TEXT: 1
  Castle Falkenstein
  Firearms & margarine
  Firearms & 
  Margarine
  
  2
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  Firearms & 
  Margarine
  Dramatis Personae
  Written by Captain Thomas Olam
  Transcription Performed by Mister J Gray
  With Gratitude to Captain Michael Alyn Pondsmith
  Editorial Insight by Lord Lucus Palosaari and Captain Troy E. Daniels
  Illustration and Layout Beautifully 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
  Grateful Appreciation is Given to the Allies of the Second Compact, who include Docteur Julien Pirou 
  (Scholar of Paris), Lady Roxanne Silver (Mistress of the Babbage Engine), Captain Tanya Evans (Lady Pirate 
  Extraordinaire), Miss Jennifer R. Povey (World Famous Author), Lady Tempest (Faerie Enchantress), Lady 
  Stephanie Gray (Official Muse of Falkenstein), and the Most Honorable Raquel Gutierrez (Marchioness of 
  Santos).
  The Developer of  the Line is Mister J Gray
  The Publisher of  this Fine Work is Rick Hershey of Fat Goblin Games
  Firearms & Margarine: An Adventure Entertainment for Castle Falkenstein © 2017 Fat Goblin Games
  
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  Castle Falkenstein
  Firearms & margarine
  Dedicated to Those Who Made this Possible, Mister Maximum Mike and Lady Lisa Pondsmith
  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 
  writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers.
  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.
  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.
  Curious Creatures © 2016 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.
  Prologue: 
  4
  Dark Doings In The City Of Lights 
  4
  Dramatis Personae 
  5
  What Has Gone Before 
  5
  How One Might Become Involved 
  6
  Chapter 1:  
  7
  The Scene Of The Crime 
  7
  The Sniper’s Perch 
  7
  The Body On The Stage 
  8
  Magick And Murder 
   
  9
  Chapter Two: 
  11
  Questioning The Suspects 
  11
  The Factory Owner 
  11
  The Guards 
   
  12
  The Commune 
  14
  The Protest Leader 
  14
  History Gone Askew 
  15
  The Préfet De Police 
  17
  Other Suspects 
  19
  Chapter 3: 
  20
  Closing In On A Killer 
  20
  The Gunsmith 
  20
  The Museum 
  21
  The Banks 
  21
  The Mesmerist 
  21
  The Commune Leader 
  22
  Assaulted By Rogues 
  23
  La Morgue 
   
  23
  The Denouement 
  24
  Red Herrings, Assumptions, & Accusations        25
  Aftermath 
  26
  Host Characters 
  27
  A New Type Of Brownie 
  30
  Sample Dramatic Characters 
  32
  Contents
  
  4
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  PRoLoGUe:
  DarK Doings 
  in tHe CitY oF 
  LigHts
  Chaos reigned in the great city of Paris as 
  hundreds of humans and Brownies blocked the 
  streets of the Fifteenth Arrondissement. As one, 
  the protesters raised both their signs and their 
  voices to protest the opening of a factory which 
  threatened their traditions and their livelihoods. 
  Officers of the préfecture de police de Paris 
  watched from the sidelines, forbidden to interfere 
  as the protest dragged traffic, industry, and 
  commerce in the fifteenth arrondissement of the 
  City of Lights to a grinding halt.
  Meanwhile, three stories above the streets of 
  the arrondissement, a sniper slowly adjusted the 
  rifle’s scope. Each turn of the knob was worked 
  out with painstaking precision and part of a 
  careful calculation. A calculation where the only 
  possible solution…
  … was murder!
  G
  reetings from Beyond the Faerie Veil!
  Back home, any discussion of the Victorian period 
  inevitably turned to murder mysteries. After all, Sherlock 
  Holmes is as much a symbol of the time as Her Majesty herself! 
  Of course, he’s not the only one. The science of solving crimes has 
  grown by leaps and bounds in the last few decades here in New 
  Europa. In the late 1820s and early 1830s, organized police forces 
  like Scotland Yard began replacing local constables. In 1833, the first 
  private detective agency was founded by Eugène François Vidocq, a 
  career criminal turned criminalist, who would later go on to found 
  and head France’s national police force, the Sûreté Nationale. By 
  the time I was spellnapped and brought to Castle Falkenstein, 
  professional police forces were the norm and consulting detectives 
  were everywhere. In London we’ve got Sherlock Holmes and 
  Ignatius Paul Pollaky. In the United States, there’s the Pinkertons 
  and the original girl detective, Violet Strange. C. Auguste Dupin, 
  though elderly, still solves the occasional crime in Paris and even 
  Prussia has a famous detective, in the form of Doctor Franz Xaver 
  Windmüller. If I left out your favorite Victorian detective, fictional 
  or historical, don’t worry. They’re probably over here in New 
  Europa, sleuthing up a storm.
  Heck, even I’ve had a chance to solve a murder mystery or two! 
  Not too long after the Battle of Königseig, Marianne, Morrolan, 
  and I were dispatched to Paris to investigate a protest movement 
  being led by a charismatic French Brownie and look for possible 
  Unseelie involvement. When the protest leader’s assistant was 
  murdered by an assassin’s bullet, it was up to the three of us 
  to solve the mystery! The whole case was so interesting 
  and full of unusual intrigue I later turned it into one of 
  my first Adventure Entertainments.
  And that’s what you’ve got in your hands. 
  Enjoy!
               Tom Olam
  
