A Society of Unlikely Gentlemen
A Society of Unlikely Gentlemen
A Society of Unlikely Gentlemen
Copyright 2016 by
LES LIVRES DE L'OURS
PREFACE
_______________________________________
is is the year 1895. Five years ago, the city of Atlantis rose again
from the depths of the ocean. At the same time, several portals appeared on Earth and allowed safe passage to Venus and Mars.
Within the next year Atlantis opened diplomatic relations with almost
every nation on Earth. Railways were built to allow travel to Mars and
Venus through the Atlantean portals.
Scientific marvels pop-up everywhere, four-armed martian ambassadors walk the streets of London while Venusian amazons guide big
game hunters through the jungles of their planet. Empires still scheme
and fight among themselves, looking for new technologies to gain the
advantage over their rivals.
CREATING GENTLEMEN
_______________________________________
First, let's create a character, this is the fastest way for you to get the
mood of the game. Even if you are going to be the GM you should
create one, just to get familiar with the process. You have two options:
OPTION 1: DO-IT-YOURSELF
Find a profession (like Detective) or an archetype (like Atlantis
survivor) or whatever (Frankenstein's monster).
Name two skills that your character is especially good at.
Find a flaw. is is optional as it can take a few game sessions to find
a good one. Flawed characters are a lot more fun to play (you'll have to
trust me on that one).
Pick a weapon that makes sense for your character (though a nurse
with an elephant gun does sound fun).
1D100
PROFESSION
01
02
MINER
Explosives
Underground orientation
Pick (1D6)
03
MECHANIC
Mechanics
Sabotage
Big wrench (1D6)
04
LIBRARIAN
05
DETECTIVE
Shadowing
Informants
Cane (1D4) or gun (1D6)
06
POLICEMAN
Intimidate
Streetwise
Truncheon (1D6)
07
FOREIGN LEGIONNAIRE
Endure everything
Firearms
Bayonet (1D6)
08
CON-MAN
09
10
SOLDIER
Firearms
Resourceful
Bayonet (1D6)
1D100
PROFESSION
11
RAT CATCHER
Poisons
Small and vicious dog
Club (1D6)
12
REPORTER
13
ATTORNEY
Law
Persuasive
Small gun (1D4)
14
BEAST FOLK
Brawl
Hunt
Natural weapon (1D6)
15
MISSIONARY
Fear no Evil
Persuasive
Club (1D6)
16
ARCHEOLOGIST
Ancient traps
Lost history
Whip (1D6) or gun (1D6)
17
BOUNCER
Brawl
Notice troublemakers
Brass knuckles (1D6)
18
EXPLORER
19
TRAMP
No one sees me
Scavenging
Small knife (1D4)
20
1D100
PROFESSION
21
YOJIMBO
Mle
Notice
Katana (1D8)
22
MUSICIAN
23
BUTLER
Etiquette
Stealth
Club (1D6)
24
LUMBERJACK
Rough living
Singing
Axe (1D6)
25
BARTENDER
Brawl
Read people
Truncheon (1D6)
26
PHYSICIAN
Diagnose
Observant
Scalpel (1D4)
27
28
DRAGOON
Mle
Riding
Sabre (1D8)
29
ASSASSIN
Disguise
Poisons
Weapon of choice (1D6)
30
INSPECTOR
Informants
Interrogation
Gun (1D6)
1D100
PROFESSION
31
STEAM MAN
32
REVIVED CADAVER
Pick another profession
by using a D30 and add:
Crushing strength (1D6)
33
FLESH GOLEM
Endure
Flashes of past lives
Crushing strength (1D6)
34
JEKYLL'S HEIR
Forbidden chemistry
Used to hide (no pun intended)
Hyde form (1D8)
35
STEAM CYBORG
36
MUMMY
Unnatural patience
Vast knowledge
Khopesh (1D6)
37
ANARCHIST
Explosives
Persuasive
Revolver (D6)
38
39
ESCAPIST
1D100
PROFESSION
40
41
UPLIFTED APE
42
MODERN NEANDERTHAL
Endure
Hunt
Obsidian blade (1D8)
43
ATLANTEAN AMBASSADOR
Persuasive
Polyglot
Orichalcum sta (1D6)
44
ATLANTEAN SLAYER
Dark beasts knowledge
Mle
Atlantean sword (1D8)
45
THAWED-OUT VIKING
Navigation
Mle
Trusty axe (1D8)
46
VENUSIAN PRIESTESS
Intimidate
Limited telekinesis
Bone sta (1D6)
47
ATLANTEAN GLADIATOR
Brawl
Show-o
Orichalcum knuckles (1D6)
48
MARTIAN SEER
Born acrobat
Scientist or Fine arts
Sta (1D6)
Limited telepathy
I saw that coming
Mindblast (1D6)
1D100
PROFESSION
49
MARTIAN WARRIOR
Intimidate
Mle
Red steel blades (1D8)
50
VENUSIAN AMAZON
Hunting
Survive
Dinosaur bone bow (1D6)
51
52
NURSE
First aid
Unshakable
Club (1D6)
53
FIREMAN
Avoiding danger
Stop a fire
Fire-axe (1D8)
54
INVISIBLE MAN
Chemistry
Silent
No weapon (too visible!)
