TEXT: 1
  Castle Falkenstein
  BaBBage’s engine
  Babbage’s 
  Engine
  an adventure entertainment for Castle falkenstein
  
  2
  Castle Falkenstein
  BaBBage’s engine
  Babbage’s 
  Engine
  dramatis Personae
  Written by Grandmaster Stephen Kenson and Mister J Gray                   
  with Gratitude to Captain Michael Alyn Pondsmith
  Editorial Insight by Mister J Gray, Lord Lucus Palosaari, and 
  Captain Troy E. Daniels
  Illustration and Layout Rendered by Admiral Rick Hershey
  The Members of the Gaming Society of the Fat Goblin are Ben 
  Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, 
  Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel 
  Howell, Kim Frandsen, Matt Roth, Michael Ritter, Rodney Sloan, 
  Lucus Palosaari, Rick Hershey, and Troy Daniels
  The Developer of the Line is Mister J Gray
  The Publisher of this Fine Work is Rick Hershey of Fat Goblin Games
  Babbage’s Engine: An Adventure Entertainment for Castle 
  Falkenstein © 2017 Fat Goblin Games
  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.
  Babbage’s Engine © 2017 Fat 
  Goblin Games and all related 
  marks and logos are trademarks 
  of Fat Goblin Games. Unless 
  otherwise stated, all interior 
  artwork, graphics, character 
  names, and fiction are Product 
  Identity of Fat Goblin Games.
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create 
  Pathfinder Roleplaying Game compatible products. With a focus on high quality 
  production values and providing a creative environment for our team of freelancers 
  (The Fat Goblin Hoarde), Fat Goblin Games has quickly become a recognized force 
  in the world of Third Party Publishers of not just the Pathfinder Roleplaying Game 
  and 5th Edition Fantasy, but also supporting the vs. M Engine and releasing official 
  products for Castle Falkenstein, originally published by R. Talsorian Games. With 
  hundreds of support books, visual aids, campaign settings, and quality stock art, Fat 
  Goblin Games continues to provide exciting content and fantastic worlds in which 
  gamers can immerse themselves.
  Visit us on Facebook, follow us on Twitter and check out our website at 
  fatgoblingames.com.
  And be sure to join the Castle Falkenstein Facebook Group to get all the latest 
  news, previews, and deals on everything for Castle Falkenstein!
  
  3
  Castle Falkenstein
  BaBBage’s engine
  Dramatis Personae in Alphabetical Order by Surname 
   
  4
  A Train Ride into Danger! 
  4
  Prologue 
  5
  What Has Gone Before 
  6
  Chapter 1: Mayhem on the Platform 
  7
  Chapter 2: Tram of Terror 
  9
  Chapter 3: Prisoners of Lord Dire 
  11
  Chapter 4: Battle in the Sky 
  13
  Lord Dire’s Flying Platform 
   
  16
  Epilogue 
  17
  SAMPLE DRAMATIC CHARACTERS 
  18
  Janet Black 
   
  22
  M. Blanque 
   
  23
  Marquess Marie-Christine Bourdon 
   
  24
  Peter Last 
   
  25
  Pauly the Pixie 
   
  26
  Sir Peter Windhelm 
   
  27
  Contents
  
  4
  Castle Falkenstein
  BaBBage’s engine
  dramatis Personae in 
  alPhabetiCal order       
  by surname
  Lord Anton dire 
  Mastermind and Ruler of Trevania
  Abilities: Charisma [GR] ● Education [GD] 
  ● Exchequer [GR] ● Fencing [GR] ● 
  Marksmanship [GD] ● Physique [GD] ● Social 
  Graces [GD] ● Stealth [PR] ● Tinkering [EXC]
  Health: 6
  Weapon: Rapier 4 (P) / 5 (F) / 6 (H) / Harm Rank D
  The hereditary ruler of the tiny Germano-Slavic 
  principality of Trevania, Lord Dire plots to turn the 
  whole of New Europa into a technological utopia 
  under his absolute rule. He considers himself an 
  honorable man but will let nothing get in the way 
  of his absolute domination of the world.
  Herr/FräuLein ALAn/AiLeen reinHArdt
   Offspring of Professor Reinhardt 
  Abilities: Athletics [GD] ● Charisma [GR] ● 
  Comeliness [GR] ● Marksmanship [PR] ● 
  Social Graces [GD] ● Tinkering [GD]
  Health: 5
  Alan/Aileen inherited not only a keen inventive 
  mind from their mother but also the beauty and 
  social acumen of their dear, departed father. 
  Alan/Aileen has been playing social secretary and 
  lab assistant to their mother for years and has 
  proven capable at both keeping their mother on 
  schedule and preventing her from falling prey to 
  bad business deals. While they love the professor 
  and believe in her with all their heart, they also 
  yearn for romance and adventure. An avid reader 
  of penny dreadfuls, Alan/Aileen is just the sort 
  of young person to fall instantly in love with a 
  dashing adventurer.
  A Train Ride into Danger!
  Hundreds of onlookers crowd the railway platform, eager to catch a glimpse of the 
  Duchess Elisabeth as she departs on her maiden journey along the new Paris-München-
  Vienna Express Line. This train, the most advanced in the world, will allow travel 
  from one end to the other in a mere two days instead of the normal three! Operated 
  by an advanced Babbage Engine and appointed with the finest of luxuries, this train 
  represents the firm alliance of France, Bayern, and the Austrian-Hungarian Empire 
  and serves as a showpiece of their technological prowess.
  A prowess one particular mastermind covets with all his black heart…
  
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  Castle Falkenstein
  BaBBage’s engine
  ProFessor KArLA reinHArdt
  Absent-minded Inventor
  Abilities: Athletics [PR] ● Education [GR] ● 
  Fencing [PR] ● Fisticuffs [PR] ● Tinkering 
  [EXC] 
  Health: 5
  The good professor is the very definition of a 
  brilliant but absent-minded inventor. Kind hearted 
  and optimistic, the professor cannot imagine why 
  anyone would wish to use her work for anything 
  other than the better of mankind. The only thing 
  she loves more than her inventions is her child.
  Unlike many Castle Falkenstein products, 
  this Adventure Entertainment was not 
  written by Captain Tom Olam or someone 
  else from Beyond the Faerie Veil. Instead, it 
  was written by Grandmaster Stephen Kenson 
  based on his interpretations of various 
  miscellaneous notes sent to us by Captain 
  Olam. We hope you enjoy it.
  Because the Professor’s child is a 
  potential romantic interest for one or more 
  of the Dramatic Characters  we leave their gender 
  and sexual orientation in the capable hands of 
  the Host. In either case, the younger Reinhardt 
  is an attractive, witty, and capable young person 
  and is well practiced at smoothing the way and 
  assisting their absent-minded mother.
  Prologue
  In which a dire plot is hatched.
  Lord Anton Dire sat in silence in the great library 
  of his ancestral home, sipping absently from the 
  goblet of fine wine that sat near his elbow and 
  staring for long minutes into the fire that blazed 
  in the great stone hearth, its crackle and the tick 
  of the great clock the only sounds breaking the 
  silence. He seemed to be considering matters of 
  great weight and all of the servants of the House of 
  Dire knew to give their lord a wide berth when he 
  sank into one of his thoughtful moods. To disturb 
  him would mean courting Lord Dire’s wrath and 
  that was too terrible for any to contemplate.
  Hans had been Lord Dire’s manservant for 
  many years now and knew well his Lordship’s 
  moods and how to deal with them. He entered the 
  library as silently as a shadow, carrying the day’s 
  dispatches on a silver salver, which he placed at 
  the right hand of Lord Dire without a word, then 
  just as silently withdrew. Dire took a few moments 
  to glance through the correspondence, most of 
  which was quickly laid aside. One seemed to catch 
  his eye, however, and he quickly opened and read 
  it, scanning the few terse lines within quickly. 
  With a flourish, the Lord of Dire Castle surged to 
  his feet.
  “Hans, Hans!” he called. The butler reappeared 
  in an instant.
  “Yes, my lord?” he inquired. Lord Dire turned to 
  him with a fire in his eyes as bright at that which 
  burned in the heath and a smile tugging at the 
  corner of his lips, making his mustache bristle.
  “Hans, call Colonel Brukhardt to me at once. 
  The final piece of my plan has fallen into place. 
  Soon all of New Europa will know and tremble at 
  the name of Anton Dire!”
  The butler bowed and withdrew immediately 
  to summon the Colonel while Lord Dire sank 
  back into his chair and drank deeply of his wine 
  