  5
  Castle Falkenstein
  Firearms & margarine
  Dramatis Personae in 
  aLPHabetiCaL orDer 
  bY surname
  Monsieur Michel, Brownie and Devoted Assistant 
  of Mademoiselle Bendit
  Mademoiselle Danielle Bendit, Brownie Leader of 
  the Protest Movement
  Monsieur Martin Hoog, Factory Owner
  Madame Anne Jaclard, Newspaper Owner and 
  Commune Sympathizer
  Docteur Jean Alexandre Le Mat, Physician and 
  Firearms Inventor
  Monsieur Eugène Varlin, leader of the Paris 
  Commune
  Docteur Auguste Voisin, Psychiatrist and 
  Mesmerist
  Préfet Félix Voisin, Prefect of the Paris Police 
  Prefecture
  WHat Has gone 
  beFore
  Progress marches ever onward, caring little for 
  who or what it crushes beneath its feet. In Paris, 
  industrialist Martin Hoog nears the opening 
  day of his factory. Once completed, the factory 
  will become France’s premiere producer of 
  margarine, a butter substitute made with refined 
  vegetable oil instead of cow’s or goat’s milk. 
  Monsieur Hoog touts his achievement as a victory 
  for industrialization and a symbol of mankind’s 
  conquest over the seasonal vagaries of nature.
   
  Not everyone, however, sees Hoog’s factory in 
  a positive light. Dairy farmers in the countryside 
  worry factory-produced margarine will displace 
  their hand-churned butter in city markets. They 
  are joined in their worries by Brownies. These 
  hard-working Faeries look at factories like the 
  one being built by Hoog and see a world in which 
  their ability to do the work of ten men in a single 
  night will fall by the wayside. When machines can 
  work as quickly as Brownies, what need is there 
  for Faerie labor, especially when they cannot stand 
  to work in factories stuffed to the brim with iron 
  and steel?
  One Brownie in particular, known by humans 
  as Danielle Bendit, has declared war on 
  industrialization. This charismatic Faerie woman 
  has gathered together hundreds of her fellow 
  Fae, as well as a number of human dairy farmers 
  and laborers, and marched them right up to the 
  doorstep of Hoog’s factory to protest the march 
  of progress. She seeks to slow it down or halt it 
  before it steps on the neck of the common man 
  and Faerie.
  Two decades ago Tom Olam was spellnapped 
  by a sorcerer and a Faerie King. He traveled 
  through time and space to an alternate, Victorian 
  world where fact, fiction, and fantasy co-existed. 
  A gamer at heart, Tom turned his adventures in 
  this new world into a roleplaying game which he 
  arranged to have delivered to an old friend back 
  home by “Faerie Express”. The legendary Mike 
  Pondsmith and his company, R. Talsorian, 
  published Tom’s game in our world as Castle 
  Falkenstein. Seven books, including the core rules, 
  were published before the line went silent for a 
  time. The thing is, though, not everything Tom 
  Olam sent to our world was published. Plenty 
  of material was carefully stored away, awaiting 
  transcription. Fat Goblin Games was happy to 
  volunteer for the job. Thank you for joining us.
  Your humble servant.
  Mister J Gray
  
