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Var iations

on the
Gr eat Game
A lt e r n at i ve R ules 1 C astle F alkenstein
for
Var iations D ramatis P ersonae
on the
Gr eat Game
Devised by Captain Thomas Olam
Transcribed by Ambassador J Gray
With Gratitude to Captain Michael Alyn Pondsmith

A lt e r nat i ve R u l es for C a s t le F alkenstein Editorial Insight by Lord Lucus Palosaari


Layout Beautifully Rendered by Admiral Rick Hershey
Variations on the Great Game: Alternate Rules for with art by Sir James Tissot
Castle Falkenstein presents material previously published The Members of the Gaming Society of the Fat Goblin are Ismael
in The Tarot Variation, The Second Tarot Variation, The Alvarez, Jason Owen Black, Jeff Collins, Kristopher Cruz, Ben
Dowell, Kim Frandsen, Scott Gladstein, J Gray, Taylor Hubler,
Ability Variations, The Feat Variations, and The Six-Sided Jacob W. Michael, Jennifer R. Povey, Matt Roth, Rodney Sloan,
Variation. This material in this book has been revised and Jessie Staffler, Jeffrey Swank, Landon Winkler, Lucus Palosaari,
Troy Daniels, and Rick Hershey.
updated from previous versions for clarity and precision.
Grateful Appreciation is Given to the Allies of the Second Compact,
who include Brother Jonathan Mazur (Falkenstein Archivist),
Lady Roxanne Silver (Mistress of the Babbage Engine), the Most
Honorable Raquel Gutierrez (Marchioness of Santos), Professor
Richard D. Bennett (Keeper of Government Lore), Mistress
Kristy Cutsforth (purveyor of fine paints and powders), Professor
Stephanie Gray (Muse of Falkenstein), Dame Sophie Lagacé
(Defender of the FATE), and Sir Edmund Metheny (Loving
Consort).

The Developer of the Line is Ambassador J Gray


Variations on the Great Game: Alternative Rules for Castle
Falkenstein © 2018 Fat Goblin Games

Hosts and Players of Castle Falkenstein should remember


the golden rule of gaming is the only one which must be About Fat Goblin Games
followed when playing. Based in South Carolina, USA, Fat Goblin Games was founded in
2011 to create Pathfinder Roleplaying Game compatible products.
“Don’t use a rule if it makes the game less fun.” With a focus on high quality production values and providing a
creative environment for our writers, Fat Goblin Games has quickly
The rule variants presented in this document are become a recognized force in the world of third party publishers.
optional ways to customize the Great Game to suit the With hundreds of support books, visual aids, campaign
play style of a group. They are not required and shouldn’t settings, and quality stock art, Fat Goblin Games continues to
provide exciting content and fantastic worlds in which gamers
be used unless the group agrees they will improve the can immerse themselves.
game for everyone. Visit us on Facebook, follow us on Twitter and check out our
website at fatgoblingames.com.
This game references the Castle Falkenstein Roleplaying game,
available from R.Talsorian Games, Inc. Castle Falkenstein and all
associated logos and trademarks are copyrights of R. Talsorian
Games, Inc. Used with permission.

Published under license from

R. Talsorian Games, Inc.

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T able of C on ten ts
T h e S pe c i al i z at i o n s V a r i at i o n 4 T he D warfish R equirement V ariation 20
In which Abilities can be further refined during Dramatic In which an entirely new tier of Requirements are introduced to
Character creation and beyond. aid the Host in governing Feats.

T h e D i vo rc e V a r i at i o n 8 T he S ix -S id ed V ari ation 34
In which Abilities loosen the bonds which hold them tight to In which rules are presented so those wicked individuals who so
their governing Suits. desire might use dice in the Great Game.

T h e I m p rove m e n t V a r i at i o n 10 T he F ortun ate T arot V ari ation 38


In which new standards for growing a Dramatic Character are In which the mysterious Tarot can be used to add flavor and
presented. uncertainty to the Great Game.

T h e H ar d L i m it V a r i at i o n 15 T he S orc erous T arot V ari ation 43


In which rules are presented to limit the practice known as In which the whimsy and oddity of Magick is simulated using
“hand dumping”. a Tarot deck.

T h e H al f -O f f V a r i at i o n 17
In which the tyranny of off-Suit cards is limited.

Honestly, Mike, I should have seen it coming. Back in your world there’s a tendency to
associate house rules with roleplaying games but the concept is as old as gaming itself. Just
look at whist! There’s bid whist, Boston whist, hearts whist, knock-out whist, and more!
Travel to fives different cities and chances are you’ll end up playing five different variations
of whist. Heck, duels have been fought over the right to decide which rules to play with!

So, it should come as no surprise that as soon as I published the Great Game over here people
began developing their own house rules. In my travels around the world as part of my job as an
Agent of the Second Compact I’ve run into hundreds of these variations. Some made sense and
some didn’t and at least one required the assistance of a Babbage Engine to implement! I’ve
collected some of my favorites and sent them over to you via Faerie Express. I hope you enjoy.

Tom Olam
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Specializations can be applied to any Ability except

T he S pecializations those with a Rank of Extraordinary, including those for


which a Dramatic Character possesses a Poor or Average

V ariation Rank. A Specialization increases the value of the Ability


by one step when performing a Feat for which it applies.
Players can purchase multiple Specializations for the
This particular house rule was suggested to same Ability but cannot select the same Specialization
me by none other than Dom Pedro II, the for an Ability twice.
Emperor of Brazil. Being both well educated
and well traveled, His Highness noticed how For example, Lucas has decided he will be playing
generalized the various Abilities in the game Professor Harold Doyle, an expert in matters spiritual
are. This was done on purpose, of course, and ghostly. As he determines what Professor Doyle’s
to keep the rules simple and to reflect Abilities will be, Lucas elects to trade in one of his four
the broadness of a standard New Europan
education, but Dom Pedro II felt there should
Like many roleplaying games, Castle Falkenstein
be a way for a Dramatic Character to excel
makes use of a special lexicon when defining its
in one aspect of an Ability if their Dramatic rules. Knowing the definitions of the following terms
Character’s background warranted it. will be useful when reading this document.

“After all, Thomas,” His Highness said to


Ability: The skills and qualities which govern what
me, “A sailor might know several languages
a character is capable of. The various levels of an
due to his travels around the world and yet Ability are known as Ranks. Often known as skills
still have never set foot in a classroom.” or talents in other games.
Dramatic Character: The avatar through which a
What can I say? When an Emperor is right, Player interacts with the world of Castle Falkenstein.
he’s right! Often known as a player character in other games.
Feat: An action undertaken by a character, usually
In games utilizing the Specializations Variation, Players involving an Ability and the playing of cards (or
chits and dice, using the Six-Sided Variation). Can
can elect to have their Dramatic Characters focus on certain
succeed or fail depending upon the Requirement.
areas ruled over by an Ability. For example, a hunter might Often known as an action or task in other games.
possess an Average Marksmanship when it comes to most
Host: The person who narrates and adjudicates a
firearms but due to training and practice have a Good
session of Castle Falkenstein. Often known as a
Marksmanship when shooting a rifle. referee, gamemaster, or storyteller in other games.
Host Character: A character controlled by the Host.
During character creation a Player can trade in one of their Often known as a non-player character in other
Good or Great Abilities in order to purchase Specializations games.
for their Dramatic Character. The Player receives a number Requirement: A number which must be beaten by
of Specializations equal to one half the value of the traded a combination of Ability and cards (or chits and
Ability; so a Good Ability is worth three Specializations and dice, in the Six-Sided Variation) played in order for
a Feat to succeed. Often known as a difficulty or
a Great Ability is worth four Specializations.
target number in other games.

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Good Abilities for three Specializations. His initial Ability
choices are:
Poor: Charisma
Good: Courage, Perception, Physician (Remember, he
only receives three Goods because he traded one for
three Specializations)
Great: Education

Lucas next decides what his three Specializations will be.


He selects the following:

ɶɶ Ghosts for Charisma. Professor Doyle is more


adroit at speaking to the dead than he is the living.
His Charisma is considered Average when dealing
with ghosts.

ɶɶ Spiritualism for Education. While Professor Doyle


is a learned man he is especially knowledgeable
about matters involving the ethereal. His Education
is considered Exceptional in this regard.

ɶɶ Mediumship for Sorcery. Professor Doyle will


never be able to cast spells but he is highly attuned
to the spiritual and can vaguely perceive normally
invisible ghosts. His Sorcery is considered Good
when attempting to sense the spiritual.

New Specializations can be acquired after character


generation using the methods detailed in the Improving
Your Lot rules found in Castle Falkenstein.

The following chart lists possible Specializations for


each Ability as well as the Ability’s Suit, Tarot Suit (if
using The Fortunate Tarot Variation), and point of origin.
Players are free to suggest their own Specializations for
an Ability but the Host should always have final authority
on what is and is not allowed. As a guideline, always pick
a Specialization that helps tell a Dramatic Character’s
story, not one designed to give them the best chance at
succeeding at a given Feat.

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Ability Suit Tarot Suit Origin Specializations
Animal Handling Clubs Wands CC Befriending, a Specific Type of Creature, Training
Animal Speech Hearts Cups CC a Specific Type of Creature
Athletics Clubs Wands CF Climbing, Riding, Swimming, Thrown Weapons
Charisma Hearts Cups CF Children, Crowds, Middle Class
Comeliness Hearts Cups CF Cosmetics, Cuteness, Seduction, Wardrobe
Connections Spades Swords CF Criminals, Merchants, Nobility, Politicians
Courage Hearts Cups CF Intimidation, Resisting Fear, Resisting Physical Pain
Craftsmanship Diamonds Pentacles CiF Dressmaking, Potting, Jeweling, Woodcarving
Creature Power Spades Swords CC a Specific Type of Target
Education Diamonds Pentacles CF History, Languages, Sciences, a Specific Field of Study
Etherealness Spades Swords CF Disguise, Flight, Passing Through Objects
Etherealness Clubs Wands AoF Flight, Passing Through Objects
Exchequer Spades Swords CF Cash on Hand, Credit, Estate Value, Worth in a Specific Country
Fencing   Clubs Wands CF Dueling, Feints, Rapier, Saber
Fisticuffs Clubs Wands CF Attack, Defense, Found Weapons, Prize Fighting
Gambling Diamonds Pentacles CiF Bluffing, Casinos, Cheating, Horse Racing
Auditory Glamours, Glamours of Objects, Glamours of People, Visual
Glamour Hearts Cups CF/AoF
Glamours
Kindred Powers Clubs Wands CF a Specific Type of Target

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Kindred Powers Diamonds Pentacles AoF a Specific Type of Target
Invention Diamonds Pentacles CiF Clockwork, Gadgettech, Vehicles, Weaponry
Helmsmanship Diamonds Pentacles CF Aeronautics, Land Vehicles, Lighter than Aircraft, Nautical Vehicles
Gunslinging Clubs Wands SS Fastdraw, Showdowns, Trick Shots
Leadership Hearts Cups CiF Business, Combat, Politics, Speeches
Marksmanship Clubs Wands CF Bows, Pistols, Rifles, Shotguns
Mesmerism Hearts Cups CiF Befuddlement, Implanting Suggestions, Resisting Hypnosis
Motoring Clubs Wands CiF Automotives, Racing, Velocipedes
Natural Sciences Diamonds Pentacles CiF Botany, Electricity, Physics, Zoology
Outdoorsmanship Diamonds Pentacles CC Hunting, Tracking, Survival
Perception Diamonds Pentacles CF Combat Readiness, Empathy, a Specific Sense
Performance Hearts Cups CF Dancing, Drama, Singing, Stage Magic
Physician Diamonds Pentacles CF Diagnosis, Chemistry, Medical Knowledge, Surgery
Physique Clubs Wands CF Bodybuilding Poses, Breaking Objects, Lifting
Poison Clubs Wands CC a Specific Type of Target
Renown Spades Swords SS a Specific Country or Territory, Showdowns
Riding Clubs Wands CiF Camels, Griffons, Horses, Racing
Dancing, Etiquette in a Specific Country, Knowledge of Peerage,  Party
Social Graces Spades Swords CF
Planning
Shapeshifting Clubs Wands AoF Details of Shape, Disguise, Time Spent in Shape
Sorcerous
Diamonds Pentacles LN a Specific Type of Sorcerous Engine
Engineering
Sorcery Diamonds Pentacles CF Magickal Lore, Magickal Perception, a Specific Lore Book
Stealth Clubs Wands CF Picking Locks, Picking Pockets, Sleight of Hand, Sneaking
Tinkering Diamonds Pentacles CF Babbage Engines, Clockwork, Repairs, Vehicles

AoF = The Memoirs of Auberon of Faerie


CC = Curious Creatures
CiF = Comme il Faut
CF = Castle Falkenstein
LN = The Lost Notebooks of Leonardo da Vinci
SS = Sixguns and Sorcery

Note: Etherealness and Kindred Powers are listed twice on the above chart because they are explained in both the
original Castle Falkenstein and in The Memoirs of Auberon of Faerie with notable differences. Glamour is also explained in
both books but with no appreciable difference between the two and so it is only listed once.