  6
  Castle Falkenstein
  BaBBage’s engine
  while reading the telegram over once again. Yes, 
  Professor Reinhardt, he thought, soon the world 
  will know of your invention, but not I think in the 
  way you have planned...
  What has gone 
  before
  Lord Anton Dire is the ruler of the tiny New 
  Europan principality of Trevania; a land with an 
  abundance of the mysterious element 
  Radium beneath one of its mountains, 
  where sits Castle Dire itself. Lord Dire 
  uses this vast supply of Power to fund 
  and supply his secret plans for conquest. 
  Currently, Lord Dire has created a 
  powerful flying platform, a rival of 
  Robur’s Albatross and the Bayernese 
  aerovettes. To ensure the superiority 
  of his own vessel, Lord Dire plots to 
  acquire the Automated Telegraphic 
  Punched Card Shuffler, an invention 
  of Professor Reinhardt, a Bayernese 
  scientist. This clever invention is the 
  centerpiece of the Duchess Elisabeth, a 
  new Babbage Engine-controlled train 
  jointly constructed by France, Bayern, 
  and Austria. With the device in place, 
  telegraphic signals can be used to 
  command the train engine’s mechanical 
  brain remotely. Once Lord Dire has the 
  Automated Telegraphic Punched Card 
  Shuffler in his possession he will study 
  it, improve it, and duplicate it to install 
  in the miniaturized Babbage Engines 
  he has built into a series of unmanned 
  ornithopters!  With a flying platform 
  and a fleet of agile, remotely-controlled 
  ornithopters under his control, Lord 
  Dire will rise up and become the 
  unchallenged Master of the Skies!
  The Duchess Elisabeth is named after 
  Duchess Elisabeth in Bavaria, affectionately 
  known as Sissi. The cousin of King Ludwig II 
  and the wife of the Austrian Emperor, Franz 
  Joseph, she is one of the most romanticized 
  monarchs of the era. The Empress has been 
  the subject of many books, plays, and films. 
  The Sissi trilogy of films, starring Romy 
  Schneider and directed by Ernst Marishchka 
  are especially beloved.
  
  7
  Castle Falkenstein
  BaBBage’s engine
  The Dramatic Characters 
  become 
  involved 
  in 
  this 
  Adventure Entertainment when they are 
  witness to an assault on the scientist 
  and his son/daughter by a group of 
  ruffians in the employ of Lord 
  Dire. They are gathered at the 
  train station and should all 
  have a reason to either be riding 
  aboard the Duchess Elisabeth 
  on her maiden trip on the Paris-
  München-Vienna Express Line or to be present as 
  she prepares to pull out of the station. The Duchess 
  Elisabeth can be departing from Paris, Vienna, 
  or München as suits the plans of the Host. The 
  traveling theme of Babbage’s Engine makes it a 
  perfect transition Adventure Entertainment when 
  moving a Campaign from one city to another but 
  it also serves as a perfect introduction to Castle 
  Falkenstein for Players new to the game.
  Shortly after the afternoon train arrives the 
  Dramatic Characters hear a call for help and see 
  an older woman in a somewhat rumpled dress 
  and her young companion set upon by a group of 
  lower-class toughs at the far end of the platform. 
  There should be a number of toughs equal to 
  the party’s size minus one (so two toughs if there 
  are three Dramatic Characters, three if there are 
  four Dramatic Characters, and so forth). If the 
  party is particularly martially oriented, add one 
  more tough to the mix. If the party’s abilities 
  overwhelmingly lie in realms which aren’t 
  combative in nature reduce the number of toughs 
  to a maximum two. There is no need to overwhelm 
  the party this early in the story.
  Toughs
  Abilities: Fisticuffs [GD] ● Perception [GD] ● 
  Physique [GD] 
  Health: 6 
  Weapon: Cudgel [1 (P) / 2 (F) / 3 (H) / Harm Rank A]
  If the Dramatic Characters intervene—and who 
  could refuse innocents in distress?—they should 
  be able to rout the ruffians with little difficulty. 
  The assailants flee if they are able before the 
  police arrive to take them into custody. Professor 
  Reinhardt is most grateful to the characters, as is 
  the lovely Alan/Aileen. They introduce themselves 
  and the Dramatic Characters learn that Professor 
  Reinhardt is traveling aboard the Duchess Elisabeth 
  on her maiden voyage in order to install her 
  invention, the Automated Telegraphic Punched 
  Card Shuffler. Without it, the train’s controlling 
  Babbage Engine would be unable to respond 
  quickly and precisely to upcoming hazards and 
  changing conditions along the tracks.
  Chapter 1: Mayhem on the Platform
  In which the characters are witness to a dastardly assault.
  
  8
  Castle Falkenstein
  BaBBage’s engine
  If none of the Dramatic Characters suggest 
  it, Alan/Aileen asks if they might be willing to 
  accompany them on the trip. The professor is 
  happy to acquire tickets for whomever requires 
  one. In short order, the entire party is aboard 
  the 
  Duchess 
  Elisabeth. 
  Professor 
  Reinhardt, 
  accompanied by one of the conductors, travels 
  to the front of the train to install her Automated 
  Telegraphic Punched Card Shuffler while Alan/
  Aileen keeps the Dramatic Characters company. 
  Citing railway regulations and security, the 
  Professor won’t allow anyone to accompany her at 
  this time but promises a tour later. Minutes later 
  the whistle blows and the train pulls out of the 
  station and speeds along the line.
  
