Professional Documents
Culture Documents
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A
Contents
L a y o u t & Design by
t aw s u l l I by
The Incomparable
Charles Dana Gibson
d mentally translate.
I waited until Mo
- -
to see the recent Egyptian excavatio
Lastly, comme il faut is a quality; some
the Reform Club has it in buckets; Emperor Napole
witty repartee. She sli adventurous, both in Iier life and with
She should set trends low them, and always forge her own pa
an insouciant smile a
participate in a scandal t
to a servant.
S ure, they spend a lot of time on honorilics and
overly ornate manners. Yes, there are some ugly
pretensions covering equally ugly bad habits. And
sure, they make a big show of being sexless (that's
mostly England) and prudish while doing all kinds
of things in the privacy of their own abodes. But in
general, everyone mes to make a good show of it,
. . . . .. . ..
and constantly trying to improve themselves.
Maybe their biggest sin, in restrospect, is that they
try so hard to be "good" that they leave very little
room for people to fall and be "bad."
on towards the
Guerrilla war
o r tall shakos of t h e
gloves, lighter fabrics back and looping up the sides of the skirt and n
are fun,but not a requirement. This d 1 probably be Parasols A cheap and easy-to-find option
you to wear in high school. A large, simple pin-on Hats- You can go wild
A D m m &de
Catalogs
Campbell's - Historical patterns, reference
books and accessories. P.O. Box 400 Gram, PA
17030-0400 (717) 365-3381
River Junction Trade Co. - Costumes and
accessories for sale. 312 Main Street McGregor,
Iowa 52157 (319) 873-2387 fax: (319) 873-
3647
Amazon Dry Goods and Pickling Works -
They have EVERYTHING (but it'll cost you).
2218 East 11th Street Davenport, Iowa 52803-
3760
Raiments - Bustles, corset kits, books, patterns
and much more for lower prices.. P.O. Box
93095, Pasadena, CA 91109 (818) 797-2723 a liign necRs tor day wear, or wth low necklmes and
fax: (818)791-9434e-mail:72437,674~mpuseme.com ar. Dresses are tightly fitted again
Dive Gun Works, Inc. - Great source for cos-
tumes and accessories, military accouterments,
etc.. P.O. Box 130, Dept. 53, Union City,
Tennessee 38261
Fall Creek Sutlery - Old West America cos- to firid a skirt/jacliet combiiiati
tumes and accessories, fun stufl. P.O. Box 92
Whitestown, Indiana 46075 (317) 769-5355
f a : (317) 769-5355
or P.O. Box 530 Freedom, Ca, 95019 (408)
728-1888 i k(408) 728-1853
Mary Ellen and Company - 29400 Rankert
Road, Dept. CCG, North Liberty, Indiana the basic dress.
46554 (219) 656-3000
Mess Dress - n e source for British d t a r i a in
the US. Includes some US items. Expensive,
but all original pieces.1301 Bumps River Road,
Centenilk, MA 02632.
Pattern Companies
Old World Enterprises - 29036 Kepler Court,
Cold Springs, Minnesota 56320
Period Impressions - 1320 Dale Drive
Lexington, Kentucky 405 17
Heidi Marsh - For advanced seamstresses only!
810 El Caminita Livermore, California 94550
o u r accus-
acciaentallv arrangea
-
tching expedition. (
betting at Asco
rt of one summer m i s s
1
xason necause J aian t KIIOW wnen tnev napp
r---- --
& .._.- -1
L
ambling for money is nev
to send one is a p a \
-
into dinner i n
ing to rank.
Decora I TOD Hits of 1870
I
. .
-."^.Ad 4.- *h'S ..--"--A A-1" "C ha- L 1 1 :C+La., ..Get.
to Waltz. Waltzing is
dalous dance, and rn
allow unmarried girl
Set and country dances are always safe and
forms are usual
won't be noticed
in the face of
home of some
that litter the c
ns by artists or musi-
n
nerations hav
A dower house is L I S L I ~ ~
rtainment so th
are not stuck doing something they real
the house boys cany it all down to the carriage (or Automotive).
Friday Evening
feelinn interior and Arrive at the Station and be picked up by the Host’s carriage (or
Automotive).Return to the host’s estate for dinner at eight (vey
early for city folk).A dance party may be planned for that evening or
there may be parlour games* or cards. Everyone retires at eleven
(very early for city folk)to their respective bedrooms. Around mid-
night, when the servants have gone to sleep, all the tiptoeing
between bedrooms begins.
Saturday Morning
Wake at about nine or ten (very early for city folk). Breakfist is often
a bufEet-stylemeal kept warm by chafing dishes to accommodate late
\\11U 11bC 111 Cd3ULS VI risers. Spend the rest of the morning either chatting, playing cards,
old fortress con- playing billiards or planning one’s tactics for the Hunt.
SaturdayAfternoon
M e r dinner at about twelve, change into riding costume for the
every room, which Hunt. Commencethe Hunt at about two-ish. Those who aren’t
interested in the Hunt may spend the afternoon either playing par-
1may o r may n o t
lour games, cards, or billiards, walking in the gardens, reading, rid-
!jerve t o keep t h e
ing about the estate, or talking. Tea is served at four.
I:hill out. Germanic Saturday Evening
,-hI-.- 1:L- tr\ L - - - t
1iuwiCa ii~c LU i i u i i c a M e r the Hunt ends, usually not until just before dark, everyone
great deal and will bathes, talks about the Hunt and then changes for supper and eats at
expect their guests eight. After supper, a dance party in the town hall is customary, or
there may be a small party at the house. Everyone once more retires
at Eleven and the usual musical bedrooms ensues shortly after.
I Sunday Morning
Wake at eight; BreakfBst is served in chambers before dressing. Dress
ancient tax on the and be at the village church by nine for services. Church services last
ground floor’s size, undl eleven. Return to house for a luncheon, often with Vicar in
many schlosses have a tow. Engage in pious discussion untill he leaves at one. .
I ---^-
Id1 Yc
I.^^,._1 An-..
C l SCCUIlU 1lUU1 Sunday Afternoon
than a first floor, While servants pack up, the guests have a nice leisurely chat or a last
especiallv those built rubber ofwhist. The carriage (or automotive)arrive at the front
,- t 7 Y r . A door and the servants load it up. The guests are ferried to the station
arter tne i D u u s . to meet their trains and go home.
Most of the older Sunday Evening
houses have little Take the carriage (or Automotive)to the railway station and board
more than chamber the train while the Servantssee to the tickets and the stowing of
VI ULlLIIUU3C3 belongings. Spend the next few hours on the train reading the gifts
- when vou are vis-
iting a Russian’s
home; not to do so is
r four in the morning.