The Specialization Variation is compatible both with the original rules as presented in Castle
Falkenstein and the Fearful Harm & Great Danger rules from Comme il Faut.

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activities, and Spades (Swords) govern social and status-

T he D ivorce related activities.

V ariation When utilizing the Divorce Variation, Abilities are no


longer firmly tied to their governing Suits. Instead, when
attempting a Feat, Players are allowed to make an argument
This Variation comes from a bit closer to for using cards of another Suit to enhance an Ability. The
home. I was Hosting a session of the Great Player must be able to articulate why the Suit they are
Game with my usual group when Morrolan, proposing better fits the action they are attempting than
who was playing a world class athlete at the Suit which normally governs the Ability. If the Host
the time, announced his Dramatic Character’s accepts the argument, the Player is allowed to play cards of
intention  to bully a guard into abandoning his the proposed Suit in the place of the Suit which normally
post. Deciding this would be a Courage versus governs the Ability. The Host is the final arbitrator on the
matter and always has the option of not agreeing with the
Courage Feat, I naturally asked him if he had
Player’s argument.
any Hearts, the suit governing the Courage
Ability, to play.
When deciding to use the Divorce Variation, a Host
should choose one of the following options to determine
“Honestly, Thomas,” Morrolan began, in exactly
the value of a card from a proposed Suit.
the same tone I’ve heard Sherlock Holmes use
when pointing out some obscure observation he
believes everyone should have noticed, “I am
not using merely my force of personality to F irst O ption : H alf V alu e
frighten this poor soul but my amazing muscles Cards from the proposed Suit are worth one half their
as well. I would argue I should be able to full value, rounded down. Hosts wishing to allow Players
play a Club to represent the physicality of the more options without slowing the game down by turning
attempt.” every Feat into an argument over Suits should choose this
option. It interjects some flexibility into Castle Falkenstein
Which, of course, meant he didn’t have any while still retaining elements of card playing strategy.
Hearts to play. Still, he had a point. Playing a card from a Suit which governs the Ability being
used will always be preferable.

In the rules as written, each Ability is governed by a For example, Professor Doyle is attempting to drive away a
playing card Suit. When attempting a Feat involving an ghost by thrusting at it with a cane coated in sea salt, a known
Ability, cards of the governing Suit add their full value deterrent of the supernatural. The Host announces this is a
while cards from the other three Suits only increase the Fencing Feat, which would normally be governed by Clubs. The
total by 1. Professor’s player, Lucus, argues this is more a contest of wills
than a physical one, despite the cane and proposes Hearts would
As a reminder, Clubs (or Wands if you are using The be more appropriate. The Host thinks about it and agrees. Lucus
Fortunate Tarot Variation) govern physical activities, plays the 10 of Hearts which adds 5 to his Fencing of Average
Diamonds (Pentacles) govern mental and intellectual (which has a value of 4) for a total of 9.
activities, Hearts (Cups) govern emotional and romantic

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The Divorce Variation is compatible
with the original rules as presented in
Castle Falkenstein and the Fearful Harm &
Great Danger rules from Comme il Faut.

S econ d O ption : F u ll V alu e


Cards from the proposed Suit are worth their full value.
Hosts wishing to allow Players complete freedom to mix
and match Suits with Abilities should choose this option.
It provides excellent opportunities for storytelling on
the part of the Players by encouraging them to describe
how a proposed Suit better fits their attempted action in
dramatic detail.

For example, Professor Doyle is attempting to drive away a


ghost by thrusting at it with a cane coated in sea salt, a known
deterrent of the supernatural. The Host announces this is a
Fencing Feat, which would normally be governed by Clubs. The
Professor’s player, Lucus, argues this is more a contest of wills
than a physical one, despite the cane and proposes Hearts would
be more appropriate. The Host thinks about it and agrees. Lucus
plays the 10 of Hearts which adds 10 to his Fencing of Average
(which has a value of 4) for a total of 14.

No matter which option the Host chooses, cards from


Suits other than the Proposed Suit have a value of 1 when
resolving the Feat. This includes the Suit which normally
governs the Ability. If Morrolan successfully argues Clubs
should be used instead of Hearts for his intimidation
attempt his 3 of Hearts has a value of 1 and not 3 when
resolving the Feat.  

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T he I mprovemen t I mprovemen t P oin ts an d
A dven tu re E n tertain men ts
V ariation To determine how many Improvement Points a Dramatic
Character earns during an Adventure Entertainment
I’ve always loved the idea of games as an
the Host should first break it down into a series of
educational and therapeutic tool so I was deeds. Deeds are important waypoints in the Adventure
delighted when I met a school teacher in Entertainment which must be passed in order for the
Paris who used the Great Game as a regular Dramatic Characters to reach the finale. Put another way,
part of her curriculum. Of course, she found if an Adventure Entertainment were a trip across New
she had to tailor the game for her audience Europa deeds would be the most important stops made
and goals. along the way.

“We use journals, of course,” she explained To determine an Adventure Entertainment’s deeds, a
to me as we walked together along the Host should look at their notes and identify the waypoints.
Seine, “Doing so promotes improvements in Hosts should always consider which waypoints must be
penmanship and expression. When it comes passed but never the specific methods by which Dramatic
to improvement of their Dramatic Characters, Characters should pass them. They should also be prepared
however, I find your journal system to be to change a deed if the party veers off in an unexpected
too vague and so invented a new one. The direction. Deeds should never be about locking Players
children need firm goals, segmented into into a specific course of action.
measurable steps, in order to guide them. A
set of resolutions, if you will, which earn Hosts looking to simplify the matter can decide the
them currency when completed. This currency Dramatic Characters have accomplished a deed whenever
can then be spent to purchase improvements to they complete one of the Adventure Entertainment’s acts.
their Abilities.”
As an example: Marianne has written a murder mystery for her
The Variation my school teacher friend devised first turn as Host. She reads through her notes and determines this
blends the “write about it in your journal” particular Adventure Entertainment has four major waypoints
idea I presented in Castle Falkenstein with which can serve as deeds. The Dramatic Characters will have
completed a deed when they examine the crime scene, when they
a traditional Experience Point system and I
question some or all of the suspects, when they perform follow-up
found it quite elegant. I’m reproducing it here
investigations, and when they unmask the murderer.
more or less as she described it to me.

In this Variation, a Player raises their Dramatic Each deed completed in an Adventure Entertainment is
Character’s Abilities by spending Improvement Points. worth 1 Improvement Point. Depending on the actions of
These Improvement Points are earned both by playing the Dramatic Characters it might be possible to complete
through Adventure Entertainments and by undertaking an Adventure Entertainment without completing all
specific acts of self-improvement known as Resolutions. possible deeds.

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“I resolve to visit Paris” and “I resolve to drive an
I mprovemen t P oin ts an d automotive” are examples of poor Resolutions because they

R esolu tions are too easily accomplished by most Dramatic Characters,


can be accomplished fairly quickly during gameplay, or
Outside of Adventure Entertainment, Dramatic require little effort compared to the Resolutions above.
Characters can earn Improvement Points by undertaking
specific acts known as Resolutions.
Every Dramatic Character should have at least one
Resolution. Hosts have the final say on how many
Resolutions begin with a statement involving some Resolutions a Dramatic Character is allowed but a
goal the Dramatic Character wishes to accomplish. A maximum of three is recommended. Any more than
good Resolution can be definitively completed, cannot three per Dramatic Character tends to create too many
be accomplished quickly or simply, and requires effort competing plotlines in the party’s story and opens the gates
and action on the part of the Dramatic Character. The to a flood of Improvement Points instead of a manageable,
following are examples of well crafted Resolutions. steady trickle.

ɶɶ “I resolve to gain renown across the continent as a


Like Adventure Entertainments, Resolutions are broken
performer on the stage.”
down into a series of deeds which help measure progress
ɶɶ “I resolve to bring my brother’s killer to justice.” towards the fulfillment of a Dramatic Character’s stated
goal. Players and Hosts should work together to set a
ɶɶ “I resolve to prove myself worthy and be knighted series of firm deeds whose success can be easily gauged.
by the Queen.”
Each Resolution should have between three and five deeds.
ɶɶ “I resolve to step foot on each of the other five
continents.” For example, the Resolutions presented above can be
broken down into deeds as follows:
ɶɶ “I resolve to become one of the wealthiest people
in the world.”
“I resolve to gain renown across the continent as a
performer on the stage.”
ɶɶ First Deed: Obtain a speaking part in a major stage
production in a capital city.

ɶɶ Second Deed: Obtain a lead role in a major stage


production of a Shakespearean play in a capital
city.

ɶɶ Third Deed: Be lauded as a performer on the front


page of a major metropolitan newspaper.

“I resolve to bring my brother’s killer to justice.”


ɶɶ First Deed: Obtain access to the police report on
my brother’s death.

ɶɶ Second Deed: Identify my brother’s killer.

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ɶɶ Third Deed: Track down and capture my brother’s Deeds can be completed either through actions taken
killer. during game play or, with the permission of the Host,
through actions documented in journal entries which take
ɶɶ Fourth Deed: Be present as my brother’s killer is
place in the downtime between sessions of the campaign.
convicted for their crime.

Dramatic Characters earn 1 Improvement Point for each


“I resolve to prove myself worthy and be knighted by the deed they complete and deeds need not be completed
Queen.” in any specific order. Finishing a Resolution is done by
ɶɶ First Deed: Perform a deed of bravery so great it is completing each of that Resolution’s deeds and is worth
noted by major newspapers. 2 additional Improvement Points. When a Dramatic
Character finishes a Resolution they have the option of
ɶɶ Second Deed: Be invited to and join a Social Club
creating a new one. Dramatic Characters should always
or Salon which counts a royal personage as a
have at least one unfinished Resolution to work towards.
member.

ɶɶ Third Deed: Kneel before the Queen as she bestows


upon me the honor of knighthood.
A ltering R esolu tions
With a Host’s permission, Players can make alterations
“I resolve to step foot on each of the five other continents.”
to a Resolution when they complete a deed. After all,
ɶɶ First Deed: Travel to North America. Resolutions represent roadmaps through time and those
can be tricky to plot out in advance. A Player should never
ɶɶ Second Deed: Travel to South America.
change the core statement of a Resolution (“I resolve…”)
ɶɶ Third Deed: Travel to Asia. but can work with the Host in changing remaining
deeds to reflect new information learned or new realities
ɶɶ Fourth Deed: Travel to Africa.
discovered. In the most extreme of cases, Players can
ɶɶ Fifth Deed: Travel to Australia, even though some choose to abandon a Resolution entirely but only if there
do not consider it a continent. are good and valid reasons for doing so. A Dramatic
Character cannot bring their brother’s killer to justice, for
example, if it turns out their brother is actually still alive.
“I resolve to become one of the wealthiest people in the Dramatic Characters gain no Improvement Points for any
world.” unfinished deeds in an abandoned Resolution but may
ɶɶ First Deed: Through toil and sweat, raise my craft a replacement with the help of the Host.
Exchequer to Average.

ɶɶ Second Deed: Through adventure and exploration,


raise my Exchequer to Good.
S pen ding I mprovemen t P oin ts
ɶɶ Third Deed: Through continued application of my
Once earned, Improvement Points can be spent
abilities, raise my Exchequer to Great.
to improve a Dramatic Character’s Abilities. If the
ɶɶ Fourth Deed: Through careful investment, raise my Specialization Variation is being used, Improvement Points
Exchequer to Exceptional. can also be used to purchase new Specializations. Existing
Specializations cannot be improved. They are always
ɶɶ Fifth Deed: Through cleverness and skill, raise my considered to be one step better than the Ability they are
Exchequer to Extraordinary.

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attached to. Please remember, a Specialization cannot be
applied to an Ability with a Rank of Extraordinary. Should F irst O ption : S low G rowth
they already possess a Specialization in an Ability which Campaigns which meet regularly might do best with
has been raised to Extraordinary through Improvement, slow growth over time. With this option, the cost of
remove the Specialization and allow them to choose a new improvement is as follows.
one for a lower Ranked Ability.
Improvement Improvement Point Cost
The cost of improving Abilities and purchasing A number of Improvement Points
Specializations depends on how quickly the Host wishes a Raising an Ability
equal to the Ability’s new value.
party to grow in skill and aptitude. Purchasing a
6 Improvement Points
Specialization

For example, Professor Doyle has earned a total of 10


Improvement Points. His player, Lucus, is tired of the Professor
being tongue-tied when around the living due to his Poor
Charisma and wishes to raise it to Average. He spends 4
Improvement Points (the value of an Average Ability) to raise it,
leaving him with 6. After some thought, Lucus decides Professor
Doyle is more comfortable speaking to fellow academics than the
average person and spends those 6 Improvement Points on an
“Academics” Specialization for his Charisma.

S econ d O ption : F ast G rowth


Hosts of shorter campaigns or campaigns which meet
infrequently might prefer a faster progression of Abilities.
With this option, the cost of improvement is as follows.