55
BOXER
Boxing
Iron will
Heavy fists (1D6)
56
SAILOR
57
ALIENIST
Read people
Unshakable
Cane (1D4)
58
BURGLAR
1D100
59
PROFESSION
ANTIQUES DEALER
Persuasive
Smuggling
Sword cane (1D6)
60
ANTHROPOLOGIST
Anthropology
Observant
Cane (1D4)
61
INTELLIGENT DINOSAUR
Sciences or Fine Arts
Track
Big maw (1D8) or Horn (1D8)
or Tail (1D8)
62
APACHE SCOUT
63
ASYLUM ATTENDANT
Restrain
Used to craziness
Truncheon (1D6)
64
65
DOCKER
Endurance
Use rope
Docker's hook (1D6)
66
PAINTER
Nightlife
Painting
Small knife (1D4)
67
PASHTUN WARRIOR
Firearms
Poetry
Rifle (1D8)
Nobody surprises me
Pathfinder
Bowie knife (1D6)
1D100
PROFESSION
68
SPIRITUALIST
Lying
Special eects
Cane (1D4)
69
BARTITSU TEACHER
Influent students
Unarmed fighting
Bartitsu moves (1D6)
70
GUNFIGHTER
71
72
73
ACTOR
Acting
Disguise
Fake pistol (no damage)
74
ASTRONOMER
Astronomy
Concentration
Telescope (D4)
75
SPY
A thousand faces
Breaking and entering
Derringer (1D4)
76
THUGGEE ASSASSIN
Disguise
Stealth
Garrotte (1D4)
Carouse
Riding
Revolver (1D6)
10
1D100
PROFESSION
77
SURGEON
78
OFFICER
Firearms
Tactics
Revolver (1D6)
79
INUIT HUNTER
Arctic survival
Hunt
Harpoon (1D6)
80
SIOUX SHAMAN
Drug use
Persuasive
Ceremonial knife (1D4)
81
PROFESSOR
(Subject)
Persuade or Intimidate
Cane (1D4)
82
YAKUZA
Gamble
Intimidate
Knife (1D4)
83
BUTCHER
84
WRITER
Observant
Writing
Fountain pen (1D4)
85
ZULU WARRIOR
Mle
Tactics
Iwisa (1D6)
86
GRAVEDIGGER
11
1D100
PROFESSION
87
DILETTANTE
88
BUSINESSMAN
Finance
Persuasive
Small gun (1D4)
89
ACCOUNTANT
Boring conversation
Focused
Metal ruler (1D4)
90
SAMURAI
Mle
Not afraid to die
Katana (1D8)
91
CIRCUS STRONGMAN
Feats of strength
Putting a good show
Bulging muscles (1D6)
92
93
PHOTOGRAPHER
Photography
Notice
Camera stand (D6)
94
NINJA
Mle
Silent shadow
Ninjutsu moves (1D6)
95
COSSACK
Born on a horse
Mle
Shashka (1D8)
96
12
1D100
PROFESSION
97
NAVAL OFFICER
Mle
Ship tactics
Cutlass (1D6)
98
WRESTLER
Acting
Intimidate
Wrestling moves (1D6)
99
INDIAN YOGI
Ignore pain
Mesmerism
Chakram (1D6)
00
SHAOLIN MONK
Impressive stunts
Numbing rhetoric
Shaolin kung fu (1D6)
SOME FLAWS
If you lack ideas for your character flaw you can check the following
list to inspire you:
Do no trust westerners
Proud
Aloof
Trust no one
Nobody notices me
Rival
Superstitious
Strange nightmares
Lack of empathy
Bravery
Shady deals
13
Outsider
Compulsive liar
Rough manners
Insignificant bookworm
Weak lungs
14
15
you back to life. Time to bring back some viking honour to this soft
world!
