Charts Castle Falkenstein
Charts Castle Falkenstein
Charts Castle Falkenstein
Athletics § Poor PR 2
Charisma ' Average AV 4
Comeliness ' Good GD 6
Connections “ Great GR 8
Courage ' Exceptional EXC 10
Craftsmanship ¤ From Comme il Faut Extraordinary EXT 12
Education ¤
Etherealness § (Faerie only)
Exchequer “ Ability Suit Values
Fencing §
Fisticuffs § § Physical Activities
Gambling ¤ From Comme il Faut ¤ Mental and Intellectual Activities
Glamour ' (Faerie only) ' Emotional and Romantic Activities
Gunslinging § From Sixguns and Sorcery “ Social and Status-related Activities
Helmsmanship ¤
Invention ¤ From Comme il Faut
Kindred Powers § (Faerie only) Health Chart
Leadership ' From Comme il Faut
Marksmanship § Physique
Mesmerism ' From Comme il Faut Courage PR AV GD GR EXC EXT
Motoring § From Comme il Faut PR 3 4 5 6 7 8
Natural Sciences ¤ From Comme il Faut AV 4 5 6 7 8 8
Perception ¤ GD 5 6 7 8 8 8
Performance ' GR 6 7 8 8 8 9
Physician ¤ EXC 7 8 8 8 9 9
Physique § EXT 8 8 8 9 9 10
Reputation “ From Sixguns and Sorcery
Riding § From Comme il Faut
Social Graces “
Sorcery ¤ (Faerie automatically poor)
Stealth §
Tinkering ¤
Faerie Etherealness
§ Elemental Magicks
¤ Material Magicks
' Emotional and Mental Magicks
“ Spiritual Magicks and
Dimensional Sorceries
Definitions
Harmonic Convergence
Aspect of Spell
' ¤ § “
'
No Harmonics. Emotional Backlash. Emotional Backlash. Mind and Spirit are One.
The spell operates perfectly The spell emits psychic The spell emits psychic Summoned creatures, Gates
with no surprises. vibrations causing all around vibrations causing all around or Time spells project strong
you to feel fear [¤], anger you to feel fear [¤], anger auras of fear [¤], anger [§],
[§], lust ['] or despair [“]. [§], lust ['] or despair [“]. lust ['] or despair [“].
¤
Illusions Take Form. No Harmonics. Elements Rise and Take The Spirit Takes Form.
Illusions, Bindings, The spell operates perfectly Form. Spectres and Ghosts you
Delusions and Dream with no surprises. An angry Earth [¤], Air [§], have summoned form real
Creatures become real taking Fire ['] or Water [“] bodies and appear before
solid (possibly hostile) Elemental appears and you.
forms. wreaks [Rank F] destruction
upon you.
§
Elements Rise in your The Elements Aroused. No Harmonics. Elements Rise and Take
Mind. The skies grow dark as The spell operates perfectly Form.
Illusionary earthquakes, lightning and fire strike the with no surprises. An angry Earth [¤], Air [§],
firestorms and tidal waves earth around you, causing Fire ['] or Water [“]
terrify all around you. great [Rank F] damage. Elemental appears and
wreaks [Rank F] destruction
upon you.
“
Madness Strikes. The Spirits Aroused. The Gods Walk. No Harmonics.
Unleashed emotions Dark dimensions open, The elements manifest as The spell operates perfectly
momentarily darken your allowing evil ghosts and Earth [¤], Air [§], Fire ['] with no surprises.
soul with fear [¤], anger spirits to attack you [Rank or Water [“] Gods with
[§], lust ['] or despair [“]. D] with their touch. Rank F destructive powers.
Joker Wild Spell. Wild Spell. Wild Spell. Wild Spell.
Effect is raised by 2 ranks, Effect is raised by 2 ranks, Effect is raised by 2 ranks, Effect is raised by 2 ranks,
either in Range [¤], either in Range [¤], either in Range [¤], either in Range [¤],
Duration [§], Number of Duration [§], Number of Duration [§], Number of Duration [§], Number of
Subjects ['] or Harm Rank Subjects ['] or Harm Rank Subjects ['] or Harm Rank Subjects ['] or Harm Rank
done [“]. done [“]. done [“]. done [“].