Improvement Improvement Point Cost


A number of Improvement
Raising an Ability Points equal to the Ability’s
current value.
Purchasing a
3 Improvement Points
Specialization

For example, Professor Doyle has earned a total of 10 Improvement


Points. His player, Lucus, is tired of the Professor being tongue-tied
when around the living due to his Poor Charisma and wishes to
raise it to Average. He spends 2 Improvement Points (the value
of his current Charisma Rank of Poor) to raise it, leaving him
with 8. After some thought, Lucus decides Professor Doyle is more

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comfortable speaking to fellow academics than the average person
and spends 3 Improvement Points on an “Academics” Specialization
for his Charisma. Professor Doyle has 5 Improvement Points
remaining for future use.

J ustifying I mprovemen t
In the original rules, improvement of Abilities occurs
utilizing a “record it in your journal” system. Using that
system, the Player identifies which Ability they wish to
improve, works with the Host to determine parameters for
improvement, and then writes about how the improvement
is taking place. The system is abstract but creative and
gives excellent opportunities for storytelling.

Improvement Points, on the other hand, are a more solid


and mathematically based system which, by themselves,
do not require justification to raise the Rank of an Ability.
Improvement becomes simpler and less time consuming
but also potentially less creative.

Hosts who wish to have the best of both worlds can


use Improvement Points to track growth but require
solid proof, through journal entries and game play, that
an Ability is being properly exercised and improved
before allowing any points to be spent. This fusion of the
two systems allows for both creativity and precision in
improvement.

The Improvement Variation is


compatible both with the original rules
as presented in Castle Falkenstein and the
Fearful Harm & Great Danger rules from
Comme il Faut.

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can make the Great Game interesting. Some options for

T he H ard L imit limiting this behavior, mostly involving limiting redraws,


are presented on page 71 of Comme il Faut. The Hard

V ariation Limit Variation offers another alternative by pegging the


number of cards which can be played on a single Feat to
the Dramatic Character’s relative Ability Rank.
I’m always surprised to discover who plays
the Great Game over here in New Europa. For
example, during a visit to a Bayernese military Hosts looking to use the Hard Limit Variation in their
Adventure Entertainments should choose from one of the
academy I learned one of the instructors was
following options.
using the game to simulate various battlefield
scenarios with his students. Unfortunately, he
had a problem.

“They aren’t thinking strategically,” he


admitted to me, “Every time they have to
perform a Feat they simply shove their way
through and dump their entire hand to resolve
the problem. They focus on overpowering the
present obstacle with little thought as to the
future and there is nothing in the rules to
prevent it!”

It was, he explained, a bit like stabbing an


enemy with a sword. Thrusting just a little
ways into the heart allows you to kill the
man and quickly withdraw your sword so
you are ready for the next enemy. Run him
completely through and you’re too busy kicking
the man’s corpse off your sword to defend
against his angry friends!

I took his point and went to work on


designing this Variation.

Under the rules of Castle Falkenstein as written there


are no limits to how many cards a Player can play when
resolving a Feat. If they so desire, a Player can play their
entire hand each time their Dramatic Character performs
a Feat in order to maximize the outcome. While this tactic
is perfectly legal, it can grow tedious over time and does
little to encourage the sort of strategic thinking that

15
F irst O ption The Hard Limit Variation is
compatible with the original rules as
The first option rewards skill over luck by placing harsher
limits on how many cards can be played at lower Ranks.
presented in Castle Falkenstein and with the
Using this option, few beginning Dramatic Characters will
Fearful Harm & Greater Danger rules from
be able to play their entire hand on a Feat.
Comme il Faut.

ɶɶ If your Dramatic Character’s Ability Rank is Poor ɶɶ If your Dramatic Character’s Ability Rank is
or Average, they can only play 1 card on a Feat. Exceptional or Extraordinary, they can play 4 cards
on a Feat.
ɶɶ If your Dramatic Character’s Ability Rank is
Good or Great, they can play 2 cards on a Feat.
For example, famed ghost scholar Professor Doyle is attempting
ɶɶ If your Dramatic Character’s Ability Rank is
Exceptional, they can play 3 cards on a Feat. to spot evidence of fraud during a séance. The Professor’s
Perception (♦) has a Rank of Great (8), allowing him to play up
ɶɶ If your Dramatic Character’s Ability Rank is to 3 cards. His Player, Lucus, plays the 3 of Hearts (worth 1),
Extraordinary, they can play 4 cards on a Feat. the 10 of Diamonds (worth 10), and the 5 of Spades (worth 1).
With the value of these cards added to the value of his Ability, the
Professor’s total for the Feat is 20.
For example, famed ghost scholar Professor Doyle is attempting
to spot evidence of fraud during a séance. The Professor’s
Perception (♦) has a Rank of Great (8), allowing him to play up to
2 cards. His Player, Lucus, plays the 3 of Hearts (worth 1) and the
10 of Diamonds (worth 10). With the value of these cards added
to the value of his Ability, the Professor’s total for the Feat is 19.

S econ d O ption
This second option allows Dramatic Characters more of
a chance of “lucking their way into success” than the first
by increasing the number of cards which can be played at
most Ranks. Using this option, Dramatic Characters who
are particularly skilled in an Ability will occasionally be
able to play their entire hand on a Feat.

ɶɶ If your Dramatic Character’s Ability Rank is Poor,


they can only play 1 card on a Feat.

ɶɶ If your Dramatic Character’s Ability Rank is


Average or Good, they can play 2 cards on a Feat.

ɶɶ If your Dramatic Character’s Ability Rank is Great,


they can play 3 cards on a Feat.

16
T he H alf - O ff
actions of human endeavor.” I know better
than to argue with the headmaster of a
Sorcerous Order in her own house.

V ariation In this Variation, cards of the proper Suit (the card’s Suit
matches the Suit of the Ability being used) are still worth
While visiting a chapter house of the
their full value but cards of an improper Suit (the card’s
Theosophic Masters of the White Lodge
Suit does not match the Suit of the Ability being used)
with Morrolan, I got into a discussion with
might have a value higher than the normal ‘1’ when played,
their grandmaster, Madame Blavatsky. The
depending upon which option a Host chooses to use.
topic eventually turned to the Great Game.
She asked why, when a Dramatic Character
is performing a Feat, they can only play
one Suit at full value while cards of the
other three Suits only have a value of 1.
F irst O ption
All cards of an improper Suit are worth half their face
I attempted to explain the logic of game
value, rounded down. Thus, for a Feat requiring Clubs,
design and how I matched each Ability to
a 5 of Spades would have a value of 2 while a Queen of
a type of activity (emotional, intellectual,
Hearts would have a value of 6. Using this option, Players
physical, and social).
will always have a card with a value higher than 1 to play
on a Feat.
“There lies your problem, Thomas,” Madame
Blavatsky said with the air of assured
authority that tremendous knowledge and As an example, Professor Doyle has found himself in the odd
position of having to fake a séance as part of a plan to escape the
Magickal power tends to give a person,
clutches of an evil mastermind. His Performance (♥) is Average
“You suggest these actions neatly conform
(4) and he plays a 7 of Clubs and an 8 of Diamonds. Since neither
to one aspect of the human experience but
card played is of the proper Suit, they are worth half value: 3 and
this is rarely true. Look at the dancer on 4 respectively. When the value of the cards are added to the value
stage. To properly perform, she must possess of his Performance, the Professor’s total for the séance is 11.
great physical acumen, complete emotional
investment, awareness of the flow of the
music, and a connection to her audience.
A doctor performing surgery must have an
S econ d O ption
Only cards of the Suit which match the color of the
intellectual understanding of anatomy, yes, appropriate Ability’s Suit are worth half value. Clubs match
but also steady hands, keen perception, and Spades, and vice versa. Diamonds match Hearts, and vice
an empathic connection with the patient. You versa. All other cards of the improper Suit have a value of 1.
understand, do you not, Thomas? No action Thus, for a Feat requiring Clubs, a 5 of Spades would have a
is an island.” value of 2 while a Queen of Hearts would have a value of 1.

I nodded my head in agreement and listened If using The Fortunate Variation Wands match to Swords,
as Madame Blavatsky offered her ideas on and vice versa. Cups match to Pentacles, and vice versa.
how to change the rules of the Great Game
to represent a “wholistic approach to the

17
Using this option, Players will have a card with a value To decide how Harmonics might influence a Feat, the
higher than 1 to play on a Feat more often than they Host should look at the cards played and determine
would under the standard rules of Castle Falkenstein but which one with an improper Suit has the highest value.
there is still a chance of holding a “dud hand.” If two or more cards have the same value, the Host can
either pick the Suit which fits the situation or choose at
As an example, Professor Doyle has found himself in the odd random.
position of having to fake a séance as part of a plan to escape the
clutches of an evil mastermind. His Performance (♥) is Average (4) Once the Host has chosen which Suit will alter the results
and he plays a 7 of Clubs and an 8 of Diamonds. The governing of the Feat, they should decide on the results based on what
Suit for Performance is Hearts, which is red. The 7 of Clubs, type of activity the Suit normally governs. As a reminder,
which is black, has a value of 1 while the 8 of Diamonds, which is Clubs govern physical activities; Diamonds govern mental
red, has a value of 4. When the value of the cards are added to the activities; Hearts govern emotional activities; and Spades
value of his Performance, the Professor’s total for the séance is 9. govern social activities.

Players of Castle Falkenstein sometimes get frustrated Hosts can use the following examples to help guide them
about having no good cards to play during a crucial in creating Harmonic effects for Feats in which improper
moment in an Adventure Entertainment and the Half-Off cards were played.
Variation goes a long way towards solving that problem.
Hosts, on the other hand, may discover this Variation If the Feat was a physical activity (Clubs)…
makes it too easy for Dramatic Characters to succeed at
ɶɶ With a Diamonds Harmonic, the Dramatic
Feats. There are a few ways to solve this problem.
Character becomes physically fatigued but is still
mentally sharp. After the Player draws back up to a
The Half-Off Variation works best when used in concert full hand any Clubs they hold must be discarded.
with the Hard Limit Variation. Otherwise, it becomes too They should then once again draw up to a full
easy to obtain success on every action. In addition, Hosts hand. Repeat this as needed until the Player holds
looking for another tool to give Players a reason to pause no Clubs in their hand.
before playing a card of an improper Suit might consider
ɶɶ With a Hearts Harmonic, the Dramatic Character
adding the following option to the Half-Off Variation.
feels a flush of pride (if they succeeded at the Feat)
or shame (if they failed at the Feat). If pride, for
the rest of the session, the Dramatic Character
A bility H armon ics O ption must succeed at a Good Education Feat in order
In Castle Falkenstein, when Sorcerers mix energies while to back away from challenge or avoid a risk. If
casting a spell they create Harmonics. Essentially, the Spell shame, the Dramatic Character must succeed at a
is tainted by the improperly aligned thaumaturgic energy Good Courage Feat in order to take a risk or face a
added to the mix and something unexpected occurs. challenge.
Something similar can happen to Abilities when cards of
ɶɶ With a Spades Harmonic, the Dramatic Character’s
the improper Suit are played using the Half-Off Variation.
physical prowess has attracted the wrong sort of
With this option, a Dramatic Character’s attempt at a Feat attention. If the Feat failed, they become an easy
might succeed but with unintended consequences. mark for a criminal seeking to rob them. If the
Feat succeeded, they become a target for a duelist
looking for a new challenge.

18
If the Feat was a mental activity (Diamonds)… ɶɶ With a Hearts Harmonic, the Dramatic Character’s
ɶɶ With a Clubs Harmonic, the Dramatic Character activities attract the attention of the supernatural.
becomes mentally fatigued but is still physically A Faerie, spirit, or other strange being or creature
strong. After the Player draws back up to a full becomes interested in the Dramatic Character and
hand, any Diamonds they hold must be discarded. complicates their life in some way.
They should then once again draw up to a full
hand. Repeat this as needed until the Player holds
no Diamonds in their hand.
The Half-Off Variation is compatible with the
ɶɶ With a Hearts Harmonic, the Dramatic Character’s original rules as presented in Castle Falkenstein and
judgement becomes clouded by their emotions. with the Fearful Harm & Greater Danger rules from
Their Abilities are reduced by one level for the rest Comme il Faut.
of the scene.

ɶɶ With a Spades Harmonic, the Dramatic Character


seems to have caused some level of offense. The
next time they reach out to an acquaintance for a
favor or information they are refused.

If the Feat was an emotional activity (Hearts)…


ɶɶ With a Clubs Harmonic, the Dramatic Character is
overcome by the moment and suffers an amount of
Constitutional Shock equal to one half the value of
the Harmonic card, rounded down.

ɶɶ With a Diamonds Harmonic, the Dramatic


Character is shaken by the intensity of their
emotions. Their Abilities are reduced by one level
for the rest of the scene.

ɶɶ With a Spades Harmonic, rumors begin to


circulate about the Dramatic Character. There is no
mechanical effect but these stories might influence
how others interact with them.

If the Feat was a social activity (Spades)...


ɶɶ With a Clubs Harmonic, the Dramatic Character’s
physical successes or failures make the papers. The
publicity might not be welcome.

ɶɶ With a Diamonds Harmonic, the Dramatic


Character’s actions enrage a rival. The effects might
not be immediate but the rival will strike in some
way in the near future.

19
T he D warfish
and I know there are some folks out there
who want to either do away with the

R equ iremen t
Host’s hand entirely or who just want more
numbers in their Castle Falkenstein game.
This Variation is for them.

