. It’s the residence of
the Satriani family.
52
Italian nobles who have lived in the
You let them go ahead of you, and they Kingdom for several decades. They are not
quickly reach the vicinity of the boat. Ursulin present all year round, and rarely go out,
even to attend Court.
pulls on the rope that secures it to the Go to 11.
pontoon, to bring it closer.

174
56 You discreetly return to the private hotel,
taking a different route than the one you
The House of the Carpenter's Guild is came by, to increase your chances of not
located between Rue des Lombards and being noticed as a lurker. Once back in front
Place de Grève. You introduce yourself to of the private hotel, nothing particular seems
the housekeeper, who has you wait on the to have changed. There appears to be some
porch. She returns with a man in his fifties, activity in the ground floor rooms. You wait.
still robust despite his advanced age for You wait for a long time, long enough to
working on construction sites. He sports a conclude that either he has left and you
thick, bushy beard, the same color as his missed him, or he has stayed and is having
curly brown hair, interspersed with a few dinner with the residents, perhaps even
white strands. Broad-shouldered, his voice is spending the night there. You decide to give
equally commanding, yet he remains up your surveillance and return to Cour des
welcoming. His clear blue eyes, however, épées to inquire about Jérôme's health.
scrutinize you. Go to 88.

The housekeeper invites you into the 58


kitchen to warm up by the fireplace with a
good bowl of broth. You place the case The Golem steps into the carriage, which
beside you on the bench and notice Ursulin, visibly sags under his weight as he enters.
as he introduced himself, looking at it You notice a white-gloved hand adorned
quizzically. with blue lace waving from outside the
- I come on behalf of Jérôme Bonchamps. carriage, signaling the group to leave the
He is unwell and asked me to return this case area. Immediately, the coachman whips the
to you. horses and the vehicle quickly sets in motion.
- So, he's learned I'm back in Paris. That's Two horsemen remain behind, on foot, rapier
good, but he needn't have bothered. and pistol in hand, facing your direction.

I was planning to visit him today. As you discreetly make your way back to
He stands up to check the case's contents, Ruggieri and the Count, go to 100.
then politely escorts you to the exit.
You return to Cour des épées to inquire 59
about Jérôme's illness. Go to 88.

You decide to stay back in the street, While you assist Mr. le Comte to his feet,
under a porch, keeping an eye on the Ruggieri paces around, agitated, with a sharp
entrance to the House of the Carpenter's look in his eyes.
Guild.
"It was a Golem!" He raises his index
If Ursulin leaves, it might be prudent to
finger. "It had the activation glyph engraved
discreetly follow him. Go to 21.
in its flesh." He demonstrates by hovering
57 his index finger just above his head, through
his long, greasy hair that falls in strands
The wait turns out to be longer than around his balding scalp. "Right here, on the
expected. Two gentlemen, each carrying a
forehead..."
rapier, meet in the street right in front of you,
just a few steps from the only spot where
you've noticed enough cracks in the wall to "You mean the symbol painted on its
climb. They start a conversation that seems forehead was magical?"
to go on forever.

2 5 6 3 4
175
"I'm merely observing that a Hebrew "I don't think so. If the residents of the
priest brought this creature to life by infusing Cour had the funds, they would have already
it with the Divine Word through this letter of made an offer to the owner since yesterday."
the alphabet."
You finish your bowl of milk a bit
The Count, dusting himself off and dejectedly and take one of the three still-
summoning the butler to bring order to the steaming black rolls that Colin must have
room with the help of the household staff, picked up from the baker around the corner
comments, "In any case, that monster left just before you arrived. Colin is quick as a
with five hundred pounds of gold I was hare.
recounting before your arrival. Come! Let's
compose ourselves by the fireplace." Go to 43.

Go to 100. 61

60 It's a double-edged dagger with a silver


handle and guard, and a tempered steel
The day had already been bright for an blade. It is well-made and features an
hour when you woke up. You went intricately carved ivory pommel. Its sheath is
downstairs for breakfast with the cook, who not original. It's made of wood covered in
seemed to have been busy for quite a while. cream-colored fabric. You inspect the object
There was no shortage of food; the kitchen more closely.
was full of various kinds. "Olaf took a basket
of leftovers from yesterday and paid for your Go to 93.
purchases last week. He's settled your tab,
you owe me nothing. Colin is my assistant Otherwise, go to 115.
for the day. Would you like to help? I'll pay
62
you eight deniers if you help in the kitchen
until tonight."
The door is locked from the inside.
There's no noise. No response.
"No, I need to go to the Louvre. I'm going
to greet my uncles and I have other plans, but
Go to 140.
thanks for the offer. And for all the little
services you provide for me and my uncles." 63

"You know, Flavia, I feel a bit guilty. You You have to make large sweeping strokes,
see, I've decided to give up staying here. I creating sprays of water, to reach the boat,
just got an offer to be a live-in cook at a but you manage. With a final effort, you pull
private hotel, not far from here. I'm going to yourself up onto the boat with the help of
start packing up my things and the dishes. I'll Ursulin, who pulls you up to help. You are
be leaving in a month." saved.

"I understand, but maybe we'll find a Go to 128.


solution?"

176
64 common enemy, likely responsible for
Monday, December 25, 1600 Jerome's death. We'll be stronger together to
unravel this grim plot."
You pack your rope slippers into the bag
with the rest of your equipment while "You're right. Come with me. I'll have the
listening to Jerome's awkward attempt at opportunity to point out my suspects."
conversation. He seems to be trying to fill the Ursulin enters the Carpenters' House and
silence... He mentions that he doesn't leave quickly gathers his belongings. He greets the
his room much. It shows, he's as pale as a house mistress and the present companions
sheet and quite thin. Does he even think to before taking leave.
eat? He talks about his studies in Latin,
Greek, Hebrew, but seeing your polite, You then head towards the Porte Saint
slightly embarrassed nods, he switches Honoré, where you take a coach to
topics. You barely know how to read and Compiègne, after a detour to the Cour des
write in French and German, let alone Latin. épées to grab some of your own belongings
and inform the troupe of your departure.
He says he finds everyone here nice, Unfortunately, no members of the Comedia
though he hasn't had much chance to interact are present, and you leave a message under
with each person. He asks about your work Mathilda's door.
as a street performer. You just mention the Go to 134.
name of your troupe and point out Mathilda,
who can tell him more about the profession. 66
After all, you've just arrived and are a novice.
The dagger misses him as he points his
"I'm interested in astronomy. I love gun at you. You still have your stiletto, but
stargazing. It's inspiring. I name the stars and you’ll need to engage in hand-to-hand
write poems about them. (Silence) But I also combat. Go to 20.
do observations for my university mentors.
A friend lent me a telescope. Do you know 67
what that is? It's extremely rare and valuable.
Kind of like spectacles, but much more As your body starts craving activity and
powerful. It enlarges your vision, letting you warmth, you spot the woman in the hooded
see up close what's distant. I can show you if cloak leaving the Cour des épées. She joins
you'd like? the horseman, who hands her the reins. In
that moment, you size him up from head to
Tonight, I asked the cook to save me a toe. He carries a rapier at his side and pistols
portion. I often call on him, it's convenient so in his saddlebags. He also sports an
I can have dinner in my room without ornamental carnation—possibly a dried
interrupting my studies for too long. If you flower—in the buttonhole of his leather
like, I can ask for two portions and we can doublet. The attire and demeanor of both the
have dinner together? If the sky stays clear, I man and woman clearly suggest they are not
can show you the stars like you've never seen commoners. After patting the horse's sides
them." and kissing its neck, the woman mounts
You accept the invitation. Go to 150. sidesaddle on the dappled grey horse. She
You decline the invitation. Go to 45. utters a few words, of which you can only
make out three: "Chevalier," "Paris," "Let's
65 go back!" She nudges the horse's left stirrup,
and it starts moving forward. The man casts
You suggest accompanying Ursulin. one last look around, lingering as if to make
"Maybe at this point, I should accompany sure... everything is in order. You lean
you to the student you wish to entrust the slightly to memorize the two faces that
telescope to. After all, it seems we have a briefly appear in the moonlight. Then he

177 3 6 1 4 5
catches up with her, at a walk. At that surrounded by a metal structure representing
moment, the two figures trot off towards the four cardinal points carved in stone. The
what seems to be Place de Grève. Without a platform's floor, now covered in snow, is
horse of your own, pursuit is futile. You
carefully descend from the roof, as the tiles engraved with astrological symbols.
become increasingly slippery with the
intensifying frost. Note the code "chartreuse" The tower's second door leads to
on your character sheet. It may be useful Ruggieri's apartments on the second floor,
later. Go to 141. still within the Hôtel de Soissons. A metal
knocker, its movable part shaped like crab
68
pincers, beneath a peephole covered by a
As you head to his place, you realize that bronze flap decorated with the sun and
the members of the troupe only know moon's paths over a port city, indicates how
Ruggieri through his frequent visits to their to announce your presence.
shows and rehearsals. He's been an early
The elderly man is affable and receives
supporter of the Comedia del Marzocco. But
you quite simply, expressing his delight at
who really knows him beyond his role as a
your visit. He rarely gets the chance to
patron of the troupe's creativity? Perhaps
interact with actors outside the context of
Mathilda, whom you've seen conversing
performances. His interior is austere,
with him in his native language?
adequately heated by a large fireplace
Now, you're on your way to the Hôtel de abundantly stocked with logs and two
Soissons, specifically to the Observatory strategically placed braziers at each entrance
Tower, which was specially built for of the main room. This room serves as his
Ruggieri on the orders of Queen Catherine living space, office, and library: a large oak
de Médicis. As instructed, you find yourself table holds several stacks of books, a writing
at the base of the Tower, which the locals, desk, and a large leather-bound journal, open
with a mix of ironic and superstitious fear, on unfinished pages of fine, straight
call the Wizard's Tower. Fortunately, it handwriting. Between the desk and the
adjoins one side of the Hôtel de Soissons, bookcase, an out-of-fashion but comfortable
making it less daunting than if it stood alone, armchair rests peacefully.
facing posterity. Its column is hollow, and a
"What can I do for you, Miss Flavia?"
staircase, starting below its base, allows you
to climb up through a grate that's mostly left "The troupe's elders advised me to consult
open to the elements. The tower has only with you, as I may have found the trace of
three exits. our theater's arsonist, who is connected to the
Louvre Palace."
The first is halfway up the 174 steps
leading to the top, opening onto the first You explain the circumstances leading to
floor, into what used to be Queen Catherine's the identification of the chess piece on the
apartments. This door is now sealed off. The pommel of the man's rapier, who then joined
second is near the top, just a few steps up, the wing of the palace dedicated to the
leading to the open-air roof of the tower, queen's apartments.
thirty-two paces above the ground,

178
"It's Providence that brings you to me, You wait until the street is no longer busy,
Flavia. Your unknown is none other than then attempt to scale the wall. Go to 57.
Concino Concini, Count of Penna and
companion of Leonora Galigaï, the foster 70
sister of our uncrowned new queen. I've He's about to catch you. You see his
spotted these two schemers at court recently. horrendous, pale, scarred face. Two metal
I planned to reappear more regularly before screws protrude from his temples.
my king, I won't hide from you, to keep an You stumble, and he grabs you, throwing
you against a wall. You’re semi-conscious.
eye on them. If you agree, I can pass you off
The last thing you see ’s his immense
as my apprentice. This way, you can shadow looming over you.
approach them more easily. You'll be my
eyes and ears. THE END

You know, given my old age, both are 71


declining. Together, we should be able to
"Are you looking for something? Can I
accomplish something. What do you think?" help you?"

You accept his offer. Go to 112. The man who had raised his finger,
sporting a long blond ponytail and dressed
69 impressively in a fine leather jacket, sizes
you up and responds:
The cluster of dwellings of various sizes,
"We're friends of Jérôme Bonchamps,
from humble wooden or brick hovels to
we've come to check on him."
luxurious private mansions from different
eras, some still standing from medieval times You reply:
having undergone various renovations,
creates a maze of passageways and alleys "I don't know who you're talking about.
Please, have a good day, gentlemen." You
that makes it difficult for you to navigate.
walk away and watch from a hidden spot to
Eventually, you recognize the back of the see what they do next.
roof of the building you were targeting. From Go to 136.
your vantage point, you can see the two
floors above the ground floor, which remains "Actually, I was about to check on him
myself. Let's go together!"
hidden by a wall the height of two men,
Go to 30.
about thirty paces away, obscuring the view.
A sturdy door with a closed peephole is at the 72
center of its fifteen-pace width. It likely
conceals a courtyard or garden and is on a You learn that the man you spotted is
Concino Concini, Count of Penna and the
street as busy as the main entrance. You've
Queen's head steward. He's close to the
lost time, and if Ursulin's meeting is brief, Queen and her lady-in-waiting, Leonora
you risk losing his trail before getting back Galigaï. He doesn't live in the Palace. Your
to the hotel's front. Indeed, he could have left uncles explain that most Italians who came
and continued on his way. You return to your with the Queen and her court don't reside in
the Louvre Palace but in the city, in private
concealed position in front of the main
hotels owned by notable or Italian families
entrance. Go to 11.
4 1 2 5 6
179
established in the Kingdom for generations. 75
The most famous is the Hotel Ambassade.
Several ambassadors or legates live there, As you present yourself at Mathilda's
mainly from the Republic of Venice, the apartment on the first floor of the Cour des
Papacy, the Duchy of Tuscany, Milan, and
the Republic of Genoa. épées, she is busy with several sewing work
orders. She invites you in and returns to sit
Note the word "manège" on your between two tables. The youngest of the
character sheet to remember this d'Aubigné family is absorbed in his Latin
information. readings at the first table, while the second is
You decide to hang around the Hotel covered with fabric pieces floating above
Ambassade every evening after work. various sewing tools belonging to the
Go to 54. mistress of the house.

You go to report your discovery to other Your request is quite simple:


members of the Company. Go to 47.
Maty knows the cook has a leather apron
You prefer to resume your work at the
Stables, hoping the man will show up again he will no longer use and asks you to fetch it
or reappear around the Louvre. Go to 94. while she prepares the linen for your shirt
and sturdy canvas trousers suitable for heavy
73 work. She will cut the patterns, but the
needlework will be up to you. She offers to
When you lift the inside of the empty
case, bringing it close to a light source, you supervise if needed. Regarding the troupe’s
can see a surface engraved with a hot iron in current affairs, she is quite straightforward.
Roman letters:
"We will take advantage of the
"The Hydra alarms the sixth part of the opportunity provided by Mr. de Paul to
circumference when the cup that the raven
rehearse according to everyone's schedules.
overturns under our very pure guest is filled."
The Company is on winter hiatus. As in the
Note "Hydra" on your character sheet to countryside, we use the cold season to retreat
remember this information. Return to 153. to our homes and perform those small tasks
that cannot be done when we need to engage
74
with Parisians and offer our works. I
"I know Jérôme kept a lace handkerchief understand your desire to search for our
embroidered with the initials S and E. It arsonist and to use Brighella, but it would be
seemed valuable to him. However, after his too risky while most of us still fear what
death, I inspected his room and couldn't find tomorrow may bring. You don't seem to fully
this handkerchief anywhere."
grasp how Brighella is a character that can
If you noted the word: serve our values and interests as much as
undermine them. Would you like me to teach
- Serpolette: go to 46 you more about this?"

- Chartreuse: go to 137 Do you nod and listen to Maty, a fountain


of knowledge in performing arts? Go to 96.
Go to 142.

180
Do you hasten to finish your groom’s of light. The street is clear, and the low wall
outfit to test it at the Louvre and attempt to of the Cemetery of the Innocents opposite
get hired? Go to 151. does not allow the adjoining buildings to cast
their shadow onto the road passing in front
Do you take your time, steering the of the courtyard. A white and diaphanous
discussion towards the Cour des épées and halo floats above the ground, beginning to
its residents? Go to 24. cover the mud from the to-and-fro of the
carts.
76
Without letting your nose protrude
Ursulin is with Concini. He seems to be beyond the porch's boundary, you move your
bombarding the gentleman with questions, head and gaze forward. A man is perched on
who starts by responding amiably. But as the a fine-looking bay horse, holding the bridle
questions persist, he becomes somewhat of another equally fine horse, with a grey
more haughty, then outright hostile, while coat dappled with black. The horses are
Ursulin grows vehement. The master calm; he is facing away from you, and his
carpenter calms down when he sees that his wide cape falls in long panels over the rump
outbursts are drawing the attention of the of his mount. If he is wearing a rapier, it is
group of gentlemen accompanying Concini. not visible from your side, as it is on the left
The conversation ends there, and Ursulin in a blind spot. The second horse, bridled on
walks away from the group of gentlemen as his left, is carrying saddlebags. The one
they reach Concini. Ursulin's face is red with closest to you peeks out with the butt of a
anger. pistol, within reach of the absent rider. The
movements of his hood indicate he is on
You wait for Ursulin to pass by you to
alert, as it regularly points towards each
address him and offer your help. Go to 51.
corner of the street, front and back.
You decide to let Ursulin cool off his
It would be too dangerous to step out into
anger and return to the Cour des épées to
the street, even as stealthily as possible. You
inquire about Jérôme's health. Go to 88
think the rider would immediately notice
you. Removing a shutter from the laundry
77
room on the ground floor, on the other side
The Cour des épées is sound asleep, and a of the Cour, in the part of the building
light blanket of snow is beginning to form beneath your lodging, would allow you to
here and there. The street is almost as silent, exit through an alley and see the rider, still
except for a few carriages whose hooves can from behind, but from a more distant
be heard in the distance. While a changing position that would give you greater mobility
moon still allows some shadows to stretch in case of the unexpected. And this outside
across the courtyard between the last streams of the Cour and at the edge of the street,
of light piercing through the closed shutters whichever direction the hypothetical second
of the residents, the porch itself is shrouded rider might return from. Go to 152.
in sepulchral semi-darkness. It's easy for you
to approach, up to the edge of the street's veil 5 2 3 6 1

181
You wait, hidden in the shadow under the Although you are a man of the Arcana, you
porch, for the second rider to return. Go to will find it difficult to believe what I have
145. witnessed. These men have managed to
bring life to a being made of sewn flesh. I
78 saw it with my own eyes!”