LIlL11 UWll tLLL113
" dll
Vne common pastime at house weekends or at any time is
the ubiquitous Parlour Game. These are silly frivolous
games to pass the time away. There are naughty games and
there are innocent ones.Here's a selection of the latter:
Charades - One person mimes an action, the title of a
book, play or song, or a person and the others must try to guess
what he is miming.
Poor Pussy - A circle is formed and one person steps into
the center, chooses another member of the group and must cibu LU UL a iai iiiui
induce the other person to laugh by mimicking a poor, pathetic
cat. If the other person laughs he must enter the circle and
chooses another victim to make laugh; if he cannot make him
laugh, he must keep trying untill he 6nds someone who laughs
then he trades places with him. The game ends when everyone is
in hysterics and cannot continue.
Chinese Messages - A Circle is formed and someone
whispers a message into the ear of the person next to him, who
whispers it in turn to the person next to him,and so on un a it
returns to the sender and is compared to the original
message,whichit usually bears no resemblance to.
...and a selection of the naughty ones:
are very protective of Truth or Consequences - One person asks "Truthor
their women and a rake Consequences" of another, which means, would he like to
answer a question truthhlly or would he like to accept a chal-
lenge. Typical questions tend to be a little personal, hence the
the end of an irate hus- designation as naughty. The challenges are often Siy: walk back-
band's sword if he is wards UD stairs. kiss the next nersnn who cnters thr rnnm that -
not cautious. sort of thing, but they can also be embarrassing and sometimes h u n t e r } . C 11 a n ce 11o r
dangerous.
Blind Man's Bluff - This is considered a naughty game
because it can involve physical contact between the sexes. One
person is blindfolded and turned around several times untill he
becomes disoriented. Everyone else scatters and the blindfolded
person must find the others by sound and touch alone. If he
manages to identlfy the person he has found, that person gets
blindfolded next.
son, someone m
here:
Traditional duels in
- . . I . .
handkerchief ( o r t h e
count of one, two, three),
+La A s . - l : * + - . . ,%-...".,...\+A
.
action. The ob
to score first b
1 ,
cur on me body
. .
whatever it talres-as long as
don't ieaw the field. Pretty b
Although dueling is also suppos
to be illegal in the "Colonies", it still co
t i m e s long after th
Hamilton met Burr.
duels are still fought
The firearms are us
sidearms. The duelis
. . . . . -. . .. . .. . r
tare' onouirs w e cnmenmm u r n m nver tnr eves I ne
"LLL'., _ L I U U U I U L V I A 1
'
1 "yy"o'Lb CYlrLuvIIu U I I U
have counted off ten paces. Thev then turn and fire.
which universal education
encouraged to study
gentleman of you; Scie
Studies, Politics and
pie who seem to get
ridm are young
and, of course, British public school teachers schools centered around Paris and Lj7on.
Faerie Etimette
ceived as arrogance
Never eat food o
er recom-
to promote pr
infant care. There
Women’s Chris
.. -&4. .
. . .
considered to be
between th
t o t h e M a t e r ’ s Automotives an
l ,
rejected.
Clubs decision on mem-
Ltgion in Paris or t sympathm; these, like
I . . A ,
Steam Engineer's Society
steam engineers and other i
SociLtk de Calculation
and Industrialists
olitical clout. VO
She dances m k
even close. No
er m o s t farnous novel
ir kllow officers
door and bulls his way in, right?Well, in
1
. . .
race mvolmg these “wheeled
with several great race
the pinnacle of th
Divine Barah’s Card Racing Rules
A n interesting card variation taught to
me by the Divine Sarah Bemhardt, this
is a great way to simulate any race situation.
And lose a lot of money too. J WY onsoreci
Each contestant chooses a card suit to the es and t
represent his horse, and places a card of that Dwarfen Steamfitters Unio
at Newmarket, die the race draws contestants
suit face up on the table, so that all four suits
are side by side. The deck is re-shuffled, and
cards are- turned up and placed on their
respective suit piles. As the third card is
turned up, bets are now placed on each
horse, taking into account odds on the
favored “fiont runner.” Play is then resumed
until one “horse” has managed to get ten
cards placed on its pile-the winner! enon in racing circles, the
International came about
mances by favorite pedormers,
balls, and lots of quiet visiting.
occasions-the Industri-
alist’s Ball, the Skating
Club Ball, the Forester’s
Ball-all culminating in
is pejoratively known
in critical circles as
'Ywt moderne."
Midsummer Night's
Festival, a traditional
week-long event that
Dance of the
Courts. O n th
from their country
estates and set up resi-
dence in London to
I .
PldCC. L U U l U U & l U d l l g C I -
Great houses in
ous for those not of the
Fair Folk, to be a mortal
v e a r Arc- n n e n e d iin who's act~iallvattended
has its annual Rega
Atlantean/Mediterr
Main Passageway
From Henry Hall's Report on the Shipbuilding Indumy of the United States, 1884
Source Boat Trains 6Channel Pack&, RBudrnall
TRANSOCEANIC SHIPPING
SEA MILES BETWEEN TYPICAL PORTS FINDING A SHIP: S h p schedules in New Europa
Le Havre to Constantinople . . . . . . . . . . . . . . . .3400 are somewhat sketchy, with delays due to weather,
London to Port Said .................... .3650 cargo, pirates, etc. Draw two cards from the F0-e
Port Said to Bombay .................... .4025 Deck, hefist to d e t e M e if a ship is the
to Hang Kong . . . . . . . . . . . . . . . . . . e6009 second to determine type. Fares are @5Op-lc/lOO~.
111CLdl pLulcl1, u
AMSTERD&I B
m bWN MADRm Mom MUNCHEN PARIS ROHE
AMSTERDAM X.4 450m/O 305m/@ 1145m/W l525m/M 535m/(D 315mi/m 955m/c
BERLIN 450m1/0 NA 750mi/O 1582m/F 1209mifl 570m/O 58Omi/O 995mi/O
ONSTANT. 1724m/M 1699m/M 2030mi/F 2748m/F 1730mi/F 1564m/I
.
lararnip
A
.
2130mi/c
GENEVA 545rm/O 690m/O 576mi/O 868m/F 1730mi/M 43Orm/o 316mi/o 564mi/@
LONDON 305m/@ 750m/O 2030mi/F 576m/0 NA 1190m/@ 1915mi/W 768m/@ 1195mi/@
MADRID 1145m/W 1582mi/M 2748m/T 868mi/M 1190m/c NA 2900m/F 1470m/E 1225mi/@
~ Mosmv l525m/F 1209m/T 1730mi/F 1730mi/E 1915m/F 2900m/M NA 1530m/M 1087mi/E
MUNCHEN 535m/@ 570mi/O 1564m/M 430m/o 768rni/~ 1470m/M 153Omi/F NA 647mi/c
PARIS 31h/o 58Om/O 1898mi/M 316mi/0 288m/o 900m/e 18#mi/F 582m/@ 9OOmi/@
ROME 955m/c 995mi/O 2130rni/c 564rni/@ 1 lac.".