V ariation Castle Falkenstein normally has six levels of Requirement


Occasionally, I receive letters about the to determine how difficult a Feat is: Poor (2), Average (4),
Great Game. Sometimes, the letters are fan Good (6), Great (8), Exceptional (10), and Extraordinary (12).
mail from Hosts and Players who want to Ordinarily, Hosts have two basic options for making a Feat
gush about how much they love my work. more difficult. First, they can play cards from their hand
to increase the Requirement. Second, the Host can ask for
Just as often, though, the letters are
a higher level of success on a Requirement. For example,
critiques and discussions about how I can
a Host might decide a Dramatic Character must achieve a
make the game better.
High Success to succeed at a particularly hard Feat.

Not long ago I got a letter from a


The Dwarfish Requirement Chart expands the levels
dwarfish teenager living in the DwarfKesh
of Requirement from six to thirteen but, in doing so,
dwarfhold. He and his friends loved
eliminates the need a Host might have to play cards to
playing the Great Game but felt they had make a Feat more difficult. The chart below lists those
mastered the strategy of the cards and, levels of Requirement. Also on the chart is additional
thus, the game lacked a certain challenge. information to help Hosts choose the proper Requirement
Their Dramatic Characters rarely failed at for a Feat, including the following.
a Feat unless the Host happened to be
holding a face card of the right Suit. Of ɶɶ A descriptive term for seven of the new levels of
course, my dwarfish fan also suggested a Requirements, which are further expanded on after
fix for the problem and included his notes the chart.
on a new system which had thirteen levels
ɶɶ Where the Partial Successes, Full Successes, and
of Requirement for Feats instead of the High Successes of the original Requirement levels
normal six, complete with a mathematical would fall on this chart.
proof and probability simulations to back up
his numbers. He even had the temerity to ɶɶ Where the original Requirement plus a 4 of an
appropriate Suit (labeled as R+4), an 8 of the
sign the letter as, “Saffron Gamemaster,”
appropriate Suit (labeled as R+8), and an Ace
as if this house rule had somehow earned (labeled as R+14) would fall on this chart.
him his second name.
ɶɶ Because the new Requirements on this chart are all
Personally, I don’t think he quite multiples of 2, some of the numbers indicated in the
above mentioned categories have been rounded up.
understands the narrative aspect of the
game but I’ll give him his due. The numbers
are solid enough, his system does work,

20
D warfish R equ iremen t C hart
The New
… is Equivalent to…
Requirement
Name Number PR (2) AV (4) GD (6) GR (8) EXC (10) EXT (12)
Partial
Elementary 2 — — — — —
Success
Full Success/ Partial
— 4 — — — —
High Success Success
Partial
Simplistic 6 R+4 Full Success — — —
Success
High Success/ Partial
— 8 — — — —
R+4 Success
Full Success/ Partial
Laborious 10 R+8 — — —
R+4 Success
Full Success/ Partial
— 12 — R+8 High Success —
R+4 Success
Challenging 14 — — R+8 — R+4 —
High Success/
— 16 R+14 — — Full Success R+4
R+8
Astounding 18 — R+14 — — R+8 Full Success
— 20 — — R+14 — High Success R+8
Dubious 22 — — — R+14 — —
— 24 — — — — R+14 High Success
Improbable 26 — — — — — R+14

the time but all other Dramatic Characters will


N ew R equ iremen t D escriptions usually succeed.
The following descriptions will help Hosts better ɶɶ A Challenging Feat (14) is one in which Dramatic
determine the Requirement of a particular Feat using the Characters with a Poor/Average Ability will fail
Dwarfish Requirement Variation. most of the time, Dramatic Characters with a
Good/Great Ability will fail some of the time, but
ɶɶ An Elementary Feat (2) is one in which all Dramatic all other Dramatic Characters will usually succeed.
Characters, no matter their training, can achieve
ɶɶ An Astounding Feat (18) is one in which Dramatic
some measure of success.
Characters with a Poor/Average Ability can only
ɶɶ A Simplistic Feat (6) is one in which Dramatic very rarely succeed, Dramatic Characters with a
Characters with a Poor Ability have a chance at Good/Great Ability will fail more often than they
failure but all other Dramatic Characters can succeed, and all other Dramatic Characters will
achieve some measure of success. usually succeed.

ɶɶ A Laborious Feat (10) is one in which Dramatic ɶɶ A Dubious Feat (22) is impossible for Dramatic
Characters with a Poor/Average Ability will fail half Characters with a Poor/Average Ability, rarely

21
possible for Dramatic Characters with a Good/ again the Requirement but less than double the
Great Ability, and one in which even Dramatic Requirement.
Characters with an Exceptional/Extraordinary
Ability will succeed only half the time. ɶɶ A High Success results when the Dramatic
Character’s total is equal to or greater than double
ɶɶ An Improbable Feat (26) is impossible for any the Requirement.
Dramatic Character who does not have an
Exceptional or Extraordinary Ability and even they
will succeed only rarely.
E xamples of A bilities
The following examples of Requirements for each Ability,
Perceptive Hosts will notice there are a number of using this Variation, are provided here for the edification
unlabeled Requirements on the Dwarfish Requirement of the Host. Abilities which govern multiple powers, such
Chart. For example, 24 lies between Dubious (22) and as Creature Powers, Kindred Powers, and Poison do not
Improbable (26) but the Requirement has not been have examples. The following abbreviations are used when
assigned a label. These numbers exist for when Hosts denoting the origin book of an Ability: AoF (The Memoirs
determine that a Feat is a bit less or a bit more difficult of Auberon of Faerie), CC (Curious Creatures),   CiF (Comme
than the labeled Requirements would suggest. il Faut), CF (Castle Falkenstein) LN (The Lost Notebooks of
Leonardo da Vinci), SS (Sixguns and Sorcery).
For example, Professor Doyle wishes to decipher a scroll
scribed in Ancient Greek. The Host thinks this might normally be
Challenging Feat (14) but remembers Professor Doyle has had luck
reading Ancient Greek in an earlier Adventure Entertainment. A n imal H an dling (CC)
Deciding previous experience makes the Feat a bit easier, the Host ɶɶ Convincing a hungry dog to eat a scrap of meat
adjusts the Requirement downward from 14 to 12. would be an Elementary Feat (2).

ɶɶ Convincing a friendly dog to allow you to pet it


D egrees of S uccess would be a Simplistic Feat (6).

Hosts who want to include degrees of success on a Feat ɶɶ Convincing a dog you trained to perform a series
can keep the original guidelines from Castle Falkenstein, of tricks would be a Laborious Feat (10).
which are reproduced below for the sake of convenience.
ɶɶ Convincing a guard dog which is unfamiliar with
you to gnaw on a bone would be a Challenging Feat
ɶɶ A Fumble results when the Dramatic Character’s (14).
total is less than ½ the Requirement.
ɶɶ Convincing a well trained guard dog which is
ɶɶ A Failure results when the Dramatic Character’s unfamiliar with you to gnaw on a bone would be an
total is equal to or greater than ½ the Requirement Astounding Feat (18).
but less than the Requirement.
ɶɶ Convincing a rabid dog to gnaw on a bone instead
ɶɶ A Partial Success results when the Dramatic of attack you would be a Dubious Feat (22).
Character’s total is equal to or greater than
the Requirement but less than half again the ɶɶ Convincing a dog bespelled by Magick to hunt you
Requirement. down to gnaw on a bone rather than attack you
would be an Improbable Feat (26).
ɶɶ A Full Success results when the Dramatic
Character’s total is equal to or greater than half

22
A n imal S peech (CC)
ɶɶ Communicating a single word to a member of a
species whose speech you understand would be an
Elementary Feat (2).

ɶɶ Communicating simple concepts to a member of


a species whose speech you understand would be a
Simplistic Feat (6).

ɶɶ Communicating complex concepts to a member of


a species whose speech you understand would be a
Laborious Feat (10).

ɶɶ Communicating simple concepts to a member


of a species whose speech you do not understand
normally would be a Challenging Feat (14).

ɶɶ Communicating complex concepts to a member


of a species whose speech you do not understand
would be an Astounding Feat (18).

ɶɶ Communicating simple concepts to a completely


alien species would be a Dubious Feat (22).

ɶɶ Communicating complex concepts to a completely


alien species would be an Improbable Feat (26). C harisma (CF)
ɶɶ Convincing your loyal servant to give you aid would
be an Elementary Feat (2).
A thletics (CF)
ɶɶ Climbing a ladder would be an Elementary Feat (2). ɶɶ Convincing a loving relative to give you aid would
be a Simplistic Feat (6).
ɶɶ Climbing a knotted rope would be a Simplistic
Feat (6). ɶɶ Convincing a good friend to give you aid would be
a Laborious Feat (10).
ɶɶ Climbing a normal, unknotted rope would be a
Laborious Feat (10). ɶɶ Convincing a friendly stranger to give you aid
would be a Challenging Feat (14).
ɶɶ Climbing up a rock face with hand-holds would be
a Challenging Feat (14). ɶɶ Convincing a suspicious stranger to give you aid
would be an Astounding Feat (18).
ɶɶ Climbing up a rock face with few hand-holds
would be an Astounding Feat (18). ɶɶ Convincing an enemy to give you aid, even if it
might benefit them would be a Dubious Feat (22).
ɶɶ Climbing up a slick, wet rock face with few hand-
holds would be a Dubious Feat (22). ɶɶ Convincing an enemy to give you aid when
it cannot possibly benefit them would be an
ɶɶ Climbing up a sheer rock face which has been Improbable Feat (26).
coated in oil would be an Improbable Feat (26).

23
ɶɶ Learning guarded secrets about a well protected
C omelin ess (CF) individual, such as a celebrity or royalty would be
ɶɶ Seducing a paramour during a moment of passion an Improbable Feat (26).
would be an Elementary Feat (2).

ɶɶ Seducing a prostitute when you have ample


currency with which to pay would be a Simplistic
C ou rage (CF)
Feat (6). ɶɶ Maintaining composure when exposed to a minor
wound would be a Elementary Feat (2).
ɶɶ Seducing a receptive stranger who normally finds
your physical type attractive would be a  Laborious ɶɶ Maintaining composure when exposed to a
Feat (10). decently preserved dead body would be a Simplistic
Feat (6).
ɶɶ Seducing a receptive stranger who normally
finds your physical type unappealing would be a ɶɶ Maintaining composure when exposed to a
Challenging Feat (14). bloodied dead body would be a Laborious Feat (10).

ɶɶ Seducing a receptive guard away from their post ɶɶ Maintaining composure when exposed to a mangled
would be an Astounding Feat (18). dead body would be a Challenging Feat (14).

ɶɶ Seducing an unreceptive guard away from their ɶɶ Maintaining composure when exposed to a charnel
post would be a Dubious Feat (22). house would be an Astounding Feat (18).

ɶɶ Seducing a person of high moral conviction who ɶɶ Maintaining composure when exposed to the full
has sworn an oath of fidelity or chastity would be might and glory of a powerful Dragon or Faerie
an Improbable Feat (26). Lord would be a Dubious Feat (22).

ɶɶ Maintaining composure when exposed to creature


so alien it is beyond all possible comprehension
C on n ections (CF) would be an Improbable Feat (26).
ɶɶ Learning the news of the day while in a city would
be an Elementary Feat (2).

ɶɶ Learning the gossip of a particular group to which


C raftsmanship (C i F)
you belong would be a Simplistic Feat (6). ɶɶ Whittling a stick so it can be used to cook food over
a fire would be an Elementary Feat (2).
ɶɶ Learning gossip about a person with whom you are
acquainted would be a Laborious Feat (10). ɶɶ Whittling a stick so it can be used as a crude spear
would be a Simplistic Feat (6).
ɶɶ Learning gossip about a person with whom
your acquaintances are acquainted would be a ɶɶ Whittling a piece of wood so it vaguely resembles a
Challenging Feat (14). bird would be a Laborious Feat (10).

ɶɶ Learning guarded secrets about a person with ɶɶ Carving a piece of wood so that it resembles
whom your acquaintances are acquainted would be a recognizable but simple bird would be a
an Astounding Feat (18). Challenging Feat (14).

ɶɶ Learning guarded secrets about a person with ɶɶ Carving a piece of wood into a saleable sculpture of
whom you have no direct or indirect connection a bird would be an Astounding Feat (18).
would be a Dubious Feat (22).

24
ɶɶ Carving a piece of wood into a sculpture of a bird ɶɶ Flowing through a hole or crack which is less than
which would win prizes in most art contests would one inch wide would be a Simplistic Feat (6).
be a Dubious Feat (22).
ɶɶ Slowly passing through a wooden door or wall
ɶɶ Carving a piece of wood into a sculpture of a bird would be a Laborious Feat (10).
so perfectly rendered it fools others into believing
it to be a real animal without the benefit of paint ɶɶ Slowly passing through a stone door or wall would
would be an Improbable Feat (26). be a Challenging Feat (14).