Upon reaching the corner of the street, “A Golem? You’re saying this man who
you don’t even turn to check if the creature came out of nowhere claims to have raised a
has followed you. You see the butler on the Golem right here in Paris?”
porch of the hotel, lighting up the street with
a lantern and using a wool blanket to protect “Call it what you will! The fact is I've
himself from the snowflakes that are provided funds for this work and today the
increasing in density in the air. You join him gentleman informs me that the creature has
and urge him to go back inside with you and become unstable, that it's necessary to
to barricade the door, as you are being quickly finalize the research to prevent it
followed. You rush into the house's rooms in from becoming uncontrollable. For this, he
search of Ruggieri and the Count. Go to 6. continues his fundraising and claims that the
patrons are the fathers of the creature, that it
Bassompierre is alone when he welcomes requires sacrifices, so that the truth and the
you into his lodge. He is an elderly man, foundation of this new science may reach
looking pale and tired. Ruggieri begins by posterity. He has thus levied a tax from us. A
thanking him for remembering him, tax on life...”
introducing you as a close and trusted
acquaintance, but the Count interrupts him. “The man's name?”

“I need to discuss a matter with you that I “Concino Concini.”


hope can be clarified by your knowledge in
the occult arts.” “What do you want me to do? If it is
indeed a Golem, only a rabbi will be able to
“Please, Count, if I can be of any put an end to all this. If it's something else, I
assistance, it will be my pleasure.” will be of little use to you. It's a company of
the King's Dragoons that you need. Will you
“It happens that I was recently pay?”
approached by a gentleman of the Court who
proposed I patronize a man of science, a “I have prepared the gold, but I still
friend of his, Professor Torino. The hesitate.”
gentleman presented himself as an aesthete
who had discovered the secrets of Alchemy “You have told me enough. If it pleases
in an ancient manuscript. He claimed to want you, I will come tomorrow for supper at your
to unlock the secret of immortality of body home and we will decide what is to be done.
and spirit. He entrusted Professor Torino to Finally, if you think I have any quality to
continue his research and was himself provide expertise in this matter? You know
responsible for finding new patrons to that I have retired from the Court following
achieve a result that was now imminent. false accusations of witchcraft. Let's be clear

182
between us, I have only one will and line of The master carpenter eventually
conduct: to serve my King.” approaches Amanda and hands her the
leather case with the telescope. He merely
Bassompierre, with a glint of hope in his pats the top of the cylinder as if it were the
eyes, clasps Ruggieri’s crossed hands haunches of a horse while giving Amanda
between his two large deerskin gloved hands instructions, her eyes lighting up with
and says: gratitude and keen interest.

“Thank you, Mr. Astrologer, I feel less The woman in the blue dress approaches
desperate today. We will see tomorrow.” the window and pulls a curtain. You duck
just in time. It seems you have not been
You leave the theatre with Ruggieri and spotted.
the Count leaves on his own, both of you
starting to think about the measures to be Return to 130.
taken.
81
You suggest following Concini’s
movements but Ruggieri indicates that he Through the window, you spot a large
lives at the Court, among the Queen's close room outfitted as a kitchen, with several
associates, and is therefore unreachable workstations. There are at least five people
under current circumstances. Ruggieri also busy preparing dishes, likely for a banquet
insists on not informing the members of the meal. The man with the thistle is talking to a
Company del Mazorrco, considering it page in front of a door that leads directly into
unnecessary to add to their already numerous the private hotel.
woes in this winter of scarcity. Go to 8.
The page leaves with a dish while the man
80 sits in a chair in a corner of the room, close
to a fireplace where some poultry is roasting.
You catch snippets of conversation
despite the hustle and bustle of the street. He then exchanges a few words with the
The two young girls are named Amanda, the cooks, who seem too busy to linger in
elder, and Lucia, the younger. conversation.

They mention a castle near an abbey at As he appears to be waiting for


Chiry-Ourscamp where Ursulin can find something, you explore the nooks of the
family members whenever he wishes. building and realize that the next window
opens into a room lit by a torch. It connects
Ursulin is speaking with a mature blonde to a large spiral staircase coming from
woman of noble bearing, in a light blue upstairs, and at the other end, a heavy door
dress, possibly the mother of the girls, who seems to lead to the street.
stand still, listening to the conversation of the
two adults. The room is cluttered with barrels, sacks,
and small casks, stored around the door that
leads to the annex serving as a kitchen.

6 3 4 1 2
183
You are in a dimly lit space between the But just as you're suspended at a
stable, a pigsty, a chicken coop, the other respectable height, which might have begun
wing of the building, and the street. to give you hope of reaching the top, a vine
detaches from the roughness of the wall and
You notice that the window you are drags you down with it.
looking through has a latch that you can
easily flip with your dagger. You bounce off the tiles then slide down
a roof to finally roll and fall into the
You enter and hide behind a barrel. Go to adjoining garden.
109.
Note the word "scherma" on your
You return to the window of the kitchen. character sheet to remember this
Go to 36. misadventure.

82 Make an easy acrobatics or dodge test. If


the test is successful go to 95, otherwise
The figure slows down as it reaches your hurry to 90.
level.
84
You hear its deep, cavernous breathing
clearly. It stops, takes a few steps back, then Ursulin is with a courtier.
moves forward, seems to hesitate, scrutinizes
the darkness in your direction. You press He seems to barrage the gentleman with
yourself against the barrel and the wall questions, who starts by responding
behind you to take up as little space as amicably.
possible.
But as the questions persist, he becomes
You catch your breath and prepare to somewhat haughty, then openly hostile,
sprint wildly to the main street and the front while Ursulin becomes vehement.
door of the private hotel. Go to 48.
The master carpenter calms down when
You throw your extinguished lantern in he sees that his outbursts draw the attention
the opposite direction and prepare to sprint of the group of gentlemen who were
wildly to the main street and the front door accompanying the court man, who clearly
of the private hotel. Go to 26. seems important among them.

83 The conversation ends there and Ursulin


walks away from the group of gentlemen as
You manage to sneak into the back they reach his interlocutor. Ursulin's face is
courtyard of the building you're aiming for. red with anger.

Then climb over a wobbly fence to reach You wait for Ursulin to pass by you to call
the roof of an adjoining building, which will out to him and offer your help.
allow you, through a thick cover of ivy, to
climb one of the building's sides out of sight. Go to 51.

184
You decide to let Ursulin calm his anger Rue de la Ferronnerie, to check if this lady
and return to Cour des épées to inquire about came alone or accompanied. Go to 131.
Jerome's health.
87
Go to 88.
"- Are you a known figure at the Satriani
85 palace?

It's the same fragrance that was on the - Yes, why?


handkerchief with the embroidered initials
S.E., in Jerome's room. Return to 145. - Because if your suspicions prove to be
correct, and knowing that our Italian
86 adventurers would have no trouble recruiting
swordsmen and henchmen if needed, I can
Night has fallen. A white blanket slowly only advise you not to present yourself
covers Cour des épées and the tile roofs through the main entrance of that illustrious
huddled around it. dwelling.

You are about to leave your place, cross - Once again, you are correct.
the courtyard and knock on Jerome
Bonchamp's door again. A woman wearing a I must now be cautious.
gray fur-lined capeline, edged with
brilliantly white down, begins to climb the If ill-intended souls managed to find and
steps leading to the landing, not without sway Jerome, to reach me, they would have
having cast a panoramic glance over the no difficulty tracing back to this palace.
courtyard and the upper floor. She is on the
mezzanine and moves slowly. You close the Especially since Amanda and Lucia are
door to your room and reopen it to watch her probably there alone with a few servants. I
through the crack, from the inside. should have taken more precautions before
leaving. We will enter without announcing
She goes to Jerome's door. ourselves."

Halfway there, she stops and goes Go to 134.


towards the railing to look around. Then she
knocks, is let in, and immediately enters. 88
You close your door. After all, he seems to
December 28, 1601
be doing well. Go to 141.
This morning, a thick blanket of snow
You immediately slip into the night to
covers Cour des épées.
Jerome's door, across the courtyard, to listen.
Go to 9.
Numerous trails of footprints create
crosses all over the courtyard, evidence of
You slip into the night to peek under the
the comings and goings of the residents,
access porch to the courtyard that opens onto
some of which started before dawn.
7 4 5 2 3
185
Your lodging is on the first floor, you But to think that she is linked to Jerome's
lean, as usual, on the railing of the walkway death, there's no proof of that."
that forms a mezzanine around the entire
perimeter of the courtyard, with a central Go to 142.
access staircase, facing the entrance of the
courtyard and the well at its center. Jerome's 90
room is across the way, nearly at the end of
The first impact on the roof is more
the mezzanine. So, you walk around to
startling than painful. The bounce propels
knock on his door, but as you reach the
you into the air, making you spiral, which in
central staircase, you notice a group of
turn accelerates the speed of your fall. Your
students entering the courtyard.
body crashes onto a pile of protruding stones.
One of them points with his index finger The shock from the fall kills you instantly.
at Jerome's door on the upper floor, while the Your adventure ends here.
group moves forward, hesitantly, clearly
END
unfamiliar with the place.
91
You approach them to inquire about their
presence. Go to 71.
The supper is simple and quick: fresh
bread, cheese, and a warm soup that was
You return to your lodging, to observe
simmering in the hearth.
unseen, from the gap of your door. Go to
136.
Then, you quicken your pace under the
snowflakes that multiply and cover
You get ahead of them, taking advantage
everything with their white, soft crystals.
of your lead, to knock on his door before they
Ruggieri has armed himself with a lantern
reach it. Go to 116.
and a stick to secure his steps.
89
Indeed, as he had announced to you, the
You pull the dagger from your boot and theater's audience floor is diverse. Spectators
show it to Ursulin. Not without unscrewing of all ranks press in noisily. The seated
the pommel to show him the note hidden places are reserved for the boxes, in the
inside (text in paragraph 122). heights, all around the audience floor. The
theater, at first glance, seems as populous as
Ursulin takes it and reads it. the Les Halles market, yet it is spacious and
richly appointed. It occupies a third of the
"- 'the belly of a sardine, turned whale' surface of the Hôtel de Bourgogne.
refers to the private mansion of Scipion
Sardini! As the evening progresses and the curtain
finally rises, after endless, more or less
The woman hiding behind Giorgiona is relevant, warm-up acts, you see the place
none other than Sylvia D'Este. from a different perspective: a gigantic stage,

186
such as you dream of for the troupe del shadow and be, exactly where Ruggieri is
Marzocco. looking.

The company I Gelosi, "The Jealous You approach him, as you were about to
Ones," lives up to its name. In any case, it is ask him something.
with envy that you admire the actors' play,
the costumes, the sets, the twists of the story. While keeping his eye fixed on the railing
Isabella develops a character full of cunning of the box, from where the man has returned
and subtlety, with such candidness in love to the shadow, Ruggieri says to you:
expressions that she draws "ohs" from the
audience floor and thunderous applause each "Flavia, if you will, we shall pay our
time she achieves her ends. Francesco, respects to the Count before returning, as I
though more austere and twice Isabella's age, have indeed noticed that it is getting late."
has no difficulty responding to her, as he
You accompany him. Go to 79.
embodies Capitan Spavento, a former
military man whose actor's finesse is well-
You prefer to wait in the company of the
grounded.
Andreanis, to whom you have a multitude of
questions to ask. Go to 105.
Seeing that you are passionate about these
two personalities, Ruggieri points out that
92
they both pen their own plays. You spend a
wonderful evening that ends in the artists' The idea was good, but by the time you
boxes when Ruggieri takes you there to greet implemented it, the rider you wanted to tail
his friends. The couple introduces you to rode out of the large stable door and galloped
their son Giambattista, a man of good away around the corner of the building. You
presence, but who remains in the background rush to that point, not wanting to lose sight
and had stayed as a spectator in the hall of him, but as soon as the guard post comes
during the show. When the groups of into view, the much-sought-after silhouette
admirers begin to thin out, he approaches is no longer visible.
Ruggieri and tugs at his sleeve.
The guard post! You use your last breath
"Sir, Count Bassompière to reach it and find one of your uncles, who
would be on duty and might have seen him
invites you to his box
leave.

to offer you some refreshments


At least to give you a direction...
Unfortunately, you find your uncle, playing
and gather your expert opinion."
cards with one of his fellow guards.
Ruggieri immediately looks up from the
As much as the Swiss Guards are
curtain that opens onto the stage wing.
unfailingly vigilant about everything
Indeed, from the angle where he stands, a
entering the Louvre, as for what leaves...
man in a blue silk doublet steps forward to
the railing, enough to emerge from the 8 5 6 3 4

187
Shrugging your shoulders, you decide to - "Does sir need his saddle?
take the day off and go report the event to
your fellow actors. The two men are already in the beam of
light coming from outside, among the five
Go to 122 entrances of this wing of the building.

93 The rest of the stables are plunged in this


semi-darkness, a substitute for tranquility
There's no inscription on the blade. that soothes the horses, barely interrupted by
some stamping and brushing against the
But now as you run your fingers over the wooden frames.
ivory pommel, the features, the
craftsmanship, they remind you of You wisely fold the handkerchief before
something. The shapes, or at least the putting it back in your pocket, while keeping
artisan's touch, remind you of the ebony an eye on the leather tack inventory the lad
pommel of the rapier belonging to the man hands to the man.
from the theater. It's shaped like a chess
piece. It's not carved with the characteristic You had forgotten, exhausted from work!
lateral notch of a bishop piece. It's a pawn! A It's the man with the ebony-hilted rapier. The
white pawn. Note CHESS PAWN DAGGER one the people of the Louvre call Concini.
on your character sheet, so as not to forget
this information. You decide to go out and take one of the
horses ready to be ridden and led to the riding
You persist. In understanding and arena. Since this is not part of the tasks
observing. This weapon, it seems, has not yet assigned to you for the day by the stable
master, you will need to successfully pass a
revealed all its secrets. If that's the case, Stealth test followed by a Riding test in the
go to 35 Easy column.

You hide it, under a floorboard, in your Note the word "manège" on your
room. It's important for you to show this character sheet, to remember this
object to the Brighellas. information.

Go to 115 If you succeed in both tests, go to 104

94 If you fail either test, go to 92

Several days pass. You finish emptying a 95


stall of its soiled straw to put in fresh straw.
Sweat beads on your forehead. As you pull The first impact on the roof is more
out a handkerchief from your pocket to wipe startling than painful. The rebound launches
it, after planting the fork in a tightly bound you into the air, spinning you around in a
bale, you hear a stable boy leaving the spiral, accelerating your fall even more. You
stables, heading towards where the riding finish your tumble on a mound of earth used
arena is located: for the debris of a garden, occupying the area

188
of the yard closest to the house. You're lucky, Capable of anything, insolent with
ending up dazed with just a few bruises. Had women, braggart when he has nothing to
you fallen a step or two differently, you fear, Brighella can, through sweet-talking,
would have impaled yourself on tools musical and dance talents, and rare
planted in the ground, or finished your skillfulness, provide various services. He has
plunge shattered on jutting rocks. Remove no aversion to any profession and becomes,
two boxes from Fatigue and check a box for as needed by the circumstance, a soldier, a
a minor injury. lawyer's clerk, an executioner's valet.

Brushing off your clothes, and sore all He’s an innkeeper who, despite his minor
over, you climb over the small wooden roles, helps the audience understand the play.
fence, before someone comes out of the He's a cunning valet, arranging marriages,
house and asks what you're doing there. manipulating his masters.

You decide not to push your luck and Also a valet but far more clever than
forgo a second attempt. Better to return later, Harlequin, he can be deceitful and has many
recovered from this ordeal, with more strings to his bow.
suitable equipment.
He is agile, skilled, cunning, discreet as
You feel you've gathered enough much as he can be boastful. That's our
information to discuss with the members of character, at least as he should be portrayed.
the Commedia Del Marzocco troupe and
decide to join them to share your findings. We have a great card in our hand, since to
Go to 122 this day, he has never officially appeared in
the troupe's performances. Let's not waste it.
96
Let’s first be sure of our target and the
Brighella, or Briguelle in French, is a information we want to convey before using
traditional character of the commedia it. Go to 24.
dell'arte as it is performed in my city, Venice.
97
Brighella is one of the oldest and most
consistent types of the buffoon servant in "In the stables of the Louvre, I recognized
Italian comedy. His name comes from briga, the man who set fire to our theater: he was
meaning quarrel. Like Harlequin, he is carrying a rapier with an ebony pommel that
originally from Bergamo in Lombardy, but bore the likeness of a chess piece. A black
he is more cunning since he lives in the bishop. This dagger is probably related to
“upper” city. He defines himself this way: that man's weapon.