/A
ii/Juii/w 1225m/@ 1087mifl 647m/c NA
VIENNA 719m/@ 404mi/c 1160mi/@ 626mi/@ 980mi/a 1668m/o 1247m/c 266m/a 840mi/c
T m w/connecuons to desued nty leave OHoiulv O=Once Daly Q=Noon & 6pm C=6m & mdmght M=EveryMonday W=EveryWeds F=Every Fn
Train Cars 6 Engines
B
I
Unseelie Court.
c i t e watercolor II
paintings she does I ‘‘you’ve’’
p 5 L I I l g 111 pUSK-
cards of places
vi sited ,
herself. Even
1 1
secret record of
dreadful insecurities
and violent melancholi
melancholic
fits. I linow all about
t h P C P T n i i rn 3 I c
delight of historians.
them with me-it n
accent starts
'-,
visi
t it'
spondents demmde
st tell Marianne E
L
I
c
.. . .. .
‘0 a total number of
draws each game (four
s good). The second is
0 / -
Rest/Rest.”The only reason we don’t use this kind New Europan Dragons a
of system is that the cards are more immediate. evolved out of other real
Q-But doesn’t that mean that a Player cou into the rules of Nature, n
‘@yche out‘’ the Host and beat him? I m a n ,
couldn’t you switch vealfast to a Defense? can breathe fire, bend steel
A So what do you think happens known to Humanity
bat? Most of it is just that-psyching - thing YOU can dish ou
E
ach skill fits into one of
--7 -
reoresent
I thev
,I
wliat almost anv evendav per- four categories: Mental,
son could do with his abilities in a given situation. Physical, Social o r
What this pretty much inem is that in a given Interpersonal.
you have as much ability in something as any Avera
Athletics . , . . . . . . . h . . , . . . . .Physical
ut as rare as non-drivers in 1990's Charisma , . . . . . . , .V . , . .Interpersonal
California. Thus person can ride a calm horse and Comeliness . , , , , . .V .
Connections..
about them. Therefore, the Avera erson niiglit be able start one up, but Courage . . . . . , . . . .V . . . .Interpersonal
would barely be able to drive it; he'd be nmning off the road, hitting trees, tipping
sm
I .
Glamour , , . . , , . . .V . . . .Interpersonal
Helmsmanship . , , . .+ , . . . , , . .Mental
- be
The slull of making ts, wlietber of glass,
Invention . , . . , , . . .+ . . . . , , . .Mental
cloth, or pottery. With this aKity you can fashion jewelry, clothing, fine caniings, an
the like. h e r a g e Crabmanship a l l o ~ syou to make a papenwight for your mother h d r e d Powers . . . .e . . , , . . , .Physical
Great Craftsmanship can be used t o make salable items like jewelry or cloth Leadership , , . . . . . .V . , . .Interpersonal
Marksmanship , . . . ,Z
Mesmerism . . . . . , .V . . . .Interpersonal
Perception . , , . . , , .+ . . . . . . , .Mental
Y Performance . . , . . .V , , . .Interpersonal
pretty good at penny-an I the neighbors. Good makes You the local card
Physician . . , . . . , .+ . , , . . . . .Mental
I
ters, resolve conflicts, and generate random numbers with them, you can
also use them to play other games, like Whist and Polier, whi
.. . r 1 . .
II II
tern in Castle
Swith
79,
tart by deciding the Harm Rank of the
(most possible weapons are listed in Table
an exhaustively fidl list of firearms o
Now move to Table 3.
On a F d Success,
the target against the Harm Rank for th
weapon. Tlus is the damaBe done by the attack.
On a Partial Success, do the above, but
Harm Rank up one level (such as &om C
than A, the attack stops
Daggers, large hatpins,
knives, bayonets, arrows,
falls>lO ft., large bites,
EXC/EXT blows, trampled
Small swords, small pistols,
large arrows, he, add, electric
i
Conversion from
Oriaiml DRrnRw
- I -
0
3
d c z w
ON OR PHYSIQUE
OF I
TARGET
p F- [GD-GR]
[PR-AV]
BODY BODY
[EX-EXT]
CRITICAL* CRITICAL*
[PR-GD] [GR-EXT]
WOUNDED: You SCRATCHED: It SCRATCHED: It SCRATCHED: It WOUNDED: You WOUNDED: You
soldier on, but all hurts, but you are hurts, but you are hurts, but you are hurts, but you are soldier on, but all soldier on, but all
of your Abilities unharmed in any unharmed in any unharmed in any unharmed in any of your Abilities of your Abilities
are Reduced by serious manner. serious manner. serious manner. serious manner. are Reduced by are Reduced by
one Rank. one Rank. one Rank.
WOUNDED: You WOUNDED: You SCRATCHED: It WOUNDED: You SCRATCHED: It SCRATCHED: It INCAPACITATED: WOUNDED: You
soldier on, but all soldier on, but all hurts, but you are soldier on, but all hurts, but you are You are felled, soldier on, but all
of your Abilities of your Abilities unharmed in any of your Abilities unharmed in an unnarmea in any unable to rise or of your Abilities
are Reduced by are Reduced by serious manner. serious manner. raise a finger to are Reduced by
one Rank. one Rank. aid yourself. one Rank.
MORTALLY INCAPACITATED: WOUNDED: You INCAPACITATED: INCAPACITATED: WOUNDED: You MORTALLY MORTALLY
WOUNDED: You You are felled, soldier on, but all You are felled, You are felled, soldier on, but all WOUNDED: You WOUNDED: You
collapse, breath unable to rise or of your Abilities unable to rise or unable to rise or collapse, breath- collapse, breath-
ing your last. raise a finger to are Reduced by raise a finger to raise a finger to ing your last. ing your last.
aid yourself. one Rank. aid yourself. aid yourself.
MORTALLY
WOUNDED: You
MORTALLY
WOUNDED: You
INCAPACITATED:
You are felled,
MORTALLY
. - . - -- .,
.WUUNUtU: YOU
t INCAPACITATED:
You are felled,
I
IP
Y
KILLED INSTANT-
LY: Blown apart or
MORTALLY
WOUNDED: You
collapse, breath- collapse, breath- unable to rise or cotlapse, breath- tmihln i n m e n nr
UIIUUlr Ly llilr U tom to ribbons, collapse, breath-
ing your last. ing your last. raise a finger to ing your last. raise a finger to E you die within sec- ing your last.
aid yourself. aid yourself.
- a onds.
1
D
KILLED INSTANT- MORTALLY MORTALLY MORTALLY MORTALLY ir KILLED INSTANT- KILLED INSTANT-
- -
LY: Blown apart or WOUNDED: You WOUNDED: You WOUNDED: You WOUNDED: You You are felled, LY: Blown apart or LY: Blown apart or
tom to ribbons, collapse, breath- collapse, breath collapse, breath- collapse, breath- U torn to ribbons, torn to ribbons,
you die within sec- ing your last. ing your last. ing your last. ing your last. r: you die within sec- you die within sec-
onds. a onds. onds.
