A Falkenstein Lexicon

In transcribing Captain Olam's notes From Beyond the Faerie Veil, it has become necessary to create certain guidelines about such topics as when to italicize or embolden a world and when to Capitalize a term, no matter where it may fall in a sentence.

In this process, we at Fat Goblin Games have also created a listing of terms commonly used in the Great Game. Of course, every roleplaying game has its own take on such concepts as "difficulty", "ability roll", and "gamemaster" but Castle Falkenstein is, perhaps, more unique than most.

To help not only the transcription team but Hosts and Players of Castle Falkenstein across the globe, what follows is the Great Game lexicon, taken directly from top secret internal Fat Goblin Games documents!

Ability: An area of expertise for a character. The Castle Falkenstein equivalent of skills. Abilities are ranked as being Poor, Average, Good, Great, Exceptional, and Extraordinary in that order.

Adventure Entertainment: An adventure/module.

Artefact: A Magickal item. All Artefacts can be used to store power. Some also have other powers.

Dramatic Character: A playable character (PC).

Duel: A special type of combat between two individuals which uses unique rules.

Engine Magick: A process invented by Leonardo da Vinci in which a device can be used to cast a single spell. Very rare.

Faerie: Spelled with an ‘ae’ and a ‘ie’ and never an ‘ai’ and a ‘y’.

Faerie Veil: The barrier between different dimensions and origin point of the Faerie. Beyond the Faerie Veil is a term used to refer to creatures not from New Europa.

Feat: An action performed by a Dramatic Character or Host Character when the outcome is determined by the rules. Known as a check or roll in some games.

Fortune Deck: A deck of cards used by the players and host to determine the outcome of Feats.

Gadget: Interesting and unusual features tucked away inside everyday objects. Think James Bond.

Gathering Power: The act by which a Sorcerer draws in Thaumic Energy so a spell might be cast.

Harmonic: A type of energy. All spells fall into one of four Harmonics: material, spiritual, elemental, or emotional/mental. It is possible to mix one type of Harmonic into a spell which aligns itself to another Harmonic, causing unexpected results.

Health: A number measuring how much damage a Dramatic Character can absorb before being knocked unconscious or otherwise incapacitated. There are three types of damage. Blows are non-lethal damage dealt by fists and some weapons. Wounds are lethal damage dealt by most weapons. Shocks, or Constitutional Shock, represents mental stress.

Host: The Gamemaster.

Host Character: A non-playable character (NPC).

Infernal Weapon: An advanced weapon of some sort, usually constructed to destroy a city or the entire world.

Lore: The knowledge of Magick contained in a Lorebook.

Lorebook: A book of Magickal knowledge.

Magick: Spelled with a ‘k’ at the end.

New Europa: A term used both to refer to the equivalent of Europe in Castle Falkenstein and the world in general.

Requirement: The value which must be achieved when using an Ability to accomplish a Feat. The difficulty class or target number. Requirement is also ranked as Poor, Average, Good, Great, Exceptional, and Extraordinary.

Sorcery: A synonym for Magick.

Sorcery Deck: A deck of cards used by players of characters capable of casting spells.

Spell: A specific application of Magick which requires defining Definitions, Gathering Power, and then casting.

Spell Definition: A formula which determines how much Power is needed to cast a Spell.

Success: How completely a Feat is accomplished. There are multiple levels of success. In order they are: Fumble, Failure, Partial Success, Full Success, High Success. Unless the specific degree of Success matters (for example, a Dramatic Character must achieve a High Success in order to complete a task) simply mentioning “Success” or “Failure” will usually suffice.

Thaumic Energy Requirement (TER): A numerical value determining how much energy a Spell needs in order to be cast, as worked out by the Spell Definition.

Unraveling: A process by which a living being is, either partially or totally, unwoven on a mystical energy in order to power a Spell.

Do you feel we missed a term? Is your favorite not included on the list above? Please let us know!

Your humble servant.

J Gray



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