  9
  Castle Falkenstein
  BaBBage’s engine
  The train ride takes the 
  Dramatic 
  Characters 
  and 
  their 
  traveling companions through the 
  picturesque countryside, allowing 
  them the opportunity to chat 
  amongst themselves and with 
  Alan/Aileen and any other guests 
  who might be present. As this is 
  the maiden trip of a brand new, 
  expensive, and quite sensational 
  train any number of interesting 
  people might be present and this is an excellent 
  chance for Hosts to introduce seeds for future 
  plots, advance personal storylines, or reinforce 
  the fascinating nature of New Europa via chats 
  involving famous individuals both historical and 
  fictional. Of course, Alan/Aileen serves as a perfect 
  companion and takes interest in the Dramatic 
  Characters and their stories, perhaps even coyly 
  flirting with a handsome or beautiful member of 
  the party. Roughly an hour after the train pulls 
  out of the station, Professor Reinhardt returns 
  and asks if the Dramatic Characters would like to 
  see the train’s Babbage Engine “brain” in action.
  Professor Reinhardt leads Alan/Aileen and the 
  Dramatic Characters forward through the train 
  until they reach the Babbage Engine, a massive 
  clicking and clacking contraption. The machine 
  takes up an entire car which is situated just behind 
  the coal car. Hydraulic lines convey instructions 
  from the Babbage Engine to the engine of the 
  train. Installed in a needle like pedestal in one 
  corner of the car is a thick wheel roughly three 
  feet in diameter. Professor Reinhardt motions 
  proudly to the device as she explains its purpose.
  “I’ve heard the press call this train ‘Babbage’s Engine’ 
  because of its automated driver. It is an amusing title 
  but not an entirely accurate one. You see, my friends, this 
  is the Automated Telegraphic Punched Card Shuffler. 
  While the Babbage Engine which operates this train 
  is a wonder it cannot see ahead. It does not know the 
  conditions of the track kilometers ahead or, indeed, 
  around the next bend and, thus, needs information 
  about route deviations, dangers on the track, and so 
  forth from down the line. My beautiful creation can 
  accept this information in the form of telegraphic signals 
  sent cleverly along the track and up through the wheels 
  and into my invention. The Automated Telegraphic 
  Punched Card Shuffler then spins and inserts the proper 
  sequence of punched cards into the Babbage Engine in 
  order to change the train’s operating instructions.”
  The Professor is delighted to answer questions 
  from any curious Dramatic Character but all 
  inquiries are cut short when the rear door of 
  Chapter 2: Tram of Terror
  In which the Dramatic Characters are set upon by Lord Dire’s men.
  
  10
  Castle Falkenstein
  BaBBage’s engine
  successful Great Social Connections Feat. Again, 
  pitch the level of threat to the level of the party’s 
  combat readiness. There should be two raiders 
  but be prepared to bring in reinforcements if they 
  are too quickly dispatched. The raiders are well 
  armed, carrying both pistols and sabers.
  RaideRs
  Abilities: Courage [GD] ● Fencing [GR] ● 
  Marksmanship [GR] ● Perception [GD] ● 
  Physique [GD] 
  Health: 7 
  Armor: Leather Jacket (Light/Stops 1 point of 
  damage)
  Weapons: Saber [4  (P) / 5 (F) / 6 (H) / Harm Rank 
  D] ● .31 Pepperbox Pistol [Range 25/60 / Load 
  5 / 2 (P) / 3 (F) / 4 (H) / Harm Rank B]
  Just as the Dramatic Characters or their 
  opponents seem to be gaining the upper hand, 
  the train is rocked by a sudden force, and the 
  characters find their entire car separated from the 
  train and lifted entirely off the tracks by a powerful 
  winch and cables attached to the corners of the car 
  by men on the roof! They are lifted into the belly of 
  a massive airship hovering above the tracks, where 
  they become the prisoners of Lord Dire.
  The Dramatic Characters may struggle further 
  against their abductors, perhaps even climbing 
  outside of the train car to assault or climb the 
  cables. Remind them, however, of the damage 
  which might be done, both to themselves and 
  the Babbage Engine, should the car fall from the 
  increasingly great height. Anyone looking down 
  will see the majority of the train cars, now separated 
  from the engine, slowing down to a halt while the 
  engine and coal car continue to speed on. 
  If need be, Lord Dire’s men have no qualms about 
  taking the Reinhardts hostage to force the Dramatic 
  Characters to comply with their demands. 
  Castle Falkenstein is home to a number 
  of famous characters, many of whom 
  are fictional in our world. A list of possible 
  passengers, and their motives for being aboard 
  the Duchess Elisabeth are listed below.
  • The Empress of Austria herself, Duchess 
  Elisabeth in Bavaria, accompanied by 
  several guards. As the train is named after 
  her, the Empress is aboard to represent 
  her government. She has her own royal 
  car towards the rear of the train for when 
  she retires.
  • Sarah Bernhardt, one of the most beloved 
  performers in the world. She has been 
  engaged as a matter of publicity and will put 
  on a performance for the passengers when 
  the train arrives at its final destination.
  • Rhyme 
  Enginemaster, 
  gruff 
  Dwarvish 
  inventor. He has, grudgingly, agreed to 
  represent Bayern’s interests aboard the 
  Duchess Elisabeth.
  • Arsène Lupin, gentleman thief. Currently 
  the master criminal is disguised as a man 
  named Rostat and is performing card tricks 
  to amuse the passengers.
  • Mark Twain, famous journalist, writer, 
  and ambassador at large for the Bear 
  Flag Empire of California. He will be 
  very keen to interview anyone present to 
  get their thoughts on the train and the 
  march of progress.
  • Jules Verne, journalist and France’s Minister 
  of Science. He is on board to represent 
  France’s interests and to record the trip 
  for posterity.
  the car bursts open and several men, dressed in 
  black uniforms with a golden, Gothic “D” stitched 
  upon their breasts enter. Recognizing the symbol 
  as belonging to Lord Dire of Trevania requires a 
  