ɶɶ Slowly passing through a door or wall made from


non-ferrous metal would would be an Astounding
Feat (18).
E ducation (CF)
ɶɶ Slowly passing through a door or wall made from
ɶɶ Knowing an extremely common piece of
steel (but not iron) would be a Dubious Feat (22).
knowledge, such as a scrap of recent local history
would be an Elementary Feat (2). ɶɶ Slowly passing through a door made from iron
would be an Improbable Feat (26).
ɶɶ Knowing a common piece of knowledge, such as a
information about recent national history would be
a Simplistic Feat (6).
E xchequ er (CF)
ɶɶ Knowing a somewhat common piece of knowledge,
ɶɶ Salvaging a scrap of food from the wastebins of a
such as basic information about an important
city would be an Elementary Feat (2).
battle from your country’s history would be a
Laborious Feat (10). ɶɶ Purchasing a loaf of bread would be a Simplistic
Feat (6).
ɶɶ Knowing an uncommon piece of knowledge, such
as which regiments fought in a specific battle ɶɶ Paying for a nice meal at a quality restaurant would
would be a Challenging Feat (14). be a Laborious Feat (10).

ɶɶ Knowing a somewhat uncommon piece of ɶɶ Paying for a nice meal for yourself and several
knowledge, such as the names of the regiment friends at a quality restaurant would be a
commanders who fought in a specific battle would Challenging Feat (14).
be an Astounding Feat (18).
ɶɶ Purchasing a steam uniped on a whim would be an
ɶɶ Knowing an obscure piece of knowledge, such as the Astounding Feat (18).
specific strategies and movements used to start and
end a specific battle would be a Dubious Feat (22). ɶɶ Purchasing a steam automotive on a whim would
be a Dubious Feat (22).
ɶɶ Knowing a truly obscure piece of knowledge, such
as the names of a dozen soldiers who died during a ɶɶ Purchasing a vane clipper on a whim would be an
specific battle would be an Improbable Feat (26). Improbable Feat (26).

E therealn ess (CF, A o F) F encing /F isticu ffs (CF)


ɶɶ Flowing through a hole or crack at least one inch ɶɶ Striking a large, immobile object would be an
wide would be an Elementary Feat (2). Elementary Feat (2).

25
ɶɶ Striking a large, immobile object without harming
yourself or the weapon in the process would be a G ambling (C i F)
Simplistic Feat (6). ɶɶ Playing a game you know without breaking the
rules would be an Elementary Feat (2).
ɶɶ Striking an equally skilled partner at least once
during a sparring match would be a Laborious ɶɶ Winning a hand or two without winning the majority
Feat (10). of the matches would be a Simplistic Feat (6).

ɶɶ Striking an opponent who is somewhat better ɶɶ Breaking even after a night of gambling with
trained than you at least once during a sparring opponents of equal skill to you would be
match would be a Challenging Feat (14). a  Laborious Feat (10).

ɶɶ Striking an opponent who is quite a bit better ɶɶ Winning money after a night of gambling with
trained than you at least once during a sparring opponents of equal skill to you would be a
match would be an Astounding Feat (18). Challenging Feat (14).

ɶɶ Winning a sparring match against an opponent with ɶɶ Successfully cheating while gambling against
superior training would be a Dubious Feat (22). opponents who are not on guard against such
measures would be an Astounding Feat (18).
ɶɶ Winning a sparring match against an opponent
with superior training while you are injured would ɶɶ Successfully cheating while gambling against
be an Improbable Feat (26). opponents who are specifically watching for such
trickery would be a Dubious Feat (22).

ɶɶ Walking away with most of a casino’s funds after a


night of gambling would be an Improbable Feat (26).

G lamou r (CF/A o F)
ɶɶ Making light brighter or shadows darker would be
an Elementary Feat (2).

ɶɶ Creating indistinct shapes of light and shadow


would be a Simplistic Feat (6).

ɶɶ Creating simple, static illusions would be a


Laborious Feat (10).

ɶɶ Creating simple, animated illusions which register


as real to all senses would be a Challenging Feat (14).

ɶɶ Creating complex, animated illusions which


register as real to all senses would be an
Astounding Feat (18).

ɶɶ Creating complex and animated illusions which


remain in place for years after created would be a
Dubious Feat (22).

26
ɶɶ Reshaping reality to create curses akin to that ɶɶ Successfully performing a complex maneuver while
which affected Sleeping Beauty would be an engaged in vehicle to vehicle combat would be a
Improbable Feat (26). Dubious Feat (22).

ɶɶ Pushing a vehicle to perform past all expectations


while not breaking it entirely would be an
I n ven tion (C i F) Improbable Feat (26).
ɶɶ Drawing crude plans for a simple device you are
intimately familiar with would be an Elementary
Feat (2). G u nslinging (SS)
ɶɶ Drawing crude plans for a complex device you are ɶɶ Drawing your gun quickly enough to fire it the next
intimately familiar with would be a Simplistic Feat turn would be an Elementary Feat (2).
(6).
ɶɶ Drawing your gun quickly enough to fire it during
ɶɶ Drawing workable plans for a device you are the current turn would be a Simplistic Feat (6).
intimately familiar with would be a Laborious Feat
(10). ɶɶ Spin-cocking a rifle or pumping a shotgun one
handed would be a Laborious Feat (10).
ɶɶ Inventing a simple improvement for an already
existing device would be a Challenging Feat (14). ɶɶ Successfully performing a ricochet shot would be a
Challenging Feat (14).
ɶɶ Inventing a complex improvement for an already
existing device would be an Astounding Feat (18). ɶɶ Successfully shooting a weapon out of a person’s
hand would be an Astounding Feat (18).
ɶɶ Inventing a new device based on existing
technology would be a Dubious Feat (22). ɶɶ Successfully shooting a hard to hit target such
as a swinging piece of rope or chain would be a
ɶɶ Inventing an entirely new technology would be an Dubious Feat (22).
Improbable Feat (26).
ɶɶ Successfully hitting multiple targets with the
same bullet using trick shooting would be an
Improbable Feat (26).
H elmanship (CF)
ɶɶ Entering and exiting a new vehicle for the first
time would be an Elementary Feat (2). L eadership (C i F)
ɶɶ Working out how to start the engine of a vehicle ɶɶ Ordering an employee or servant to perform a
with simple controls would be a Simplistic Feat (6). task which is part of their duties would be an
Elementary Feat (2).
ɶɶ Slowly piloting a vehicle about in a large, open
space would be a Laborious Feat (10). ɶɶ Ordering an employee or servant to perform a task
which is not part of their duties but not too much
ɶɶ Successfully piloting a vehicle from starting of an imposition would be a Simplistic Feat (6).
point to destination without mishaps would be a
Challenging Feat (14). ɶɶ Ordering an employee or servant to perform a
task which is not part of their duties and which
ɶɶ Successfully performing a simple maneuver while would be something of an imposition would be a
engaged in vehicle to vehicle combat would be an Laborious Feat (10).
Astounding Feat (18).

27
ɶɶ Ordering a receptive stranger to perform a simple ɶɶ Making a relaxed but unreceptive subject dizzy
task would be a Challenging Feat (14). would be a Challenging Feat (14).

ɶɶ Ordering an unreceptive stranger to perform a ɶɶ Convincing a relaxed but unreceptive subject


simple task would be an Astounding Feat (18). the item they are holding is something entirely
different would be an Astounding Feat (18).
ɶɶ Ordering an enemy to perform a simple task would
be a Dubious Feat (22). ɶɶ Convincing a hostile subject to perform a simple
action which will not harm them is a Dubious
ɶɶ Ordering your arch-rival to perform any task would Feat (22).
be an Improbable Feat (26).
ɶɶ Placing a hostile subject in a deep trance in
which they will answer any question would be an
M arksmanship (CF) Improbable Feat (26).

ɶɶ Shooting a large, immobile target from close range


would be an Elementary Feat (2).
M otoring (C i F)
ɶɶ Shooting a large, immobile target from a weapon’s ɶɶ Entering and exiting a new vehicle for the first
effective maximum range would be a Simplistic time would be an Elementary Feat (2).
Feat (6).
ɶɶ Working out how to start the engine of a vehicle
ɶɶ Shooting a human sized, immobile target would be with simple controls would be a Simplistic Feat (6).
a Laborious Feat (10).
ɶɶ Slowly driving a vehicle about in a large, open space
ɶɶ Shooting a moving, human sized target would be a would be a Laborious Feat (10).
Challenging Feat (14).
ɶɶ Successfully driving a vehicle from starting
ɶɶ Shooting a small, moving target would be an point to destination without mishaps would be a
Astounding Feat (18). Challenging Feat (14).
ɶɶ Shooting a small, moving target while avoiding ɶɶ Successfully driving a simple maneuver while
being shot yourself is a Dubious Feat (22). engaged in a multiple vehicle race would be an
ɶɶ Shooting off the wings of a fly would be an Astounding Feat (18).
Improbable Feat (26). ɶɶ Successfully driving a complex maneuver while
engaged in a multiple vehicle race would be a
Dubious Feat (22).
M esmerism (C i F) ɶɶ Pushing a vehicle to perform past all expectations
ɶɶ Making a relaxed, receptive subject a bit woozy while not breaking it entirely would be an
would be an Elementary Feat (2). Improbable Feat (26).
ɶɶ Making a relaxed, receptive subject quite dizzy
would be a Simplistic Feat (6).

ɶɶ Placing a relaxed, receptive target into a light trance


during which they will answer simple questions
would be a Laborious Feat (10).

28
provisions would be a Laborious Feat (10).
N atu ral S ciences (C i F)
ɶɶ Knowing an extremely common piece of ɶɶ Surviving for a full day in the wild in freezing
knowledge, such as the name of a plant which weather without access to provisions would be a
grows commonly near your community would be Challenging Feat (14).
an Elementary Feat (2). ɶɶ Keeping alive both yourself and comrades in
ɶɶ Knowing a common piece of knowledge, such the wild in freezing weather without access to
as the culinary uses for a plant which grows provisions would be an Astounding Feat (18).
commonly near your community would be a ɶɶ Surviving for a full day on the arctic shelf without
Simplistic Feat (6). access to provisions would be a Dubious Feat (22).
ɶɶ Knowing a somewhat common piece of knowledge, ɶɶ Surviving for a full day in the Faerie Veil without
such as the medicinal uses for a plant which grows access to provisions or aid would be an Improbable
commonly near your community would be a Feat (26).
Laborious Feat (10).

ɶɶ Knowing an uncommon piece of knowledge, such


as the name and uses for a plant which grows in P erception (CF)
your country but not near your community would ɶɶ Noticing your watch is running backwards would
be a Challenging Feat (14). be an Elementary Feat (2).
ɶɶ Knowing a somewhat uncommon piece of ɶɶ Finding your watch when it has been thrown into a
knowledge, such as the name and uses for a plant drawer full of other watches would be a Simplistic
which normally grows only in another country Feat (6).
would be an Astounding Feat (18).
ɶɶ Noticing a watch you consult every day has
ɶɶ Knowing an obscure piece of knowledge, such a scratch on the inside of the lid would be a
as the name and uses for a plant which is either Laborious Feat (10).
extinct or mythical would be a Dubious Feat (22).
ɶɶ Noticing a watch you consult every day has been
ɶɶ Knowing a truly obscure piece of knowledge, such switched out with a fake which looks the same but
as the name and uses for a plant which is native weighs a different amount would be a Challenging
to a world Beyond the Faerie Veil would be an Feat (14).
Improbable Feat (26).
ɶɶ Noticing a man who you know to have perfect
vision is now holding his watch closer to his face to
O u td o orsmanship (CC) read the time would be an Astounding Feat (18).

ɶɶ Surviving for a full day in your garden in mild ɶɶ Noticing the faint smell of pine sap, a substance
weather without access to provisions would be an commonly used in disguise adhesives, on a man
Elementary Feat (2). consulting his watch across the room would be a
Dubious Feat (22).
ɶɶ Surviving for a full day in the wild in mild weather
without access to provisions would be a Simplistic ɶɶ Noticing a man now has exactly thirty-four freckles
Feat (6). on his cheeks when before he had exactly thirty-
six freckles on his cheeks before would be an
ɶɶ Surviving for a full day in the wild in inhospitable, Improbable Feat (26).
but not freezing, weather without access to

29
P erformance (CF) P hysician (CF)
ɶɶ Singing a pub song along with other drunkards ɶɶ Tending to a scratch or small cut would be an
without disrupting the proceedings would be an Elementary Feat (2).
Elementary Feat (2).
ɶɶ Tending to a mild illness would be a Simplistic
ɶɶ Singing a hymn in church as part of the Feat (6).
congregation without disrupting the proceedings
would be a Simplistic Feat (6). ɶɶ Tending to an intense but common illness would
be a Laborious Feat (10).
ɶɶ Singing a lullaby to soothe a sleepy infant would be
a Laborious Feat (10). ɶɶ Properly setting a broken bone or sewing up a deep
gash would be a Challenging Feat (14).
ɶɶ Singing a solo to applause during an amateur
production would be a Challenging Feat (14). ɶɶ Successfully a performing single surgery on the
body would be an Astounding Feat (18).
ɶɶ Singing a solo to applause during a professional
production would be an Astounding Feat (18). ɶɶ Successfully performing multiple surgeries on a
patient who has suffered severe physical trauma
ɶɶ Singing a solo to a standing ovation during a would be a Dubious Feat (22).
professional production would be a Dubious
Feat (22). ɶɶ Successfully performing surgery to repair a
damaged brain would be an Improbable Feat (26).
ɶɶ Singing a song to bring tears to the eyes of
murderous Unseelie would be an Improbable
Feat (26). P hysiqu e (CF)
ɶɶ Picking up twenty pounds would be an Elementary
Feat (2).