TIME TRAVELER: you come a from a time when Darkness rules and
humans are cattle herded by inhuman masters. You still have dark visions of the future in your sleep which can be useful or detrimental.
UPLIFTED APE: your character is an ape with the intelligence of a
human being. It may be the result of a scientific experiment, a freak of
nature or phenomenon called the reverse Greystoke Roll a D6, 1: Gorilla, 2: Baboon, 3-4: Chimpanzee, 5-6: Orangutang.
VAMPIRE HUNTER: the vampires are creatures from another dimension. You have been trained by a religious order to track and kill these
foul creatures. Just as a side-note: these vampires don't fear crosses,
garlic or even sunlight. But they don't like being shot in the face at
point blank range.
VENUSIAN AMAZON: tall, athletic and ready to kick ass. Her bow is
made from the bones of dinosaurs who preys on them in the jungles of
Venus. An amazon has to kill a dinosaur to make her bow.
DESCRIPTION
Decent
Good
Excellent
16
Of course you may want to assign attribute scores that fit your character's profession. But it could be interesting to know why a circus
strongman has only a BRAWN of 0: was he faking it? Has he fallen ill?
As long as it makes sense to you, it's all good.
HIT POINTS
ese represent a character's ability to avoid damage. ese are equal
to 10 + BRAWN or NERVE. When they reach 0 the character is
wounded.
DEFENCE
e character's DEFENCE score is equal to 9 + DEFTNESS
17
THE RULES
_______________________________________
Here, then, are the rules of the perfect roleplaying-game as we play at
an ordinary table. We will keep things simple, allowing us to eliminate
all sorts of tediums, disputable possibilities, and deadlocks from the
game (with apologies to H.G. Wells).
ROLLING DICE
Whenever a character tries to do something and there is a chance of
failure, just roll the dice:
2D6 + relevant attribute 7
If a character possesses a skill relevant to the action at hand, he gets a
+1 if he's TRAINED and a +2 if he's an EXPERT with that skill.
If a character's flaw is relevant, the character is not getting any bonus,
whatever the source of the bonus is. e player just rolls 2D6 and tries
to get a 7 or better.
STEADY POINT
When a player uses a character's STEADY point, he succeeds at his
task, whatever that was, with the best possible result (in combat that
means he does maximum damage). e GM may award STEADY
points when a player puts his character into trouble by using his flaw
or any other action that makes the game more enjoyable for everybody.
18
Failure, on the other hand, can be a bit tricky: you don't want a bad die
roll to stop the game dead in its tracks.
A common problem: Do I find a vital clue for my investigation?.
An appropriate answer: If you fail, you will still find it but attract unwanted attention.
Bottom line: characters' actions have consequences, and in the case of
failure, they should put them in trouble. is is more an art than a science but the more you play, the easiest it will become.
IN COMBAT
It is time to introduce a few rules to make sure violent episodes in your
games are resolved swiftly.
INITIATIVE
is game uses group initiative: one of the players rolls 1D6, the GM
does the same, the group with the highest result goes first.
ATTACK
Attacking is pretty simple business:
2D6 + DEFTNESS the target's DEFENCE score
A particularly brutal (or angry) character may use BRAWN instead of
DEFTNESS for a mle or brawl attack.
If a character possesses a skill relevant to the action at hand, he gets a
+1.
If the attacker beats or equals the target's DEFENCE score: it's a success, he inflicts his weapon's damage.
A double 6 on the attack dice mean he inflicts maximum damage
with his weapon.
19
goes down, he may still be conscious and even talk, but he is not able
to fight anymore.
