Professional Documents
Culture Documents
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
2
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 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
3
Specializations can be applied to any Ability except
4
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
5
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
6
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
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.
7
activities, and Spades (Swords) govern social and status-
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
8
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.
9
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.
10
“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
11
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.
12
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
13
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.
14
can make the Great Game interesting. Some options for
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.
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.
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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.
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
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).
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).
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 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 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).
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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 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).
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).
G lamou r (CF/A o F)
ɶɶ Making light brighter or shadows darker would be
an Elementary Feat (2).
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).
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).
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 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).
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 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).
33
T he S ix -S ided
“Don’t look now, Moriarty,” I motioned with
my chin towards the game, “But I think your
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.
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.
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.
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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.
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.
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