"I am a man famous for trickeries, and the - Indeed, these two weapons most likely
finest ones, I'm the one who invented them." come from the same armorer. But to say that
Always dressed in green and white with a they belong to the same man or the same
black or olive mask on his face, he carries a organization..." Go to 142.
purse and a dagger on his belt.
9 6 1 5 6

189
98 Without a moment's hesitation, you
literally fly towards the departing craft.
With a leap, you stand on the railing, Indeed, the ground is spongy and riddled
which creaks slightly under your weight. The with ruts. With an acrobat's instinct, you
next instant you have vanished onto the roof. dodge slippery obstacles and uneven patches
of terrain.
Moving stealthily through the shadows,
you swiftly climb one wall, then another. As you reach the shore, the boat is about
Finally, the last stretch of tiles brings you to five steps away (over 3 meters). You use an
the framework of the slope, offering an old stump to boost your jump and soar into
unobstructed view of the street. A sedan the air, knowing that to make such a leap you
chair turns the corner and leaves your line of must rise high enough to cover the distance...
sight. And as you glide through the air, you hear a
gunshot, signaling that you've been fired at.
You lean further out for a clear view of
the porch. The whistle of the wind, the ripples and
waves of the river below seem endless, and
Two horses are there. One is mounted, the time appears to stand still.
other is held by the rider of the first who
doesn't seem to have thought it necessary to But you land squarely at the back of the
dismount. He's a man wearing boots and a boat, which, fortunately, is of good size.
rapier, but the features of his face are Amanda and Lucia press against the sides to
obscured, in the shadow of a rain cape whose give you enough room to land without
flaps cover the entire hindquarters of the injuring them. The skiff rocks a bit, but the
horse. current fights to keep its wild course through
the swirls. Lying down, like the other
You wrap yourself in your cape and wait occupants, to not be an easy target, you
for the second rider to return. Go to 67. slightly raise your head to see the status of
your pursuers. Ursulin does the same. Most
You decide to descend to the mezzanine
are on the shore, stomping around, while
and then sneakily reach the porch to observe
others have begun to enter the Palace.
the rider more closely. Go to 77.
You spot a servant who has been captured
99
and is being taken towards the Palace. Some
on the shore throw their hats on the ground
The boat has moved away from the shore
in rage and frustration. Others continue to
and is starting to pick up speed.
aim their rifles at you, and shots are fired,
The men at both corners of the building, leaving a faint cloud of powder around them.
that is, on each side, about the same distance You check and feel the bottom of the boat:
away, pause briefly to assess the situation. no water ingress.
Some begin to run towards the boat. One of
It seems you are safe! Go to 128.
them, staying back, aims his rifle at the boat.

190
100 However, he refuses to visit the house on
Allée des cours, not wanting to expose
In the lounge, Firmin the butler offers himself excessively.
snacks and refreshments, while everyone
shares their version of the incredible events If it became known that he was
they just experienced. investigating members of the Court, it could
draw royal ire his way again. And this time,
More logs are added to the fire, seemingly he might not escape the galleys and Barbary
to fuel thought. pirates. He considers hiring some
trustworthy individuals for these
The glow of the flames and the rhythmic investigations, including you, to report back
crackling punctuate the discussions. on the extortionists' actions and movements.

All agree that Concini is likely the Count Bassompierre has heard of a group
mastermind behind this grim extortion, if not of Teutonic mercenaries who recently
the instigator. arrived in town and is thinking of hiring them
for his personal protection, as well as that of
He could be approached at the Court.
his people and properties. Regardless of the
chosen option, he commits to covering your
Perhaps through proper surveillance, it
expenses up to two hundred fifty pounds.
might be possible to trace back to the Golem,
whether it's truly a magical creature or a
You offer to monitor the comings and
ruffian disguised for the deception.
goings around the house on Allée des cours
and possibly inspect the premises.
There's an option to visit the house on
Allée des cours, in the northeastern part of
Go to 33
the city outside the town, where the Golem
was first seen. You decide to wait for the Royal Wedding
Ball to assist Ruggieri in his investigations.
Maybe clues to locate Professor Torino
Go to 160
could be found there?
You wish to accompany the Count to his
Ruggieri mentions an upcoming grand
meeting with the Teutonic Mercenaries. Go
ball at the Louvre Palace to celebrate the
to 4
royal couple's nuptials.
Resuming your job as a stable hand at the
It would be an excellent opportunity to
King's Stables seems the best option to
observe Concini and identify potential
approach Concini and attempt a tailing. Go
accomplices or other victims of the
to 94
extortion. He offers you to disguise as his
footman to accompany him, which would You wish to distance yourself from this
allow you free movement among the guests. terrifying tale of the Golem and sinister
extortion. You thank Ruggieri and the Count
for their trust but decline their offer to assist
10 1 2 6 1

191
them. You return to the Cour des épées to Dark circles and blue veins traverse his
check on Mathilda and the theatre company. face, giving his skin the appearance of a
Go to 5 faience ornament. Your heart starts pounding
wildly, letting your fingertips trace from his
101 shoulder to the hollow of his neck. To feel
his pulse.
You cast a final glance over the courtyard.
In the deafening silence of the snowflakes As you make this gesture, an incongruous
that sway and taunt a pale sun, hidden image comes back to you.
somewhere, the place seems almost deserted.
It's the gesture Frederick, your first
Only the croaking of the band of crows boyfriend, had made at the edge of the alpine
harassing the graves in the nearby Cemetery meadows when you played with buttercups.
of the Holy Innocents, returning to their roost He had placed a buttercup under your chin to
somewhere towards the Temple district, fills see if the yellow reflection was there. You
the surrounding scene. had done the same. Your hands and his were
wandering over your cheeks and necks.
They will return tomorrow morning, a
few hours after sunrise. As you find the right That's where the pulsation of blood in the
leverage to lift the latch from behind the delicate walls of the throat taught you what
door, you think to yourself that, after all, heart palpitations and life itself are. The
crows are late risers. absence of this pulsation is then a revelation.
No longer of life,
When you close the door behind you after
slipping inside as quickly as you could, you but of death, towards which everything
wait for your eyes to adjust to the darkness. inevitably goes and becomes fixed. Jérôme is
The wooden shutter of the window is closed. indeed dead. Slowly a thousand mechanisms
of reason animate and then stir in your head:
Jérôme is asleep, slumped over his what to do?
worktable, his head and elbows askew
among the pages. The inkwell and Leave this place as discreetly as you
candlestick are on the brink of falling near a entered it, resetting the latch to the closed
shirt sleeve. position, to avoid being found in the
company of the corpse.
You approach in the dim light behind him,
placing your hand on his shoulder. Go to 42
Immediately your fingertips stiffen, sending
a nervous impulse that awakens all your Evidently, Jérôme died while he was
senses and tightens your muscles: his skin is writing. You decide to look at his last
as cold as the mezzanine railing on which writings and search the room. You can't
you were wiping away snow just moments convince yourself that he was struck down
ago. You lean over him to see his face. by fever.

Go to 110

192
102 flank to get it used to your presence, it
doesn’t even flinch, eager to stretch its legs.
No one has seen Jérôme today. While you adjust yourself on the saddle, the
Go to 140. rider you're following emerges through one
of the large doors and gallops towards the
103 guardhouse.

You approach the area where the ground To avoid drawing attention, you quietly
has been trampled. The tracks are indeed detach yourself from the row of horses
gigantic; the creature must be at least five
heads taller than you. With the lantern, you waiting to go to the arena and trot in his
search for more tracks, but they get lost in the direction.
beaten earth of the busy street, forming here
and there mud puddles amidst the snow. If necessary, when you reach the corner of
the building, if he has gained a lead in the
At this hour, the street is deserted, but you bustle of the streets near the Louvre, you can
see a carriage stop in the distance and a
figure get down, heading towards you. break into a gallop.

You wait to better discern the shadows Past the guardhouse, you see him about
and the street around you, to identify the thirty paces ahead of you. Riding a horse
figure approaching. Go to 53 through the streets of Paris is a perilous
exercise. Certainly, it can save time, but
You go towards the figure to see who it is.
Go to 34 given the nearly constant throng and the
wrought-iron signs of shops and taverns at
You extinguish your lantern and hide rider head height, it can prove to be a heroic
in the shadows between two buildings to endeavor for those not nimble of body.
let the figure pass, at the risk of being seen.
Go to 82
The man seems relaxed and knows where
You hurry back inside. he's going, not in a hurry. And if he looks
back from time to time, it's to greet a notable
Return to 8 with a bow of his torso, lifting his hat.

104 Cautiously, you vary the distance


between you and him, sometimes almost
You slip outside through the door that
losing sight of him when he's in a passage
leads to the row of horses taken out of the
you know all the exits of.
stables and tied to the rings on the boundary
wall, ready to head to the riding arena. The rider eventually dismounts under a
wooden signboard suspended like an inn
Luckily, the lads in charge of this task are
sign, painted in crimson with a sword and the
all busy trotting around the fine sand circle
word "Scherma."
with their animals. You fold the brim of your
hat over your forehead, turning your head to He leads his horse delicately into the
the side, and move towards a thoroughbred courtyard of what appears to be a two-story
of the finest appearance. As you stroke its
11 2 3 1 2

193
private hotel, through a large carriage gate 106
marked by the sign.
Just as the man was about to aim at you,
You tie your own horse's bridle to the you strike him squarely in the chest with
metal bars of the ground floor windows of a your dagger. The surprise is such that he
convent upstream on the street and move to drops his rifle. As he reaches for the handle
circle the building. to pull out the weapon, he collapses.

Entering the courtyard would You return to your companions.


immediately expose you. Yet it seems the Go to 139.
only way to access the interior of the
building. At least the rooms are well-lit. Or, you go to retrieve your weapon and
ensure he lives his final moments. Go to 13.
There are windows nearly everywhere on
each face of the building. You quickly 107
conclude that the best observation point
would be the roof of the building facing the Your quick turnaround was a lifesaver.
entrance porch of the fencing school, as the Once safe, out of the potential line of fire,
locals call it. You entrust your horse to the you catch your breath in a vestibule lit by a
stable boy of the nearest opulent inn, paying skylight.
him enough to take good care of it,
"We need to find Amanda and Lucia and
pretending your "master" will arrive soon.
get out of here as quickly as possible! Keep
Leaving it on the street would not have an eye on our backs while I look for them."
been wise, as the surrounding commotion
He immediately starts opening multiple
would have made it nervous.
doors in a series of rooms, each different
To reach a discreet observation point on from the last in size and appearance.
the roof, succeed in a difficult Stealth test or However, the furniture in each room is
a medium Climbing or easy Acrobatics test. always tastefully and modestly arranged.

Then go to 28 Dagger and stiletto in hand, you move


backward whenever possible to see and hear
If you fail, go to 83 what might emerge. Ursulin seems to know
the place well, as in no time at all, you arrive
105 in a large room where two young girls are
practicing, one on the lute and the other on
The Andreani family are very friendly the viola da gamba.
towards you, showing you the ingenious
machinery under and above the stage. They "Amanda, Lucia! Come quickly! I don't
even show you several scripts of plays they have time to explain, but the Palace is under
have written. Ruggieri isn't long; he returns attack by a band of brigands. We must flee
and offers to escort you home. immediately. Is the boat at the dock?"

Go to 41. "Yes, I think so."

194
Without delay, all four of you move If he's considered an outcast today, it's
through increasingly larger rooms until you because he got involved in the affair of La
reach a ballroom. At the end of the room, a Mole and Coconnas's favorites, by becoming
large circular bay window overlooks the an accomplice of Hercule d'Alençon,
banks of the Oise. Catherine de Medici's son. He had made a
wax doll with a crown and stuck pins in it.
"I'll take them to the dock and cast off. I The doll was found in the possession of the
see you're armed. If, unfortunately, they've gentlemen who paid with their heads for this
already circled the building, I'm counting on attempt at enchantment. He was only
you to create a diversion." sentenced to the galleys and rowed for a few
months. Catherine had him released upon the
Looking at the two young girls: King's death, and he returned to his position
at the Louvre. Three years ago, he was
"Once we're in the boat, you'll need to lie
implicated again in a case of witchcraft
down flat. The current will quickly carry us
against his former protégé, now the King of
away."
France and Navarre. He was arrested but
soon released, and the King forgave him.
You offer to go out first as a scout while
the other three follow. Go to 120.
I don't know what to make of these two
cases. There are so many stories...
Or, you cover the rear as your companions
flee. Go to 117.
We've never really broached the subject
frankly, him and I." Go to 126.
108

109
"I think highly of him. He's close to the
Court but has become its main outcast. I
The room is cold and quiet. Outside, it
believe he's drawn to us, the performers,
starts to snow. Then, a light appears on the
because he sees in us a freedom of
staircase. Someone is coming down. It's a
expression he no longer has. He's seldom
brunette woman in a banquet dress adorned
taken the stage with us, but when he did, I
with numerous shimmering jewels in the
saw in his eyes his joy, his appreciation of
flicker of the lantern she holds in her right
being among us, with us.
hand. In her left hand, she holds a closed blue
fan with lace. She pushes and slightly opens
He's also been a financial supporter. He's
the kitchen door, gesturing with her hand.
one of our main allies. And a skilled
Moments later, the man with the thistle and
astrologer. He knows about alchemy, too,
she stand in the small space under the white
because, you see, I have some knowledge in
stone staircase. They speak in hushed tones,
that art and have verified his skills. My
but you hear them clearly.
family hails from the island of Murano. We
have a long tradition of glassworking, passed
"Madam, forgive me, but I've followed
down from master to student. And to master
the master craftsman of the Louvre here: he
this art, one must also know a thing or two
demands that Concini show him where to
about alchemical elements.
12 3 4 2 3

195
find the rabbi. You know that's impossible. You go home and tomorrow will inquire
I didn't expect him to come here. with members of your theater troupe about
the various places you visited and characters
- It's normal, he is under Sardini's you approached. Go to 127.
protection, just like Raphaelo and me. He's at
the table with the other guests. Go back and You go home and tomorrow will check on
tell Concini not to worry. The rabbi is safe. Jérôme at the Cour des épées. Go to 88.
Valentino is in control. That brute of a
carpenter hasn't revealed all his secrets yet. 110
We'll keep him talking. Concini will have
further instructions during his next chess You notice that under Jérôme's chest
game with Raphaelo. and arms, there is an open poetry notebook.
His pale hand, with fingers stained with ink
- Very well, Lady Giorgiona. I will return from the blotting paper, is close to the quill
then. Should I continue to stay close to and inkwell. You slide the notebook to the
Concino and Leonora? edge of the table and take it to read. Note the
current paragraph and go to 27, then return.
- You're no longer needed there. You
might be needed for reinforcement at the Beside the inkwell, there's a goblet with a
Ball. Loco, you'll be more useful in third of water left from the pitcher, among
uncovering the Carpenter's secrets. Keep other scattered papers. Your gaze now shifts
following him. I know from experience he to the bed, which serves as an extension of
never stays long in the same city or on the the too-narrow table-desk: scattered sheets
same project. By meddling in the kabbalists' are strewn across the wool blanket. You see
affairs of the Thistle Brotherhood, you're the handle of an object between the sheets
going to get noticed. You'll likely need to and the cushion. It's a double-edged dagger
leave Paris soon. But for now, return to the with a silver handle and guard, and a blade
Savoye Delegation and wait for my signal. of tempered steel. It's well-crafted and has an
It's safer. Have you dined? Grab something intricately carved ivory pommel. Its sheath is
before you leave." not original; it's made of wood covered with
cream fabric. No inscription on the blade.
She accompanies him to the door and But now as you run your fingers over the
instructs the head chef to feed this gentleman ivory pommel, its features and carving
by the fireplace so he leaves warm and well- remind you of something - the ebony
fed. Then she heads back upstairs, passing a pommel of the theater man's rapier.
servant coming down with a plate of meat.
Once the room goes dark and silent again, It's shaped like a chess piece, a pawn, not
you emerge from your hiding spot and carved with the characteristic lateral slit of a
quickly and discreetly rejoin the street. bishop. You sit on the bed, astounded by
your discovery, twirling the blade and handle
You hide again and wait for Ursulin to in your fingers, examining it from all angles
come out. Go to 113. and thinking. You think of the masked man
from the theater fire... The pommel of the
dagger is loose. By fiddling with it, you

196
discover it unscrews, revealing a hollow seems he succumbed to fever, at least that's
cylindrical cavity containing a small scroll of what people crowding the doorway are
parchment: saying. You push your way through to enter
the room with the few people already there.
"To my beloved,
Go to 115.
Met in the belly of a sardine, turned
whale, Jérôme's body is moved from the room
and set up on the ground floor in the laundry
But so beautiful, like Adonis, that he will room for a vigil: between two sheets
keep me breathless,
stretched on either side of a table against a
All eternity he leaves me to spin wool, wall and flanked by two candelabras with lit
candles. The body is covered with a shroud
Or try to remove Cupid's arrow, made from a sheet similar to those hanging.
One of the students is sent to fetch his
He so skillfully shot to pierce my heart.
relatives outside of Paris. You go to inform
Paris, November 11, 1600. Ursulin about Jérôme's death. Go to 12.

Giorgiona" 112

It's time to leave and join the crowd "Very well. But it happens that I had
of neighbors pressing with questions and
comments in the courtyard. If you've already planned to go out tonight. To the Hôtel de
visited Jérôme, note the current paragraph Bourgogne, for a performance by the Gelosi
number, go to 135, and return. Company. Have you heard of them?
Mathilda must have told you about them?"
If you've already visited Jérôme and
questioned him about his life and origins, "No, who are they?"
note the current paragraph number, go to 50,
and return.
"The Gelosi were the first troupe to
If you vertically slip the goblet into the perform at court, nearly three decades ago."
pocket of your leather jacket, where it's snug The old man serves you a drink and invites
and wedged so its contents don't spill, go to you to sit with him at his table, his tone
155. nostalgic. "They performed for King Henry.
Then, they were requested in Spain, the
Otherwise,
14 5 6go to4 32. 5 Kingdom of Poland, the Holy Roman
Empire, and England. They haven't traveled
111 for a few years now. They are highly
renowned; even the great Torquato Tasso
In the afternoon, neighbors, followed by a dedicated a poem to Isabella."
hesitant and sparse crowd, gather in front of
Jérôme's door, each lacking any information. "Do you know them?"
The door is eventually broken down by the
forceful shoulder thrusts of several students "Isabella Andreini Canali and her
who came to check on him. They find Jérôme husband, Francesco Andreini, are friends. I
stone dead, sprawled on his work table. It had predicted to Francesco that he would

13 4 5 3 4
197
eventually leave the military career for been disturbed, you head to the bed and
something much more prestigious, but he adjust the sheets to match the movement.
had laughed in my face." You place the few sheets scattered over the
blanket on the table. You arrange the clothes
that were at the foot of the bed on the chair.
"Do I need to change my clothes to go You spot the handle of an object between the
with you?" sheets and the cushion. As you move around
the bed, crouching to adjust the sheet, you
"It's unnecessary. It's a theater, and after slide the object into your boot. It's time to
all, you are in the profession. It would be a leave and join the crowd of neighbors
bustling with questions and comments in the
shame not to be able to introduce you to my
courtyard.
friends after the show. Make yourself
comfortable, we will dine, and then head If you have already been to Jérôme's, go
there directly." to 135.

