Savage Musketeers

See the shared Musketeers setting at savaged.us.

This is a historical setting that is based in France of the early 17th century.

Much is borrowed from All For One: Regime Diabolique (Triple Ace Games). Paul "Wiggy" Wade-Williams is brilliant.

Flashing Blades (Fantasy Games Unlimited) is an old-school historical swashbuckling RPG that is full of great ideas.

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Character archetypes

All character’s begin as a member of the King’s or Queen’s Musketeers but each musketeer is different - don’t let the uniform fool you.

The following are some suggested archetypes for a musketeer character:
  • The Academic

  • The Adventurer

  • The Aristocrat

  • The Artisan

  • The Artist

  • The Aspiring Hero

  • The Aspiring Noble

  • The Carouser

  • The Duelist

  • The Down-on-his-Luck Noble

  • The Grizzled Veteran

  • The Huntsman

  • The Inspiring Leader

  • The Man of Faith

  • The Reformed Criminal

  • The Peasant

  • The Physician

  • The Polymath

  • The Professional Soldier

  • The Spy

  • The Survivor

  • The Swordsman

Setting rules

Ranks

This is not a game about military rank. Officers and sergeants respect the opinions of all musketeers. There are no special edges for rank.

Lackeys

All musketeers begin with a lackey, a loyal and trusted (or maybe not) companion to their master. Lackeys are there to serve, not fight.

You create a lackey as a regular character, except they are Extras, receive four attribute points, and eight skill points (plus the five default skills). No lackey may ever have Fighting or Shooting higher than d6. They are a great way of ensuring the party has access to a wide range of skills, and also for providing Cooperative bonuses where appropriate.

A player should not create his own lackey. Another player character builds the lackey and plays him during the game. This allows for the Musketeer to interact with his servant in play without the player talking to himself.

Whether the Musketeer has any say in the character generation is up to the individual players—some may ask for a servant with a specific skill set, while others may be happy to take pot luck.

A lackey Advances like any other Extra (see Allies and Advancement in SWADE). A lackey who dies is not automatically replaced—the character must use an advance to earn a new lackey. Replaced lackeys begin with the same experience as their predecessor. Fortunately, most villains ignore lackeys who do not attack them. Unless a hero places his lackey in direct danger, villains will always target a player character over the lackey.

The lackey’s basic salary (typically a small sum) is assumed covered by whatever income his master has. Any bonus rewards must come from the Musketeer’s pocket. Typically, a lackey begins with the basic tools needed for his profession, a dagger, and appropriate clothing, though the lackey’s background may alter this.

Social duels

A social duel is an exchange of jests, barbed comments, overt or sly insults, witty slander, and backhanded compliments. The social duel rules are intended for use in social occasions, such as balls and dances; they are not used in standard combat. A social duel takes time and requires an audience to witness the exchange.

Be careful before you insult someone. Generally speaking, avoid insulting high status individuals or other luminaries unless you’re pretty sure you can win (or deal with the repercussions). See Social dueling results.

Social dueling works much like the Social Conflict rules (SWADE p 143) except that Taunt is used instead of Persuasion.

Another character can provide a Support roll but, if the duel is lost, that supporting character suffers the same penalties as the character who initiates the social duel.

Not every NPC has Taunt. For the purpose of social dueling only, every NPC should be considered to have Taunt d4 unless he has a higher die listed—even the crudest peasant knows how to deliver a witty double entendre, throw an insult, or just deliver a defamatory statement in social situations.

Social dueling results

This replaces the Social Conflict Results table in the SWADE core rules. Losers of a social duel suffer from a loss of esteem and respect. The penalties are removed at the rate of one point per week. Word spreads around the realm. Any character with a damaged reputation will receive knowing smiles at best, and be mocked by all and sundry at worst. Alternately, the loser can demand a duel of blades or pistols. Should he win, the reputation is restored and all penalties removed. While the character is suffering a social penalty, he will not be the target of social duels—a damaged reputation cannot be further harmed until it is repaired. He may, if he so chooses, instigate social duels, though.

Margin Result

Tie

There is no clear winner. Both parties have slandered each other, but the insults have not damaged their reputations. Neither feels the need to pursue the matter further, at least not until their next meeting.

1-2

The loser’s honor and reputation are besmirched, but only temporarily. He suffers a -1 penalty to Intimidation, Persuasion, and Taunt rolls.

3-4

A stinging remark has left a deep wound on the loser’s reputation. He suffers a -2 penalty to Intimidation, Persuasion, and Taunt roll.