  11
  Castle Falkenstein
  BaBBage’s engine
  After a short but swift 
  flight, the airship arrives at Lord 
  Dire’s castle in the mountains, just 
  inside the border of Trevania. A set 
  of massive concealed doors in the 
  very side of the mountain open 
  up to admit the giant ship into 
  a hollowed-out cavern hangar. 
  The Dramatic Characters and 
  the Reinhardts are stripped of 
  their possessions and brought by a 
  group of raiders to Lord Dire’s massive library in 
  the castle above the mountain complex. There his 
  Lordship greets the party like long lost friends he 
  has been expecting and invites them to sit with 
  him as though they were his guests and not his 
  prisoners. He even has medics on hand to tend 
  to their injuries. Heal up to two Wounds suffered 
  by any Dramatic Character or the Reinhardts. 
  Guards line the walls, each armed with a pistol 
  and saber. There are two guards for each Dramatic 
  Character present. As their injuries are tended to, 
  Dire explains why it is that he has brought them 
  to his stronghold.
  “You have already seen,” he says like a lecturing 
  professor, “the incredible power of my airship. It far 
  outstrips those of Bayern in terms of size and capacity, 
  but it is still vulnerable to attacks from those aeroships 
  as a tiger can be stung by a wasp. But, with Professor 
  Reinhardt’s invention and just a bit of tinkering so it 
  can accept telegraphic transmissions broadcast through 
  the very air, I shall be able to strike at the Bayernese 
  aeronavy or even the Albatros itself, swarming them 
  with remotely controlled ornithopters. With the Punched 
  Card Shuffler feeding them quick instructions my 
  unmanned squadrons will outmaneuver any other air 
  vehicle, striking them down with precision and without 
  worry of cowardice or panic on the part of a human 
  pilot! Once I have claimed the skies, it’s power will allow 
  me to overcome any that stand in my way!”
  Unfortunately, Lord Dire explains, he was 
  planning only on abducting the Reinhardts. The 
  Dramatic Characters are of no concern to his plans 
  and will have to be disposed of. He orders the 
  Dramatic Characters clapped in irons, particularly 
  to limit the powers of any Faerie among them, and 
  sealed into one of the chambers of the Radium 
  mines deep beneath the castle.
  “You see,” Lore Dire says as the guards close in with 
  manacles at the ready, “The secret to my amazing flying 
  platform’s power is a rare and mysterious element 
  known as Radium. Little is truly known about it but 
  my experiments have shown long term exposure to the 
  Chapter 3: Prisoners of Lord Dire
  In which the characters encounter Lord Dire and learn of his 
  diabolical plan.
  
  12
  Castle Falkenstein
  BaBBage’s engine
  substance to be quite deadly. Thus, your last act on this 
  Earth will be in the name of science as we monitor your 
  condition and see how long it takes before the Radium’s 
  toxicity saps your strength and renders you lifeless.”
  While most of the guards secure the Dramatic 
  Characters, Lord Dire and one of his raiders escort 
  the Reinhardts away, specifically mentioning that 
  the two prisoners will be his “guest” aboard the 
  flying platform.
  
  13
  Castle Falkenstein
  BaBBage’s engine
  Hosts should give the party 
  every chance to escape and 
  entertain any plans they might have 
  for doing so. For example, a socially 
  adroit Dramatic Character might 
  convince Lord Dire of their 
  worth as potential hostages. 
  Doing so requires a success on 
  an 
  Extraordinary 
  Charisma, 
  Connections, or Social Graces 
  Feat. Should the attempt be 
  successful, Lord Dire will still order the Dramatic 
  Characters shackled but will bring them with him 
  aboard his flying platform.
  Dramatic Characters can also attempt to escape 
  during the trip down to the Radium mines. They 
  are escorted by three guards, all with pistols drawn 
  and ready to fire. Picking the lock on the shackles 
  without a guard noticing requires success on an 
  Exceptional Stealth or Tinkering Feat. Should 
  the Dramatic Characters attack the guards while 
  shackled, reduce all physical Abilities by one step 
  (from Great to Good, for example) to represent 
  the difficulty of taking any action while bound. 
  The guards are immune to bribery but might 
  be convinced to undo the bonds of a female 
  Dramatic Character (or perhaps a sickly looking 
  male Dramatic Character) with a successful 
  Great Charisma or Performance Feat. Of course, 
  Faerie characters can attempt to pass through the 
  bonds using their abilities but doing so requires 
  an Exceptional Etherealness Feat. Sorcerers 
  attempting a Magickal solution must succeed at 
  an Exceptional Sorcery Feat in order to hide their 
  intentions from the prying gaze of the guards. For 
  all purposes the guards have the same Abilities as 
  the raiders in Chapter 2.
  If the Dramatic Characters do not escape before 
  they reach the mines the guards shove them 
  inside and slam shut a thick iron door. The sound 
  of the lock being engaged is loud and echoes 
  through the chamber they find themselves in. The 
  Dramatic Characters must obviously find a way to 
  escape. Some possibilities for action include:
  • The door cannot be forced with any amount of 
  raw physical strength but if proper leverage is 
  applied with a Great Education or Tinkering 
  Feat it becomes possible if the Dramatic 
  Characters work together to achieve an 
  Extraordinary Physique Feat. 
  • Likewise, there is no way to pick the lock from 
  this side but a clever inventor might be able 
  to make use of the raw Radium and mining 
  tools available to create a crude explosive by 
  succeeding at an Exceptional Tinkering Feat. 
  Chapter 4: Battle in the Sky
  In which the Dramatic Characters escape their bonds and confront the 
  mastermind.
  
  14
  Castle Falkenstein
  BaBBage’s engine
  • Faeries who try to pass through the door 
  or even the rock walls will find it next to 
  impossible and must achieve a High Success 
  on an Extraordinary Etherealness Feat.
  • Sorcerers will find the Radium interferes with 
  their Magick. Each time a Sorcerer Draws 
  Power from Sorcery Deck they must draw two 
  cards. If one of the cards is of the wrong suit 
  for the Spell being prepared and one is the 
  correct suit, the Sorcerer must keep the card 
  with the wrong suit and set aside the other 
  card. If both cards are of the correct suit the 
  Sorcerer must keep the card with the lowest 
  value. If neither card is of the proper suit one 
  must be discarded and the other kept.
  • Keen observation might find a side passage 
  which leads out of the mines. To find such a 
  passage requires an Exceptional Perception 
  Feat. Success at a Great Education Feat to help 
  understand the geology of the mines lowers 
  the difficulty of the Perception Feat by one 
  step. At the Host’s choosing, the previously 
  hidden passage might be accessible only to 
  those able to climb up the wall with a Great 
  Athletics Feat or to those who can squeeze 
  through a tight space with a Great Athletics, 
  Performance, or Stealth Feat.
  The Host should be open to whatever plans 
  the Players devise and work to make the escape 
  challenging, but not impossible.
  However the Dramatic Characters escape 
  the mines, they should reach the hangar just as 
  Lord Dire’s flying platform is departing. Racks of 
  weapons in the hangar will make it possible for 
  them to rearm themselves as desired. A Great 
  Athletics feat is required to leap onto the airship 
  before it leaves the hangar. Hosts can spice this 
  action up with precarious near-misses that leave 
  one or more Dramatic Characters dangling from 
  cables or struts as the ship flies high over the 
  craggy mountain peaks!
  The characters have to sneak or fight their 
  way past Lord Dire’s crew to reach the bridge of 
  the airship, requiring either Great Stealth or the 
  appropriate dramatic combat. Should the Host 
  desire, a fight on board the airship could very well 
  damage some of its mechanisms or puncture some 
  of the gas cells providing lift. A slowly sinking or 
  precariously tilted flying platform would certainly 
  add a sense of tension to the affair!
  Lord Dire and the Reinhardts are located in 
  the flying platform’s bridge which is located at 
  the fore of the ship on the uppermost deck. The 
  number of encounters with the ship’s crew the 
  party has on the way should be defined by the Host 
  depending upon factors such as how much time is 
  left in the session and desired degree of difficulty. 
  All crew members have the same Abilities as the 
  raiders in Chapter 2 but only one in any group 
  is armed with a pistol. The rest are armed with 
  sabers. Crew members are usually encounters 
  either individually or in groups of two or three.
  If any confrontation lasts more than three 
  rounds one of the engaged crew members will 
  attempt to make it to the alert bell. There are 
  pull cords for the alert bell hanging at each 
  corridor intersection. If the alert bell is rung the 
  Because Castle Falkenstein is a game of 
  drama and not precise simulation no map 
  of Lord Dire’s fortress has been included in this 
  Adventure Entertainment. Finding the hanger 
  won’t be a difficult task. All they must do is 
  follow the sounds of the engines warming up 
  and the props spinning. Should the Dramatic 
  Characters attempt to depart Lord Dire’s 
  fortress another way a reminder of the peril the 
  Reinhardts face should convince them of the 
  right course of action. Should they continue to 
  play the heartless cads, the Dramatic Characters 
  will find the corridors leading towards the 
  hangar are guarded by considerably fewer men 
  than the corridors leading away from it.
  