  6
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  At the behest of the Emperor, the police have 
  not yet acted to quell or disperse the protests. 
  Napoleon the Third worries Madmoiselle Bendit’s 
  organization represents a large enough number of 
  Faeries that to attack it will be considered a breach 
  of the First Compact, which prohibits humans, the 
  Seelie, and Unseelie Courts from openly warring 
  with one another. The Emperor is concerned 
  action taken by the police today may result in a 
  war between humans and the Fae tomorrow.
  The third day of Mademoiselle Bendit’s protest 
  finds the members of her movement gathered 
  together in a plaza outside of Hoog’s factory. 
  A makeshift stage has been built from pallets, 
  barrels, and crates. Mademoiselle Bendit has 
  just begun her speech when a shot rings out, 
  loud even above the chants of the crowd. On the 
  makeshift stage, a body falls and the protesters 
  begin running blindly and in panic. 
  HoW one migHt beCome 
  invoLveD
  A party of Dramatic Characters might find themselves 
  investigating the murder in any number of ways. Most 
  obviously, they might be Agents of the Second Compact or 
  the French government, sent to investigate the protests and 
  charged with finding a way to defuse the situation without 
  giving the Unseelie the excuse they need to start a war.
  Of course, not everyone works for such organizations. 
  Another way to involve Dramatic Characters might be 
  through their professions. Anarchists, Brownies, or laborers 
  could be sympathetic members of the protest movement. 
  Journalists might be covering it for their newspaper. 
  Diplomats, gentlepeople, or nobles could be engaged by 
  local merchants to negotiate a cessation of hostilities. 
  Consulting detectives might have been hired to investigate 
  the protesters for a third party.
  If these options don’t suffice, never underestimate the 
  power of happenstance. Many a murder mystery was solved 
  by an amateur detective who happened to be at the right place 
  at the wrong time!
  
  7
  Castle Falkenstein
  Firearms & margarine
  CHAPteR 1: 
  tHe sCene oF 
  tHe Crime
  In which a Brownie is murdered by sniper shot during a 
  protest rally and panic ensues.
  Were it not for the din of the protesters and the 
  angry cries of onlookers, this would be a beautiful 
  summer’s day in the City of Lights. The sun has 
  risen high in the sky, boiling off the fog which had 
  marked the morning.
  Going on its third day, the protest against 
  Monsieur 
  Hoog’s 
  margarine 
  factory 
  has 
  occupied all of the plaza in front of the factory 
  and overflowed into the streets, blocking traffic 
  through the arrondissement. The protesters are a 
  mix of human dairy farmers and Brownies, who 
  have used their shapeshifting abilities to make 
  themselves taller and more noticeable. They carry 
  signs angrily decrying Hoog, margarine, and the 
  industrialization they feel is destroying their 
  livelihood while chanting slogans in anger and 
  solidarity. Along the edges of the protesting crowd 
  are close to a hundred police officers, armed with 
  thick clubs wrapped in iron bands. Thus far, the 
  authorities have been content to watch the protest 
  and not interfere.
  A makeshift stage constructed haphazardly 
  from scrap wood, old pallets, and barrels has 
  been set up on one edge of the plaza. The crowd 
  grows silent as Danielle Bendit, a Brownie and 
  the movement’s leader, takes the stage. Behind 
  Mademoiselle Bendit stands her faithful assistant, 
  the Brownie Michel. Mademoiselle Bendit begins 
  her speech, using a bit of Glamour to amplify 
  her voice so all can hear. She promises the age of 
  industrialization will not arrive only to break the 
  backs and the wills of the laborers and farmers. 
  Those who work in the fields and in the barns will 
  not allow their way of life to be destroyed by iron 
  and machines. She begins to outline plans for 
  the movement’s future when the unmistakable 
  sound of a rifle shot echoes across the plaza. On 
  the stage, both Mademoiselle Bendit and Michel 
  seem to fall. A silent, stunned moment passes and 
  then the crowd begins to panic, screaming and 
  running in every direction. Further complicating 
  the chaos of the scene, a fog begins to fill the air, 
  obscuring vision.
  Assuming they are neither panicking nor trying 
  to flee the scene, the Dramatic Characters have 
  two possible paths to follow: they can attempt to 
  ascertain where the shot came from and find the 
  assassin; or they can attempt to fight their way to 
  the stage and the fallen protest leaders. 
  tHe sniPer’s PerCH
  Due to the size of the plaza and the noise of the 
  crowd, pinpointing the shooter’s position won’t 
  be an easy task. Dramatic Characters attempting 
  to locate the origin of the gunshot can do so in 
  multiple ways.
  • An Exceptional Perception Feat reveals the 
  glint of a possible rifle scope behind an open 
  window.
  • A Great Education or Tinkering Feat allows 
  a Dramatic Character to calculate the most 
  likely 
  location 
  based 
  on 
  mathematical 
  calculations involving trajectory.
  • A skilled shooter can intuit the most favorable 
  shooting position based on years of experience 
  with a Great Marksmanship Feat.
  