Go to 91. If you have already been to Jérôme's and


questioned him about his life and origins, go
to 50.
113
It's only late at night when the lights on If you vertically slide the goblet into the
the upper floor of the private hotel go out one pocket of your leather jacket, where it's snug
by one behind the shutters, that you see and positioned so that the little remaining
Ursulin leaving alone through the main door. content doesn't spill, go to 155.
He heads back to the House of Companions.
Chilled to the bone, you end your Once out of sight and away from prying
surveillance and return home to warm up. eyes, you take out the object you retrieved
Tomorrow, you'll check on Jérôme. Go to 88. from Jérôme's bed to see what it is. Go to 61.

114 Finally, go to 32.


Ursulin doesn't seem surprised that
Jérôme, feeling ill and having learned of his 116
friend's return, entrusted this precious
astronomical measuring instrument to a You knock, but there's no response.
friend to bring it to him. Jérôme knew he had
to return the telescope on Ursulin's next visit The group of students starts ascending the
to Paris. Go to 146. stairs. You knock again, but the door remains
closed and the room silent. You call out to
115 Jérôme through the door and press your ear
When they lift Jérôme's slumped body against it.
from the table that served as his desk, you
notice an open poetry notebook. Jérôme's You try the handle but find that the door
pale hand, with fingers stained from the is locked from the inside. A latch becomes
blotter, is near the pen and inkwell. slightly visible when you push the door away
Pretending to tidy up after the body has been from the frame. The students reach your
taken to the mezzanine, you lean over the level. Go to 136.
notebook. Note the current paragraph and go
to 27, then return. A goblet with a third of 117
water left from the jug is next to the inkwell
among other scattered papers. As the last While you're checking the surroundings,
visitors check the room to ensure nothing has the group has reached the boat. Amanda and
Lucia are now lying down out of sight.

198
Ursulin has untied the mooring rope and is 119
busy pushing the boat to gain momentum in
the current. He jumps aboard and extends his February 18, 1601
hand to signal you to join them. But just as
you start to close the distance, men arrive at For several weeks now, you have been
both ends of the building. working in the Stables near the Tuileries.
Your main tasks, along with the other lads,
At this point, you should make a test in involve caring for and saddling the horses.
the Running skill, which you don't have. The available carriages at the Palace are few,
Therefore, use Physical Aptitude (5), but the and the Coachman's role is mainly because
Mask allows you to use the Talent of he meticulously maintains these exceptional
Performance (9) to perform this test under vehicles. By nature, they are reserved for
more feasible conditions. high nobility and certain royal
administrations that have the means to
Indeed, practicing the arts of Performance maintain them and their crews. About twenty
should ensure you have enough physical lads and coachmen are handpicked by the
condition to carry out this long and perilous Coachman for maintaining the King's House
action. You can also use your Prodigy point vehicles. You've tried several times to get
for Precise Aim, which will allow you to noticed for entry into this elite corps of the
succeed automatically without testing, and Royal Stables, but to no avail until today.
gain an extra short action, enabling you to
also succeed in your aim and jump into the Throughout the day, dozens of riders
boat in the same sequence, after running as come and go in and around the stables.
fast as possible to join them. Distinguished visitors to the palace hand
over their mounts directly to the first lad they
Not using your Prodigy allows you to see in the Stables. They know that when they
save it for a potentially life-saving situation return, they will find their horse in a straw-
later... It's your choice. filled square, saddled or unsaddled,
depending on the instructions they left. Less
Make an easy Performance test. prominent visitors have ties, troughs, and
feeders at their disposal in front of the
If you succeed, go to 124. Stables entrance. No lad will care for their
mount, but they know it is safe there for the
If you fail, go to 118. duration of their visit.

If you prefer to use your Prodigy, Thus, you have built a collection in your
go to 99. memory of silhouettes and faces of men who
could match the man with a torch in hand
118 whose gaze you met on that sinister night of
the theater fire. And one day, or rather one
Unfortunately, you arrive too late at the morning, luck smiles on you. You recognize
riverbank: it's impossible to jump into the the famous ebony-pommeled rapier in the
boat, which is now too far from the shore, square next to the one you were cleaning.
carried away by a strong current. Gunshots You were getting up after spreading the
ring out behind you. straw on the ground and paused at the sight
of this figure, visible only from feet to waist.
You jump into the water and attempt to You press yourself against the wall forming
swim to it: easy Swimming test. If you a window between two beams and observe
succeed, go to 63. the weapon swinging at the waist of the man
who talks to a lad while patting his horse's
If you fail, go to 121. back.
14 5 6 4 5

199
"Remove the saddle, once he has rested takes. He now walks along the Tuileries
enough you can take him to the Queen's building and rounds it. You must find out for
House squares, his is marked Artaban." sure, so you try to catch sight of him after he
turns the corner.
Now that you see the black pommel up
close, you understand why its shape was so When you reach the spot where he turned,
firmly engraved in your mind, and why you you just have time to see him ascend the
had an impression of déjà vu without being steps of the Queen's Palace and enter through
able to identify the shape. It was simply the the main door. A gentleman of the guard
shape of a chess piece, the bishop. It's now a stationed at the door nods to him. He enters
certainty. You just needed to see it again to without returning the greeting.
precisely identify the shape. And that's why
this detail of the attire had become an actual Note Artaban on your character sheet, to
obsession for you. The man has already left remember this information. You rush to
the square and is heading for the exit. consult your uncles about your discovery.
Fortunately, you have finished your Go to 72.
current task. You place the scythe in the
wheelbarrow and go to store it in the square You report your discovery to other
used for storage and rack near the entrance, members of the Company.
following him closely. Go to 47.
Fortunately, he's unaware of you, and you
blend in perfectly with the environment. You You retrieve your coat from the stables
just pull your cap down a bit more to cover and, risking your job, discreetly position
your brows, remembering feverishly that yourself with a view of the Tuileries Palace
your gazes have already crossed. entrance, waiting for the man with the
ebony-pommeled rapier to reappear.
Once outside, he walks rather slowly and Go to 10.
relaxed across the esplanade, along the
gardens. He seems to be gazing at the 120
windows of the Tuileries Palace, the Palace
dedicated to the Queen's apartments. You You cautiously peek outside. A heron
then see him in full. He's a middle-aged man flies off from a clump of reeds by the river,
with brown hair, a growing beard, and short-
cut hair. While all your attention was on the indicating that at least from that side, there's
weapon's pommel, you now remember his nobody yet.
voice, that characteristic, almost cooing
accent of the Italians. His attire is neat, You check both left and right along the
though the state of his mount shows he's outer walls of the Palace: nothing. You step
ridden for several hours. His clothes are
out and walk to the nearest corner of the
courtly without being flashy, with silver-
threaded borders, a ruff, puffed breeches, building to discreetly check the progress of
and noticeable shoes with small heels and the troops hunting you.
prominent bows. As he walks, he loosens his
leather doublet and unbuttons his quilted You risk bumping into one of them... Go
vest, then carefully removes light brown to 129.
leather gloves. You engrave as many details
as possible in your thoughts.
You urge your fellow escapees, signaling
You step onto the esplanade but realize it that the coast is clear, while keeping an eye
will be difficult to tail him without being on both ends of the building. Go to 52.
noticed. You lean against a wall and watch
from the corner of your eye the direction he

200
121 Les Halles area hunted him for a while due
to a disagreement with a street gang accusing
Despite your repeated efforts to catch up him of working, meaning begging, for
with the boat, you become exhausted and himself.
In town, he's now employed as a valet for
start swallowing water. Your movements an eccentric Protestant nobleman, Olivier de
become more imprecise and jerkier, then Serres, Seigneur de Pradel (69 years old),
slow down. Your vision blurs. Your last who wishes to plant mulberry trees in the
moments are spent reaching out a cramped area.
hand towards the receding boat before
- Benjamin Le Valois, aka Ambroise (31
sinking. Your adventure ends here, years old), is wanted in his native region for
definitively. burning down a convent, a crime he didn't
commit. The troupe is now his only family.
END He plays the roles of braggarts. In town, he's
a discreet Protestant baron with impeccable
122 attire. When equipped for hunting, he looks
dashing and truly in his element. He met
You head to Rue des Boulangers near Mati at a service at the Temple of Grigny.
Porte Saint-Victor, hoping to find most of the She invited him to join the troupe, pending
comedians present to work on pieces and his return to favor.
acts for upcoming performances. The regular
members practicing on stage are: - Jeanne Duval (25 years old) plays the
role of Columbine. Raised in the
- Mathilda Tasso, aka Mati (38 years old), countryside, she has a gift for clairvoyance.
a Venetian exile and founder of She's a talented juggler and an exceptional
Dell’Mazorcco troupe, a remarkable actress dancer. In town, she managed to get hired as
and costume designer. She is literate and a maid for the priest at the Church of the
plays several instruments. Occasionally, she Holy Innocents.
portrays a Witch. In town, she's a tutor for
children of the Aubigné family, a Protestant Each of them knows your story briefly,
household. your arrival from Switzerland with your
three uncles, whom they've crossed paths
- Célestin Couvré (17 years old), the with at least once at the Cour des épées. But
troupe's designated knife thrower, also an there are also friends and protectors around
excellent juggler. He's adept at running this tight circle, trusted men of the Company.
errands in Paris, which he knows like the Less often present than the others, they don't
back of his hand. In town, he remains a street hesitate to lend a hand on busy days.
kid, taken in by the troupe. He has now made
his way and got hired as a footman for Jean - Jean Lefèvre (46 years old), a
Lefèvre, the pamphleteer writer of the prosperous and free-thinking bourgeois with
Company's plays. a sharp mind, enjoys playing Scaramouche
occasionally and acts as the Company's
- Geoffrey Perrin, aka Colin (16 years protector. In town, he frequents Clubs and
old), the troupe's dedicated acrobat on stage, Salons, both to listen and to advocate his
also an excellent juggler. He's equally skilled ideas.
at attracting new spectators as a town crier
and mocking the bourgeoisie. He loves - Jules Dresde, known as Pedrolino (35
thrills. He's still discreet, having been hidden years old), is the "strong man" of the troupe,
in the theater for a long time after a run-in taking on the role of a porter for acrobats. His
with residents of the neighborhood where he favorite character is Pedrolino (Pierrot), a
grew up. His former "bad associates" in the gluttonous, naïve, and honest servant. His
15 6 1 5 6
201
connections with the Guet (police) have 123
saved the troupe from trouble more than
once. In town, he's a zealous customs officer Your patience pays off a few hours later.
who lives for his job. Indeed, late in the evening, Concini emerges
from the Fencing School's archway, leading
- Cosimo Ruggieri, known as the his horse by the bridle. You have repeatedly
Astrologer (62 years old), is an early admirer rehearsed in your mind the steps and actions
of the troupe (and Mathilda!). He is none necessary to discreetly retrieve your own
other than the King's Astrologer, though horse, hoping that he would take the right
somewhat out of favor at the Court in recent path. The one that will allow you to follow
years. He has occasionally played him without too much risk of losing sight of
Pantaleone. him. As you exit the stable with your horse,
you breathe a sigh of relief: he is exactly
When you arrive at the orphanage, sun where you hoped he would be. The street is
rays pierce and challenge the morning's chill. clear enough and the night bright enough to
A thin layer of snow has covered the outlines see clearly without a lantern. He mounts his
of surrounding buildings and window sills. horse and starts to ride at a walking pace.
Translucent icicles hang from some street
signs, melting into dripping water that flows You keep a safe distance to avoid being
into the muddy gutters, leading to the old noticed, hiding in shadows and behind
moats on the other side of the Porte Saint physical obstacles to stay out of his potential
Victor walls. line of sight. He heads towards the Seine
quays, crosses over to Notre-Dame, and then
The upstairs windows of the orphanage, a heads in the direction of the Porte Saint
building with walls made of straw and clay Marcel. In the suburb of the same name, he
mortar, whitewashed with lime, supported turns left into sparser streets, almost giving
by heavy oak beam frames, are open. Wool the impression of the countryside with
and linen blankets hang over their edges, houses more scattered, spaced apart, with
forming a banner stretching from room to gardens and orchards. He stops under a
room, ranging from ecru to black, with chestnut tree, dismounts, and ties his horse to
shades of dark brown and midnight blue. A the enclosure of a sleeping poultry yard. He
hubbub of children's voices emanates from continues up the street and finally stops in
them. front of the sixth house on the right side. In
this street, which looks more like an alley
The cooperage warehouse, slightly lower than a street, all the buildings are arranged
than the orphanage, seems to lean against it similarly: a large courtyard around which
as if it would collapse if the supporting various dwellings and outbuildings are
building were removed. It has the structure organized. He approaches the door of a
of a barn, with similar oak beam trusses to house with a window facing the street,
which thick boards of the same wood as the barricaded with boards of various sizes. The
orphanage are nailed in more or less tight window does not open directly onto the
constellations. The carriage door is closed, street but onto the courtyard entrance. He
but the characteristic sound of a juggler's turns around to survey the surroundings. You
clubs hitting the floor can be heard inside. just manage to hide in a shadowy corner. He
removes one glove and knocks six quick
You enter the cooperage warehouse. Go times, followed by a more spaced-out knock,
to 132. and starts to remove the other glove.
Moments later, the door opens. He enters,
You go to see if the orphans are alone on and it immediately closes behind him.
the upper floor of the adjacent building. Go
to 157. Note on your character sheet "6 Allée des
Cours" to remember this information.

202
What will you do next? interrogation. You have little time before
they reach you.
Wait again. Go to 147.
You are armed, but they are holding guns
Return home, thinking you know enough
to talk to your friends from the Commedia and seem to know how to use them. Time
del Marzocco troupe the next day? seems to have stopped, yet you see your
friend running full speed towards the shelter
Go to 122. of the Palace. You catch up with him without
difficulty, even overtaking him.
124
"Halt, or we shoot!"
Upon reaching the river, you propel
yourself into the air towards the boat, but you But you are just a few meters from the
don't manage to land inside it. Instead, you palace doors and increase your pace.
end up in the water just behind the boat.
However, a firm hand reaches out to you and "To the left."
helps you aboard. It's Ursulin, who
immediately presses you down against the Ursulin rushes to the first door he finds,
flat bottom of the boat to avoid gunfire. thankfully open. Once he knows you are
Meanwhile, shots ring out from the inside, instead of barricading the door, which
riverbanks. You are safe. Go to 128. would be futile given the multitude of glass
doors leading outside, he urges you to follow
125 him through the labyrinth of magnificently
ornamented rooms. Before losing sight of the
You have crossed two-thirds of the park through the glass windows, you see the
distance to the main entrance of the palace, a group approaching and beginning to
circular alcove composed of eight glass surround the building, under the gestured
doors, each topped with Roman numerals orders of the gentleman who appears to be
carved in stone. the leader. Go to 107.

"Halt there!" 126

You turn around to see a group of about You find Mathilda busy with her work,
fifteen heavily armed men, their lower faces her living space and worktable covered in
hidden by scarves, calmly dispersing across mounds of fabric. A mannequin made of
the park and walking towards you. The rough wood, mounted on a tripod and pinned
nearest man, dressed like a gentleman with with half of a ball gown, oversees her
hands likely crossed behind his back, has shoulder.
called out to you. The group spreads out.
She is delighted by your visit and offers
Your gaze meets Ursulin's, and you you a homemade herbal tea, thoughtfully
understand each other without words: they reviewing each member of the troupe you
are the hired muscle of the Italians, probably inquire about. From her, you learn that all
sent to capture the Carpenter for members of El Marzocco are like her,
16 1 2 6 1

203
huddled in their homes, each busy with tasks 129
- some learning the lines of the latest play
written by Jean Lefèvre, others making sets You are halfway to the corner of the
or props. Those with a job or duty commit to building when a man wearing a wide-
it as much as they can or as the winter brimmed leather hat and holding a rifle
severity allows. appears at the angle. You have the element
of surprise. He likely didn't expect to see
Now it's her turn to get your news. She you. You are within sufficient range to throw
listens attentively to what you have to say. your dagger.
You ask her if she has seen Jérôme
Bonchamps recently. Go to 153. You aim at the man by estimation, ready
to turn around if needed. Go to 2
You inquire about her thoughts on
Cosimo Ruggieri. Go to 108. You rush at him to knock him down. But
will you be quick enough to hit him before
127 he points his gun at you? Go to 20

Among the troupe, the first companion 130


you think to visit is Cosimo Ruggieri, the
Court Astrologer. Go to 68. It's your lucky day. The window
overlooks a living room with a large
128 fireplace crackling. You can see Ursulin's
strong stature from behind, speaking to a
The current takes you straight towards smaller person standing in front of him. The
Compiègne, almost as fast as a galloping interior is quite luxurious, with portraits
horse. Using the oars, you and Ursulin adjust decorating the walls and a marble statue of a
the boat's course to stay close to the opposite Greek goddess overhanging a sofa and
bank, in case your pursuers get the idea to several armchairs. Musical instruments are
mount a horse and try to catch up. You reach scattered around the room – a harp, a lyre,
Compiègne without any sign of pursuit. and a theorbo. One of the armchairs, with a
Ursulin suggests abandoning the boat and painter's palette resting on its cushion, is
hiding it under branches. You don't enter the positioned in front of an easel bearing the
town, but while Ursulin starts to cut stakes to initial sketches of a portrait. He likely
set up a camp for the night and prepare for entered through the double door on the left,
the last part of the journey – returning to through which you see a servant exiting with
Paris where Amanda and Lucia's parents a tray. A door on the right opens and two
await – you ponder the next steps. But that is young girls with long brown hair enter, take
another story... a few steps towards the center of the room,
and curtsy towards Ursulin and the figure
If you are a player, you are now ready for you haven't yet managed to see clearly. The
a game with multiple players and a game girls are wearing lace dresses reminiscent of
master. If you are a Mask, you can proceed some you've seen in Mathilda's personal
to read the introduction scenario in the next wardrobe. Their earrings are set with semi-
chapter. END precious stones, circled in silver. They wear

204
the same green silk bow tying their 132
differently styled hair. One is almost a head
taller than the other and appears to be her Inside, it's dark. Only Colin and Célestin
sister. The younger one looks distractedly are there, practicing juggling by the light of
towards the street windows. You tuck a torch.
yourself into a corner of the window where
you should not be seen. You strain your ears, "Where are the others?"
hoping the street noise won't drown out the
"Benjamin and Jeanne are taking care of
quiet conversation. Go to 80.
the orphans," Colin indicates a schedule
You've seen enough and return to your board where troupe members sign up for
observation post opposite the townhouse, orphanage duty.
where you're less likely to be spotted. Go to
"Mathilda's at Cour des épées. She has
55.
several orders to finish," Célestin adds,
You attempt to circle the block to check if seemingly regretful as he packs juggling
there's a way to enter from the back of the clubs into a canvas bag.
building. Go to 69.
"I want to use the Brighella mask to
131 restart our investigation into the theater
arsonists."
As you cross the Courtyard, you see a
hooded rider on a horse, leading another by Colin objects. "This isn't the time, Flavia.
the bridle, pass in front of the porch from left We're all just trying to survive. Discussing
to right. When you reach the porch, you will playing avengers can wait until we have a
be behind him. solid theater for our performances again, if
you don't mind."
But at that moment, you stop because you
no longer hear the clip-clop of hooves. He's You shrug and leave the street, noticeably
stopped! irked by their reaction, to avoid a pointless
outburst of anger.
Nevertheless, you cautiously approach to
see what's happening. Go to 77. The bells for mass ring at Saint-Victor
Abbey. Convincing the troupe members
Perhaps you can get a clearer, more won't be easy, given the unfavorable
discreet, and safer view by climbing onto the circumstances. You decide to visit Mathilda
roof from the mezzanine? Go to 98. at Cour des épées. If she shares Colin and
Célestin's views, perhaps she could at least
These presences at Jérôme's and nearby offer some good advice? Go to 24.
do not bode well. You prefer not to linger in
the area. After all, it's his business. He Maybe it’s better to find a "real job" and
receives whom he wants, whenever he seek advice from your Uncles at the Louvre
wants! Go to 141. Palace. Go to 43.