  15
  Castle Falkenstein
  BaBBage’s engine
  Requirement for all future Stealth Feats is raised 
  by one step to Exceptional. The alert bell will also 
  be rung if the aircraft is significantly damaged.
  When the Dramatic Characters confront Lord 
  Dire on the bridge, he defiantly order his men 
  to kill the interlopers. He seizes Alan/Aileen 
  Reinhardt and flees with her through a secret 
  panel in the wall, taking her down a ladder to the 
  ornithopter bay which will allow him to escape with 
  the younger Reinhardt held hostage. Dramatic 
  Characters following him will find themselves in a 
  chase, attempting to stop the mastermind as they 
  pursue him down the ladder and along a narrow 
  set of catwalks with nothing but their own sense 
  of balance protecting them from a plummeting 
  doom. Every physical action a Dramatic Character 
  takes on the catwalks should be accompanied by 
  an Athletics Feat with a Requirement of Good. 
  Failure means the Dramatic Character stumbles 
  and is unable to perform an action that round. A 
  fumble means the Dramatic Character plummets 
  from the catwalk. Hosts should allow a falling 
  Dramatic Character to catch hold of a dangling 
  line but climbing back up takes them out of the 
  action for at least three rounds. To increase the 
  tension of the encounter, at some point Lord Dire 
  should toss Alan/Aileen aside in order to free his 
  hands for the battle. The Dramatic Characters 
  now have two problems. In addition to attempting 
  to stop Lord Dire they must also save Alan/Aileen, 
  who clings to the catwalk in a desperate attempt 
  not to fall.
  If Lord Dire is defeated, mortally wounded or 
  not, he plunges from the airship and disappears 
  into the clouds below. Otherwise, he escapes 
  aboard his hot air balloon, vowing revenge upon 
  the party.
  Once Lord Dire is either defeated or has escaped, 
  the flying platform itself begins to plunge out of 
  control, damaged by the struggle and without the 
  guidance of its master and some of his crew. This 
  requires the Dramatic Characters to arrest its fall 
  if they are to survive. They must make their way to 
  the bridge or the engine room and must succeed at 
  a Great Helmsmanship or Tinkering Feat to make 
  the necessary adjustments. Dramatic Characters 
  can also attempt to succeed at a Great Courage or 
  Charisma Feat to order members of the panicking 
  crew to do the job for them. Hosts should allow 
  alternate methods, such as attempting to escape 
  using one of the airship’s attached ornithopters 
  or the use of Magick to bring the encounter to a 
  dramatic but survivable end.
  It is entirely possible the Players will 
  attempt to veer off course. For example, 
  they might choose to find one of the flying 
  platform’s attached ornithopters and attack 
  it from the outside. Or they might attempt to 
  seize control of the engine room. Hosts can 
  handle such deviations in one of two ways. They 
  can either work with the new idea, improvising 
  additional encounters as needed or they can 
  place obstacles such as sealed bulkheads or extra 
  crew in the way of the Dramatic Characters to 
  guide them back towards the bridge. As Host, 
  always remember it is paramount to balance 
  challenge and fun for everyone present.
  
  16
  Castle Falkenstein
  BaBBage’s engine
  lord dire’s flying Platform
  Similar to Robur’s Albatross, Dire’s airship is a large platform kept aloft by a 
  combination of gas cells and large propellers. It has several interior decks, with catwalks 
  running between the vast gears and shafts of the mechanical propellers. The ship is 
  controlled from the  bridge.
  Cost: 100 days at 10,000c
  Size: Large [100 Wounds]
  Powered by: A Radium Engine
  Operation Time: Unlimited
  Operates with: A complex arrangement of levers, cables, and a captain’s wheel
  Moves with: A series of forward and aft rotors
  Armed with: Two bomb racks, a forward facing gatling gun, and a squadron of 
  attached ornithopters.
  Note: The ornithopters are as described on page 211 of Castle Falkenstein.
  
  17
  Castle Falkenstein
  BaBBage’s engine
  Whether 
  he 
  escaped 
  or 
  plunged to his supposed death, 
  Lord Dire could return to menace the 
  Dramatic Characters again some day 
  with some new and terrible plot. 
  He retains his loyal followers 
  and his position in society as 
  head of a principality affords 
  him opportunities to evade 
  the justice that is otherwise his 
  rightful due.
  The Duchess Elisabeth survived and no harm came 
  to the passengers or staff. Without the Babbage 
  Engine to control it the engine puttered along 
  for another mile before coming to a halt entirely 
  while the rest of the train’s cars simply slowed to 
  a stop after being decoupled. Professor Reinhardt 
  will either return the Automated Telegraphic 
  Punched Card Shuffler to the Duchess Elisabeth 
  or build a new one for the task. Either way, the 
  various governments involved with the project 
  will have learned their lesson. In the future, all 
  Babbage Engine controlled trains will be armed 
  with rooftop canons to fend off airborne raiders. 
  And, of course, the part the Dramatic Characters 
  played in the foiling of Lord Dire’s scheme will 
  bring them to the attention of three different 
  governments, all of whom might have tasks in 
  mind for such skilled adventurers in the future!
  Alan/Aileen Reinhardt might well have fallen for 
  a dashing Dramatic Character and could try and 
  pursue a relationship with them. They might also 
  be inspired by the events of the story to become 
  an adventuress themselves, whom the Dramatic 
  Characters could cross paths—or even swords—
  with again some day.
  Epilogue
  In which the Dramatic Characters move forward into the future.
  