5+

The target’s honor is not only tarnished, it is hemorrhaging! He suffers a -4 penalty to Intimidation, Persuasion, and Taunt rolls.

How else might a character repair his reputation? You can count the ways!

Edges

All from the Savage Worlds Adventure Edition Companion and SWADE Fantasy Companion except for those disallowed.

New edges
Archer

If you take this edge, you can negate the Shooting penalty that applies to bows.

Edges disallowed or restricted

Edges excluded from SWADE Core
  • Arcane Resistance and Improved Arcane Resistance

  • Giant Killer

  • Martial Artist and Martial Warrior

  • Rock and Roll!

  • Artificer

  • Channeling

  • Concentration

  • Extra Effort

  • Gadgeteer

  • Holy/Unholy Warrior

  • Mentalist

  • New Powers

  • Power Points

  • Power Surge

  • Rapid Recharge and Improved Rapid Recharge

  • Soul Drain

  • Wizard

  • Ace

  • McGyver

  • Champion

  • Chi

  • Scavenger

Edges excluded from Fantasy Companion
  • Arcane Resistance and Improved Arcane Resistance

  • Chosen

  • Fey Blood

  • Favored Enemy

  • Favored Terrain

  • Heirloom

  • Defender

  • Double Shot and Improved Double Shot

  • Shield Wall

  • Martial Flexibility

  • Missile Deflection

  • Roar

  • Scorch

  • Wing Gust

  • Artificer and Master Artificer

  • Battle Magic

  • Blood Magic

  • Epic Mastery

  • Familiar

  • Favored Power

  • Mystic Powers

  • Silent Caster

  • Transfer

  • Knight

  • Mount

  • Poisoner

  • Scout

  • Stonecunning

  • Trap Sense

  • Treasure Hunter

  • Troubadour

  • Aura of Courage

  • Beast Talker

  • Rapid Change

  • Home Ground

  • Relic

  • Unstoppable

  • Warband

Skills

Skills disallowed

Disallowed skills
  • Alchemy

  • Electronics

  • Faith

  • Focus

  • Hacking

  • Piloting

  • Psionics

  • Spellcasting

  • Weird Science

Skills modified

Shooting

If you are using a bow (not a crossbow), you roll twice skill dice and take the lowest value of the two. This reflects the relative difficulty of using a bow compared to th relative ease of shooting a firearm or a crossbow. This limitation also supports the trope that most characters will use firearms over bows.

Equipment

Melee Weapons

TYPE DAMAGE MIN STR. WEIGHT COST NOTES

Axe, Hand

Str+d6

d6

3

6

Club, Light

Str+d4

d4

2

1

Club, Heavy

Str+d6

d6

5

2

Cutlass

Str+d6

d4

4

15

Dagger/Knife

Str+d4

d4

1

2

Glaive

Str+d8

d8

10

8

Reach 1, Two Hands

Guisarme

Str+d6

d6

12

9

AP 1, Reach 1, Two Hands

Halberd

Str+d8

d8

12

10

AP 1, Reach 1, Two Hands

Lance

Str+d8

d8

10

10

AP 2 when charging, Reach 2, only usable in mounted combat

Pike

Str+d8

d8

18

20

AP 1 when set, Reach 2, Two Hands

Rapier

Str+d4

d4

2

20

Parry +1

Ranseur

Str+d6

d6

12

10

AP 1, Reach 1

Sap

Str+d4

d4

1

2

Nonlethal damage

Scimitar

Str+d6

d6

4

15

Scythe

Str+d6

d6

10

18

Two Hands

Sickle

Str+d4

d4

2

3

Spear, Short

Str+d6

d6

3

1

One-handed

Spear

Str+d6

d6

6

2

Reach 1. Parry +1 if used with Two Hands

Staff/Quarterstaff

Str+d4

d4

4

Parry +1, Reach 1, Two Hands

Sword, Long

Str+d8

d8

4

15

Sword, Short

Str+d6

d6

2

10

Whip

Str+d4

d4

2

5

Parry –1, Reach 2, With a raise on the attack roll the victim may be Entangled instead of rolling bonus damage.

Black Powder Weapons

Black powder weapons are only available in settings where gunpowder exists and is commonly available. They are all Reload 2, so many black powder users preload several flintlocks and simply drop them after firing.