17 2 3 1 2

205
If the regular members of the Marzocco 134
Company are hard to persuade, perhaps the
troupe's friends will be more receptive? After "Where are we going?"
all, they are influential, certainly more so
than a newcomer. Go to 127. "To the Satriani family palace in the
borough of the Chiry-Ourscamp Abbey.
133 Count Satriani is an old friend. I was
involved in building his palace. I meet him
With your acrobatic skills, it's easy for when I'm in Paris at Sardini's bank, where
you to leap over the window ledge and land I'm sometimes invited. I secured a
in the street without falling. scholarship for Jérôme’s studies through
Sardini. That brings us to what I needed to
A giant in clothes too tight for his large talk to you about.
frame strides away with firm, long steps,
carrying a heavy sack of burlap in each hand. I suspect a regular guest at Sardini's
He heads to your left, where the street is mansion: Gabrielle d'Este and her husband.
empty. Recently, I saw this Concini at Sardini's, in
deep conversation with the couple. It’s not
To the right, you hear the clatter of hooves the first time Gabrielle has tried to pry
and a town crier in the main street leading to information from Sardini, Satriani, and me.
the front entrance of the mansion. She heard about a building project we did for
King Henry III and probably thinks there’s a
In the direction the giant is heading, the fortune to be extorted from it.
street corner seems blocked by a dark mass.
These Italian adventurers seem to be in
The surroundings are shrouded in constant conspiracy. If Gabrielle is indeed
darkness, and although the giant is easy to the link between Jérôme’s death and my
track, you move cautiously to avoid any status as a master architect, I'd never forgive
obstacles. He quickly reaches the end of the myself."
street.
Arriving in Compiègne, you negotiate
The dark mass turns out to be a covered seats on a wine merchant’s cart heading to
four-wheeled cart pulled by horses. Men Noyon. You urge Ursulin to be cautious
with their faces obscured by dark scarves and about your destination. Go to 87.
hats await him, some holding drawn rapiers,
others sabers. You take advantage of your elevated
viewpoint at the back of the cart to carefully
You slip into the shadows and attempt to observe the surroundings, the landscape
approach the cart as closely as possible to see throughout the journey, and every face you
what's happening. Go to 58. encounter, ensuring you haven’t been
followed. Go to 154.
You turn back to rejoin Ruggieri and the
Count. Go to 100. Go directly to 15.

206
135 You intervene and ask the students' help
to break down Jérôme’s door. After all,
You notice that the astronomical perhaps his condition has worsened. No one
telescope, its tripod, and its case are no seems to know what he might be suffering
longer present in the room. from. You worry about him. Go to 25.

Go to 115. 137

136 "A woman calling herself 'Giorgiona'


recently visited Jérôme. I discreetly followed
The group of students goes up to Jérôme's her to the porch of the Cour des épées, where
door, knocking several times, but their calls a man she called 'knight' was waiting with a
remain unanswered. They discuss in front of horse. I saw both of their faces." You
the door. Neighbors from the Cour des épées describe them to Ursulin. "I don’t know any
join them and come to the same conclusion. woman named 'Giorgiona,' and the
description you give me of these two
There is concern. The students assert that
individuals does not ring any bells for me."
Jérôme has not been attending the University
Go to 142.
for several days and that a relative delivered
a food basket meant for him, which they 138
brought with them.
Half an hour later, the man with the thistle
The neighbors inform them that Jérôme emblem exits the way he entered, bundled up
seemed to be unwell in recent days. in his cape. Snow has begun to fall, slowly
Everyone agrees to make some final checks covering the ground.
at his usual hangouts and with others who
know him. They plan to meet early in the You follow him without much difficulty.
afternoon to force open his door, which is He walks slowly and doesn't look back,
locked from the inside, in case Jérôme visibility becoming difficult in the streets
remains untraceable. The crowd disperses. swept by small gusts and swirling
snowflakes. He heads to a group of buildings
You plan to reposition yourself similarly you recognize as the Italian Embassy-Hotel.
in the afternoon to observe what happens. Go Italy, being a plethora of States and
to 111. Principalities, houses several delegations
and factions that more or less interact based
You know it won’t be hard for you, using
on affinity.
the tip of your dagger, to slide the latch
locking Jérôme’s room from the inside. You The Royal Administration manages its
are skilled and have already figured out how noisy and boisterous guests, tenants, and
to do it. All that remains is to approach visitors with much difficulty, especially
discreetly once everyone has returned to since the arrival of the King's wife. You've
their activities and no one is left in the been here before, accompanying Célestin or
courtyard. It will be the hardest part, but with Colin in their courier activities. You manage
a bit of patience... Go to 101. to follow the man to the bottom of a
18 3 4 2 3
207
staircase, from where you spot which floor You will knock on her door tomorrow
and which door he enters without knocking. morning. Go to 126.

This door, prominently among others 142


decorated in the same fashion, features a
wooden panel painted in the shape of a Do you have several words copied on
shield. These shields bear arms and heraldic your character sheet? Choose which one to
symbols. The one of your man is yellow, use to recall events that might be linked to
crossed by a lateral black bar. Below the bar, Jérôme's death, if it wasn't accidental...
an open book. Above the bar, two red towers
bearing jesters' hats. Approaching would be Manège: go to 14.
imprudent, given the building's frequent
Gobelet: go to 156.
comings and goings, even at night.
Mouchoir: go to 74.
You would find it difficult to justify your
presence. You decide to return home.
Dagger with chess piece pommel:
Tomorrow you will check on Jérôme.
go to 39.
Go to 88.
After this conversation, go to 65.
139
143
You run towards the boat as fast as you
can. You recognize the rider who
accompanied the woman who visited Jérôme
Go to 118.
shortly before his death.

140
Return to 37.

You are in front of Jérôme's door. You


144
knock. No answer. You try the handle to
open the door. Go to 62. The man with the hat adorned with a black
feather and a jacket with embroidered cuffs
You look for a resident of the courtyard to
approaches you confidently, hands behind
ask if they have seen Jérôme Bonchamp
his back, walking with a martial stride.
recently. Go to 102.
He has a dried thistle flower in his lapel,
You decide to return later in the day. Go
which immediately brings to mind these
to 49.
words from Jérôme's poem: "for the man
with the sinister flower treacherously will
141
appear."
You decide to visit Mathilda. It's already
Return to 37.
late, and her shutters are closed.

208
145 146

As your body begins to crave activity and When you return the telescope to Ursulin,
warmth, you hear footsteps on the mezzanine he opens the case and unfolds the instrument
and then down the stairs. to check its condition. You tell him about the
letter that accompanied the telescope.
The woman visiting Jérôme seems to be Go to 114.
leaving, moving quickly. She passes very
close to you, so close that you have time to If you've noted "Hydra" on your character
study her face and even catch her scent. You sheet, go to 7.
excel at avoiding detection.
He packs the telescope back into its case,
She joins a cavalier who hands her the having ensured it's in good condition. "Let's
reins. At this moment, you get a good look at ensure Jérôme has a dignified funeral. Then
him from head to toe. He carries a rapier at I must be on my way." Go to 158.
his side and pistols in his saddlebags, and
also sports a thistle flower button in the lapel 147
of his leather doublet. Both the man and
woman's attire and manners clearly indicate Once the perfect silence and stillness of
they are not commoners. the night return to the street, you approach
the building, circling it while being careful
After patting the horse's flank and kissing not to linger in the courtyard, where you are
its neck, the woman mounts side-saddle on a most exposed to the neighbors' gaze.
dappled grey horse. "Your escort is most
appreciated, knight! It's not safe to travel You try to listen at the door and shutters,
alone in Paris at this hour. Let's return!" She but the inside of the house remains silent. As
spurs the horse on the left side, and it starts you return to your original observation point,
to move. Concini emerges with a completely serene
face and then goes back to his horse.
The man lingers behind as if to ensure...
everything is alright. Then he catches up This time, he seems to hurry his horse, but
with her at a walking pace. At this point, they you have no more difficulty following him,
trot off, heading towards what seems like as the night has advanced, which makes
Place de Grève. You give up on following moving around Paris easier. Concini returns
them. Without a horse, it's futile. to the Louvre. Unable to continue your
tailing any further, you take advantage of
Note the code 'chartreuse' on your passing the guard post where you had left,
character sheet. This may come in handy pretending, as a stable boy, to be bringing
later. If you've noted the code 'serpolette,' back a noble's horse that stayed in town. You
write down the current paragraph number, go return your mount to its nook. Tomorrow,
to 85 and return. You're eager to get home. you will meet your fellow theater troupe
It's time, as you're starting to feel cold. members and inform them of your discovery.
Go to 122.
Go to 141.

19 4 5 3 4
209
148 and some nuts for dessert. You settle on the
floor, on a sheet stretched out by Jérôme
"I followed Concini at night to a before your arrival. He has filled a faience
seemingly uninhabited house in the pitcher with water from the courtyard well
Faubourg Saint Marcel. He seemed cautious while bringing up the dishes. You drink a
not to be followed. Maybe that's where he's few swigs from wooden goblets as if it were
hiding your friend, the rabbi? claret wine. The only table in the room is
covered with disordered parchments, among
Indeed, that's curious. But most of the which float a quill, an inkwell, blotting
courtiers around Concini carry rapiers and papers, an almanac, and notebooks.
know how to use them. I wouldn't knock on Scattered on the made bed are the leather
that door without an armed and experienced case of the telescope, a cloak, a bundle, and
escort." more parchments, either blank or filled with
fine, elegant handwriting. A coat still damp
Go to 14.
from melted snow hangs on a hook behind
the door. A walking stick has slipped into its
149
folds, balancing between the floor and a
Despite your speeding up, you hear the corner of the wall. The telescope, already
spongy and heavy footsteps tailing and aimed at the sky on a tripod, stands in front
accelerating behind you. You're about to be of the room's only shutter. It's a really beauty
caught. You run without looking over your ful object, with sliding, shiny copper tubes
shoulder because that would slow you down. and an eyepiece glittering like a diamond in
You give it your all to reach the main street the candlelight. The room, with you sitting
and the relative safety of the private hotel on the floor, takes on a monumental air of an
without turning back. Go to 78. improvised picnic and seems less cramped
than when entering. As soon as the meal is
Despite everything, you throw a glance over, Jérôme takes his notes on his work
over your shoulder to check if you are table and begins to adjust the telescope,
distancing the creature and possibly see what having moved the room's only chair to you.
it's doing. Go to 70.
"Take your seat for the show!"
150
It's the first time in the evening that his
Monday, December 25, 1600. smile really widens. This air of relaxation,
this different face, almost completely erases
The night has just unfurled its ink-black the image of a student burdened with tedious
curtain. The incessant bustle of Rue de la studies. Without losing interest in the
Ferronnerie begins to quiet down, gradually wonders of the astronomical telescope, you
covered by the rumbling, clattering carts. steer the conversation so that Jérôme talks a
Jérôme welcomes you on the porch of his bit more about himself. Go to 40.
candle-lit room. You go together to fetch
your portions of chicken in a pot. The cook Determined to learn about the stars and
adds a dish with a good serving of vegetables their secrets, you barrage Jérôme with

210
questions, so that he reveals everything he transport it. Upon arrival at the Manege, you
knows about this new science. Go to 38. spot the Voiturier observing the ballet of
stallions, leaning on a barrier.
151
He seems satisfied with your first day and
Dressed in work attire, you present hands you a denier, a rather "royal" pay. You
yourself before the Voiturier of the Louvre must now present yourself at each daybreak.
Palace. He constantly moves between the
Grand Stables, which house over a hundred Go to 119.
horses, and the Manege. These two buildings
border the Tuileries Gardens, so the entrance 152
to the Palace is quite a distance away, and
traffic in its dependencies is relatively As your body starts craving activity and
monitored by a few military patrols from the warmth, you notice the woman with the
royal buildings. capeline leaving the Cour des épées.

The Voiturier's work attire is of good She joins the rider who hands her the
quality, polished, and his demeanor leaves bridle. At that moment, you have time to size
no doubt: he presents and behaves as the him up from head to toe. He carries a rapier
master of the premises. Though his direct at his side and pistols in his saddlebags.
superiors are Antoine de Pluvinel and Roger
He also wears an ornamental carnation -
de Bellegarde, courtiers appointed by the
perhaps a dried flower - on the lapel of a
King, he does not have the manners of palace
leather doublet. The attire and demeanor of
nobility. Your uncles have previously given
the man and woman clearly indicate they are
you these two names, so you can quickly
not commoners.
recognize the two individuals who are almost
daily present and avoid any faux pas. He is a
After patting the horse's flanks and
commoner, certainly with a position that
kissing its neck, the woman mounts
should keep his family away from need and
sidesaddle on the dappled gray horse. She
the rigors of winter for several years.
utters a few words, of which you only make
out three: "Chevalier," "Paris," "Let's go
You therefore take the risk of not
back!" She activates the stirrup on the left
uncovering your head to introduce yourself
flank, and her horse starts to move.
to him. Under the cap, your hair is long and
tied back. Barely sizing you up, he entrusts
The man throws one last glance around,
you with cleaning three stable squares. Then,
lingering behind as if to ensure... everything
you must join a group of other lads for
is alright. You just have time to lean back.
saddlery maintenance. You must report a
Then he catches up with her, at a walk. At
parade saddle to the Manege when the others
that moment, the two figures start trotting
are finished. This is your trial. You perform
toward what seems to be Place de Grève.
your tasks zealously and integrate into the
You give up on following them. Without a
group of other lads without much difficulty.
mount, it's pointless to even consider it.
You manage to get explanations on which
Go to 141.
saddle to choose, how to equip it, and 20 5 6 4 5

211
153 well at the Tavern of the Dark Brew, where I
will treat you to a feast in thanks for this
Jerome, a neighbor from Cour des épées, service, which will help maintain my
has recently become your friend. Mathilda reputation as an honorable man. Sincerely,
points to a cylindrical leather travel case Jerome.”
between two piles of clothes. “He asked the
cook to drop this off for you.” You pick up You read the second page of the letter
the object by the shoulder strap. with the poem. Go to 27.

It's quite heavy and about one and a half You inspect the exterior and interior of
paces long. Mathilda moves some fabric the case. Go to 73.
aside on the table, inviting you to place it
there. At one end, a leather lace allows you You take everything and immediately
to untie and open the case. Inside, two head to the Carpenters’ Guild to summon
compartments are visible. From the first, you Ursulin. Go to 56.
pull out a metallic tripod roughly the same
size as the case, ending in a four-sided steel You go to knock on Jerome’s door to
point. The legs are reinforced with cork. The inquire about his health. Go to 88.
other compartment reveals a glass lens
154
encased in copper. You extract what turns
out to be a telescopic astronomical telescope,
It's an ancient Roman road, mostly
expandable into four retractable cylinders.
covered with loose soil and greenery,
The most fragile parts are all reinforced with
connecting Compiègne to Noyon. A few
copper. The cylinders are made of a
riders pass you by, and you encounter two
smoothly polished, spotted and speckled
peddlers, as well as a group of pilgrims
wood, almost the same color as the leather of
coming from Noyon. None of them are
the case.
armed or in uniform. You can see them from
afar, as the road is a straight line between the
Mathilda searches her apron pockets and
two cities. Go to 134.
pulls out a sealed letter, handing it to you.
155
“There was also this letter with the case.”
Knowing Mathilda's expertise in
“My Friend, Finding myself unwell and
Alchemy, you consult her to determine if the
owing my friend Ursulin from the
remaining liquid in the cup is indeed water.
Carpenters’ Guild the return of his
A slight deposit of white powder at the
astronomical telescope, I kindly ask you to
bottom of the glass makes you doubtful. An
deliver it to him. Last night, I had a dream
acidic smell suggests vinegar. After
that I transcribed into a poem. A strange
collecting some of this powder, Mathilda
feeling of extreme necessity compels me to
heats it. It turns yellow, emitting a rotten egg
share it with you. My request may seem
smell. Having spent her childhood with a
whimsical, but since childhood, I've learned
member of the Venetian sect guarding the
to trust my intuitions. I strongly advise you
secrets of the Murano glass masters,
to do the same. Let's meet as soon as I am

212
Mathilda can recognize certain substances 158
associated with poisons.
Most of your lodging neighbors were
She's not certain, but it seems the powder present at Jérôme's funeral, even your uncles
could have been used for that purpose. got leave from their superiors. His parents
didn't request to repatriate the body to
Note GOBLET on your character sheet to Clermont, where they run a small inn
remember this information. adjacent to the canons' house.