ɶɶ Picking up fifty pounds would be a Simplistic Feat (6).

ɶɶ Picking up one-hundred pounds would be a


Laborious Feat (10).

ɶɶ Picking up two-hundred pounds would be a


Challenging Feat (14).

ɶɶ Picking up three-hundred pounds would be an


Astounding Feat (18).

ɶɶ Picking up five-hundred pounds would be a


Dubious Feat (22).

ɶɶ Picking up a thousand pounds would be an


Improbable Feat (26).

30
R enown (SS) S hapeshifting (A o F)
ɶɶ Your family having knowledge of who you are ɶɶ Shapeshifting into an imperfect, horrific copy of
would be an Elementary Feat (2). a form which sags, drips, and oozes would be an
Elementary Feat (2).
ɶɶ Your community having knowledge of who you are
would be a Simplistic Feat (6). ɶɶ Shapeshifting into a form of a creature of similar
size to your own would be a Simplistic Feat (6).
ɶɶ Your community knowing not just your identity
but a few of your greatest deeds would be a ɶɶ Shapeshifting into a form or an inanimate object
Laborious Feat (10). of similar size to your own would be a Laborious
Feat (10).
ɶɶ Becoming a folk hero within the territory,
state, parish, or other region surrounding your ɶɶ Shapeshifting into a form of a creature or object up
community would be a Challenging Feat (14). to the size of an elephant would be a Challenging
Feat (14).
ɶɶ Becoming a topic of conversation across your
country would be an Astounding Feat (18). ɶɶ Maintaining a shapeshifted form when touched
with steel would be an Astounding Feat (18).
ɶɶ Having your deeds become a topic of conversation
in global newspapers would be a Dubious Feat (22). ɶɶ Maintaining a shapeshifted form when touched
with iron would be a Dubious Feat (22).
ɶɶ Having your legend spreading Beyond the Faerie
Veil would be an Improbable Feat (26). ɶɶ Maintaining a shapeshifted form indefinitely, with
no need to ever change back except if touched by
Cold Iron would be an Improbable Feat (26).
R iding (C i F)
ɶɶ Riding a placid horse while someone walks
alongside, holding the reigns would be an S o cial G races (CF)
Elementary Feat (2). ɶɶ Using basic manners, such as saying “please” and
“thank you”, would be an Elementary Feat (2).
ɶɶ Riding a horse trained to carry a rider would be a
Simplistic Feat (6). ɶɶ Knowing the proper form of address when
speaking to those of a higher social class would be
ɶɶ Riding a somewhat spirited horse who has no a Simplistic Feat (6).
incentive to buck you would be a Laborious Feat (10).
ɶɶ Performing a decent waltz without making a
ɶɶ Riding a horse in a race and crossing the finish line complete fool of yourself would be a Laborious
without incident would be a Challenging Feat (14). Feat (10).
ɶɶ Performing tricks while sitting, or standing, in the ɶɶ Surviving a formal dinner without making a faux
saddle would be an Astounding Feat (18). pas would be a Challenging Feat (14).
ɶɶ Breaking a wild horse to bridle would be a Dubious ɶɶ Impressing all present with your poise and grace
Feat (22). during a diplomatic event would be an Astounding
ɶɶ Breaking a wild horse whose veins run with Faerie Feat (18).
blood would be an Improbable Feat (26). ɶɶ Defusing the temper of a livid Dragon Lord with
your social acumen would be a Dubious Feat (22).

31
ɶɶ Gaining the love and gratitude of a hostess despite ɶɶ Clearly seeing the etheric knots which lie beneath
showing the ultimate rudeness to her by attending the surface of the mundane and comprise all energy
a social event without an invitation, would be an and matter would be an Astounding Feat (18).
Improbable Feat (26).
ɶɶ Meditating and identifying all Spells being worked
within a mile of you would be a Dubious Feat (22).

S orcerous E ngin eering (LN) ɶɶ Meditating and identifying all Spells being worked
ɶɶ Carefully carrying a portable Magickal Engine in within ten miles of you would be an Improbable
peaceful circumstances without disrupting the Feat (26).
delicate mechanisms would be an Elementary
Feat (2).

ɶɶ Carefully carrying a portable Magickal Engine


S tealth (CF)
on a battlefield without disrupting the delicate ɶɶ Sneaking past a guard who has been heavily
mechanisms would be a Simplistic Feat (6). drugged would be an Elementary Feat (2).

ɶɶ Properly tuning a simple Magickal Engine ɶɶ Sneaking past a guard who is in a deep sleep would
(Requirement 20 or lower) with the help of detailed be a Simplistic Feat (6).
instructions would be a Laborious Feat (10). ɶɶ Sneaking past a guard who is lightly dozing would
ɶɶ Properly tuning a complex Magickal Engine be a Laborious Feat (10).
(Requirement 20+) with the help of detailed ɶɶ Sneaking past an alert but not particularly
instructions would be a Challenging Feat (14). perceptive guard would be a Challenging Feat (14).
ɶɶ Properly tuning a Magickal Engine by yourself ɶɶ Sneaking past an alert pair of guards who are
would be an Astounding Feat (18). working together to survey the area would be an
ɶɶ Constructing a Magickal Engine based on existing Astounding Feat (18).
plans would be a Dubious Feat (22). ɶɶ Sneaking past a pair of guards and their specially
ɶɶ Planning and constructing a completely new trained hound would be a Dubious Feat (22).
Magickal Engine would be an Improbable Feat (26). ɶɶ Sneaking past someone of exceptional observational
powers, such as James Moriarty or Sherlock Holmes,
would be an Improbable Feat (26).
S orcery (CF)
ɶɶ Noticing an immense, flashy, and physical effect
and realizing it might be Magick would be an T in kering (CF)
Elementary Feat (2). ɶɶ Operating a simple device without breaking it
ɶɶ Noticing a more subtle physical effect and realizing would be an Elementary Feat (2).
it might be Magick would be a Simplistic Feat (6). ɶɶ Operating a complex device after being given
ɶɶ Feeling a shiver down your spine when Magick is training would be a Simplistic Feat (6).
being worked near you would be a Laborious Feat (10). ɶɶ Learning how to operate a complex device without
ɶɶ Hazily perceiving the flow of Thaumaturgic Energy the benefit of training would be a Laborious Feat (10).
around you would be a Challenging Feat (14). ɶɶ Repairing a simple device without aid but with the

32
proper tools would be a Challenging Feat (14).
The Dwarfish Requirement Variation is
ɶɶ Repairing a complex device without aid but with compatible with the original rules as presented in
the proper tools would be an Astounding Feat (18). Castle Falkenstein. It is not compatible with the Fearful
ɶɶ Inventing a new device without aid but with the Harm & Greater Danger rules from Comme il Faut.
proper tools would be a Dubious Feat (22).

ɶɶ Inventing an amazing innovative device, such as a


powered flying machine or a death ray would be an
Improbable Feat (26).

33
T he S ix -S ided
“Don’t look now, Moriarty,” I motioned with
my chin towards the game, “But I think your

V ariation foot soldiers are gambling. That can’t be


good for morale.”

So, there I was: captured and tied up. Moriarty didn’t even look back.
Again.
“Actually, Captain Olam, those five are in
This time, I was the guest of one Professor training. They are, in fact, doing so with
James Moriarty, head of the World Crime your Great Game. I found it marvelous help
League and future arch-nemesis of a certain in teaching the skills needed to keep a cool
consulting detective. I had been investigating and clever head when overcoming unexpected
Prussian attempts to build a self-guided, obstacles. Remind me to thank you. After
long range rocket when I stumbled into the your interrogation, of course.”
clutches of Moriarty’s henchmen beneath the
streets of Paris. “Can’t be my game,” I noted, “My Great
Game uses cards, not dice.”
Let’s just say the fight didn’t go my way
and, as a result, I was now tied to a “Yes, well, my followers aren’t all as well
chair while Moriarty loomed over me with a bred as those you wrote your game for,”
particularly large hypodermic needle. Moriarty admitted, “I’ve found they respond
better to the sort of excitement which comes
“It would be easier for you to just tell me from a random roll of the dice more than to
what you know about my operations here in the subtle joy gained from strategic card play.”
Paris, of course.” Moriarty explained in his ever
charming way while he scrutinized the liquid I was intrigued. Better yet, I knew if I
in the hypodermic. “I have every faith my new could keep the Professor talking, I’d buy
honesty serum will work but I’ve yet to test Marianne time to find and rescue me.
it. There might be unintended side-effects.”
“Please,” I said, giving Moriarty my best
Always eager to avoid being injected smile, “Tell me more.”
with anything, I cast my gaze around the
cavernous underground bunker looking for
something, anything really, to use as a Even in New Europa, there are some Players who prefer
distraction. Off in the corner of the room the thrill of rolling dice over the tactical deliberation
involved in a carefully cultivated hand of cards. The Six-
I noticed a group of five henchmen playing
Sided Variation strikes a balance between the two by
some sort of boisterous game with dice and
introducing dice to Castle Falkenstein while still maintaining
wooden poker chips.
the elegance and immersion of the original system. Rules
for replacing both the Fortune Deck and the Sorcery Deck
are provided in this document.

34
R eplacing the F ortu n e D eck P u rchasing D ice an d R esolving F eats
When replacing the Fortune Deck with dice, Players As mentioned in the previous section, to attempt a Feat
and the Host each draw four chits at the beginning of the a Player must first spend their chits to purchase dice.
session. These chits are used during play to purchase dice, Chits of a type which matches the Ability being used to
which are then rolled and added to an appropriate Ability attempt the Feat are always worth two dice. The Host
in an attempt to succeed at Feats. should determine the value of chits which do not match
the Ability being used.

Please note, the dice used for this Variation are always
C hits an d T heir U se six-sided ones, as those are the most commonly available
Use of the Six-Sided Variation to replace the Fortune to the public of New Europa.
Deck requires a bowl, hat, bag, or other appropriate
container (hereafter referred to as the pot) from which
T he V alue of I ncorre ct C hits
chits can be randomly drawn. There should be fifty-two
Before the session begins, the Host should first
chits total in the pot, divided into four sets of thirteen. The
determine the value of chits of a type which do not match
sets should be differentiated in some way, such as by color,
an Ability when they are played.
shape, or marking. Chits can be any appropriate item, such
as poker chips, glass beads, slips of paper, playing cards
(where the suits matter but the value of the card does not), First Option Chits of an inappropriate type have a
or even actual dice. Each set of chits corresponds to one value of one. Using this option, these chits rarely
matter unless the Player has no chit of the proper
of the four playing card Suits and Hosts should make it
type to spend. As a result, more emphasis is placed on
clear which type of chit corresponds to which Suit at the
playing tactically by saving chits for an appropriate
beginning of play.
occasion or matching one’s actions to the type of chits
in hand.
As an example, Sophie has decided to use this Variation while
Hosting a session of Castle Falkenstein. She takes inventory of
her possessions and realizes she has a number of poker chips she Second Option Chits of an inappropriate type are worth
one die. This option increases the chance of success
can use as chits. Sophie counts out fourteen each of red, blue,
at a Feat even when the chits they hold poorly match a
green, and yellow chits and then assigns a Suit to each: red will
Dramatic Character’s strengths or the situation at hand.
represent Hearts, blue will represent Spades, green will represent
Diamonds, and yellow will represent Clubs. To help her players
remember this, she writes the colors and their corresponding suits K eeping and T otaling D ic e
out on a whiteboard located near the gaming table. Once a Player spends their chits, they roll the purchased
dice. They keep a certain number of dice and total
At the start of a session, each Player draws four chits their worth, then add that number to the value of their
from the pot. During play, a Player spends their chits to appropriate Ability Rank. The Host compares this final
purchase dice to roll in an effort to succeed at Feats, as result to the Requirement of the Feat to determine success
described below. After a Feat is resolved, any spent chits or failure. How many dice are kept when attempting a Feat
are returned to the pot and the Player draws new chits should be decided upon by the Host at the beginning of
until they have a total of four in their possession once the session.
again. The contents of the pot should be stirred or shaken
regularly to ensure these draws are random.

35
First Option Players are allowed to keep up to four T he O ption of S pecial C hits
dice. This option is best used for fully narrative Players and Hosts using the Six-Sided Variation might
games, where the risk of failure is an occasional spice want additional options to better simulate the experience of
and not an omnipresent worry, especially if each chit drawing a “good card” from the deck. If this is the case, Hosts
of the wrong type is worth one die instead of just one. are encouraged to use one or both of the following options.
In games such as this, the question is rarely “does
the Dramatic Character succeed” but “how does the
Dramatic Character succeed.” R oya l C hits
The Host should mark one chit from each set in some
way before filling the pot. These marked chits are known
Second Option Players are allowed to keep up to three
as Royals. If a spent Royal chit matches the suit of the
dice. This option balances the narrative with the
Ability being used to attempt a Feat, one of the two dice
practical, making Feats harder but rarely impossible. In
purchased automatically has a value of six. A Royal chit has
games such as this, the risk of failure grows but the blind
no special effect when spent if it is not of the proper type
luck and bold action can still play an important role.
for the Ability being used.