  8
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  The shot was fired from the third floor of a 
  nearby office building which faces the plaza. 
  Reaching the building is relatively easy despite 
  the nearby chaos. The natural flow of the crowd 
  allows the Dramatic Characters to move with it 
  until they reach the door of the building, which is 
  currently unlocked. Inside, the building has been 
  abandoned. Even if the streets were not stuffed 
  up, few professionals are interested in braving the 
  protesting crowds just to go to work.
  There are three offices which face the plaza 
  on the third floor. One belongs to a conseiller 
  en propriété industrielle (a lawyer specializing 
  in patent law), one belongs to a compatable (an 
  accountant), and one is currently vacant. All three 
  are locked. Picking the locks requires the skills 
  of a thief and can be done with a Good Stealth 
  Feat, though a mechanically inclined Dramatic 
  Character can take apart the lock with a Great 
  Tinkering Feat. The doors can be forced open 
  using muscle with a Great Physique Feat. Faerie 
  characters can mist through the wooden door 
  with only an Average Etherealness Feat.
  The offices of the lawyer and the accountant 
  are in good order and exactly what they appear to 
  be. In the unclaimed middle office, the Dramatic 
  Characters will find the room empty of everything 
  except the murder weapon. A rifle, equipped with 
  a scope, has been set upon a stand and aimed out 
  the open window at the stage below. A clockwork 
  device has been built into the rifle. The Dramatic 
  Characters can search the scene for clues.
  • With a Great Perception Feat, a Dramatic 
  Character can notice the floor around the 
  rifle is slightly damp. It rained in the early 
  hours of the morning, before sunrise, which 
  indicates the window was open the night 
  before the murder.
  • A Good Marksmanship Feat allows anyone 
  to recognize the rifle as a Whitworth rifle. 
  Whitworths are a single-shot, muzzle-loaded 
  weapon which shoots .451 caliber bullets. They 
  are known for their exceptional long range 
  accuracy and were a favorite of Confederate 
  sharpshooters during the American Civil War. 
  They are also common in the French army. 
  Based on the smell of powder residue on the 
  barrel, this particular rifle was just fired.
  • Dramatic Characters who succeed a Great 
  Tinkering Feat can puzzle out the purpose of 
  the clockwork device attached to the rifle. It 
  is designed to automatically pull the trigger 
  when certain conditions are met. A strange, 
  reflective white disk attached to the device by 
  copper wire and mounted to the front (so the 
  disk faces the stage) seems to be the triggering 
  mechanism.
  • It will require an Exceptional Education Feat 
  to identify the disk as a photovoltaic cell, 
  first invented by French physicist Edmond 
  Becquerel in 1839 and further expanded on 
  only recently by English inventor Willoughby 
  Smith. It would seem the firing mechanism 
  involves light but just how and why remains a 
  mystery, especially since the rifle did not fire 
  the moment the sun’s rays hit the disk when 
  the fog lifted.
  tHe boDY                
  on tHe stage
  Making a path through the crowd and reaching 
  the stage won’t be a simple matter. The panicking 
  protesters aren’t in the mood to make way and 
  the rising fog, which anyone with significant 
  experience with Faeries will realize is the result of 
  hundreds of Brownies turning Ethereal at once, 
  only complicates matters.
  