Fortunc Deck and use y o u best judgement as to INCAPACITATED: YOU are unable to attack or ni
1 hich liiiib is hit should there be more than one possibility. there and be hurt. IF WOUNDED OR INCAPACITATED
+ ........................ .Head AGAIN, YOU BECOME MORTALLY WOUNDED.
V ......................... Body MORTALLY W O U N D E D : YOU ARE SLOWLY
c .........................Legs DYING. Draw a card fiom the Fortune Deck. On a Spade of
....................... .Arms any value, you have PERISHED (25% ). IF WOUNDED,
INCAPACITATED OR MORTALLY W O U N D E D
KEPTHREE: Play a Card to EeaDe from Harm
AGAIN, YOU WILL HAVE PERISHED.
flaking an Escape from Harm allows you to reduce the Emmph: I am hit in the body a saber [Rank D], and don't
mount of damage taken i f h t . An Escape is based on a single escapefi.om ham. My Physique is GD. I am now I N C A P A C I T A ~ .
:ard chosen by the Player fiom his Fortune Hand: Anothw hit and I will be MORTUT- WOUNDED.
'lay any Face Card . . . ..move Damage up one level ......(22% chance)
'lay any Ace .........move Damage up two ................(7%chance) STEP FIVE: Make an h p z winst Misfortune 45 Fu'umbla
'lay any Joker . . . . . . . ..move Damage up three ..............(3%chance) Escapes are attempts to beat random bad events. They are
%ample: You are shot by a pistol, taking Rank C damage. But based on the Rank of your Dramatic Character in the applica-
IOU playa Jack as your Escape fiom Harm. The damage now is ble skill and are decided by a single card drawn from the
"educedto Rank B. Fortune Deck. Whether you Escape is then determined by the
suit of the card drawn. Example: I'm picking a lock andfumble.
STEP FOUR: How Badly Were You Harmed? My Tinkering Ability is Good, so I must draw either a diamond
;heck the box indicated on Table 3 (pg. 80) to determine just or a spade in order to Escupefiom the efects of thefumble.
low bad it was. RANK SAVE ON A:
IF THE BOX SAYS: EXC-EXT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .++4
1 WOUNDED: You are in pain and miserable. Reduce all GD-GR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 +
'our Abilities by ONE RANK. IF WOUNDED AGAIN, AV-PR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
.
iOU BECOME INCAPACITAmD.
&FECTIVE/MAX MAGAZINE OR WOUNDS WOUNDS WOUNDSDAMAGEGENERAL
RANGE TOTALLOADCONCEAL* (PARTIAL) (FULL) (HIGH) RANR COST
10/2 5 2 P 1 2 3 A 4c
10/25 2 P 2 3 4 B 5c
25/60 2 P 3 4 5 C 8c
,Adams, Remington Pick one Everyone makes them
.577 Webley No. 1 (civilian) 30/100 6 J 5 6 7 D 20c
.455 Webley Mark 1 (military) 40/150 6 J 4 5 6 D 30c
40/80 5 J 4 5 6 D 5c
.32 Beaumont-Adams Pocket Revolver 25/80 5 P 3 4 5 C 1oc
.31 Robbins & Lawrence Pepperbox 25/60 5 J 2 3 4 B 20c
.22 Reide’s Knuckleduster revolver 5/10 7 P 1 2 3 A 7c
.41 Frank Wesson Dagger Pistol 40/80 2 J 3 4 5 C 7c
.36 Allen & Thurber Pepperbox 40/80 6 J 3 4 5 C 20c
.34 Double Action Pepperbox 25/60 6 J 3 4 5 C 20c
.22 Smith & Wesson No. 1 revolver 40,430 7 J 2 3 4 B 6c
.32 Smith & Wesson 1861 No. 2 50/lOO 6 J 3 4 5 C 9c
.36 Colt 1861 Navy 50/200 6 J 3 4 5 C 14c
.38 Volcanic 1860 Pistol 50/80 9 J 3 4 5 C 9c
.44 Colt 1848 Dragoon 50/400 6 J 4 5 6 D 14c
.44 Colt 1860 Army 50/300 6 J 4 5 6 D 16c
.44 Remington 1863 Army 50/250 6 J 4 5 6 D 13c
.44 Remington 1875 No. 3 Army 50/300 6 J 4 5 6 D 16c
.45 Colt 1873 Single-action Army* 50/400 6 J 4 5 6 D 20c
*aka Peacemaker
.45 Smith & Wesson 1869 No. 3 50/100 6 J 4 5 6 D 30c
.493 Adams Dragoon Revolver 40/80 5 J 5 6 7 D 20c
.42 LeMat Horse Pistol (w/shotgunt) 60/100 7(l)t J 3/51 4/6t 5/7t B/Et 60c
.42 LeMat Dragoon (w/shotgunt) 50/80 9(l)t J 4/5t 5/67 6/7t C/Et 60c
tThe cybnder of a LeMat revolves around a shotgun barrel, containmgone round, instead of a rod bke other revolvers The second number IS for the shotgun mund
RECIPROCATORS
.32 Allen & Thurber Model 1870 40/80 6 J 3 4 5 C 40c
.44 Allen & Thurber Model 1871 50/80 4 J 4 5 6 D 45c
RIFLES & CARBINES
15mm Bayrisches Werder-Gewehr M 1869 400/800 1 N 5 5 7 D 20c
15.4mm Prussian Needle Rifle M. 1849 200/600 1 N 6 6 8 E 20c
llmm French Chassepot Model 1866 400/1000 1 N 5 5 7 D 20c
llmm Prussian Mauser 1871 bolt action 600/1200 1 N 5 5 7 D 35c
.450 Martini-Henry lever action 300/5 5 0 1 N 5 5 7 D 30c
.577 Enfield Rifle M. 1857 100/300 1 N 6 6 8 E 18c
.577 Snyder Swnging-blockConversion 225/450 1 N 6 6 8 E 18c
.58 Springfield Model 1858 [ML] 90/240 1 N 5 6 7 D 18c
.50-.56 Breechloading Carbine* 200/400 1 L 6 7 8 E 25-30~
* Spencer, G w n & Campbell, Gibbs, Gallagher, Sharps & Hanluns, Sharps, Burnside, Smlth, Jenks, Hall, Starr, Peabody (Europe) or Ball Pick one, they’re all prettv similar
.44 1862 Henry Rifle 200/400 16 L 4 5 6 D 42c
.44 Volcanic 1857 Carbine 100/300 12 L 3 4 5 C 28c
.44 Winchester Model 1866 200/400 12 L 4 5 6 D 50c
.44 Winchester Model 1873 300/600 15 L 5 6 7 D 60c
.45 Remington 1873 Rolling Block Rifle 400/800 1 N 5 6 7 D 30c
.45 Sharp’s 1874 Buffalo Rifle 500/1200 1 N 6 7 8 E 45c
.46 Remington 1876 Sport Rifle 400/800 1 N 5 6 7 D 32-40~
.50 Shotgun, 1873 30/60 2 L 5 6 7 D 20-30~*
S O Shotgun, Sawn-off 25/40 2 L 5 6 7 D 25-35~*
*add 15c for double barrels
S O Sharps 1866 Rifle 100/360 1 N 6 7 8 E 35c
.56 Remington 1860 Carbine 80/300 1 L 7 8 9 E 20c
MACHINEGUNS
.50 Colt 1867 Gatling Gun 300/600 120-240 N 8 9 10 F 150c
1lmm French Mitrailleuse 300/1000 25-37 N 8 9 10 F 300c
15mm Nordenfelt Gun 300/1200 12 N 9 10 11 F 300c
~
Note: All Ranges are ‘ven in ards. Unless a player has Extraordinary Marskmanship, he is bound by the Ranged Attack rules on
pg. 185 of Castle FaL/&tein. $layers with Extraordinary Marksmanship may make attacks at the listed Max Range, with a -2 penalty.