RECOVERY
After a character gets a chance to rest a few minutes, he recovers all
the hit points he lost. A wound must be treated by another character
(a WITS check, only one per wound). A failure means the character
will stay wounded until the next game session. If he is wounded again,
he dies.
20
BOLD DISCOVERIES
BREATHING METHOD
What? is trick will allow you to hold your breath for 10 minutes.
Where? In northern India, near the Himalayas.
Who? A yogi named Bamakhepa. He will teach this technique only to
someone who will free his village from the menace of a group of thuggees led by a dark yogi.
THIRD EYE
What? Developing your inner third eye will allow you to see the invisible (as long as you stay focused).
Where? Near the Khorum-Dag mountain in Siberia.
Who? Aiga, a Siberian shamaness hunted by the Okhrana, the Tsarist
secret police who thinks she can predict the future.
ART OF ESCAPE
What? No regular restraints can hold you know.
Where? New York City
Who? Joseph Rinn, an american stage magician (and coach of a young
Harry Houdini). He is currently under threat by several fake psychics
21
he has debunked. But there is a true psychic who would like to get
rid of Joseph Rinn as well, only know as the Dark Veil.
SCIENTIFIC MARVELS
ALIEN POWER SOURCE
What? is strange box, adorned with strange alien runes, powers any
electrical device in a 90' radius, indefinitely.
Where? e box is currently powering the doomsday machine of
Doctor Abermass. It is currently located in some Lemurian ruins in
the amazon forest.
Who? Doctor Abermass thinks that technology is corrupting mankind. He built a bomb that will cause amnesia on a worldwide scale,
22
leading Man to a new Stone Age, where he will rule the world with
the help of a few sympathisers.
BULLETPROOF FABRIC
What? is will give you an armor of 1 against damage (except against
atlantean weapons). ere's enough fabric to equip two people.
Where? is was made in a secret atlantean laboratory hidden in the
mediterranean sea.
Who? e scientist who invented this fabric was killed by the
genetically-altered spiders he created. e old laboratory is infested
with them. If the atlanteans hear of this they'll try to destroy everything related to this research.
23
EXPERIENCE
_______________________________________
Experience is the name everyone gives to their mistakes.
Oscar Wilde, Lady Windermere's fan
ADVENTURES
REPUTATION
BENEFITS
Humble adventurer
Seasoned traveller
+3 hit points
Veteran explorer
10
True gentleman
+3 hit points
15
Extraordinary
gentleman
e character is knighted
24
BASE OF OPERATIONS
_______________________________________
e Nautilus was piercing the water with its sharp spur, after having accomplished nearly ten thousand leagues in three months and a half, a distance greater than the great circle of the earth.
Jules Verne, Twenty-thousand leagues under the sea
Here you will find the means to build a base of operations for your
group of adventurers. Players can define it before the campaign begins
but it's better if they earn it through play. at can make a good objective for their first adventures.
ENHANCEMENTS
PORTABLE GYMNASIUM
What? e means to keep you fit wherever you may go., allowing the
characters to gain 2 HIT POINTS.
Where? e Royal orthopaedic hospital of London.
Who? Gustav Ernst, a gymnastic machinist as he calls himself.
25
WIRELESS TELEPHONE
What? is device will allow you to send and receive phone calls anywhere in the world.
Where? A small garage near Paris.
Who? Albert Dufaud. One of the first engineer to go to Atlantis. He
suers from nightmares where he's abducted by strange beings and
experimented on. In fact he was used as an early experiment by the
true masters of Atlantis and is now a sleeper agent.
e final version of the game will come with a lot more options (a butler? An alternate mode of propulsion? etc.). So if you liked the game,
let me know!
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EQUIPMENT
_______________________________________
WEAPONS
Some references to help you figure the killing power of any weapon
the characters may lay their hands on.