  18
  Castle Falkenstein
  BaBBage’s engine
  samPle 
  dramatiC 
  CharaCters
  The following six Dramatic Characters are 
  provided for the convenience of groups who wish 
  to proceed right to playing the Great Game. They 
  were built using the standard rules as presented 
  in Castle Falkenstein unless otherwise noted.
  JaneT Black
  The men all laughed when Janet Black showed 
  up in California with her pickaxe and her panning 
  gear but damned if she didn’t show them a thing 
  or three. The blacksmith’s daughter struck her 
  claim, worked it, and came up with enough gold 
  to make her rich for life. Tired of working for a 
  living, the newly wealthy Janet set off from San 
  Francisco aboard an aeroship, intending to see the 
  world and investigating a haunted castle sounds 
  like loads of fun!
  A few tips on playing Janet Black: You grew 
  up rough but you grew up loved. You believe in 
  speaking plain and not holding back. Luckily, 
  people in New Europa seem to expect that kind 
  of behavior from Americans so your attitude, plus 
  your money, have won you a few friends on this 
  side of the Atlantean. Just remember, there’s not 
  much honesty and a good think can’t solve and if 
  a problem gets too ornery, you’ve always got your 
  Colt to back you up.
  Working with the Others: Maybe you’ve taken 
  a fancy to one of the others or maybe you’re just 
  bored. You left home looking for adventure and 
  romance and a trip aboard an automated train 
  sounds like just the ticket! 
  Abilities: Charisma [GR] ● Courage [GD] 
  ● Exchequer [EXC] ● Fencing [PR] ● 
  Marksmanship [GD] ● Physique [GD] ● Social 
  Graces [PR] ● Sorcery [PR] 
  Health: 7
  Notable Possessions: .44 Colt (Range 50/300 / 
  Load 6 / 4 (P) / 5 (F) / 6 (H) / Harm Rank D), 
  bank book, passport.
  M. Blanque
  As a secret agent for the Imperial Crown of 
  France, M. Blanque travels the world, performing 
  daring acts both of espionage and romance. Just 
  back from a mission in the Americas, she has 
  been asked to look into this bothersome protest 
  in hopes of finding a way to defuse the situation. 
  With her charisma, mastery of stealth, and gadget-
  filled cane, M. Blanque is the perfect choice to 
  board the Duchess Elisabeth and ensure nothing 
  untoward happened to it.
  A Few Tips of  Playing M. Blanque: You are a 
  French, female super spy. You have a gadget for 
  every situation, ranging from lockpicks cleverly 
  concealed in your cane to a small cache of explosive 
  liquid tucked away in a hidden compartment in 
  your watch. When it comes to social situations 
  be suave. Be droll. Be ironic. Flirt with those you 
  find attractive, no matter the gender, but always 
  remember your first duty is to Emperor Napoleon 
  the Third and to France. 
  Working with the Others: As a representative 
  of the French government, you are aware of your 
  duty to lead a small and elite team in stopping 
  any criminal or foreign agent who would 
  sabotage the Duchess Elisabeth. After all, while the 
  train might be of Bayernese construction and 
  the name might be Austrian, the Babbage Engine 
  which drives her was built in France and it is 
  your duty to ensure no embarrassment comes to 
  either France or her Emperor.
  Abilities: Comeliness [GD] ● Courage [GD] ● 
  Fencing [GD] ● Social Graces [GD] ● Sorcery 
  [PR] ● Stealth [GR] 
  Health: 7
  Notable Possessions: Sword cane with assorted 
  gadgets (3 (P) / 4 (F) / 5 (H) / Harm Rank C), 
  pocket watch with assorted gadgets.
  
  19
  Castle Falkenstein
  BaBBage’s engine
  MaRquess MaRie-chRisTine BouRdon
  Though she was born to the aristocracy of 
  France, Marie-Christine Bourdon has always been 
  a tinkerer at heart, much to the exasperation of her 
  parents. In her youth, Marie-Christine’s governess 
  often found her taking apart some device or 
  another as she attempted to discover how it 
  worked. As the young aristocrat grew older, Marie-
  Christine made something of a truce with her 
  parents. She would act more properly like a lady 
  if they would arrange for her to learn engineering 
  from experts across New Europa. Recently, 
  inspired by Lady Ada Lovelace, Marie-Christine 
  has become interested in the functioning and 
  programming of Babbage Engines.
  A few tips on playing the Marquess Marie-
  Christine Bourdon: To please your parents, you 
  have learned how to act like a proper lady but, at 
  heart, you are a tinkerer. Any chance to talk shop 
  with another inventor should be leapt upon, and 
  any new device must be examined and documented 
  thoroughly. You are, in many ways, the original 
  geek girl even if you were born to wealth.
  Working with the Others: You need no prodding 
  to climb aboard a Babbage Engine controlled 
  train, that’s for certain. Better yet, the chance to 
  see the calculating device in action is a dream 
  come true! When the action begins you’re ready 
  to assist. After all, what is worse than some fiend 
  stealing a great invention and using the power of 
  science for nefarious aims?
  Abilities: Athletics [PR] ● Connections [GD] ● 
  Education [GD] ● Fencing [PR] ● Fisticuffs [PR] 
  ● Marksmanship [GD] ● Performance [PR] ● 
  Social Graces [GR] ● Tinkering [EXC] 
  Health: 5
  Notable Possessions: .22 Derringer (Range 10/25 
  / Load 2 / 1 (P) / 2 (F) / 3 (H) / Harm Rank A), a 
  selection of useful tools.
  PeTeR lasT
  Peter Last’s father was a butler as was his father 
  before him. Peter, however, has no desire to 
  become just another domestic servant in a long 
  line of domestic servants. Instead, he wishes to 
  roam the world and have adventurers like the men 
  and women he has read about in the pages of the 
  Strand Magazine. With a keen eye, a strong frame, 
  and a good heart, the young man has struck out to 
  travel the continent in search of his fortune.
  A few tips on playing Peter Last: Being on the 
  cusp of manhood marks you as the youngest 
  member of the party. As a result you are full of 
  vim and vigor and always eager for an adventure. 
  You are eager to prove your worth and happy to 
  rush ahead where others might fear to tread. Any 
  moment might be an opportunity in disguise if 
  you are ready to seize it!
  Working with the Others: If this isn’t 
  adventure, what is? There’s people to protect, 
  a madman to stop, and all sorts of interesting 
  people to chat with. Growing up as a member of 
  a serving family means you aren’t likely to take 
  the lead but you’re happy to assist the others as 
  they come up with clever plans and push forward 
  to stop evil from winning.
  Abilities: Athletics [GD] ● Charisma [GD] ● 
  Connections [PR] ● Courage [GR] ● Fisticuffs 
  [GD] ● Perception [GD] ● Performance [PR] ● 
  Physique [GR]
  Health: 8
  Notable Possessions: Brass knuckles (1 (P) / 2 (F) 
  / 3 (H) / Harm Rank A / Causes blows only), a 
  waterproof box of lucifers, extra handkerchiefs 
  packed by your mother.
  Pauly The Pixie
  Let Brownies have their boring work and 
  Faerie Lords their courtly intrigues. Life for 
  Pauly the Pixie is nothing but adventure! After 
  all, adventure is so very easy to find. All it takes 
  