  9
  Castle Falkenstein
  Firearms & margarine
  • Shoving 
  one’s 
  way 
  through 
  the 
  crowd 
  requires a Great Physique Feat. Increase the 
  Requirement to Exceptional if the Dramatic 
  Character doing the shoving is attempting to 
  open a path for their fellows. If the Dramatic 
  Character fails the Feat they still reach the 
  stage but suffer two Blows for their trouble, as 
  does anyone following them.
  • More nimble Dramatic Characters can attempt 
  a Great Athletics Feat to duck and weave 
  through the crowd. They, too, will reach the 
  stage even if they fail but will suffer three 
  Blows as a result. Dramatic Characters 
  attempting to reach the stage in this way 
  cannot make a path for their companions.
  • Faeries attempting to simply pass through 
  the crowd will find it difficult due to the vast 
  number of Brownies doing the exact same 
  thing. Reaching the stage in this manner 
  requires an Exceptional Etherealness Feat.
  Once they reach the stage, the Dramatic 
  Characters will find a heartrending scene. Danielle 
  Bendit sobs as she holds the dead Michel in her 
  arms, refusing to move even as two of her human 
  followers try to convince her to flee to safety. Any 
  Faerie character who approaches within a few feet 
  of the stage will feel a sense of nausea in the core 
  of their being; a sure sign Cold Iron is present. If 
  they move to within one foot of the corpse they 
  will suffer two Wounds per minute.
  Neither Mademoiselle Bendit nor her followers 
  will protest if a Dramatic Character attempts to 
  examine Michel’s corpse. She is too distraught 
  (and slowly dying from exposure to the Cold Iron 
  bullet inside the body) to care and they are too 
  focused on protecting their leader from further 
  sniper fire. None of those present are in the mood 
  to answer questions, no matter how they are asked. 
  An Average Physician Feat is all that is required 
  magiCK anD murDer
  The ability of a Dramatic Character to perform magic 
  has the potential of making a murder too easy to solve. The 
  lorebooks of the Grand Chamber of the Eleusinian Mysteries, 
  a sorcerous order of detectives first introduced in Book of 
  Sigils, are especially suited to taking shortcuts when it comes 
  to following clues and puzzling out the truth. Hosts are 
  perfectly within their rights to ban such Dramatic Characters 
  if they feel the need. Even if an Eleusinian or similar 
  character is allowed, there are limits to what magic can do. 
  Enhance Clue can only follow tracks so far (and they would be 
  impossible to follow beyond the office building, considering 
  the amount of traffic currently in the plaza). Heartsblood can 
  link a weapon to the wounds it made but so can a good set of 
  eyes in this case. Creative thinking can allow the Host to give 
  clues to spellcasting sleuths without giving away the who and 
  the why of the crime.
  Even more restricting, there is only so much Thaumaturgic 
  Energy available at the scene of the murder. Some of the 
  protesters are hedge witches and country magicians and are 
  drawing from the available pool of Magickal power. When a 
  Sorcerer is attempting to cast a spell, the Host should feel 
  free to draw two or even three cards from the Sorcery Deck 
  for every one the Player draws to represent the tug of these 
  other wielders of Magick. If it takes too long to build up the 
  Power needed, the police might arrive and then the Dramatic 
  Characters will need to explain just what it is they are doing 
  at the scene of the crime!
  
  10
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  to realize Michel was shot through the chest by 
  a high caliber bullet. A Great Physician or Good 
  Marksmanship Feat will deduce it was most likely 
  a .451 caliber bullet based on the entry wound.
  Shortly after any examination of the body is 
  completed, Michel dissipates into a sparkling mist 
  as he suffers the Final Death. He will not return 
  to the Faerie Veil to be reformed and live again. 
  Without a body to hold it, the bullet which killed 
  Michel clinks onto the stage. A Great Education 
  Feat allows a Dramatic Character to identify the 
  bullet as being made from Cold Iron, the bane of 
  the Fae. Faerie and Sorcerous Dramatic Characters 
  recognize the material instantly.
  With Michel’s body gone, the two human 
  protesters are able to drag Mademoiselle Bendit 
  off the stage and the three retreat from the scene. 
  Following them through the screaming crowd, 
  now thick with police officers attempting to keep 
  order, is impossible.
  a note on tHe     
  tWo PatHs
  Two paths of investigation are open to the 
  Dramatic Characters in this scene: the sniper’s 
  perch and the body on the stage. Unless the party 
  splits apart to tackle each location separately 
  they cannot investigate both. During the time 
  it takes to reach and inspect the sniper’s perch, 
  Michel’s body dissipates and Danielle Bendit is 
  spirited away by her followers. The Cold Iron 
  bullet is lost as the crowd tramples the stage, 
  breaking the flimsy construction apart. It likely 
  ends up in the sewers below the street. Likewise, 
  during the time it takes to reach the stage and 
  inspect the body an enterprising police officer 
  works out the location of the shooter. By the 
  time Mademoiselle is spirited away, the police 
  have secured the scene and are unlikely to allow 
  civilians to inspect the evidence at this time. 
  Any missed clues gained from each path of 
  investigation will be available to the Dramatic 
  Characters later in the Adventure Entertainment.
  