* Concealability: P.... Pocket, Pants Leg, or Sleeve
J .... Jacket or Coat
Castle Cybe rstein?
C onversions fiom one genre
to the other. Note that
Movement (MA) and Intelli-
Dramatic Personal.
LU cnc u
................. .Blade
'-
by time, other so
inagick points. In
, not the mage's level or
can find it, h a ~ the
e skill to \I
1.. . r
spell's durahon tor starters; do we want the w a n to be a trog for a moment or for
a year? (A day as a fro
he basic knot of the
might be safer to
MANUSCRIPIZM k N ' l A L S
Mental Command ...................... 4
Dormnate LVi ........................ 10
Forget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Implanting Suggestions
stunning ............................ 10
Create Blinding Pain . . . . . . . . . . . . . . . . . . . 12
Death Wish [lz] . . . . . . . . . . . . . . . . .
Mental Barrier . . . . . . . . . . . . . . . . . .
RITUAL W ~ OF PSYCHICG BINDING
Simple Geas . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Restraint through Magic Circles . . . . . . . . . . . 2
Restraint through Magic Wards . . . . . . . . . . . . 4
Restraint through Magic T . . . . . .4
Snengthen the Life Bond
Psychic Bond . . . . . . . . . .
. . . . .12
. . . . . .8
.\
Break the Binding ...................... 8
AGRMCCA&XUS' OF h U S I O N
Illusions ofthe Mind & Body . . . . . . . . . . . . .6
Tnie Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
mGRON'S OF DRFAMING
Dreams ofProphesy . . . . . . . . . . . . . . . . . . . . . 6
Dreams of Warning . . . . . . . . . . . . . . . . . . . . . 4
Nightmares . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Erotic Dreams ......................... 6
Killing Dreams . . . . . . . . . . . . . . . . . . . . . . . . 16
Dream Banier . . . . . . . . . . . . . . . . . . . . . . . . . 8
RF.ALM OF THE UNKNOWN h k V D
Cast Out the Other . . . .
Conquer the Madness . . area. tnere won t ne at leas a o z e n sorcerors uraers DUS
Hear the Hidden Though
Bring to Peace . . . . . . . .
Bring to Rest .......................... 6
LIBRAM OF Mysnc TRANSFORMATION
Changing Size . . . . . . . . . . . . . . . . . . . . . . . . 12
Shape of a Known Form . . . . . . . . . . . . . . . . 6.
Invest w/powers of Known Form
Shape of the Unknown Form . . .
Transformation Barrier . . . . . . . . . . . . . . . . . . 8
MANUSCRIIluM UNIVERSAL ALCHEMIC
.....
Flesh to Mineral/vice versa [lzl . . . . . . . . . . . . 8
Universal Alchemic ..................... 8
Alchemic Destruction [ a ] . . . . . . . . . . . . . . . 16
Alchemic Barrier . . . . . . . . . . . . . . . . . . . . . . . 8
OSMAN'S TOME OF PHYSICAL MOVEMENT
Knowledge of Flight . . . . . . . . . . . . . . . . . . . . 8
Mastev of Levitation . . . . . . . . . . . . . . . . . . . . 6
Hand of Hovering . . . . . . . . . . . . . . . . . . . . . . 4
Floors of Glass . . . . . . . . . . . . . . . . . . . . . . . . . 4
LIBRAM OF TEMPORAL CONTROL
Tine Cessation ....................... 10
Time Accelleration/Slowing . . . . . . . . . . . . . 12
Temporal Fugue . . . . . . . . . . . . . . . . . . . . . . 12
LIBRAM OF SUMMONATION
peel .
...
h1.t
SUlllmOMUOU ............. 8
Banishment ........................... 6
SCROLLS OF DIMENSIONAL MOVFMENT
Ponds to Lands in New Europa . . . . . . . . . . .6
Portals to the Faerie Realm . . . . . . . . . . . . . . .8
Portals to Beyond the Veil . . . . . . . . . . . . . . .10
Astral Movement ....................... 4
DARK LIBRAM OF NECROMANCY
Animation of the Dead . . . . . . . . . . . . . . . . . . 8
Speaker to the Dead . . . . . . . . . . . . . . . . . . . 10
Drawing of Another's Life Force [a] . . . . . .16
Banish to Eternal Rest . . . . . . . . . . . . . . . . . . . 8
MANUSCRIPT OF PARANORMALDIVINATION
Cluaudience .......................... 6 Derinrr throurrh the Dentarr
"
Clairvoyance .......................... 8
. . ...............................
Scning 6 0 were doing a big all-nigh
Dimation Barrier ...................... 8
MANUSCRIM OF ELEMENTAL SHAPING
Investing the Element . . . . . . . . . . . . . . . . . .10
Elemend Temperature . . . . . . . . . . . . . . . . . . 4
~- the Element .................... 8
Shapinr
Elemental Barrier . . . . . . . . . . . . . . . . . . . . . . . 8
BURTON'SON THE RAISEDFORCES OF NATURE
Raise the Storm fa1 . . . . . . . . . . . . . . . . . . . . 6
Raise the Maelsuom [ a ] . . . . . . . . . . . . . . . . .8
Shake the E d [a].................... 8
Raise the Firestorm [lz] . . . . . . . . . . . . . . . . . . 8
Quell Nature . . . . . . . . . . . . . . . . . . . . . . . . . . 8
PRIMAL FORCES RAISED
Le Discipline d'Energie Photomique . . . . . . . . 6
Le Discipline d'Energie Atomiquc [SI. . . . .14
Le Discipline des Forces Integrales[lz] .....12
Le Discipline d'Energie Parapsychique .....10
RE4I.M OF THE SENSES
Perception of the Evcryday . . . . . . . . . . . . . .4.