  20
  Castle Falkenstein
  BaBBage’s engine
  is finding an interesting group of humans and 
  slipping into their belongings. Before Pauly know 
  it they’ve been taken to a new place and are having 
  quite a bit of fun! Normally the Pixie wouldn’t 
  even think of boarding a train. Much too much 
  iron. However, she can’t resist the possibility of 
  creating a match between Alan/Alaine Reinhardt 
  and a dashing young hero!
  A few tips on playing Pauly: As a Pixie, you are a 
  study in contrasts. You can covertly tag along with a 
  group of humans for days, observing their actions 
  and helping them without their knowledge. At the 
  same time, you are bubbly and light and full of 
  laughter and can’t help bursting out at just the 
  right time to trigger a scare or bring a smile to 
  someone’s face. So long as things are exciting, 
  you’re content to participate in any adventure. 
  Should they turn boring, however, you might be 
  forced to make a bit of excitement of your own!
  Working with the Others: These humans are 
  fascinating. All selfless and heroic and practically 
  popping from the pages of a story! Better yet, with 
  young Alan/Alaine Reinhardt present there’s a 
  chance to create a little romance in addition to a 
  little adventure! The perfect reason for a Pixie to 
  tag along and help out with foiling a dastardly plot.
  Abilities: Athletics [GD] ● Etherealness [GD] ● 
  Exchequer [PR]  ● Fisticuffs [PR] ● Glamour 
  [GR] ● Love Charm [GR] ● Perception [GD] 
  ● Physique [PR] ● Stealth [EXC] ● Shapeshift 
  [PR]  ● Sorcery [PR]  ● Tinkering [PR]
  Health: 4
  Notable Possessions: A collection of oddities and 
  sparklies kept in a marble bag.
  Repulsions: As a Pixie, Pauly is repulsed by clothing 
  turned inside out, large quantities of iron, holy 
  symbols, and significant quantities of salt.
  Please note, Pauly was built using the Pixie 
  template in Memoirs of Auberon of Faerie. To make 
  her conform with standard Castle Falkenstein 
  rules, remove the Shapeshift Ability and change 
  Etherealness to AV.
  siR PeTeR WindhelM
  Sir Peter Windhelm, an English gentleman 
  through and through, has recently returned 
  to London with his Parisian wife, Corrine. A 
  Sorcerer and member of the Order of the Temple 
  of Jerusalem, he takes advantage of his relative 
  wealth and the leisure time it produces to act as 
  did the knights of old, righting wrongs and aiding 
  those in need. A relic in an ever changing world, 
  Sir Peter stands by his belief that it is the duty 
  of the fortunate to give aid to the less fortunate 
  whenever possible. 
  A few tips on playing Sir Peter Windhelm: You 
  are an English knight of the noblest sort, through 
  and through. You live by a strict code, helping those 
  in need and bringing to justice those who have 
  committed crimes. You are, technically speaking, 
  a Sorcerer but you are no scholar. Magick, to you, 
  is as much a tool as a hammer or a sword. Still, 
  at the end of an adventure, when you have done 
  all you can to help the world, you return home to 
  your wife, whom you love with all your heart.
  Working with the Others: In truth, all you 
  desired was to board the train and return home 
  to your beautiful wife. However, events have once 
  again swept you along on the path of adventure. It 
  is your duty as a Templar and an Englishman to 
  stop this criminal mastermind from turning his 
  evil loose upon the world and to help your fellow 
  adventurers reach safety. 
  Abilities: Athletics [GD] ● Courage [GR] ● 
  Exchequer [GD] ● Fencing [GR] ● Physician 
  [PR] ● Sorcery [GD] ● Stealth [PR]
  Health: 7
  Notable Possessions: Court sword (4 (P) / 5 (F) / 6 
  (H) / Harm Rank C), wallet with bank notes.
  Spells: As a Templar, Sir Peter can cast from 
  the Libram of Mystic Transformation and 
  Osman’s Tome of Physical Movement. For 
  more information on lorebooks and Sorcery in 
  general, see the appropriate section of the Castle 
  Falkenstein rulebook.
  
  21
  Castle Falkenstein
  BaBBage’s engine
  DeCk Plans of lorD Dire’s 
  flying Platform
  
  22
  Castle Falkenstein
  BaBBage’s engine
  Janet blaCk
  The men all laughed when Janet Black showed up in California with her pickaxe and her panning 
  gear but damned if she didn’t show them a thing or three. The blacksmith’s daughter struck her claim, 
  worked it, and came up with enough gold to make her rich for life. Tired of working for a living, the newly 
  wealthy Janet set off from San Francisco aboard an aeroship, intending to see the world and investigating 
  a haunted castle sounds like loads of fun!
  A few tips on playing Janet Black: You grew up rough but you grew up loved. You believe in speaking 
  plain and not holding back. Luckily, people in New Europa seem to expect that kind of behavior from 
  Americans so your attitude, plus your money, have won you a few friends on this side of the Atlantean. 
  Just remember, there’s not much honesty and a good think can’t solve and if a problem gets too ornery, 
  you’ve always got your Colt to back you up.
  Working with the Others: Maybe you’ve taken a fancy to one of the others or maybe you’re just bored. 
  You left home looking for adventure and romance and a trip aboard an automated train sounds like just 
  the ticket! 
  Abilities: Charisma [GR] ● Courage [GD] ● Exchequer [EXC] ● Fencing [PR] ● Marksmanship [GD] ● 
  Physique [GD] ● Social Graces [PR] ● Sorcery [PR] 
  Health: 7
  Notable Possessions: .44 Colt (Range 50/300 / Load 6 / 4 (P) / 5 (F) / 6 (H) / Harm Rank D), bank book, 
  passport.
  
  23
  Castle Falkenstein
  BaBBage’s engine
  m. blanque
  As a secret agent for the Imperial Crown of France, M. Blanque travels the world, performing daring 
  acts both of espionage and romance. Just back from a mission in the Americas, she has been asked to 
  look into this bothersome protest in hopes of finding a way to defuse the situation. With her charisma, 
  mastery of stealth, and gadget-filled cane, M. Blanque is the perfect choice to board the Duchess Elisabeth 
  and ensure nothing untoward happened to it.
  A Few Tips of  Playing M. Blanque: You are a French, female super spy. You have a gadget for every 
  situation, ranging from lockpicks cleverly concealed in your cane to a small cache of explosive liquid 
  tucked away in a hidden compartment in your watch. When it comes to social situations be suave. Be 
  droll. Be ironic. Flirt with those you find attractive, no matter the gender, but always remember your first 
  duty is to Emperor Napoleon the Third and to France. 
  Working with the Others: As a representative of the French government, you are aware of your 
  duty to lead a small and elite team in stopping any criminal or foreign agent who would sabotage the 
  Duchess Elisabeth. After all, while the train might be of Bayernese construction and the name might 
  be Austrian, the Babbage Engine which drives her was built in France and it is your duty to ensure no 
  embarrassment comes to either France or her Emperor.
  Abilities: Comeliness [GD] ● Courage [GD] ● Fencing [GD] ● Social Graces [GD] ● Sorcery [PR] ● Stealth [GR] 
  Health: 7
  Notable Possessions: Sword cane with assorted gadgets (3 (P) / 4 (F) / 5 (H) / Harm Rank C), pocket watch 
  with assorted gadgets.
  