Third Option Players are allowed to keep up to two As an example, Professor Doyle’s player spends a Royal chit of the
dice. This option leans towards the practical, giving
appropriate type when attempting an Education Feat, purchasing
Dramatic Characters more chances to shine in areas
two dice to roll. One of the dice is automatically a 6 while the other
which play to their strengths. In games such as this,
is rolled as a 3. Added together they have a total of 9.
the risk of failure is always present and Players are
encouraged to find solutions based on the Abilities of
their Dramatic Characters. W il d C hits
The Host should add either one, two, three, or four
As an example, famed scholar of the supernatural, Professor chits (their preference) of a unique color or shape to the
Doyle, finds himself with the need to quickly scale a wall during a pot. These are Wild chits and, when spent, automatically
particularly nasty rainstorm. He has an Athletics of Poor (2) and purchase two dice worth a value of six each. Wild chits are
his Player holds two chits of the color which matches Athletics akin to the Jokers in a normal deck of cards.
and two chits which do not match. The Host has declared chits of
the improper color can buy a single die and Players are allowed As an example, Professor Doyle’s player spends a Wild chit
to keep the two highest diced rolled. when attempting an Education Feat, purchasing two dice, each
with a value of 6. Added together they have a total of 12.
The Professor’s Player decides to spend the two matching chits
and one non-matching chit to purchase a total of five dice and
then rolls for a result of 5, 3, 2, 1, and 3. His Player totals the two
highest (3 + 5) and the value of the Professor’s Athletics Rank (2) T he H o st ’ s H an d
for a total of 10. The Host compares this to the Requirement of
Host can also draw chits from the pot and use these to
the Feat, which is also 10, and declares this a Partial Success.
purchase dice to use when Feats might be harder than a
Professor Doyle reaches the top of the wall but is quite winded
base Requirement might suggest due to special conditions
and must rest.
or unusual circumstances. It is recommended the Host
draw four chits for general purposes. Important Host
Characters should each have their own collection of

36
four chits, especially if they will come into conflict with, As an example, Sister Mary Ruth, a Sorceror of the Holy Order
and thus engage in Opposed Feats with, the Dramatic of Saint Boniface is casting a Spell with a TER requirement of 12.
Characters. A Host’s chits are drawn and spent just like On her first draw, her Player pulls a chit of the correct type and
those of a Player’s. rolls two dice: a 3 and a 6. The current total is 9 TER. She places
the two dice on top of the drawn chit and waits until two minutes
have passed in game, then draws a second time. This time she
R eplacing the S orcery D eck pulls a chit or the incorrect type, which the Host has ruled is only
When replacing the Sorcery Deck with dice, a second worth 1 TER. Sister Mary Ruth’s Player returns the chit to the
pot with its own set of fifty-two chits, also divided into pot and waits until two more minutes have passed in game. She
sets of thirteen, is needed. Again, each set of chits should draws a third time, drawing a chit of the correct type. She rolls the
correspond to one of the four playing card Suits and this two dice it purchases with a result of 1 and 3. This brings her total
should be made clear to the Players of any Sorcerous TER to 13, which is one more than is needed. After six minutes of
Dramatic Characters who might be gathering Power gathering Power, Sister Mary Ruth casts her Spell.
during a session.

T he O ption of S pecial C hits


C hits an d D ice an d M agick Hosts seeking to emulate the effects of the Joker on
Spellcasting should add either one, two, three, or four chits
Each time a Sorcerous Dramatic Character must gather
(their preference) of a unique color or shape to the pot.
Power, they should pull a chit from the pot. The chit can
These are Wild chits and, when drawn, execute the Spell
then either be returned, if the Sorcerer releases the Power,
in a strange and unpredictable way, no matter how much
or used to purchase dice, which should immediately be
actual Power was gathered. See the “Wild Spell” rules in
rolled. Chits of a type appropriate for a Spell purchase
the Castle Falkenstein core rules for more information. If
two dice. The worth of a chit of an incorrect type depends
using the Sorcerous Tarot Variation, when a Wild chit is
upon which option is selected by the Host.
drawn, the spell does not automatically execute. Instead,
the Player should draw from a deck of Major Arcana cards
First Option Chits of the incorrect type are worth 1 and consult the chart in that section of this document to
TER, much like cards of the incorrect Suit in the base determine what effect the whims of Magick might throw
rules of Castle Falkenstein. This option emphasises the their way.
importance of deliberate Power gathering and spell
construction.
The Host can also mark one chit from each set in some
way. These are Royal chits and, if the correct type, add
Second Option Chits of the incorrect type are worth 1 a third die to the roll to determine how much Power is
die, which can then be rolled as normal. This option gathered. Royal chits have no special effect if they are the
speeds Spellcasting and increases the chances of wrong type for the Spell and are treated as per normal.
Harmonics entering a Spell.

Once the total of the dice rolled equals or exceeds the The Six-Sided Variation is compatible with
TER requirement, the Spell is cast. It is recommended the original rules as presented in Castle Falkenstein
the Player keep the rolled dice on top of or next to the and with the Fearful Harm & Greater Danger rules
chit which purchased them so the Host can quickly and from Comme il Faut.
properly work out Harmonics.

37
T he F ortu nate T arot
V ariation
I included an idea for using Tarot cards to
enhance Castle Falkenstein in Comme il Faut
on page 76. To be honest, this was meant In the Fortunate Tarot Variation, the ordinary deck of
as a springboard for Hosts to come up with playing cards used for the Fortune Deck is replaced with
their own ideas and I hadn’t given it much a Tarot Deck. Over the centuries the Tarot Deck has been
thought beyond the few examples I wrote up used both for playing games and for divination and thus
for the book. these colorful cards, which are rich with imagery and
symbolism, can add a new twist to the Great Game. With a
I don’t know why I was surprised when the Tarot Deck performing Feats in Castle Falkenstein becomes
Faerie Express messenger showed up from his more than just a calculation of numbers but a chance for
latest French fry run with letters demanding surprises and storytelling.
I fully explain my “Tarot Variation”. So, here
you go! I still encourage Hosts to come up The Fortunate Tarot Variation assumes the Tarot Deck
with their own ideas for the effects of Major being used utilizes the arrangement of cards as presented
Arcana cards but hopefully what I’m about to in the Rider-Waite-Smith deck (also known as the Rider-
present explains the whole concept better. Waite deck). The system might need to be adapted when
used with other varieties of the Tarot.
Sorry for not giving you more detail the
first time.

In Castle Falkenstein, success or failure can all come down


T he M inor A rcana
to a draw of the cards. Players begin each session by drawing The Minor Arcana portion of a Tarot Deck corresponds
a hand of four cards from a Fortune Deck. Over the course to a regular deck of playing cards. It has four suits,
of the session they play their cards strategically to enhance numbered cards, and face cards, though there is one
Abilities in an attempt to accomplish heroic deeds. extra member, the Page, in each court. Just as in a normal
Fortune Deck, in the Fortunate Tarot Variation each suit
represents a specific type of activity and the face cards have
a numerical value.

M inor A rcana A ctivity T ypes


Tarot Suit Playing Card Suit Ability Type
Cups Hearts Emotional and Romantic activities
Pentacles Diamonds Mental and Intellectual activities
Swords Spades Social and Status-related activities
Wands Clubs Physical activities

38
available to play. Alternatively, the Host can rule Major
M inor A rcana V alu es Arcana cards drawn from the Fortune Deck are held in
Card Value their own, unique hand. In this case, when Players draw a
Ace 15 Major Arcana card it is set aside and another card is drawn
2 thru 10 2 thru 10 from the Fortune Deck to help restore their hands to four
cards. Using this method, Players have full access to both
Page 11
the plot twisting capabilities of the Major Arcana and the
Knight 12
regular, Ability enhancing virtues of the Minor Arcana.
Queen 13
King 14
Next, a decision must be reached on how many
Major Arcana cards can be held by each Player. If Major
Please note, because the Minor Arcana includes one Arcana cards are being added to each Player’s hand, it
more face card in each suit but no Jokers, when using the is recommended no more than one or two be allowed
Fortunate Tarot Variation the Fortune Deck includes four in a hand at a time. Any more than that could well
cards worth 15 points instead of just two. make it impossible for a Dramatic Character to actually
accomplish a feat due a lack of playable Minor Arcana
cards. On the other hand, if the Players are holding their

T he M ajor A rcana Major Arcana cards in a separate hand, the Host may wish
to allow a maximum of three or even four cards in order
The Major Arcana portion of a Tarot Deck are twenty- to give everyone the full benefit of a game where strategy
two unique and named cards, each fully illustrated and and wild cards play important roles in equal measure. In
rich with story and symbolism. In the Fortunate Tarot either case, if a Player draws a Major Arcana card from the
Variation they represent unpredictability and can be used Fortune Deck but already possesses the maximum number
to twist a story in unusual ways or to represent the forces allowed, the card should be shuffled back in and another
of luck, divine intervention, or perhaps karma. Each card drawn in its place.
in the Major Arcana is assigned a unique trait and affects
the resolution of a Feat in some way.
Finally, the Host should come to a decision as to how
many Major Arcana cards can be played during a single
Before play begins, Hosts intending to use of the Fortune Feat. For most Hosts the limit will be one but some may
Tarot Variation must decide on three factors involved in how wish to allow more than one Major Arcana card to play
Players will hold and make use of Major Arcana cards. Hosts played on a single Feat during suitably dramatic moments.
themselves will find Major Arcana cards of little use and
should shuffle them back into the Fortune Deck when drawn.
The cards of the Major Arcana, and the effect they have
on a Feat when played, are as detailed on the Major Arcana
First, the Host must decide if Major Arcana cards, when Effects chart.
drawn, will be held in a Player’s hand or apart from it. Keep
in mind the Fortunate Tarot Variation does not change the
maximum number of cards a Player can possess at once.
Thus, if Major Arcana cards are held in Players’ hands this
reduces the number of Minor Arcana cards which can
also be held. This helps balance the unique and possibly
game-altering qualities of the Major Arcana by reducing
the number of Ability enhancing Minor Arcana cards

39
M ajor A rcana E ffects
Card Number Card Name Effect
Something quite unexpected occurs. The Host should draw a card from
the Fortune Deck and use its suit to guide them in creating a twist in the
story. Swords/Spades might mean the barmaid a Dramatic Character is
attempting to seduce is actually a princess in disguise while Pentacles/
0 The Fool
Diamonds might mean the Dramatic Character not only strikes down an
interfering guard but convinces him to change vocations and later rejoin
play as an ally. If another Major Arcana is drawn, the Feat simply succeeds
in the most spectacular way possible.
The Dramatic Character finds a perfect moment of clarity and focuses all
their energy on the task at hand. They can convert the suit of one card in
1 The Magician
their hand to the suit of the Ability being used. The converted card need not
be played on this Feat.
Oh my, the Dramatic Character is looking particularly fetching today. Convert
2 The High Priestess the suit of one card, chosen at random from the Dramatic Character’s hand,
to Swords/Spades. The converted card need not be played on this Feat.
The Dramatic Character feels a rush of passion for the task at hand! Treat any
3 The Empress
one card played as if it were the Queen of its suit.
True confidence allows one to control the universe instead of the reverse. The
Player chooses one card, at random, from the Host’s hand and discards it. The
4 The Emperor
Host cannot draw back up to a full hand until a Host Character makes use of
an Ability which matches the suit of the discarded card.
It seems the Dramatic Character has come into a bit of money! When the
5 The Hierophant Hierophant is played, elevate the Player’s Exchequer by one Rank (to a
maximum of Extraordinary) for the remainder of the session.
All for one and one for all! Allow the entire party exactly one minute to trade
6 The Lovers cards or exchange hands as desired. Cards representing drawn power for
Sorcery may not be included in this exchange.
It isn’t luck the Dramatic Character possesses but honest skill. When the
Chariot is played, the Player can choose to return one card they just played
7 The Chariot
back to their hand after the Feat is resolved. Major Arcana cards cannot be
recovered in this way.
Like a knight of old, the Dramatic Character steps forward in the defense of
8 Strength others. Increase the level of success of a Feat (Partial to Full, for example, or
Full to High) but only if the Dramatic Character is acting to defend another.
The Dramatic Character gains an intellectual insight into the problem at
hand. Treat a single Pentacles/Diamonds card as if it were the suit of the
9 The Hermit Ability being used for the current Feat. If the Ability’s suit is Pentacles/
Diamonds, treat any Pentacles/Diamonds played as one higher for the
purposes of resolving the Feat.
There are occasions when luck is more valuable than mere skill. The Player
10 Wheel of Fortune discards their Hand and draws six new cards. They must keep four of the
cards drawn and return the other two to the Fortune Deck.