Depnvation . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Maelstrom of the Senses . . . . . . . . . . . . . . . . . 8
Opening the Mystic Eye . . . . . . . . . . . . . . . . 6.
take the timc to yeriodicall!~ p t r o l the ethcrcal plane clairaudicncing for
people g spells with “D n-
DURATION
Duranon is defined as how long the spell d last
once it IS achvated Spells that are launched as an
iwo y e w Lorebooks attack are usually momentary
D&mn Resuuanent
1
le Manual of Primal Forces Raised 2
History & &et Knowledge: Born f?om Spell h h o n (1hour) 3
SpeU h h 0 0 (1day) 4
thc fires of the Enlightenment, this tome was SUh h 0 n (1week)
p 6
developed jointly by Benjamin Franklin and SpeU h h o n (1month) 7
SpeU h h 0 n (1year) 8
thc:French philosopher Jean-Jacques Rousseau
dLiring the statesman’s stint as American ELEMENTS & TASKS
Elements are defined as the number of mdmdual
Arnbassador to the French Court. Franklin, a effects a spell must perform More than one effect
Freemason, sought to create “a science of mses the d e h n o n to a fnu elements More than
three m s the dehihon to many, and more than
m,agick.” As America was then at war with five requres complex elements A spell that moves
Erigland, this book did not become part of the (excephng 5ght) is always defined as havlng one
extra element
Ffieemasonic canon, but was used by a short- Task are mdwdual amons the mttzm of a spell must
lived Order composed of French and American perform, i e , a Mental Command to stop IS one task
To stop, then walk to the door is mdhpk task
roJolutionaries (such as Adams, Jefferson and DefitUbOn lkqluunat
RChespierre) called the Firebrand’s Club. The SpeU mba o h one element 1
bcok vanished in 1812 and was only recently SpeUunnlvesonh.afewelemenc~ 2
SpeU invol~amanv elements 3
rechcovered and published by a French biblio- SpeU mdva manvcomplexelementr 4
Ptde. Le Discipline d’hergie Photomique Suh~ectmustperinmonlvonerask 5
Suhlect musf pehm mdhpk rash 6
allows for the generation, suppression and
alteration of light energy, allowing areas to be RANGE
Range IS defined as the htance between the spell
darkened, illuminated, or given tints and quali-
ties of color. Le Discipine d&zegie Atonzique DefitUhOII
allows the caster to manipulate atomic smc- SpeU Range (Toudung,or Sell)
SpeU Range (\wh p u r unaded slpht)
tu!res, allowing things to be heated up, cooled SpeU Rang (withm a b nula)
dc)wn, made ethereal, or disintegrated. Le SpeU Rang (m anodieran)
D iscipline des Forces Integy.ales postulates a SpellRange(manothacou~~)
SpeURang (manather dunmnn)
unuversal, invisible force similar to graviq, allow- ke the harmonic SpeURange (UI another me)
in!;the wizard to shape and move constructs of I 11 :
NUMBER OF SUBJECTSAFFECTED
this energy as fields or missiles of force. The Subjects are defined as the total number of people
(or total area) to be affected by the spell
f i rial chapter, Le Discipline d’Energie DefitUhOn
p6 wapychique deals with creating fields that NumkrofSublecisAfeaed(1p n , w 5q kt)
m;&e magickal knots more difficult to manipu- NumkrofSu~emA5eml(uptolO peopIe,urlOsq feet)
N u m k OiSuhlemAfeaed (up to 100peopleor 100sq [ea)
late, damping the use of sorcery in an area.
Numkr ofSuhpMected (an enorecounm)
IS1higami’s Realm
- of the knses TYPE OF SUBJECTS
History and Secret Knowledge: A Type of Subject IS d e h e d as the h d of creature
or thing to be affected Dragon? and Dwarfi are
retcently translated Japanese text delving into pamcularly resistant to spells
th e nature of the senses, this book has tra& Dhhon
Suhlect ui Mod (Human or M )
ticmally been used by courtesans of the SublectuiFaene( o r F a e n e C ~ ~ )
“Iloating World” to enhance the sensations SublectsanothaWd
experienced by their lovers during lovemaking.
SLibsequent entries by magickally talented
&eish. allow for sensing the realms of the meta-
0
Pfiysical as well. Perception of the Everyday Subject ui Magickal/Sm Metal O b p
that glamours and illusions are resisted by your whole time. But it really doesn’t have to happen that
Perception (against the Faeries’ ability), while Fears, way; you could draw a King (13 points) the first turn
Love Charms, and Allures are resisted by your and a Queen (14 points) the next, and cast that spell in
Courage. four minutes! So in answer to the question; as long as
Q Can you ‘bathev ile running, talk- it takes for you get lucky.
ing, etc.?Ov must you remain quiet and in one place? Q:How do you do “j%ee-f...t” maflick?
A By definition, “gathering power” requires per- A If fieeform magick is defined as sorcery
forming the same specific ritual each time to bring the on the spot without existing spells, the answer is, you
power to ~ 7 0 ~ 1Bonifacians,
. Templars, and Dnuds pray don’t. It’s like saying, “How do I build a particle
quietljy Acolytes of Ra,Masters of the White Lodge, accellerator without referring to any textbooks or pre-
and Golden Dawn Adepts draw mystic symbols on the vious research?”Falkenstein sorcery is the culmination
ground and concentrate on them; Illuminatus mages of centuries of wizards laborously building on the
mediate on elaborate metaphysical puzzles to clear work of other wizards. To just grab a handll of ener-
their minds. But staying quiet isn’t always required; gy and start weaving is a recipe for disaster; I invite any
Native American, African and Aborigine shamen Host with such a case on his or her hands to do what-
dance, make ritual paintings and drawings, or concen- ever they want to the offending party.
trate on carved animal fetishes; Asian mages do kung Q: How do you invent new spells? How long does it
fi~katas or chant Buddhist sutras. And Tanmc mages h k e ? How do I create base costsfor spells not found in
have to have sex-without orgasm-a really inconve- the book?