WEAPONS
DAMAGE
D4
D6
D8
D10
D12
27
_______________________________________
ANTAGONISTS
2/0/0/0
1/1/0/1
1/1/0/0
3/1/0/0
0/1/0/2
0/0/1/2
ATLANTEAN GUARD
BLOODHOUND
CROCODILE
ELOHIM
HORLA
B/D/N/W
ABHUMAN
DEFENCE score;
10
10
10
10
DEFENCE
11
10
13
11
11
12
NOTES
+1 Bite (D8)
+1 Bite (D4)
+2 Sword (D6)
+1 Club (D6)
HP ATTACK* (DAMAGE)
Here you will find a selection of critters, aliens and brutes the characters will very likely have to face. In the table
below you will find an antagonist's:
28
9
9
9
0/1/1/0
1/1/0/0
0/1/1/0
3/0/0/0
0/2/0/1
3/0/0/0
2/1/0/0
2/0/1/0
1/1/0/0
2/0/0/0
POLICEMAN
SOLDIER
STEAMBORG
STEEL NINJA
STONE GOLEM
2/0/0/0
OFFICER
THUG
TIGER
VAMPIRE
VENUSIAN AMAZON
WARRIOR
12
11
12
12
12
11
13
10
13
11
11
11
11
12
10
10
11
10
10
10
1/0/1/0
MORLOCK
10
2/1/0/0
MARTIAN ASSASSIN
29
Regenerate
Armor (2)
+1 Spear (D6)
+1 Claws (D6)
+2 Claws (D6)
+1 Knife (D4)
+1 Dagger (D4)
+2 Punch (D8)
+2 Katanas (D8)
+1 Rifle (D8)
+1 Truncheon (D6)
+1 Revolver (D6)
+3 Swords (D8)
ABHUMAN
ese mutated and deformed descendants of atlantean slaves now
roam the hollow earth, still carrying their original purpose: to hunt
and destroy enemies of the atlantean people (basically: everyone else).
is is one of the dirty little secrets of Atlantis the elders of the city try
to hide
ATLANTEAN GUARD
Trained as the guardians described in Plato's Republic, fierce with
enemies and gentle with familiars. ese men and women are well
armed, well educated and will, politely, make sure you stick to the visitor's area of the city. When sent abroad they act swiftly and eciently
and are often ordered to leave no witnesses.
BLOODHOUND
e best scent hound you will ever find and a gentleman's best friend.
CROCODILE
Up to 23 feet of muscle and teeth capable of tearing you apart in the
blink of an eye. Very fond of trespassers and lost gentlemen.
ELOHIM
Descendants of the atlantean rulers of the hollow earth. ey basically
think they own the place and that the people from the surface are, at
best, evolved monkeys who stopped throwing feces at each other, but
barely.
30
HORLA
Lasts survivors of an alien species who arrived in our world through an
atlantean portal (now closed). ese invisible creatures are drawn by
hatred and associate themselves with violent people, feeding on their
acts and pushing them (subconciously) to more acts of violence.
MARTIAN ASSASSIN
Martians have avoided waging costly wars by relying on arenas and
assassins to solver their disagreements. And who knows who might
disagree with the characters?
MORLOCK
ese creatures came from the future, thanks to a malfunctioning atlantean gate. ey now try to prevent a certain future from happening.
It proves dicult as atlanteans are hunting them and saying to everyone these are monsters who try to conquer the earth.
OFFICER
e time of purchased commissions is gone and it is now possible to
rise in the ranks through seniority and merit (in the british army, at
least). Nonetheless, most probably come from a wealthy and well established family.
POLICEMAN
Enforcing the laws of his country. Which isn't very popular at the
time.
SOLDIER
So many Empires means you had the opportunity to fight in almost
every corner of the world.
31
STEAMBORG
e results of the infamous experiments of Francis Audran, the Emperor of the Moon (see chapter A WORLD FOR UNLIKELY GENTLEMEN, page 36). Part-man, part-machine, all hate!
STEEL NINJA
Commissioned form Mars by the Emperor of Japan, here are the unforgiving assassins of the Rising Sun. ough they appear to malfunction from time to time (1 chance on 12).
STONE GOLEM
ese creatures were designed by the Atlanteans as their city main
workforce. ey are often used in security roles as well.
THUG
Violent, greedy and dim-witted people can be found anywhere in the
world.
TIGER
Somewhere in Nepal, a bengal tiger is supposed to have killed over
400 people. Will it add the characters to its list?
32
VAMPIRE
ose infected by the alien V-virus become supernatural predators
thirsty for human blood. eir only weaknesses are sunlight, decapitation and high caliber weapons. ey can regenerate 3 HIT POINTS per
round.