Ranged Weapons of the Steam Age
Effective Magazine or Partial Full High Harm
Attack Type Range Total Load Wounds Wounds Wounds Rating
Bow 30 yds 12 1 2 3 B or C
Carbine 90 yds 1 3 4 5 C or D
Chassepot Rifle 140 yds 1 4 5 6 D
Derringer 10 yds 2 2 3 4 A, B or C
Drop Pistol 20 yds 4 3 4 5 D
Elfshot 30 yds 6 4 5 6 D
French Mitraillreuse 300 yds 36 8 9 10 F
Gatling Gun 300 yds 42 8 9 10 F
Musket (rifled) 80 yds 1 4 5 6 D or E
Prussian Needle Rifle 120 yds 1 4 5 6 E
Pepperbox Revolver 20 yds 6 3 4 5 B or C
Reciprocator 10 yds 6 4 5 6 C or D
Shotgun 30 yds 2 5 6 7 E
Shrapnel 6 yds N/A 8 9 10 F
Dagger 5 yds 1 None 2 3 B
Spear 10 yds 1 1 2 3 D
Hand-to-Hand Attacks
Partial Full High Harm
Attack Type Wounds Wounds Wounds Rating
Animal Attack (tiny) None None 1 A
Animal Attack (small) None 1 2 A
Animal Attack (large) 1 2 3 B
Animal Attack (very large) 4 5 6 D
Animal Attack (huge) 7 8 9 E
Animal Attack (gigantic) 8 9 10 F
Blow (PR-AV Physique) None 1 2 A
Blow (GD-GR Physique) 1 2 3 A
Blow (EXC-EXT Physique) 2 3 4 B
Cudgels and Clubs 1 2 3 A
Daggers, Bayonets, Knives 1 2 3 B
Hatpins 1 2 3 A or B
Life Preservers 1 2 3 A
Rapiers and Court swords 4 5 6 C
Sabres 4 5 6 D
Spears 2 3 4 D
Swooning
Type of Constitutional Shock Wounds
Extremely Foul Language 3
Great heat/cold, or too tight corset 2
Threatening gaze 1
Rough treatment (grabbing, pushing, slapping) 4
Environmental Hazards
Harm
Nature of Hazard Wounds Rating
Falls 1 wound for every 20 feet fallen B, C or D
Trampling/Collisions 1 wound for every 100lbs of animal B or C
Electrocution/Lightning Strike 1 wound/second for every 200 volts C
Fire/Firestorm/Acid 4 wounds/minute C
Poison 2 wounds/minute until antidote administered
Earthquake 4 wounds/minute D, E or F
Drowning/Suffocation 8 wounds/minute D
Duelling Cards
Wounds/Harm Ratings
Damage Table
Physique and Hit Location
Body Body Body Limb Limb Limb Critical Critical
[PR-AV] [GD-GR] [EXC-EXT] [PR-AV] [GD-GR] [EXC-EXT] [PR-GD] [GR-EXT]
A Wounded Scratched Scratched Scratched Scratched Scratched Wounded Wounded
B Wounded Wounded Scratched Wounded Scratched Scratched Incapacitated Wounded
C Incapacitated Wounded Wounded Incapacitated Wounded Scratched Mortally Incapacitated
Wounded
D Mortally Incapacitated Wounded Incapacitated Incapacitated Wounded Mortally Mortally
Wounded Wounded Wounded
E Mortally Mortally Incapacitated Mortally Incapacitated Incapacitated Killed Mortally
Wounded Wounded Wounded Instantly Wounded
F Killed Mortally Mortally Mortally Mortally Incapacitated Killed Killed
Instantly Wounded Wounded Wounded Wounded Instantly Instantly
Full Success - Use table entry
Partial Success - Use next lower harm rating entry
High Success - Use next higher rating entry