nient way to gather power! In short, any activity can be A. You can invent n
classed as gathering power, as long as it is ritualized YOLX Host. First, the two of you should define what
and the exact same activity each time. As a side note, in the spell can do in a single, simple sentence. Next,
the example in CF, pg. 198, Manllion the Magnificent determine the basic nature of the spell and what its
is not described as moving as he throws up h s brick Aspect wdl be. Now, with your Host, decide what the
wall; he is assumed to have gotten a moment of con- basic Thaumic Energy Requirement of the spell
centration in. should be. As a rule of thumb, I start with a TER of 6,
Q: When using an area spell, can it be limited reducing it to a 4 if the spell is of limited use, or
only to a specificgvoup of targets, OY will i t afSect increasing it to 8 ifit allows the Player a strong advan-
evey o n e present? tage in movement, control of others, or personal pro-
A. The Definition of 11 sets the exact parame- tection. Time spells are always between 10 and 12.
ters of the spell’s effect on the universe. This is why the Destructive spells start at 10 and go up by increments
Definition is described as the number of subjects of 2 as they become more powerful; the high end is a
affected, not the area affected. You could, for example, TER of 16. Finally, have the Host write down the
define the subjects afkcted as 1,000 Merent people, worst possible thmg that could happen if this spell
all in different cities (but w i h the Spell Range), who goes wild. Put this away for later; it’s time to go into
were all part of a particular Order, or had red hair! the “lab” and start roleplaying the process of research-
Q:How do you do damage in a Sovcey Duel?And ing the spell.
how do you deternine spell damage for othev Spells? A new spell takes a m of one day of careful
A A Sorcery Duel is a variation I established to fit in tmkering for every 10 points of TE required. For each
with the DLieling System. As such, its Damage is done day that passes, draw one random card from the
exactly like damage with a sword, using the wounding Fortune deck; if the draw is not in the spell’s Aspect,
chart on pg. 195. However, regular spells that do dam- add one day to the research time and keep drawing. A
age are a bit more complex. As described in “Hard Joker means the spell has a catastrophic falure and the
Numbers Falkenstein” on pg. 82, damage for certain event the Host came up with comes to pass. Eeek.
spells is rated by the Definition Harmful Effect. You But to do what you need doesn’t necessarily
decide the Rank of damage the Spell causes, then pay require inventing the spell from scratch-remember;
the resulting T E R Converting damage from Ranks to you can mix and match spells and Lorebooks to create
lost Health is also listed on this table. new variations. Tlis process only requires knowing all
Q: How long does it take to cast spells? the spells involved and adding a certain amount of
A As a rule, Players gather power to themselves at “debugging” time; use the researching system
a rate of one card per every 2 minutes of in-game time. described above, but add hours, not days, to the
Thus, to cast a 24 TE spell would require 48 min- research allotted, and ignore Jokers.
of the involved creating an illusion
and wll
i ~ the~Firestorm, Raise the Maelscrm,
.: ~ l Raise
Storm,
[Raised Forces ofName1; and
?7ni9e1dAM~miC [Universal Alchemic1
pofitics-the general practitioners in a world of
specialists, providing sorcerical services needed by Wibha
proper environment for combat by controlling cine. be found in the Clergy, in hospitals,
~~ ~
operates perfectly, wit6 no The spell emitspsychic v i b n The spell emits psychic vibra- Summonedcreatures,Gates,
surprises. tions, causing all around you tions, causing all around you or Time spells project strong
to feel fear [+I, anger [+I, lust to feel fear [+I,
anger [+I, lust auras of fear [e], anger [+I,
[VI, or despair [4]! [VI, or despair [4]! lust[V], or despair [4]!
IUUSIONSTAKEF~RM! No HARMONICS. The spell ElEmEms RISE & TAKE FORM! TEI splrm TAKESFORM!
Illusions, bindings, d e b operates perfectly, with no 4n angty Earth [+I, Air [+I, Fire Specters and ghosts you
sions & dream creatures surprises. [V],or Water [4] elemental have summoned form
become real, taking solid appears and wreaks [Rank F] real bodies and appear
(possiblyhostile) forms. clestruction upon you! before you!
ELEMENTS
RISEIN YOUR TkEEEMENlsAuousm! No HARMONICS. The spell
MIND! The skies grow dark as Dperates perfectly, with no AI- angy Earth [+I, Air [+I,Fire
llusionary earthquakes, lightning & fire strike the surprises. [V],or Water [e] elemental
firestorms & tidal waves earth around you, causing appears and wreaks [Rank F]
terrify all around you! great [Rank F] damage! destruction upon you!
MbDrEssslracEs! kGWSWAU(! No HARMONICS.The spell
Unleashed emotions momen Dark dimensions open, The elements manifest as operates perfectly, with no
tarily darken your soul with allowing evil ghosts and Earth [+I, Air [+I, Fire [VI, or surprises.
fear [+I, anger [+I,lust [VI, spirits to attack you [Rank Water [4] Gods with Rank F
or despair [4]! D] with their touch! clestructive Powers!
is three Levels
below the Feat, he fumbles.
\
best m e t h o d to r u n E the Player’s Rank is two Levels b e h the
Games, because it makes
sure that action flows like a If the Player’s Rank is one Level belota the
real event, not like game sim- Feat, he is partially successful.
ulation. T h e m e t h o d s I’ll If the Player’s Rank is equal to the Feat, he
w o w yuu iicrc arc a 5 0 uic: U C ~
is completely successful.
wav to
_ mn
_ “live-action”
~ . Gam
_ _ .
~ _
L O M M I ; \ 1 1 1 A U 1
bind of ancient God”). added to an Ability, but are
but the most obscure texts. Since this isn’t a really obscwe
do what you need. A [PR] No one likes you. You couldn’t convince anyone of
‘
[GD] Very hlrable. People ~ 1 1 1take extra ume aid trouble [GK] You ‘ire A professionally ranlied fighter, u.ho 1135
to help you, and witl take minor risks on your behalf. In
your urcle, most of the eligible men or women are attract-
ed to you and wouldn’t take a proposition amiss. famous pugilists or
[GR] You are exceptionally popular. Others will take
great risks for you, and will go out of their way to aid you
whenever you ask. You are the man or woman everyone in
y o ~ xsocial circle wants to be with, and j70u have to fend
Combtit Abilities [ 3:
[ Brawling, Fenciq 65 Marksmanship]
Goal: The these Abilities is to hit your
opponent. try to avoid using numerical
descriptions of the results of a hit, such as “You’ve Comeliness: [ ]
tuben 20 points of woundin&,”Instead, t q to describe Goal: Rarely does Comeliness come into play directly
the effects of hits as an ohsewerwould see them. as in c%%o’s hmer lookiqg?”. As a general rule, two peo-
What Can Be Done with the Ability at Each Level: ple of the same level of Comeliness are equally good
Fencing: looking and any differences are reduced to the personal
[PR] You wave a sword around like a stick. At least ~ O L I tastes of the beholder. Comeliness is usually applied as
know what end cuts. a modifier for something else.
[AV] You can take a stance and use the blade a little,
but that’s about it.
As a rule of thumb, decide what &stythe Player
[GD] You arc a trained fencer, capable of defeating most intends to use hisher Comeliness to modify (for
everyday toughs or bullies. You may have a reputation of example, using your great loo
someone not to be tritled with. Charisma). If the Player’s Come
[GR] You are a well known fencer, with a reputation of eleq at their discretion to shdi
many duels behind you. You’re probably the best swords-
(say from a Partial Success
man in the Regiment or city.