VENUSIAN AMAZON
e warrior women of Venus are fierce warriors but also have a strong
sense of honour and duty. Friendship is sacred to them.
WARRIOR
In the remote corners of the world, these brave men ferociously defend
their people.
33
ENTERS ATLANTIS
Since its appearance in 1890 Atlantis brought several changes in our
society.
ATLANTEAN SOCIETY
e city of Atlantis looks like a paradise but there are some things that
outsiders find strange. e true rulers of Atlantis, the city's elders live
in a secluded part of the island called the city of the Gods. e more
promising members of atlantean society are selected to serve the elders
in their city and are never seen again except for a few Oracles passing on the elders' wishes. It is said that some Earth scientists went
there as well and never returned.
34
TECHNOLOGY
Atlantean technology is far more advanced than what exists in the 19th
century (and for that matter, the 21st century). Heat rays, flying planes
looking like manta rays, laser pistols, etc. Nonetheless, Atlantis armies
are small. ey cannot send troops everywhere and take control of the
Earth, there are simply not enough atlanteans to do that. Which
means Atlantis best weapon is
DIPLOMACY
Atlantis has declared itself a neutral state. It accepts to share some of
its technological knowledge only with countries who accept some very
specific conditions: stop (or start) a conflict, introduce more egalitarian
laws, send some artists to Atlantis, stop certain research From the
outside Atlantis is mostly seen like a benevolent force.
MARS
e martian civilisation is divided between rivalling city-states. eir
history talks about a time, thousands of years ago when they had to
fight invaders using giant tripods. One clan is planning to fight the
others by using lost technology lying around in the forbidden zone.
Who knows what they might awaken there A tripod manufacturing
35
MOON
e atlanteans had a scientific installation on the Moon, in a vast underground city. Unfortunately it was taken over by a nano-virus that
changes all life forms into cyborg zombies. e portal leading to the
Moon was destroyed and the whole thing is one of those nasty little
secrets the true atlanteans try to keep hidden. Unfortunately for them,
a french engineer, Francis Audran managed to built a rocket and reach
the Moon. He's now the hive mind of a whole army of cyborg zombies, trying to build enough rockets to go back to Earth.
VENUS
e atlanteans tried to eradicate the people of Venus by releasing a virus which made all men insanely violent against women. Just to survive, the women had to kill all men. Knowing, at the time, that the atlantean technology was responsible for that, the surviving venusian
women destroyed all traces of it and banned it. e first Queen of
the amazons was in fact a scientist who found a way for the women to
have children without needing men. Now an amazon just chooses
when she wants to get pregnant. As on Mars the role of the atlanteans
in Venus history has long been forgotten. Unknown to the amazons,
there is a hidden shelter full of venusian men (still infected) waiting to
be discovered.
36
e ensuing war led the atlanteans to hide in the depths of the Atlantic ocean while their opponents barely survived on the surface, their
civilisations reduced to ashes. e martians and venusians buried all
portals they could find. All the major battle sites on their homeworld
have become what is now known as the forbidden zones.
After thousands of years of hiding, the true atlanteans have brainwashed their human servants and created the illusion of the benevolent atlantean empire. ey will try to build an empire once again, but
in a more subtle way, turning humanity into their new slave army.
It is for you, dear reader, now to get a table, some friends and some dice, and
show by a grovelling devotion your appreciation of this noble and beautiful
gift of a limitless game that I have given you.
Apologies to H.G Wells.
37
A society of
Unlikely gentlemen
NAME
PROFESSION
REPUTATION
ADVENTURES:
FLAW
ATTRIBUTES
SKILLS
KNOWN
Maximum=10+Wits
+1
EXPERT
+2
_______________________
_______________________
DEFTNESS
_______________________
_______________________
NERVE
_______________________
WITS _______________________
_______________________
BRAWN
DefenCe
(8+Deftness)
HIT POINTS
(6+Brawn)
_______________________
_______________________
_______________________
_______________________
_______________________
Check: attribute + skill + 2D6 7
Notes
Wounded? _________________
_________________
No Bonus!
_________________
_________________
_________________
Your Companions
_____________
_____________
_____________
_____________
_____________