Go to 115 or return to the previous Realizing Jérôme now had his life and
paragraph. friends in Paris, they chose to stay a few days
to begin their mourning. The entire small
156 community of the Cour des épées thus
accompanied the body to the Church of the
“A yellow color and a rotten egg smell
Saint-Innocents, across the street, then to its
after burning the powder, you say!? Indeed,
cemetery.
it's a possibility that Jerome might have been
poisoned. But why, and who would want to Four adults and five children from his
harm him?” close family accompanied and supported
Jérôme's parents. The Clermont priest
Ursulin is dumbfounded by this
conducted the mass. Ursulin gave them a
suggestion.
purse to help with ceremony and burial
expenses. Once everything was finished, you
Go to 142.
accompanied him back to the Carpenters'
157 House.

Today, Benjamin and Jeanne have On the way, he explained that he was
decided to take care of the household. It's a about to hit the road for Chiry-Ourscamps, a
constant occupation requiring vigilance, small village with an abbey on the banks of
concentration, and a touch of benevolent the Oise. He would take the Telescope to
authority. give to a new student.

They don't have time to talk with you. If you searched Jérôme's room and will
Even offering to help them, the task's talk to Ursulin about it, go to 142.
intensity means they will be exhausted by
You seize this opportunity to offer to
day's end and thus not more open to
accompany him? Go to 65.
discussing Brighella.

Arriving at his lodging, you bid him


You ultimately opt to go to the cooper's
farewell and wish him a safe journey.
warehouse. Go to 132.

You decide to meet your actor friends to


Or, you try your luck with the friends of
discuss Jérôme's death and other events close
the Company. Go to 127.
to your heart. Go to 122.

1 6 1 5 6
213
159 You assist him in these various steps, and
afterward, Ursulin bids you farewell on the
You return the telescope in your steps of the Carpenters' House.
possession. Go to 146.
Then you visit the members of the
Commedia del Marzocco.
You keep the telescope, not mentioning
its existence to him. Go to 161. Go to 122.

160

To enter the Louvre without attracting too


much attention, Ruggieri advises you to pose
as his footman. While keeping an eye on
Ruggieri, in case he needs you, you can
leisurely observe the Queen's entourage.
You notice an Italian couple wearing
matching jewelry that immediately catches
your eye. The woman wears a necklace with
a chess piece as the centerpiece. A black
queen.

Her companion wears a similarly crafted


necklace but sturdier and coarser. His
centerpiece is a black king. You are bothered
by a young provincial of your age calling
himself Armand Jean Du Plessis, who has
noticed you're not what you pretend to be - a
young man serving Ruggieri, but a "curious
young lady observing the Queen's Court."

You manage to shake him off during the


evening but fail to gather more information.
Disappointed, you return to the Cour des
épées.

Tomorrow, you'll check on the other


troupe members, whom you haven't heard
from in a week. Go to 122.

161
In the following days, Ursulin ensures
that Jérôme receives a dignified funeral and
his family is informed. He goes with you to
the Cour des épées to meet people who knew Travel Days by Coach and Post
Jérôme.

214
Introduction Scenario Foreword
Avignon, the city of popes and rabbis...
The Winter Nuptials
-1600- During their engagement in Avignon,
The Golem Concino and Leonora meet Ursulin, an
alchemist who hides a rabbi in his cellar. He
The Story claims that a mysterious secret society "the
Brotherhood of the Thistle" is after the
A Golem is abducting and murdering the rabbi's life, presenting him as a master
bourgeoisie in Paris! surpassing himself in the art of alchemy.
He offers to let the rabbi join Marie de
This is the striking event that will appear Medici's entourage for protection from
in the scenario, and likely the rumor that will potential hunters that might show up at his
catch the attention of the player-characters, door any moment. In exchange, he promises
although it is somewhat trivial compared to his support to the couple and teaches them
the political intrigues and factional stakes several tricks and operative principles of his
that the plot may reveal. art.

This is an opportunity for an initial With a few grams of red powder, he turns
approach to the Florentine Court brought in lead into gold before the amazed eyes of
the entourage of Marie de Medici Concino. The couple, already unscrupulous,
(comprising two thousand people), among seeing only their interest, agrees. He sets a
which the soon-to-be famous Concino meeting in Paris at an undetermined date to
Concini and Leonora Galigai, at the dawn of take back the rabbi under his protection.
their careers as courtiers.
A Florentine Swindle
It also serves, from the Campaign's
perspective, as an occasion to cement Upon arrival in Paris, Leonora (21 years
relationships within a group of characters, old) and Concino indeed hide their new
revolving around the general plot outlined in guest: the rabbi. He doesn’t speak a word of
the epilogue. Italian or French. Convenient. To avoid
awkward questions during the journey, they
Plot Summary disguise him as a priest, claiming he comes
from Rome with them. The invitation
While a Golem is abducting and quickly turns into a sequestration...
murdering nobles and bourgeoisie in Paris,
The Chessboard, a secret organization This is when they detach themselves from
brought from Florence with Marie de Sylvia Laura d'Este’s entourage (see
Medici’s Court, is trying to find the hiding Protagonists) to become visible and present
place of an inheritance of artworks and only around Marie de Medici. Valentino,
inventions bequeathed by Leonardo da Vinci Concini’s man of shadows, is tasked with
to the King of France. organizing a scam as soon as they arrive in
the capital. Indeed, the term "Italian
A mysterious prophecy uttered by a dying adventurers" is not an empty phrase for this
young medium will guide the PCs to the said gang of brigand-courtiers about to settle
cache to wrest these treasures from the grasp down. The Golem operation is thus initiated.
of The Chessboard, thirsty for power and Barely two weeks are necessary to set
intrigue to achieve their goals. everything up. Leonora's relational qualities
and intuition, on one hand, and Concini’s
observatio n and persuasion skills, on the

3 2 3 1 2
215
other, work wonders. A "demonstration"
evening, attended by a few gullible nobles of Prophecy and Lament of the Solitary
the Court, makes a great impact, ensuring
Great Briton.
them covert publicity among the schemers at
Court.
"
Ruggieri, the King's astrologer, learns of When the bear, backwards in his lair,
this and is concerned but decides to wait for shall be
more information before speaking to the
a peaceful knight will come, an elixir of
royal administration. The demonstration
involves activating a golem and making it long life to discover
work for the witnesses present. This is just in marshland earth, he'll drink the light
the first phase of a blackmail that will
culminate in making them pay a tax on life.
But first, the nurturing earth must be
The Golem will then become, if all goes as quenched
planned, the tax collector. with attentive pleas and the rigidity of
This is obviously a hoax and a fake
the Holy Grail
golem. The modus operandi of the scam will Thus, ancient omens shall be awakened
be detailed later. By his singular gaze
The Good Neighbors a child from the heavenly womb shall be
born
The characters are neighbors and, with a in the abode of its immaculate
few exceptions, enjoy a cordial relationship.
They reside in the Court of Swords, the
conception
fourth building on Iron Street, facing the an immediate departure on an equal
Saint-Innocents cemetery. The courtyard steed he'll make
forms a self-enclosed square with two
stories, where all the dwellings face each His blood will flow if the bowels of our
other. Their landlord is Henri Picolet, who mother
has recently begun transferring part of his stir more or less than Reason
business to his eldest son Grégoire (25 years
old). Grégoire announces to them that the His entire word to his companions will
buildings will be requisitioned by the King be
within thirty days unless he finds 500 pounds for a man with the sinister flower
to secure his Title of Ownership with the
royal administration. An easy roll in Legal treacherously will appear
Affairs will reveal that the plan is to set up a Therefore, he who follows the master of
silkworm factory in place of the Court... Nola, his heart will extinguish
If nothing is done, the tenants will be at that very instant, and from him a
evicted. Indeed, expansion and relocation legacy will gain
works of the cemetery are underway. Then the sublime and perpetual torch
Picolet's rival is named Bonacieux... and will ignite the morning dew
he suspects Bonacieux of conspiring to make The splendor of his proud visage
him lose his properties on Iron Street (a red will embrace
herring). See plans of the Court of Swords in
maps & plans. and the crossroad will shine
resplendently."

216
This is a poem written in a moment of The Chessboard Enters the Game
clairvoyance, in the style of Nostradamus's
Centuries, by Jérôme Aurélien Bonchamp, a Giorgiona is none other than Sylvia
discreet young man (22 years old) with D'Este, a member of a secret organization
mediumistic gifts. whose mission is to seize power from Kings
by placing its pieces in key positions. She
This text covertly reveals much of the plot learned of Ursulin through Concini and seeks
and outcome of the scenario... to unravel the secrets of this initiate for the
organization. In her investigations in Paris,
This document must find its way into the she discovered that Ursulin is a master
hands of the players, one way or another, renowned in most of the brotherhoods and
from the very first scenes of the adventure. initiatory fraternities of Europe. Officially,
he is a master carpenter and stays at the
Indeed, Jérôme is friends with Ursulin, to Corporation of the same name when visiting
whom he has entrusted an item of great Paris (Corporation – Medium, Liturgy –
value: Galileo Galilei's astronomical Easy for an initiate). Unofficially, he is
telescope. Ursulin will come to retrieve the known to be a trusted man of the old Scipion
telescope in the days following the first day Sardini, an unpopular banker and aesthete,
of play. protected by Henri III (Etiquette - Difficult).
Scipion is said to have entrusted Ursulin with
Jérôme is acquainted with a certain managing the inheritance of artworks and
Giorgiona, ten years his senior and of higher engineering left in France by Leonardo da
social status. She visits the student very Vinci (Gossip & Rumors – Heroic) in
rarely and late at night. Almost no one is various royal residences. Ursulin is said to
aware of this relationship. have recently traveled to Rome, where he
gained the trust and works of Giordano
Bruno (Liturgy – Difficult for an initiate).
Ursulin was reportedly introduced to Henri
III along with Giordano Bruno by Sardini
(Memory - Easy for anyone present at the
Court at the time).

4 3 4 2 3

217
doesn't know when his protector will
The Foundation of Western reappear. He deems it unnecessary to
Secret Societies mention the telescope Ursulin entrusted to
him. According to Ursulin, the telescope is
The basis of most Western secret given to an apprentice of the Art during their
societies is rooted in esoteric Judeo- training and then passed on to another
Christian and Kabbalistic traditions
apprentice, to provide them with the best
with content that is more or less
fruitful. Alchemy is practiced in study tools and to remind them of the
secrecy because if it is operational, it's traditional lineage and the invisible bond
illegal: it equates to minting one's own uniting all initiates. Ursulin has told Jérôme
currency in place of the Sovereign. that on his next visit, he will reclaim the
And if it's speculative or spiritual, it
object to entrust it to a member of the
aligns with other esoteric practices.
The initiate secretly receives an Satriani family.
initiation and recognition signs that
create an invisible chain of solidarity For now, the telescope sits in front of the
among all those who have undergone young man's window, pointed at the Moon's
the same trial. Among themselves, they trajectory, with a notebook of uninteresting
all call each other brothers. By
astronomical observations at its feet (false
Tradition, the initiates understand both
the sciences of wisdom and the lead). What Jérôme doesn't know is that
philosophy of sciences... Ursulin also plans to give the new
apprentice, along with the telescope, a key to
access another relic of the Traditional arts
Giorgiona is on the trail of Ursulin, long kept by the Satriani family. This key is
secretly hoping to discover the hiding place an inscription engraved inside the telescope's
of Leonardo da Vinci's works, to seize plans leather case.
of war machines, and to acquire some
original manuscript of Giordano Bruno. Not From here, three options are available to
to read it, but to use it as evidence of heresy you, depending on the level of immersion
should she need to discredit an enemy. By into the main plot you wish to provide your
securing an invitation to Scipion Sardini's players, considering that after each one the
private residence in Paris, on Rue de la Barre group of characters should be in possession
near the Saint-Marcel suburb, where she of Jérôme's poem and Leonardo's telescope:
stayed while settling into the Court, she and
her husband were able to observe all the Giorgiona, realizing Jérôme's
comings and goings. It's there she notices mediumship talent, drugs him to unwittingly
Jérôme visiting Sardini each month to extract more information about Ursulin. Frail
receive the scholarship funding his studies. by constitution, Jérôme falls ill. A player
In a conversation, she discovers that the who is his friend, or Grégoire Picolet,
student's protector is none other than Ursulin worries about his health and visits him.
and immediately sets out to seduce him to get During this visit, Jérôme entrusts the
closer to the master alchemist. telescope to them, explaining that a friend
(Ursulin) who loaned it to him is back in
Jérôme reveals to Giorgiona that he was Paris and it would be kind to return it to the
initiated into alchemy by Ursulin, but he Corporation, as he must stay in bed. The next

218
day, Jérôme is found slumped over his poetry In both scenarios, the characters can
notebook, pen in hand, on the last discover that the young man, in his
handwritten page where the poem is located. correspondence, claims to keep a diary.
It's up to you to decide if he is only in a coma However, they will not find it in his room:
and can still speak, or if he is dead, poisoned. Giorgina has taken it as it refers to her and
A goblet on his work table still contains part likely holds information that could lead her
of the contents from Giorgiona's poison ring. to Ursulin. Additionally, they will find a
dagger with an ivory pommel shaped like a
Alternatively, but with less detail: Jérôme white chess pawn. The handle unscrews to
is found dead over his poetry notebook. The reveal it is hollow.
entire Cour des épées community is shaken
by this grim discovery... for example, Inside, there is a love letter:
through a cook who used to bring him meals
and finds him stiff dead. The next day, the "To My Beloved,
character acquainted with him receives a
visit from a fellow student of Jérôme or a Met in the belly of a sardine, turned
stable boy, or a trustworthy neighbor, who whale,
forwards a letter from the young medium
But so beautiful, like Adonis, keeping me
along with a package:
breathless,
"My Friend,
Through all eternity he allows me to spin
Finding myself ill, and owing my friend wool for him,
Ursulin of the Carpenters' Corporation the
Or try to remove Cupid's arrow, so
return of his astronomical telescope, I ask
skillfully shot to pierce my heart.
you to kindly take it to him.
Paris, November 11, 1600.
This night, I had a dream that I
transcribed into a poem.
Giorgiona"

A strange feeling of extreme necessity


The reference to the sardine becoming a
compels me to share it with you. My request
whale alludes to the private house of Sardini.
may seem whimsical, but since childhood,
It is known that Jérôme is a student at the
I've learned to trust my intuitions. I can only
University of Paris. Anything learned from
advise you to do the same.
interacting with his fellow students or
professors will reveal that Jérôme is a
Let's meet as soon as I recover
discreet and reserved young man, yet
at the Black Brew Tavern so I can treat brilliant in his academic achievements.
you to a feast in thanks for this service, which
will contribute to maintaining my reputation
as an honorable man.
5 4 5 3 4
Yours sincerely, Jérôme"

219
The Sorbonne is renowned for its year-old) Marquis de Chillon (Richelieu!), a
immense prestige, especially in the student at the Collège de Navarre, might be
fields of philosophy and theology. spotted searching for his brother Alphonse
(Bishop of Luçon) among the guests...
Formed as the association of all
Parisian colleges located on the Left The ball starts early and lasts only two
Bank, it provided the training for all hours in total.
clerics, meaning all the administrative
staff and agents of royal institutions After the Ball
(State Council, parliaments, courts,
audit offices, tax departments) and Guests wishing to continue the evening in
ecclesiastical bodies (education, a more informal setting are invited to the
hospitals, libraries, research, bishops, Italian Embassy Hotel or the Hotel de
abbots). Florence. The latter term is a misnomer as
Italy, as we know it today, is far from
existing as a unified geographical entity.
Winter 1600
The Florentines arrive in Paris. Indeed, it's an annex building of the
Florentine Court, not far from the Louvre,
Introductions and Stage Entries housing offices of representatives from the
mosaic that is Italy at the time: the Republics
These scenes offer various ways for of Venice, Genoa, the States of Savoy, Milan
players to enter the scenario, either in group under Spanish rule, Tuscany, the Kingdom
settings or as short solo play sequences (one- of Naples, the Swiss cantons, the Order of
on-one with the Mask) before assembling a Malta, and of course the Papacy. This entire
group of characters who are already milieu is in turmoil, especially since the
acquainted. Especially when playing with House of Habsburg has been scheming in the
beginner players, it's important to connect region against the rest of Europe...
the characters through their backgrounds to
ensure a minimum sense of teamwork among The invitations are sparingly distributed
them. by a few prominent figures of the Florentine
Court, primarily.
Scene I: Welcome Ball.
Scene II: The Pheasant.
Once the Florentines are settled, a
welcome ball is hosted at the Louvre. - Valentino: A Resourceful Man.