[EXC] You are one of the most famous duelists in the Exceptional, shift it up by two
land; your Ability is well known enough to grant you a Extraordinary, three levels.
nahOnd reputation. should reduce the result by
[EAT] You are one of the Since using Comeliness is suc
up a blade. Your abilities are legend, ranking with chanc-
ters such as D’Arta r VonHentzau. Hosts should always take into acc
e r describes t h e use
out the level of a schoolboyscuffle. Comeliness to be mor
If against most everyday enough. Hosts should
ples showing the use o
capable of defeating most
everyday toughs or bullies. YOLImay have a reputation of my eyes extra wide and
someone not to be mfled with. ward t o show of my de‘colletap.’’
What Can Re Done with the Ability at Each Level: [ E X ] Go mto any club or private entertainment in the
[PR] Nothing. People ignore you, or try to look away, world. ICnow everyone who is mportant in both the fast
muttering, “Poor dortunate wretch...” set or royal houses of New Europa.
[AV] You might be complimented for your clothes and [EXT] You are one of the the social Iiom of the age. You
hair. can start your own clubs and everyone will fight to join.
[GDI el for a local artist. Ataact the attention of a Even Kings and Potentates are impressed by your society.
How to Describe the Results:
[GRJ Sit for a paintin
hated to Court.
Kindred Power8 [+ 1:
at a loss.
I
I
em are customiz
themselves fullv in
rr CAI +La
Y I , . ,
a were elminat
'
first hour ofa gamc, and VOLI werc then asked to sit on the sidelines for the rest
Thtms You SipLy Do
Not Do In A h e Game.
to eliminate the
A ny one of these things wili
cause ladies to swoon:
gentlemen to turn away, and
definitely not award you a sec-
ond invitation.
e VeIl;*Pc t h A t
1. No Running or Chasing.
Since live-action is focused
acters in the Entertainment.
around social activities, not com-
bat, running is distinctly innap-
propriate. Escaping fiom delicate
situations should be handled with Ieplaying is both more and less invo I
ge, as it were. A player t singer but tlus does not mean the
acter should be req
r
Yhysique-Mow
strength.
Social Grac
merits, either detecting lies o r concealing your own lies
Sorcery-Provides
Each character gets
of skill above good.
C+eal+h-Alln.mm 1 1 'Y"'.) y~C".y""."""'~, Yu'--.Yc'Y"?
c \--?I-"""
becia1 Cards
The Doint
card. T6e GM is heartilv encouraged'to design new cards to'fit his need;.
i " &A A&----- '.a
HOST SHOULD NEVER FEEL LTMI?TD TO 0XL.Y THE CARDS PROVID-
n. . *
iow you to steal one item EO
Revelation of Sor
Ask an NLC
' when
Iduull-~~lc<tls
u11c I K l l l l I U l l 1 a 1
lust know the item being Ftolen
ence-Makes a player unable to speak
ree7n--Crc-\ns time for a n arra shmi
I'
Lady Cecily
ou are actually a
clockwork girl,
built by a master
clockmaker in Hamburg in
the 1700's. Now you work
for the French Sur&&as a
spy. Y o u have heard
reports of a gathering of
master criminals on board this
I'
ship. Who are they, and what are
their plans?
ou recently came
aaoss a dead British
courier with a
strange packet of papers.
' I
players, ana ne can even perrorrn a marnage in a pmcn. iTn 1larger games, now- Turn them over to M. Jean
Pierre Delau-oix, and report
to him with any other
neea some non-player clia -player characters ar information you may h d .
ou n o w s t a n d
i n the ballroom
ers in a live-action gam of the A i r s h i p
... P
Peregrine. W h a t w i l l you do?
er character controlhng toour or emselves Who might have another piece of
the packet? Why are all the other
is a massive endeavor, women Juthering i n the corner?
Who shall have the f i r s t dance?
And what happened to you d u k n .
your lapse of consciousness a few
duys ago?
steward, a ship's detective, f engineer, and a Dragon Usually sticking t
eady identification with the players.
ame does not have to be involved in every plotlin
B st does n o t want to
T L -
I U U I I ~ . L ut:
~ TT--L
nosr -1.-
MUUICI
13
Government to inve
I(
I
I(---
I(
I important people
or places, or to per-
P r ,. ..
keeping a g r o u p
together and giving
them direction; the
Players must all live in
This is the Theme of Mystery, an excellent the b s i a n Czar Out of twenty million rubles?
Place for an enterprising Host to place cm€‘aip
The Players are pitted against the Architects of
that involve puzzle-solving and intrigue.
dabble in murder and mystery a~ a form of diver- players together and giving
sion from their glittering lives. Of course, the
R O JWarrants
~ and
The Mask of the Rimer
against espionage, m
identity, before he can murder one of their own. Players should be interested in interviews, meet-
snake god and a Tibetan Scroll of &e Dead?It’s off DaycY any Shedock c
on a treasure hunt, as the Players must decipher the Doug1as’
clues to an immense dixovery,one step ahead of a Lovesey’s Beytie, Pri
rival group of evildoers.
I
the nval and his accom
hardest to work with. or
~
"stolen treasure!
But not so, Horatio, for
the Romantic Theme
encompasses almost all >weep your i'iayers
the others. For example, in the clutches of a band
Dnzc-ula can be played of fiery pirates or danger-
c-..
1Ul
-:*La..
LILIIGI
u-....-..
I I U l L U l
-..
ui 1 oils rogues, as the mvste
Romance, depending on
the emphasis you place on
TlL - - .. - .L -.- T
ir I iir onr uimw-vion I
-
--00------ u WHI u1
might make is to be sure
that all of the Players have
c ,
cnaracters or me same sex, or
that all central love interests be
' ,- "' ---""
'
face the awful curse sacrifices. Can your
n i 1
ot Meant t o
Know-but you shall investigate them any-
although the King and Qmen ofthis land were
Good and Kind, Dark forces, Evil witches, and
voracious Dragons lurhd jwt beyond the sa& of
creatures bent on
evil dragons and the like. The group also has the scientists, engineers with an interest in Magickal
power and the authority to deal with these super-
natural threats as they see fit, and with hundreds of
tiny kingdoms scattered all over the Rhineland
between France, Bayern, and Prussia, they can
encounter a new tale every Entertainment session.
The Faerie eme blends politics,
and sword and in equal doses. It's
and
place for Players wed to the trappings of a
mannered, the occasional rogue sometimes decides
tiond fantasy roleplaying game to begin delving
to go back to the traditional methods. In this varia-
into the world of Castle Fullzenstein. There are
tion, the Players specialize in dealing with Dragons
who turn to evil, whether it's burning villages for
tribute, kidnaping young women, or just ravaging
for the !&n of it.