  24
  Castle Falkenstein
  BaBBage’s engine
  marquess marie-Christine bourdon
  Though she was born to the aristocracy of France, Marie-Christine Bourdon has always been a tinkerer 
  at heart, much to the exasperation of her parents. In her youth, Marie-Christine’s governess often found 
  her taking apart some device or another as she attempted to discover how it worked. As the young 
  aristocrat grew older, Marie-Christine made something of a truce with her parents. She would act more 
  properly like a lady if they would arrange for her to learn engineering from experts across New Europa. 
  Recently, inspired by Lady Ada Lovelace, Marie-Christine has become interested in the functioning and 
  programming of Babbage Engines.
  A few tips on playing the Marquess Marie-Christine Bourdon: To please your parents, you have learned 
  how to act like a proper lady but, at heart, you are a tinkerer. Any chance to talk shop with another inventor 
  should be leapt upon, and any new device must be examined and documented thoroughly. You are, in many 
  ways, the original geek girl even if you were born to wealth.
  Working with the Others: You need no prodding to climb aboard a Babbage Engine controlled train, 
  that’s for certain. Better yet, the chance to see the calculating device in action is a dream come true! When 
  the action begins you’re ready to assist. After all, what is worse than some fiend stealing a great invention 
  and using the power of science for nefarious aims?
  Abilities: Athletics [PR] ● Connections [GD] ● Education [GD] ● Fencing [PR] ● Fisticuffs [PR] ● 
  Marksmanship [GD] ● Performance [PR] ● Social Graces [GR] ● Tinkering [EXC] 
  Health: 5
  Notable Possessions: .22 Derringer (Range 10/25 / Load 2 / 1 (P) / 2 (F) / 3 (H) / Harm Rank A), a selection 
  of useful tools.
  
  25
  Castle Falkenstein
  BaBBage’s engine
  Peter last
  Peter Last’s father was a butler as was his father before him. Peter, however, has no desire to become 
  just another domestic servant in a long line of domestic servants. Instead, he wishes to roam the world 
  and have adventurers like the men and women he has read about in the pages of the Strand Magazine. 
  With a keen eye, a strong frame, and a good heart, the young man has struck out to travel the continent 
  in search of his fortune.
  A few tips on playing Peter Last: Being on the cusp of manhood marks you as the youngest member 
  of the party. As a result you are full of vim and vigor and always eager for an adventure. You are eager to 
  prove your worth and happy to rush ahead where others might fear to tread. Any moment might be an 
  opportunity in disguise if you are ready to seize it!
  Working with the Others: If this isn’t adventure, what is? There’s people to protect, a madman to 
  stop, and all sorts of interesting people to chat with. Growing up as a member of a serving family 
  means you aren’t likely to take the lead but you’re happy to assist the others as they come up with 
  clever plans and push forward to stop evil from winning.
  Abilities: Athletics [GD] ● Charisma [GD] ● Connections [PR] ● Courage [GR] ● Fisticuffs [GD] ● 
  Perception [GD] ● Performance [PR] ● Physique [GR]
  Health: 8
  Notable Possessions: Brass knuckles (1 (P) / 2 (F) / 3 (H) / Harm Rank A / Causes blows only), a waterproof 
  box of lucifers, extra handkerchiefs packed by your mother.
  
  26
  Castle Falkenstein
  BaBBage’s engine
  Pauly the Pixie
  Let Brownies have their boring work and Faerie Lords their courtly intrigues. Life for Pauly the Pixie 
  is nothing but adventure! After all, adventure is so very easy to find. All it takes is finding an interesting 
  group of humans and slipping into their belongings. Before Pauly know it they’ve been taken to a new 
  place and are having quite a bit of fun! Normally the Pixie wouldn’t even think of boarding a train. 
  Much too much iron. However, she can’t resist the possibility of creating a match between Alan/Alaine 
  Reinhardt and a dashing young hero!
  A few tips on playing Pauly: As a Pixie, you are a study in contrasts. You can covertly tag along with a 
  group of humans for days, observing their actions and helping them without their knowledge. At the 
  same time, you are bubbly and light and full of laughter and can’t help bursting out at just the right 
  time to trigger a scare or bring a smile to someone’s face. So long as things are exciting, you’re content 
  to participate in any adventure. Should they turn boring, however, you might be forced to make a bit of 
  excitement of your own!
  Working with the Others: These humans are fascinating. All selfless and heroic and practically popping 
  from the pages of a story! Better yet, with young Alan/Alaine Reinhardt present there’s a chance to create a 
  little romance in addition to a little adventure! The perfect reason for a Pixie to tag along and help out with 
  foiling a dastardly plot.
  Abilities: Athletics [GD] ● Etherealness [GD] ● Exchequer [PR]  ● Fisticuffs [PR] ● Glamour [GR] ● Love 
  Charm [GR] ● Perception [GD] ● Physique [PR] ● Stealth [EXC] ● Shapeshift [PR]  ● Sorcery [PR]  ● 
  Tinkering [PR]
  Health: 4
  Notable Possessions: A collection of oddities and sparklies kept in a marble bag.
  Repulsions: As a Pixie, Pauly is repulsed by clothing turned inside out, large quantities of iron, holy symbols, 
  and significant quantities of salt.
  
  27
  Castle Falkenstein
  BaBBage’s engine
  sir Peter Windhelm
  Sir Peter Windhelm, an English gentleman through and through, has recently returned to London 
  with his Parisian wife, Corrine. A Sorcerer and member of the Order of the Temple of Jerusalem, he takes 
  advantage of his relative wealth and the leisure time it produces to act as did the knights of old, righting 
  wrongs and aiding those in need. A relic in an ever changing world, Sir Peter stands by his belief that it 
  is the duty of the fortunate to give aid to the less fortunate whenever possible. 
  A few tips on playing Sir Peter Windhelm: You are an English knight of the noblest sort, through 
  and through. You live by a strict code, helping those in need and bringing to justice those who have 
  committed crimes. You are, technically speaking, a Sorcerer but you are no scholar. Magick, to you, is as 
  much a tool as a hammer or a sword. Still, at the end of an adventure, when you have done all you can to 
  help the world, you return home to your wife, whom you love with all your heart.
  Working with the Others: In truth, all you desired was to board the train and return home to your 
  beautiful wife. However, events have once again swept you along on the path of adventure. It is your duty 
  as a Templar and an Englishman to stop this criminal mastermind from turning his evil loose upon the 
  world and to help your fellow adventurers reach safety. 
  Abilities: Athletics [GD] ● Courage [GR] ● Exchequer [GD] ● Fencing [GR] ● Physician [PR] ● Sorcery 
  [GD] ● Stealth [PR]
  Health: 7
  Notable Possessions: Court sword (4 (P) / 5 (F) / 6 (H) / Harm Rank C), wallet with bank notes.
  Spells: As a Templar, Sir Peter can cast from the Libram of Mystic Transformation and Osman’s Tome 
  of Physical Movement. For more information on lorebooks and Sorcery in general, see the appropriate 
  section of the Castle Falkenstein rulebook.
  
  28
  Castle Falkenstein
  BaBBage’s engine
  Babbage’s 
  Engine
  an adventure entertainment for Castle falkenstein
  
SOURCE: textdata/thevault/Castle Falkenstein (GURPS) [multi]/Castle Falkenstein - Babbage's Engine.pdf