The King and Queen open the dance. A carpenter from the Louvre is working
The Queen introduces her ladies-in- on a secret commission. It's a chest-table,
waiting, her court, and her servants to His with a removable top. It features a hidden
Majesty. pedal in the leg that allows for the
disappearance of anything placed on the
Among the guests is a character who may table, akin to a magician’s trick.
become important during the plot, or even be
the patrons' employer: Ruggieri, none other 6, Alley of the Courts.
than the King's astrologer.
The Rabbi is put in a safe place.
Ensure that at least one player witnesses
the meeting between Ruggieri and Leonora Upon learning that Ruggieri's spies are
(inspired by the Merlin-Vivianne encounter surrounding the house, a mason from the
in the 1981 film Excalibur). The young (15- Louvre, who is working on the completion of
the Grande Galerie, is brought in. He walls

220
up the Rabbi in the basement but leaves a claims to be the victim of blackmail. They
large, unsealed stone to meet the vital needs are invited to his private hotel on the fateful
of the detained guest. The guests: three men evening when the life tax collector is due to
and a woman wearing a ruffled mask, come. The Golem will arrive. It's a mute
accompanied by a servant. giant from the slums, painted with chalk and
with fake screws embedded in the head. He
The Bait, the Ambush, the Lure. is brought in a carriage, its coat of arms
concealed by a black veil (bearing the
Leonora wastes no time. Medici arms).

The tactic is straightforward. She is Inside are either Concini or Leonora. The
responsible for luring the court pigeons, coachman is none other than Valentino.
whom she sends to Valentino. Concini
simply oversees the operations, gathering It's up to you whether the noble pays the
necessary information about the pigeon and amount (300 Livres). If the characters
intervening in case of trouble. He has men intervene, the Golem will attempt to use
supplied by Valentino outside the Louvre, force (which he is capable of). However, if
and two gentlemen within the Palace. he realizes he's at a disadvantage, he will
retreat, even without the money.
Ruggieri notices Leonora's scheme, and
his spies trace it back to 6, Alley of the Then he won't hesitate to escape through
Courts. Concini immediately spots a window by breaking it or to smash through
Ruggieri's men. Rather than changing his a wall.
plans, he opts to use this new element in his
strategy to intimidate Ruggieri. However, Valentino has prepared for a chase: he has
one problem remains: The Rabbi's security. installed smoke bombs at the four corners
It's impossible to move him, as three of under the carriage, which he activates with a
Ruggieri's men stand guard day and night pedal from the coachman's seat. This should
outside the house. give the carriage a fair chance to pick up the
Golem and disappear in Paris. Additionally,
To prepare for any search, he decides to a gang of 4 to 8 thugs armed with clubs has
wall up the Rabbi in the basement and been recruited by Valentino to beat up
organizes fake convoys. Concini's men carry anyone who dares to follow the Golem as it
chunks of meat (cleverly arranged to mimic exits the private hotel.
a massive body) on a door turned stretcher,
covered with a black sheet. Then, he just has As for the desecrations, these are
to lead Ruggieri's men on a wild goose chase Concini's men leading Ruggieri's men on a
through Paris while operations proceed chase: an opportunity for a few skirmishes
elsewhere. Especially at the Cemetery of the and a first encounter with Concini's
Holy Innocents, an ideal place for ambushes henchmen (see Scene II, The Pheasant).
and the birth of the wildest rumors...
Example of Introduction
Scene III: A Golem in Paris
Count Bassompierre is a victim of the life
Desecrations and undead at the Cemetery tax, intended to finance Professor Torino's
of the Holy Innocents... research.

Disappearances and attacks on notables in To get out of it, he turns to Ruggieri who
Paris. puts him in contact with the player characters
to solve the case.
The characters are contacted by a
nobleman among their acquaintances who

221
6 5 6 4 5
On the evening Bassompierre receives the team of engineers and architects who built
player characters, he shows them the traces his castle upon his arrival in France. The
of the Golem's first visit (a shattered window count and he are also initiates, members of
on the ground floor, deep and imposing the same esoteric fraternity (the
footprints of bare feet in front of the Rosicrucians). Ursulin, in agreement with
window). Amanda's father, will initiate her in esoteric
disciplines (astrology, alchemy, tarot,
And before he can say more, in another angelology, theosophy) and entrust her with
room on the ground floor, a window breaks. the astronomical telescope. Then, he will
The player characters, if they rush over, just reveal to her the mysteries hidden in the
have time to glimpse a creature (test in the Ourscamp Palace, of which the Satriani
table relating to supernatural phenomena) lineage are the guardians: the hiding place of
climbing over what remains of the window the rosewood box containing two esoteric
with the Count's eldest son under its arm... codices (see Final Scene) and the secret
room where Leonardo's wonders are stored
Scene IV: The Return of Ursulin (helicopter prototype, tank, submarine...).
(see maps and plans)
Ursulin comes to check on the health of
his Rabbi. He is also expected at the Final Scene: Galilei's Telescope and the
Satriani's to deliver an inheritance from a Resolution of the Mystery
great-uncle in Rome. However, he knows the
Brotherhood of the Thistle is still on his trail. The inside of the thick leather case
All these events will follow Ursulin's visit to protecting it is bra nded with a hot iron:
the Court of Swords. If a character starts
tailing, they will undoubtedly see Ursulin "The Hydra alarms the sixth part of the
having a heated discussion with Concini. circumference when the cup that the crow
overturns under our very pure guest is filled."
It is also very likely that Salustre de
Salteur, the Knight of the Thistle, who is part In this riddle, astronomy enthusiasts will
of both the Brotherhood and the Chessboard, understand that it refers to Virgo (the very
will find him and try to learn where pure guest). The Hydra represents the
Leonardo's wonders are located. Lernaean Hydra with its seven heads.

Scene V: The Satriani Family By analogy, it symbolizes the seven parts


of the house. And of course, it's in the sixth
The residence of Count Satriani is located wing of the castle that one must search. The
in Chiry-Ourscamp. Most of the castle's crow is on a tapestry next to an alcove
inhabitants are at their private hotel in Paris dedicated to the Virgin.
to welcome the Florentines: Count Lucian de
Satriani, his wife Louise, and their servants. The stone behind the tapestry, where the
Amanda (20 years old) and Lucia (16 years crow is depicted, comes loose easily,
old), their daughters, remain at Chiry- revealing a well-made chalice.
Ourscamp due to illness. The Satrianis come
from one of the first ambassadors of The pedestal of the Virgin's statue has a
Florence to Paris. secret cavity shaped like a funnel diving into
the base. Pouring more or less water than the
Ursulin, once he has retrieved his chalice can hold causes the entire wing of the
telescope, will go to their private hotel. building to collapse in less than thirty
seconds (the last drops are accompanied by
He has long been acquainted with the increasing tremors).
count, not least because he was part of the

222
Before the collapse, the chest descends Florence, on the condition that the treasures
into a narrow well 30 meters deep, collapsing remain in the city, turning it into a "glory of
as it falls, so the codex becomes inaccessible. the World," comprising over 50 museums.
The correct amount of liquid makes the base
pivot, revealing a rosewood box. Inside are a Marie de Médicis
copy of Arnaldus de Villanova's Rosary, and
the "Codex Magnifica", author unknown.

The first person to touch the Codex


Magnifica will briefly envision a monk on a
pyre in a densely populated city square,
evoking what happened to Giordano Bruno.

The character gains the "Rituals &


Spells" skill and "Liturgy" with a minimum
base of 6, and a point of Prodigy, or a new
Level 1 Prodigy named "Mystical Vision".
But opening the manuscript chest also
triggers another mechanism:

On the esplanade in front of the terrace to


the right of the palace entrance, the entrance Marie quickly became pregnant and gave
to a 3-meter-wide underground passage will birth to the Dauphin Louis on September 27,
have appeared, sloping gently down into a 1601, to the great contentment of the king
buried building containing prototypes of the and the kingdom, which had been awaiting
helicopter and the tank designed by the birth of a Dauphin for over forty years.
Leonardo... Marie continued her role as wife and bore her
husband many children.

Marie de Médicis did not always get


along with Henry IV. With a very jealous
temperament, she could not bear her
husband's female affairs and his many
indelicacies towards her. Indeed, he forced
her to associate with his mistresses and often
refused her the necessary funds to cover all
the expenses she intended to make to
demonstrate her royal status to everyone.

Domestic quarrels occurred between the


spouses, followed by periods of relative
The Protagonists peace. Marie de Médicis was eager to be
The Medici Family officially crowned Queen of France, but
Henry IV, for various reasons, especially
The Medici family had up to ten banking political ones, postponed the ceremony.
branches: in Venice, Rome, Naples, Milan,
Pisa, Geneva, Lyon, Avignon, Bruges, and It was not until May 13, 1610, and the
London. anticipation of a long absence o f the king -
Henry IV leaving to conduct "an armed
In the arts, the Medici were a dynasty of stroll" to resolve a political problem between
patrons and collectors; the last of the Medici princes of the Holy Roman Empire, the affair
bequeathed her collection to the city of of Cleves and Juliers - that the queen was

7 6 1 5 6
223
crowned in the Basilica of Saint-Denis and organization: but to do so, they must first
made her official entry into Paris. deliver Ursulin...

The next day, the king was assassinated…


The Chessboard
Sylvia Laura d'Este, known as
This secret organization born in Florence Giorgiona
aims to seize the relics that will allow it to
topple the European monarchies and seize (The names in italics are code names used
supreme power! Just that. Sylvia d'Este and within the organization)
Michele di Carma, infiltrated as courtiers of She is an intelligent woman in her early
the Florentine Court, are its agents in Paris. forties. Her godmother is none other than
Anne d'Este, superintendent of Marie de
They are tracking Ursulin to seize the Médicis, granddaughter of Louis XII, a very
secrets he holds: they know he is linked to old woman but one of the most important
Sardini and get themselves invited to the personalities at the French Court. Thanks to
latter's home to learn more. They are aware her godmother's favor, Sylvia will be out of
that Sardini inherited the artistic and reach of any action taken against her through
engineering patrimony left by Leonardo da Etiquette (Heroic). Even the King will
Vinci during his time in France and that struggle to issue a decree against her, as it
Henry III entrusted the old Italian banker to will be immediately followed by a request
keep this heritage safe and ready for use, from Anne d'Este, acting as Louis XII's
should the Crown need it. They know this granddaughter, to annul or at least soften it.
through indiscretion from Sardini's
entourage in Italy or France. Having learned Michele Roberto di Carma, known as
through Concini and Leonora Galigaï, whom Raphaelo
they support in the Golem operation, that
Ursulin is no longer in Avignon, they hope He and his companion are the real
to catch him in Paris, especially when he henchmen of the Black King in Paris.
comes to reconnect with Concini to inquire Raphaelo is the guardian angel of Giorgiona
about the rabbi. and Concini. Cunning, he calculates all his
moves in advance. He is most likely the
If Concini delivers Ursulin to the right-hand man of the head of the
Chessboard, he, along with Leonora and organization. Like Concini, he sports a rapier
Valentino, can aspire to join the organization with an ebony pommel depicting a knight
and will be given its recognition signs. pawn.
Among these signs are weapons with hollow
and screwable pommels made of mother-of- The Thistle Knight
pearl (white), ebony (black), or ivory (white)
featuring a chess piece (dagger, rapier, (black bishop), known as Loco, Knight
sword...). Their origin and role in the Mistral Salteur de la Serraz, Cousin of
campaign will be developed later, but for Salustre de Salteur, Lord of Samoens.
now, it's just important to know that
Giorgiona gave Jérôme Bonchamp a white
pawn pommel dagger. She also entrusted
Concini with a black knight pommel rapier
and a black queen effigy pendant to Leonora,
telling them that these serve to signal to the
Chessboard people that they are dealing with
friends and that these emblems will belong
to them definitively once they join the

224
to seek glory and fortune in Paris as younger
Knight is the first of the noble titles. sons in their families, unable to count on a
The eldest son of a baron inherits his
prestigious career in Savoy. Only Salteur is
father's title only upon his death, and
this title is necessarily linked to lands. an agent of the Chessboard, a fact of which
This is why younger sons of noble none of them are aware. Perhaps one or two
families often pursue ecclesiastical or others frequent the Thistle Brotherhood
military careers, sometimes the only (Parisian alchemists and esotericists) with
way to maintain or advance socially.
him. He owns a rapier with an ebony
That's why most gentlemen hold the
title of knight before inheriting their pommel shaped like a black bishop. He
father's title. identifies so much with the Thistle
Brotherhood that he has added its emblem to
his coat of arms: he always wears a thistle
He is the devoted flower in his lapel.
follower of Raphaello
and Giorgiona, Salustre - House of
equivalent to Valentino, Salteur – Savoy Heraldry
but a level above for and Nobility
Concini and Leonora.
He will play a significant role in the final Gules, a band checky or
scene of this scenario as he is the "man with and azure of three tiers,
the sinister flower - who - will treacherously accompanied by two gold (or silver) stars.
appear." Indeed, Giorgiona, in one way or
another, will eventually trace back to the Motto: FIDES ET OFFICIUM
Satriani Palace. At worst, this could simply
arise from a meeting between her and the Other branches:
Satrianis at the Italian Embassy Hotel, at
Salteur de la Serraz, Salteur La Salle,
Sardini's, or at the Court. As soon as their
Salteur-Balland
connection with Ursulin is established and
the existence of the Chiry-Ourscamp Palace
Originally from Culoz (Bugey).
is known, she will send Salteur there to
Magistrate ennobled in ?. Marquis of
intercept Ursulin and check if the residence
Samoëns (1699), Serraz (1755), counts of
harbors any hidden artworks or inventions by
Saint-Pierre-de-Soucy; lords of Châtel de
Leonardo da Vinci. Once there, our knight
Culoz, Curtilles, Landaize, Molettes,
will notice the presence of the Satriani
Montprovens, La Salle, Villette.
sisters. If events turn against him, he will
likely decide to kidnap them, whether as a Concini
safety measure or a means to pressure
Ursulin. He is the mastermind of the operations.
His burgeoning authority over his new
A delegation of Knights from the Duchy companion will emancipate and continue to
of Savoy arrived with the Florentine Court. strengthen. He will quickly understand who
Salteur, his cousin Salustre (hereinafter), and Ruggieri is and will attempt intimidation to
others (see below for some names to use if have free rein over the Court concerning
needed to create NPCs or perhaps PCs) came
8 1 2 6 1
225
occult sciences. His plan is to make the old some difficulty or a challenging game, one
astrologer believe he is dealing with a real can learn he's a wrestler in fights organized
mage and that he should capitulate. in the back room of the Tavern of the Dark
Brew.
Leonora
Ruggieri Cosimo
She lives in a three-room apartment in the
Louvre, just above the Queen's apartments. Physician and astrologer to Catherine de'
Her mother was the Queen's wet nurse. Thus, Medici and Henry IV (?-1615)
they were raised together. She does not share
Concini's opinion about Ruggieri. She His story... (Difficult Rumors & Gossip or
believes there is much to learn from this Moderate Etiquette)
cunning old man who is well-established and
knowledgeable in his field. Besides, she Implicated in the affair of La Mole and
wants to steal his secret (if he has one!), so Coconnas's minions, accomplice to Hercule
she aims to seduce him. d'Alençon (son of Catherine de' Medici).
Ruggieri made a wax doll with a crown and
Valentino stabbed it. The doll was found in the
gentlemen's possession, who paid with their
A juggler, magician, childhood friend of heads for this attempted enchantment. He
Concini but has traveled and lived more than was only sentenced to the galleys and rowed
him. It takes him a day to recruit La Brue, for a few months. Catherine had him released
another to rent 6, Allée des cours, and a week upon the King's death, and he returned to his
to contact the carpenter, provide him with the place at the Louvre. In 1598, he faced new
plans for the table-chest, and receive it. He charges of witchcraft against his former
introduces himself as "Professor Torino" at protégé, now the King of France and
the Louvre Court, but his appearances there Navarre. He was arrested but soon released,
are very brief, and Concini will only bring and the king forgave him. From 1604, he
him there under this identity in cases of regularly published, until his death in 1615,
extreme necessity. He prefers to let highly reputed annual almanacs for their
Valentino operate in the shadows... astrological predictions.