TYPE RANGE DAMAGE AP ROF MIN STR. SHOTS WEIGHT COST Notes

Arquebus, Matchlock

10/20/40

2d8

1

d6

10

200

Musket, Matchlock

12/24/48

2d8

1

d10

10

175

Arquebus, Wheellock

10/20/40

2d8

1

d6

9

500

Blunderbuss, Wheellock

10/20/40

1-3d6

1

d6

12

450

Treat as shotgun (see Savage Worlds).

Musket, Wheellock

15/30/60

2d8

1

d10

12

750

Musket, Wheellock (2 barrels)

15/30/60

2d8

1

d10

1

14

1300

Reload 2 per barrel

Pistol, Wheellock

5/10/20

2d6+1

1.5

3

300

Pistol, Wheellock (concealed)

5/10/20

2d6+1

1

3

450

Musket, Flintlock

15/30/60

2d8+1

1

d8

10

1000

Pistol, Flintlock

8/6/32

2d6+1

1

1

850

Firearm accessories

Accessory

Cost

Weight

Notes

Bandolier

2

2

See Bandolier

Black powder canister (60 shots)

15

2

See page xxx TK

Flints (10)

0.70

Lead shot (bag of 20)

1

1

See Lead shot

Match

0.50

Length for 10 uses

Musket stand

3

2

See Musket stand

Powder flask or horn

2

0.5

Holds 60 shots; see Powder flash or horn

Bandolier

An ammunition belt that hangs from the shoulder diagonally across the body to the waist. A bandolier holds 12 apostles.

Apostle

A wooden tube that contains a measured amount of black powder. To load, one bites bites or tears off the end, and pours the contents into the firearm barrel.

Lead shot

Black powder weapons fire balls of different weights and sizes. Assume all black powder firearms use the same size balls.

Match

A length of treated cord designed to burn slowly. A single length is good for creating 10 matches for a matchlock firearm.

Musket Stand

Muskets are long, cumbersome weapons, best fired when resting on something. A musket stand is a sturdy rod with an inverted U-shaped end in which a musket can be rested. When using a stand, the Minimum Strength rating of a musket is reduced by two die types. It also increases the range by an additional 2/4/8 because the weapon is more stable.

Powder Flash or Horn

Ranging from crude hollowed-out horns with caps to gilded brass flasks decorated in relief.

Primitive Ranged Weapons

TYPE RANGE DAMAGE AP ROF MIN STR. WEIGHT COST

Axe, Hand

3/6/12

Str+d6

1

d6

3

6

Bow, Short

12/24/48

2d6

1

d6

2

30

Bow, Long

15/30/60

2d6

1

1

d8

3

75

Crossbow, Light Repeating

10/20/40

2d6

2

1

d6

8

250

Notes: Reload 1 for a case of 5 bolts, or 1 for a single bolt. Incurs Recoil penalty.

Crossbow, Heavy

15/30/60

2d8

2

1

d6

8

50

Notes: Requires a windlass to load. Reload 2.

Crossbow, Heavy Repeating

15/30/60

2d8

2

1

d8

12

400

Notes: Reload 2 for a "quick load" case of 5 bolts; or Reload 2 for a single bolt.

Dagger/Knife

3/6/12

Str+d4

1

d4

1

2

Net (Weighted)

3/6/12

1

d4

8

20

Notes: A successful hit means the target is Entangled. The net is Hardness 10 and only vulnerable to cutting attacks..

Short Spear/Javelin

4/8/16

Str+d6

1

d6

3

1

Sling (Athletics (throwing))

4/8/16

Str+d4

1

d4

1

Spear

3/6/12

Str+d6

1

d6

6

2

Explosives

Explosives are simple devices. To create an explosion, one nserts a fuse in a cask or barrel of blackpowder, lights the fuse, and then runs. Defusing an explosive device requires only the fuse to be pulled out or extinguished, such as with water or stamping on it.

Grenade

Grenades are iron-spheres packed with a small amount of explosives and ignited by a slow-burning fuse. A typical fuse burns down in one round, but this can be extended to virtually any length of time by inserting a long fuse. Lighting the fuse takes an action; throwing the grenade is a separate action.

Table 1. Explosives reference chart

Type

Range

Damage

RoF

Cost

Weight

Shots

Min Str

Notes

Black powder, cask

4d6

1

45

20

Large Burst Template

Black powder, canister

3/6/12

3d6

1

15

2

Medium Burst Template

Grenade

5/10/20

2d6

1

4

0.5

Small Burst Template

Powder horn or flask

3/6/12

2d6

1

2

1

Small Burst Template