40
The universe itself seems to be judging the Dramatic Character, perhaps based
on past actions. The Player must draw a card from the Fortune Deck. If they draw
11 Justice Cups/Hearts or Pentacles/Diamonds, they achieve a High Success on the Feat
currently being attempted. If they draw Swords/Spades or Wands/Clubs, they
Fumble the Feat instead. If a Major Arcana card is drawn it should be ignored.
For a brief instant, the Dramatic Character experiences a dizzying sensation as
12 The Hanged Man reality itself seems to twist and warp. The Player and the Host must exchange
their hands. The Player then resolves the feat using their new hand.
Success often comes at a price! The Dramatic Character automatically
succeeds at the Feat being attempted. However, for the next three Feats the
13 Death Dramatic Character attempts, no Major Arcana cards can be played and all
other cards are treated as if they are the wrong Suit (though they remain the
same color, if such matters are important).
The intensity of the challenge grows but so, too, does the skill of the Dramatic
Character. The Requirement of the current Feat is increased by one step (from
14 Temperance
Good to Great, for example) but the value of any cards played to resolve the
Feat increases by 1.
Beware the gifts of the good neighbors. A nearby Faerie (or perhaps something
15 The Devil else unearthly!) comes to the Dramatic Character’s aid… but such help often
comes with a price!
When accomplishing a task, be careful not to overdo it! The Dramatic
Character’s level of success increases by one (from Partial to Full, for example)
16 The Tower
but they injure themselves in the process and suffer 1 point of damage for
every card they played while resolving the Feat.
Wishes can come true but hopes can come crashing down. The Player should
hazard a guess as to the color of the top card of the fortune deck and then flip
17 The Star it over. If their guess was correct or if the card is from the Major Arcana, they
gain a High Success on the current Feat. If the guess is incorrect, they instead
Fumble the Feat.
The Fates can be secretive and have a sly sense of humor. The Player must
place a single card from their hand face down in front of the Host. This
18 The Moon cannot be a Major Arcana card. The Host must then guess the suit of the card.
If the Host is correct, the Dramatic Character’s current Feat fails. If the Host
is incorrect, the Dramatic Character’s current Feat automatically succeeds.
The Dramatic Character is blessed with an abundance of prosperity. For the
19 The Sun rest of the session they can hold a total of five cards in their hand instead of
the usual four.  
News of the Dramatic Character’s actions spreads like wildfire and not
necessarily for the good. When Judgement is played, treat a single Swords/
Spades card being played on the current Feat as if it were the King of Swords/
20 Judgement
Spades. However, if the action being performed is illicit or scandalous, any
Swords/Spades card played for the rest of the session has a value of 1, even
when played to enhance an Ability governed by Swords/Spades.
If an individual and the world are in harmony, anything becomes possible.
21 The World When the World is played, if the Ability being used in the current Feat is
ranked Poor or Average, treat the Ability as if it were ranked Great instead.

41
T he M ixed D eck O ption The Fortunate Tarot Variation is compatible
with the original rules as presented in Castle
Some Hosts may prefer to introduce the game altering
Falkenstein and with the Fearful Harm & Greater
effects of the Major Arcana to the Great Game without
Danger rules from Comme il Faut.
changing the Fortune Deck. Hosts seeking to do so should
remove the Major Arcana from a tarot deck and set them
next to the Fortune Deck. The Minor Arcana can be put
away as they will not be needed.

When play begins, deal either one or two Major Arcana


cards (as the Host prefers) to each Player to use as they see
fit during the session. These cards are held apart from the
Player’s hand. As an added option, a Host can deal Players
additional Major Arcana cards during gameplay as a reward
for engaging in excellent roleplay, entertaining with
amusing antics, or employing astounding ideas and tactics.

Using this option, the Major Arcana remains useful


without requiring a change from the Fortune Deck and
Suits familiar to Players of the Great Game.

T he R edeal O ption
Some of the effects listed in the chart above are
situational and depend on the right set of circumstances
coming along. The Hierophant might not be helpful in a
session spent completely in a Lost World where Exchequer
never comes to bear, for example.

As an option, the Host can allow Players, at any time,


to trade in a Major Arcana card in order to discard their
current hand and draw a new one from the Fortune Deck.
This means Players always have a use for Major Arcana
cards, even if they do not suit the Dramatic Character’s
Abilities or the current encounter and will have a chance
to replace a “bum” hand when needed.

42
T he S orcerous T arot
of the Power gathered might wax or wane
depending upon conditions no Sorcerer could

V ariation
possibly guess. No one ever truly mastered
Magick, she told me. They simply hoped to
become good enough to mitigate the worse
In the cold winter of 1873 I found myself possible effects and give their spells the best
accepting the hospitality of a village witch chance at succeeding as intended.
in one of the darker forests of Ruritania
in order to avoid dying of hypothermia in I admit, the thought of Magick being alive
a nasty storm. She gave me food and and aware enough to change Spellcasting
shelter and I did my best to repay her with pushed my brain into working on new game
entertaining stories and conversation. Given her mechanics. By the time the storm died down
profession, it probably was only natural the I had written a new Variation to simulate
subject eventually turned to Magick. the ideas shared with me by my host.

“What do you know of Magick, Mister In Castle Falkenstein, Sorcerers must harvest ambient
Olam?” she asked me. Magickal energy from the ether around them by drawing
cards from the Sorcery Deck. As the rules are written, the
I told her some of what I’d learned from Sorcery Deck is intended to be an ordinary deck of cards, joker
Morrolan and the other Sorcerers I had met included, with each of the four suits intended to represent a
different type of Magick, also known as a Harmonic.
since arriving in New Europa.

“You’ve been learning from the academics and In the Sorcerous Tarot Variation, the ordinary deck of
their dusty old books, I see! That’s all well playing cards used for the Sorcery Deck is replaced with
and good, Mister Olam, but there are things a Tarot Deck. Over the centuries the Tarot Deck has been
used both for playing games and for divination and,
those myopic fools either don’t know or
because of this, these colorful cards, rich with imagery
refuse to recognize about Magick.” The old
and symbolism, can perfectly represent a more robust
witch cackled.
and fascinating Magick. With a Tarot Deck, Magic in
Castle Falkenstein becomes more than just a form of energy
Intrigued, I asked for a bit more information. divided into four types but a living, breathing thing with
She obliged me by explaining the truth as whims and purposes of Its own.
the ancient sisterhood of witches knew it.
Magick, the old witch told me, is alive
The Sorcerous Tarot Variation assumes the Tarot Deck
and has its own strange desires. Someone
being used utilizes the arrangement of cards as presented
performing a Spell might encounter more than in the Rider-Waite-Smith deck (also known as the Rider-
mere Harmonics when casting. They might Waite deck). The system might need to be adapted when
find unexpected help when Magick is feeling used with other variations of the Tarot.
generous or unforeseen obstacles when it is
not. Energies might twist and change in the For Hosts who keep track of such things, the Sorcerous
middle of Gathering Power and the strength Tarot Variation changes the amount of Thaumaturgic

43
Energy available in a region from 143 TE to 158 TE, with even the living will of Magick. Each card in the Major
the amount of clean power now becoming equal to 119 TE. Arcana is assigned a unique trait and affects the casting of
Magic in some specific way.

T he M inor A rcana Hosts have two options when dealing with the Major
Arcana as part of the Sorcerous Tarot Variation. First,
The Minor Arcana portion of a Tarot Deck corresponds to they can treat the Major Arcana cards as full Sorcery Deck
a regular deck of playing cards. It has four suits, numbered cards. Any Major Arcana card drawn counts as a full draw,
cards, and face cards, though there is one extra member, albeit one which provides no actual Power Gathered. The
the Page, in each court. Just as in a normal Sorcery Deck, Sorcerer cannot draw another card from the Deck for two
in this Variation each suit represents a specific Magick minutes, as per normal. As an alternative, if a Sorcerer
Harmonic and the face cards have a numerical value. draws a Major Arcana card, they are allowed to draw
another card immediately. If the next card drawn is also
a Major Arcana card they draw again and continue to do
so until they draw a Minor Arcana card, which they add
M inor A rcana H armon ics to their hand as Gathered Power. Any Major Arcana cards
Playing Card drawn should also be added to Sorcerer’s hand. The Host
Tarot Suit Harmonic
Suit has the option of limiting the number of Major Arcana
Cups Hearts Emotional Magicks cards allowed to influence a single spell should they so
Pentacles Diamonds Material Magicks choose. If such a limit is in place, any Major Arcana cards
beyond the allowed amount are set to the side and shuffled
Swords Spades Spiritual Magicks
back into the Sorcery Deck after the spell has been cast.
Wands Clubs Elemental Magicks

The cards of the Major Arcana, and the effect they have
on a spell if drawn, are as follows.
M inor A rcana V alu es
Card Value
Ace 15
2 thru 10 2 thru 10
Page 11
Knight 12
Queen 13
King 14

T he M ajor A rcana
The Major Arcana portion of a Tarot Deck are twenty-
two unique and named cards, each fully illustrated and
rich with story and symbolism. In the Sorcerous Tarot
Variation they represent the unpredictability and perhaps

44
M ajor A rcana E ffects
Card Number Card Name Effect
0 The Fool The spell goes wild, as if a Joker were drawn in an ordinary Sorcery Deck.
The Sorcerer gains control over the Harmonics of one specific knot of energy.
1 The Magician They can convert the Suit of one card from those drawn so far from the
Sorcery Deck to the governing Suit of the spell.
Spiritual Magicks are strong in this area. Convert the Suit of one card, chosen
2 The High Priestess
at random, from those drawn so far from the Sorcery Deck to Swords.
The Sorcerer tugs hard as they gather and is rewarded with a rush of extra
energy. Treat the next card drawn as if it were the one card higher in the suit
3 The Empress
(i.e. 6 becomes 7). If the card’s Suit does not match the governing Suit of the
spell, consider it to be worth to be increased by 1.
A nearby Sorcerer pulls at the energy as well. One card is chosen at random
4 The Emperor from those so far drawn from the Sorcery Deck and discarded. Devious Hosts
might instead insist on a Sorcerous Duel over the energy.
Material Magicks are strong in this area. Convert the Suit of one card, chosen
5 The Hierophant
at random, from those drawn so far from the Sorcery Deck to Pentacles.
Emotional Magicks are strong in this area. Convert the Suit of one card,
6 The Lovers
chosen at random, from those drawn so far from the Sorcery Deck to Cups.
Just as the Sorcerer takes hold of the energy, a nearby spellcaster does as well,
7 The Chariot cleaving it in twain. Cut the numerical value of the next card drawn from the
Sorcery Deck in half, rounded down (i.e. 6 becomes 3).
Wards become more powerful in this area. Double the duration and multiplier
8 Strength
if a Ward is being created, but not the cost.
As the Sorcerer gathers power, they are possessed by an insight into the
9 The Hermit nature of the Spell. Treat their Sorcery skill as if it were a Rank higher (i.e.
Great instead of Good) and recalculate the cost of the Spell.
Harmonics enter the Spell, no matter what cards are played. Draw a card from
the Sorcery Deck. If the card drawn is from the Suit governing the Spell or
10 Wheel of Fortune a Major Arcana card, draw again. The card drawn does not count as gathered
power and should be reshuffled into the Sorcery Deck. The Harmonic leaning
of the Spell will be in the form and strength of the card drawn.
Magick seems to judge the purpose of the spell. If it is noble, then the Spell
can be cast as normal. If it is selfish or cruel, the Spell will turn on the caster.
11 Justice
Just what the definitions of noble and selfish are in this scenario are and what
the effects of the turned spell are is left to the judgment of the Host.
The Spell warps and becomes a new Spell entirely. The Host decides what
12 The Hanged Man
form the new Spell takes.
The Sorcerer is locked into Gathering Power and must continue to collect
13 Death Energy until the TER is met, but the spell will fizzle when the Casting is
attempted.
14 Temperance The duration of the Spell is cut in half, though the cost remains the same.

45
The Sorcerer’s Spell attracts the attention of a nearby Unseelie Faerie (or
15 The Devil
perhaps something even worse).
The energy slices through the Sorcerer and causes them to unravel part of
themself. Draw another card from the Sorcery deck. If it is a numbered Minor
16 The Tower
Arcana card, they uffer 1 Wound. If it is a Minor Arcana face card or Major
Arcana card, they suffer 2 wounds.
The intent of the Spell shines through the Harmonics. No matter what cards
17 The Star
are played, the Spell is cast as if it has no Harmonic influences.
18 The Moon The Sorcerer’s spell attracts the attention of a nearby Seelie Faerie.
Thaumaturgic Energy flows more easily than normal to the Sorcerer. For the
19 The Sun rest of the Gathering period, they draw two cards every two minutes instead
of one.
The Energy gathered has been influenced by the Sorcerer’s Order. If the spell
20 Judgement is not directly in line with the goals of the Order as decided upon by the Host,
it fails.
Elemental Magicks are strong in this area. Convert the Suit of one card,
21 The World
chosen at random, from those drawn so far from the Sorcery Deck to Wands.

The Sorcerous Tarot Variation is compatible with the original rules as presented in Castle
Falkenstein.

46
47
Var iations
on the
Gr eat Game
48 C astle F alkenstein
A lt e r n ative R ules for

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