La Brue It was for Ruggieri that the Queen Mother


built her observatory column. The Old
Valentino rescued La Brue from prison Sorcerer's Tower... (in the Hôtel de Soissons)
and hired him for the job. Weighing 130 kg She had great confidence in his predictions,
and standing 2.05 meters tall, La Brue is to the extent that she changed residences
mute due to a punishment for false testimony because in 1572, he foretold she would die
and is also a eunuch. His head is shaved (he near Saint-Germain. She thus left the
wears a wig during the day), and his face is Louvre, near the Saint-Germain de
smeared with chalk. He also has two fake l'Auxerrois Church, abandoned the Tuileries
screws bolted to his body, giving the she was building, and had a new and
impression of protruding from the flesh, in splendid residence built with a magnificent
the form of a necklace and headband. With garden: the Queen's Hotel, later called the

226
Hôtel de Soissons in the next century. of PCs, with the only downside being that
Catherine died in January 1589 at the Ruggieri is not the most virtuous character...
Château de Blois, and the last sacraments He will welcome them to the laboratory
were administered by an unknown young connected to his observatory tower...
priest who, when asked his name, replied:
"Madam, my name is Julien de Saint- The Rabbi
Germain."
This character is Ytsac Loew, a 50-year-
old man who is the son of the Grand Rabbi
of Prague, Juda Loew. His only understood
language is Hebrew. His equipment includes
a seven-branched candelabrum, the Talmud,
and the Zohar. Ytsac is an Initiate and is
using his escape to ensure the proper
establishment of structures desired by the
Esoteric Hierarchy (also known as Invisible
Masters), which is a secret plan to ensure the
victory of the forces of good over evil in the
world. He knows the formula for
Observatory Tower
creating/destroying the Golem: EMET. He
could easily hypnotize La Brue and subject
In the scenario... him to his will, but he waits for the right
moment.
He knows that any mistake could be fatal
for him. The good King Henry promised him Ursulin
a stake for any suspicion or any wax doll in
Ursulin is essentially the key to the whole
sight. Ruggieri knows he is being brought a
story. A simple master journeyman carpenter
formidable rival (his intuition has never
residing on the banks of the Seine at the
failed him), but has no idea of its nature. He
Carpenters' Guild. The guilds maintain
will do everything in his power to prevent
common houses where any member can stay
this rival from arriving and making a mark at
as long as they wish, participating in
the Court. Ruggieri is Florentine and is wary
collective activities and city projects. Ursulin
with good reason. He learned that a potential
is also one of the leaders of a broader esoteric
rival had slipped in among them and could
brotherhood of good-hearted scholars
steal his place at the Court. Later, he
forming a network across Europe: the
discovers the little game of the lovers and,
Rosicrucians. He has a Renowned Talent of
upon further investigation, the existence of
15, which rises to 18 among initiates (5 cases
the golem. This might be an opportunity for
in reputation). Originally from Avignon, he
him, given his advanced age, to recruit a
travels at least twice a year for the
team of trustworthy men and women to
brotherhood's affairs, visiting cities like
further his investigations and gather
London, Hamburg, Amsterdam, St.
evidence against his rivals from the
Petersburg, Rome, Seville, etc. His status as
Florentine Court. An ideal entry for a group
a master carpenter opens doors for him at
10 3 4 2 3
227
local guilds. He was part of a team that Philosophy: Knowledge should be shared
designed and built the Chiry-Ourscamp by all. It's necessary to fight the Synarchy, a
Palace. Amanda and Lucia's father agreed myth concerning the occult government of
with Ursulin to have a secret room within the the world by a secret society. Emblem,
palace's foundations, owned by His Majesty Symbol, Reference: the thistle, "The Prince"
Henry III, not knowing its contents or by Machiavelli.
location. Satriani, though initiated into
alchemy and a Rosicrucian, is more of a Recognition Signs:
sympathizer than a convicted member but - "The day decreases, the night increases,
greatly admires Ursulin, even making him remember." One initiates part of the phrase,
the godfather of his two daughters. the respondent must complete it logically.
- "The Prince has summoned his lackeys
Sardini to the scholars' valley." A call for assembly
at the headquarters.
Recruitment: Selected based on what the
He met Ursulin while the latter was a
individual can bring to the brotherhood,
foreman building one of his homes. They especially if they can open new horizons
quickly bonded, with Sardini appreciating with their knowledge. Upon contributing
Ursulin's humility and erudition (qualities he significant insights, they are offered
lacks). Sardini, shrewdly suspecting initiation.
Meeting Places: Every Friday to Saturday
Ursulin's affiliation with a somewhat
night, weekly, in a textile warehouse next to
dubious fraternity, overlooks his parallel the Jardin des Plantes. About fifteen people
activities to carpentry due to fear of higher work around an athanor and a library.
guild fees. Realizing Ursulin, although rarely Membership: About thirty in Paris, a
in the capital, was trustworthy, he was the hundred in France, and a few sympathizers
throughout Europe.
first choice when King Henry III wanted to
Hierarchy: Daisy Tellers (apprentices),
safeguard Leonardo da Vinci's legacy. Fair Lovers of the Rose (companions), The
Elders or Thistles (masters).
Scipion knows the treasure is in the Leaders: "The Prince," Charles, Count of
Palace and that the "key" (a parchment Jumendon. A young, idealistic alchemist
explaining the operation in the final scene) who is starting to lose control over his
creation.
was entrusted to the King, who logically
must have ensured its passage to his Ursulin, who has associated with them,
successor. Happy to have resolved this tricky commented on their rituals and traditions,
issue, today he only remembers it if and then performed one or two miracles.
reminded. This was enough to ignite a spark and draw
the ire of The Prince. The Thistle brothers
follow him under the pretext of uncovering
The Brotherhood of the Thistle the plans of the Synarchy, but most, being
less evolved, mainly covet the secrets of the
This is a secret society of alchemists and great initiates. The problem is that Ursulin
charlatans, political intriguers, fanatical or truly believes he has a mission for the S.I.
not. More than half of their ranks are (Invisible Superiors) - past masters of
infiltrated by people from various factions esoteric fraternities who continue to assist
and interests (curious, papists, Huguenots, the world from beyond in achieving the
"Greater Light."
foreign powers).

228
Some members include:
- Baron d'Arbois, Rue aux fers, who Optional Rule
exchanged books with Aurélien. Regarding Attribute Tests
- Baron d'Espouasses.
- Salustre and his cousin Salteur de la There are no planned tests for
Serraz. attributes, as all rolls should be made
in skills and abilities.
The Teutonic Mercenaries
However, there may be a need for
These men are employed, for a hefty occasional tests of Perception,
price, by Rudolf II (the Holy Roman Strength, or Endurance. Will the Pjs
Emperor from 1576 to 1612, known for his notice a detail in the setting?
pronounced taste for the occult arts), to bring Remember a detail (Memory) or solve
the Rabbi back to Prague. a complex puzzle (Mind)?
They managed to track him to the Alps, To maintain balance with other rolls
where he evaded them. In Avignon, a in the game system, these tests should
member of the Brotherhood of the Thistle be more difficult to perform and
put them back on the trail of the Hebrew should not be compared on the
priest. He has arranged to meet them in Paris universal resolution table,
at the inn of "The Yellow Tinder." emphasizing the character's risk-
This person does not consider them taking. Therefore, the roll is almost
dangerous and plans to rid himself of them like for Initiative:
when the time comes. Randolf, the Captain 1 to 4 six-sided dice (d6) under the
of the Guard, devoted and loyal, ensures the tested attribute. The player chooses the
persistence of the hunt. Granulf, Gutrud, number of d6 to roll when the Mask
Weber are less scrupulous but generally do asks. Thus, if they exceed their
their job well. One of them owns a "coded attribute score, they fail.
manual to find the dwarves' gold," purchased Results of 6 per die are counted as a
from a peddler in Bavaria. "success". Example: With a Perception
of 13, the player chooses to roll 2d6,
resulting in a 2 and a 6. They therefore
achieve a success and see what there is
to see.

This allows the Mask to refine their


descriptions and differentiate between
several players making the same test
simultaneously, with 1 to 3 levels of
If the character performing the test success, depending on the tests
has a Skill directly related to the action requested:
being taken, consider that results of 1 success is normal
double EVENS also count as an 2 successes are remarkable
additional success. 3 successes are exceptional
With 2 successes, a test score of at
Furthermore, if a Talent also assists least 12 and up to 18 is displayed, with
in the action, double ODDS also 3 successes.
become successes. For example, with
skill + talent: On a 3d6 roll, a result of
1, 1, 6, then constitutes 2 successes.

11 4 5 3 4

229
Visited Locations, Maps, and The Court of Swords
Plans
It runs along Rue aux fers, opposite the
Florentine Court Embassy Hotel. Cemetery of the Holy Innocents.

A Botticelli in the entrance hall sets the Roof view downloadable here
tone. Across three floors, different embassy https://ouvaton.link/Wc16BC) as a floor
offices and apartments, ranging from modest plan for 25- or 15-mm figures and tokens.
to luxurious for dignitaries, intermingle. The
ground floor is almost entirely taken up by a The building starts at g15, goes up to the
ballroom that also serves as a diplomatic tip of v15, then up to the tip of v1, and back
audience hall. Two Swiss guards with to g1. The entrance facing the street is at d7,
halberds stand on the porch, day and night. 8, 9.
The servants reside in an adjoining building.

For the sake of simplification in


gameplay and by convention, we use the
Important Note About Italy
terms "Italy" and "Italians" in the game and
its supplements. However, during the time
It should be noted that Italy did not exist
of "The Mask and the Sword," Italy was
as a constituted country until the modern
made up of a multitude of free cities,
era.
republics, and small states that were
perpetually at war or had ever-changing
geographical boundaries.

230
Ground Floor View

Downloadable here
s14: Cook's room
(https://ouvaton.link/z55WDC)
n14: Laundry and communal
as a floor plan for 25mm or
bathroom
15mm figurines and tokens.
h14: Apartment
c11: Room of a small
f2: Room of a groom or a
craftsman
noble's lackey in l2.
l2: Apartment of a baron or
gentleman. Possibly a player
character (PC).
s10: Communal kitchen

12 5 6 4 5

231
First Floor View

Downloadable here
(https://ouvaton.link/rmMFRU)
as a floor plan for 25mm or
15mm figurines and tokens.
t6: A hidden door leading to a
small storage space.
t7: Secret passage, blocked by
a wardrobe.
f2: Student room of Jérôme
Bonchamp with the astronomical
telescope in front of the window.

232
View of the Satriani Palace

at Chiry-Ourscamp (Oise)

and its surroundings

The small paved entrance


courtyard opens onto the six
sections of the palace, which are
announced in the front with
Roman numerals engraved in
stone, in the form of medallions,
just under the roof (allows
verification of the theory of the
"sixth part of the
circumference").

13 6 1 5 6

233
Interior View l11: living room

J15: Statue of the Virgin Mary g13: private dining room


on a 1-meter high pedestal. v10 and y10: formal dining
F14: Count's bedroom room

g19: Amanda and Lucia's A22: chapel


bedroom F21: sculpture and drawing
e19: library room

q5: servants' quarters J19: game room

l11: ballroom Q14, Q18, Q21: guest


bedrooms
u1 to z6: kitchens
O21: guest dining room
v16 and z16: hall

d2: bathroom

f3: latrines

234
to marry him, will engage in a failed
Chronology conspiracy (1604).
Real historical events have been included Conference of Fontainebleau:
in this timeline to provide additional Debate between the bishop of Évreux,
interaction ideas for the scenario.
Jacques Du Perron, a converted Calvinist,
Summer 1600: and the Protestant Philippe Duplessis-
Mornay.
Prague - Rabbi's escape; the pack is on his December 17: Marriage of Henri IV of
trail. France and Marie de Medici in Lyon.

Autumn 1600: Florence. Science and Technology:


February 4: First meeting between Tycho
Winter 1600:
Brahe and Johannes Kepler at Benatek
Avignon - Consino-Leonora's wedding;
Castle. Kepler becomes assistant to the
meeting with Ursulin.
Danish astronomer Tycho Brahe at his
Paris:
observatory near Prague.
February 17: Giordano Bruno is executed
Apollonius Gallus by Viète.
in Rome.
William Gilbert publishes his "Treatise
February 27: Treaty of Paris with Charles
on Magnetism."
Emmanuel I of Savoy.
"Theatre of Agriculture and Farming" by
March: Edict on the taille tax.
Olivier de Serres.
Arrest of La Fontenelle on Bréhat Island
"Oeconomia Ruralis et Domestica," a
by the Parliament of Brittany's order. He will
treatise on agronomy edited by Coler in
be pardoned by the king in July 1601.
Germany.
August 11: France declares war on Savoy.
"Ornithologiae tomus alter" by Ulisse
French expedition to Chambéry; Siege of
Aldrovandi.
Nice by Henri IV.
Europe: December 18 - Floods in Venice.
August 23: Edict of Nantes registered by
the parliaments of Rennes and Aix-en-
Winter 1601:
Provence. It's a tolerance edict signed in
Period of warm springs and summers
April 1598 by Henri IV, granting religious
from 1601 to 1616.
freedom to Protestants within certain limits
Plague across Europe.
and conceding two main "warrants": a
Kepler (1571-1630) succeeds Tycho
significant number of safe places and an
Brahe (1546-1601) as imperial
annual indemnity paid by the royal finances.
mathematician and astronomer at the court of
September 23: Vincent de Paul is
Emperor Rudolf II in Prague.
ordained a priest.
January 17: Treaty of Lyon with Charles-
October: Emperor Rudolf II suffers from
Emmanuel I of Savoy, negotiated by
depression (1600-1606). He worries about
diplomat Pierre Jeannin: Lyon is secured
his mercenaries tasked with finding the
against Savoy incursions; France acquires
Rabbi.
Bresse, Bugey, Valromey, and Pays de Gex,
October 5: Proxy marriage of Henri IV of
integrated into Burgundy. Savoy acquires the
France to Marie de Medici in Florence. The
Marquisate of Saluzzo. Nice remains
king seeks closer ties with the Pope. His
Savoyard. French pr omise Savoy the
mistress Henriette d'Entragues, who wanted
14 1 2 6 1

235
Spanish Milanese and guarantee Geneva's
independence.
April: Manufacture des Gobelins opens in
Paris.
May: Protests in the provinces against
new taxes.
August 25: Establishment of a new
chamber of justice.
French military intervention to deter the
Spanish besieging Ostend held by the Dutch.
June: Edict of Fontainebleau on mines
and mining.
Edict regulating artillery in France (royal
monopoly on the production and use of
gunpowder)
Removal of Parisian waste by carts under
the general lease of 1601.
Olivier de Serres (1539-1619) writes his
Agricultural Treatise and, with Laffemas,
unsuccessfully attempts to acclimatize the
mulberry tree in Île-de-France. Jean Robin
(1550-1629), French botanist and royal
gardener, introduces the acacia to France.
The tree, now in Square René Viviani, is Paris - Plan of the exteriors of the
reputed to be Paris's oldest tree. Louvre and the Manege (Grande Ecurie)
Brazilian sugar exports reach 750,000 where Flavia works :
arrobes (1 arrobe = 14 kg).
Creation of the French East India
Company.

December:
1st week - Arrival and
setup of the Golem
operation.
1st week -
Demonstration and sale of
Golem services.
January: - Blackmail
and extortion.
- Ursulin arrives and
wants to recover his Rabbi.
- Ursulin needs to
deliver an inheritance to the
Satriani family.
February: - Amanda and
Lucia Satriani are
kidnapped.

236
Ageing of Characters Bibliography
In the Old Regime society, marked - "Les Foulards rouges" – Frédéric H.
inequality is evident, particularly in life Fajardie
expectancy. This table offers attribute - "The Three Musketeers" - Dumas
maluses based on the current social class of - "Twenty Years After" - Dumas
the character. This table is quite generous, - "The Spinoza Clan", Mathieu Roevere
and depending on the atmosphere you want - "Perfume", Suskind
for your campaign, you can make it stricter. - "Murders at the Potager du Roy",
For the lowest social classes, life expectancy Michèle Barrière
was only about 25 years. In a campaign - "Don Quixote": for the Battle of
where characters age, the maluses are not Lepanto, Cervantes captive to the Barbary
cumulative. Apply only the malus indicated pirates.
for the character's age bracket relative to
their initial score. Filmography
- "Barry Lyndon"
A character whose Movement and/or - "Dangerous Liaisons"
Vigor attributes fall to 1 or 2 is considered - "Amadeus"
dying. - "All the Mornings of the World" ("Tous
les matins du monde")
At 1 or 2 in Sense, they are considered - "Ridicule"
blind or deaf. - "Delusions of Grandeur" ("La Folie des
Grandeurs")

Comics
- "The Seven Lives of the Sparrowhawk"
("Les Sept vies de l’Epervier")
- "The Treacherous Indies" ("Les Indes
fourbes")
- "Of Cape and Fangs" ("De Cape et de
Crocs")

Discography
- "Le Pelot d’Hennbont"
- "Le Roi a fait battre tambour"
- "La Conduite" - Malicorne
- "Guerre Guerre, vente vent" - Tri Yann

15 2 3 1 2
237
Age-Related Attribute Malus Table
Age Range
13-25 years 26-35 years 36-45 years 46-55 years 56-65 years 66+ years
Social Class
- 3 in Vig - 9 in Vig
Pauper – Serf - -1 in Vig
No modifier - 3 in Sens - 5 in Sens Natural Death Na
Beggar +1 in Willpower
- 3 in Mov - 9 in Mov
- 6 in Vig - 9 in Vig
-2 in Vig
Worker - Domestic + 1 in Disp No modifier - 4 in Sens - 5 in Sens Natural Death
-2 in Mov
- 6 in Mov - 9 in Mov
- 6 in Vig - 9 in Vig
-2 in Vig
Farmer - Craftsman No modifier + 1 in Vig - 4 in Sens - 5 in Sens Natural Death
-2 in Mov
- 6 in Mov - 9 in Mov
- 3 in Vig - 6 in Vig - 9 in Vig
-1 in Vig
Petty Bourgeoisie No modifier No modifier - 2 in Sens - 4 in Sens - 5 in Sens
-1 in Mov
- 3 in Mov - 6 in Mov - 9 in Mov
- 2 in Vig - 6 in Vig - 9 in Vig
-1 in Vig
Grand Bourgeoisie No modifier No modifier - 2 in Sens - 4 in Sens - 5 in Sens
-1 in Mov
- 2 in Mov - 6 in Mov - 9 in Mov
- 2 in Vig - 5 in Vig - 7 in Vig
Rob Nobless - 1 in Disp No modifier No modifier - 2 in Sens - 3 in Sens - 5 in Sens
- 2 in Mov - 5 in Mov - 7 in Mov
- 2 in Vig - 5 in Vig - 7 in Vig
Sword Nobless No modifier No modifier No modifier - 2in Sens - 3 in Sens - 5 in Sens
- 2 in Mov - 5 in Mov - 7 in Mov
- 2 in Vig ; - 2 - 4 in Vig ; - 4 - 6 in Vig : -
Court Nobless -1 in Disp No modifier No modifier in Sens ; in Sens ; 5 in Sens ;
- 2 in Mov - 4 in Mov - 6 in Mov

Le Capitan

238
Blank Character Sheet

Blank Character Sheet to download : PDF https://bit.ly/41JH515 – ODT http://bit.ly/3H0CIoP


239
A Dedicated 2D Metaverse

Gather Town is a web-based spatial video


conferencing app that allows you to connect
for free via a simple browser or smartphone.
It features most of the locations from the
introduction scenario in the form of floor
plans and a large, color map of Paris where
you can wander around with multiple
avatars, while seeing each other in video
conference...

The connection link is:


https://ouvaton.link/C2ZE8p

A brief introduction video:


https://youtu.be/YQDf0IJPbU8

and the recording of a game session in this


metaverse during a virtual convention:
https://youtu.be/DS5kR7kyVTY

You can use the spaces as a game master,


just as you would with any Virtual Table Top
(VTT).

Le Masque et l’Epée is also present on Metavers Architect:


Facebook through its Page: www.vanhille.fr
https://www.facebook.com/profile.php?id=
100063661236136

And its Group:


https://www.facebook.com/groups/9619431
8785

240
Of the same author

https://www.amazon.com/dp
/B0CPWD24FZ

16 3 4 2 3

241

You might also like