Showing posts with label Abilities. Show all posts
Showing posts with label Abilities. Show all posts

Tuesday, 29 August 2017

Two New "Variation" rule books for Castle Falkenstein



Two new  rules "Variation" books have been written by the Illustrious Mr. J Gray and published by those Fine Persons at Fat Goblin Games.
 
 
 The Second Tarot Variation.

The Second in Mr J Gray’s series on Castle Falkenstein rules variations, once again ,covers the use of Tarot cards instead of an ordinary pack of cards but this time as the general Fortune Cards pack rather than one for Magicians only. There is a very useful page of discussion about the effects on game balance that using a Tarot-based Fortune pack produces and suggestions of a variety of ways this can be balanced or used to enhance the wild card nature of the Major Arcana cards. Just like the previous Tarot Variation, the Minor Arcana cards simply act like slightly altered normal pack of cards. The Major Arcana produce a range of quite powerful negative and positive, but always interesting, outcomes on play.

From my strictly personal view, I won’t be using this Variation in my campaign. I really like the idea of the Tarot pack being a special set of cards just for magical purposes (as in the first Variation) and since Magick gives great power to a Dramatic Persona (or character, if you like), I love the idea of Magicians having less control over the outcome that the Major Arcana cards bring to the game system.
An ordinary pack of Fortune Cards feels better for me for use in mundane (i.e. everyday non-magical) activities. I feel that the Second Variation having, in effect, twenty-two wild cards in the pack overloads the players’ hands in terms of plot manipulation. Just having the two Jokers is enough for me.

That said, what I may do is make a small Host’s pack made up of just Major Arcana cards and use Mr.Gray’s excellent ideas on wild card effects. So, when a joker comes up in the mundane pack, I, as the Host can draw a card from my little pack and gain inspiration for the outcome the players receive.

As ever, this Fat Goblin’s Games product is beautifully laid out with clear text. Even though I am not making use of all of it myself, it scores 5/5 as this is a quality product that many Hosts of “The Great Game” will like.





The Ability Variations.

The Third in Mr J Gray’s series on Castle Falkenstein rules variations, this Variation deals with Ability specialisations, varying the suit of Fortune Cards played for an action and Ability improvement points.

Firstly, the Specialisations Variation allows players to gain an advantage in a specified area covered by an Ability. Secondly, the Divorce Variation gives the opportunity to apply the value of a Fortune Card of a different suit to the one normally used with that Ability, under certain circumstances. Thirdly, the Improvement Variation finally gives a clear format for acquiring new Specialisations and increasing existing Abilities with a choice of mechanics for short or long term campaigns.

In my opinion, this is the best of the variation series yet produced. The other two were nice tweaks but this one makes play easier. Unlike the original Castle Falkenstein books (much as I love them), Mr Gray’s personal Great Ability seems to be in the succinct and clear explanation of rules. These Variations fit very well into the mechanics and spirit of the game. They also clarify and improve the existing rules.

As stated in all the Variation series, the new rules are optional for each Host’s campaign, but I will definitely be opting in with these. A score of 6 out of 5 for this one!


You can keep up with the latest on CF-related Fat Goblin Games’ products via their Castle Falkenstein Blog.

Saturday, 7 January 2017

House Rules - Three new Abilities & some notes on Languages



'House RULES' 

Three NEW abilities.

In our campaign, we have added these three new abilities to the list of those available when creating Dramatic Characters. They cover areas that we felt none of the existing abilities included.



ANTIQUITIES - The study of history, archaeology and ancient cultures. This skill also allows the possessor to understand one appropriate ancient language per level above Average.



FAERIE LORE - The study of the attributes, repulsions and habits of the various Faerie Folk and Faerie Creatures. This information is heavily mixed with common folklore and so may not always be accurate.



Military/Naval Knowledge - These are the skills a Professional Military Officer needs to know, for example, how to blow things up, fire a cannon, organise a unit, use & decipher codes etc. A Naval Officer will have Naval Knowledge covering similar specialised skills.
Military officers in the ‘Technical’ branches (Artillery and Engineering), as opposed to the ‘Fashionable’ regiments, actually have to learn the theory and practice of their craft. In some countries, such as Prussia, even the Upper Class cadets are required to attend Military Academy as it is no longer thought that ‘Character and Breeding’ are enough and that the skills of an Officer can entirely be learnt ‘on the playing fields of Eton’ (or other appropriate schools). The revolutionary idea that Military Officers should actually know something about their job is slowly spreading across New Europa.
Some Navies are starting to apply this, in the British Royal Navy, for example, all Cadets and Officers receive technical training.



LANGUAGES IN Castle Falkenstein.
My studies of the Victorian period indicate that educated people often spoke a far greater range of languages than our (allegedly) Anglophilic present.

For Diplomats and other International Officials, French is the common tongue, especially in New Europa and to a degree, worldwide. The languages of the other Great Powers, are German, Russian and Turkish (the Ottoman Empire may be ‘the sick man of New Europa’ but still has some international standing left). Some non-native speakers may choose to learn English which does not become the ‘Lingua Franca’ until the 1900s. 

Classical studies still form a major part of education so Latin and Ancient Greek are not uncommonly known. Any Dramatic Character who is Well-Educated or Upper Class is very likely to have French and/or Latin at a basic level at least. 

Those with a ‘Technical’ (i.e. Engineering) education or occupation would be reading articles in English and German. Natural Sciences lean towards Latin and German with some English. Medicine uses a lot of Latin as well as English, German and French. 

Travellers pick up the local languages as they visit places but Italian and possibly Modern Greek were spoken as the ‘Grand Tour’ of Classical Sites was a still popular, though diminishing, part of the life of the Wealthy. 

Therefore in my Falkenstein world I use the following house rules on languages:

Each character starts with their own Native Tongue.
If their Education ability is Average then they can speak one other language fluently or two languages at a basic level.
For each Level of Education ability above Average then he or she can speak a further language fluently or two more languages at a basic level.