  11
  Castle Falkenstein
  Firearms & margarine
  CHAPteR tWo:
  Questioning tHe 
  susPeCts
  In which those who might wish to have seen Michel 
  dead are identified and questioned.
  Thus far, there are few actual clues pointing 
  to the identity of the killer. No telltale cigarette 
  butts or cigar wrappers were left at the scene and 
  even if the party were to think about dusting 
  for fingermarks, no database exists with which 
  to compare them. The setup of the sniper rifle 
  suggests technical knowledge but such skills can 
  be purchased. Cold Iron is rare and expensive, but 
  it can be found on the black market.
  Since the clues at the crime scene don’t point 
  to a suspect, the Dramatic Characters will be 
  better off approaching the situation from the 
  angle of motive. Who had cause to shoot Michel 
  or disrupt the protest? Parties working for the 
  French government or the Second Compact can 
  ask their handler and receive a list of names 
  and motivations. Otherwise, a Successful Good 
  Connections or Exchequer Feat will allow a 
  Dramatic Character to know who the most likely 
  suspects might be. If all else fails, news of the 
  murder will be on the lips of everyone in Paris and 
  simply sitting in one place and succeeding at an 
  Average Perception Feat will allow an investigator 
  to pick out the names of suspects from the gossip 
  buzzing around the city.
  tHe FaCtorY oWner
  As the owner of the factory being protested 
  against, Martin Hoog would seem the most likely 
  suspect. Not only is he unable to bring in supplies 
  and workers to make margarine but anyone who 
  owns a building full of machines such as Monsieur 
  Hoog’s margarine factory likely knows engineers 
  capable of creating the sniper rifle’s triggering 
  mechanism.
  Mere hours after the riot began, the plaza in front 
  of Monsieur Hoog’s margarine factory is quiet 
  and nearly empty. The protesters have returned 
  to their camp to mourn while local businesses 
  remain closed as it is too late to arrange for workers 
  to come in or supplies to be delivered. While a few 
  police officers mill about keeping an eye on the 
  situation, security mostly rests on the shoulders 
  of a dozen ruffians employed by Monsieur Hoog 
  to keep intruders out of his factory.
  The factory owner is present and in his office 
  inside but has given instructions to turn away any 
  visitors. Getting past Monsieur Hoog’s security will 
  require status, guile, violence, or social acumen. 
  Encourage the Players to work out their own way 
  into the factory. Possible methods include:
  • Monsieur Hoog responds well to both the 
  wealthy and the elite. Success at a Great 
  Connections or Exchequer Feat is enough to 
  convince him to meet with the investigators.
  • The security guards can be flattered or 
  bullied into letting the Dramatic Characters 
  inside by succeeding at a Good Charisma or 
  Courage Feat.
  • Sneaking inside can be done by pitting a 
  Dramatic Character’s Stealth Ability against 
  the Perception of any guards who might be 
  in a position to spot or hear them. This is 
  easier done at night when the number of 
  
  12
  Castle Falkenstein
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  Firearms & margarine
  guards present is reduced from a full dozen 
  to a mere six.
  • Of course, the Dramatic Characters could 
  engage in fisticuffs and push their way 
  inside. This would require combat against 
  the security guards, who are armed with 
  cudgels. The police officers in the plaza 
  won’t respond unless the fight spills out past 
  the factory or unless deadly weapons, such 
  as firearms or blades, are employed. A brawl 
  can be ignored but more murder today is 
  something the police cannot abide. If force is 
  to be employed, Dramatic Characters might 
  be advised to wait until nightfall when the 
  number of guards decreases.
  Once inside the factory, the following clues can 
  found through interaction or observation.
  • A Dramatic Character with a Poor Connections, 
  Education, or Social Graces recognizes the 
  demeanor of the factory guards to be that of 
  criminals. If the Dramatic Character is from 
  Paris it is possible they might be acquainted 
  with one or more of the thugs. Characters 
  of higher social standing might believe the 
  guards to be criminals but it can be hard to 
  tell one sort of riff-raff from another without 
  a scorecard. 
  • A Successful Good Perception Feat shows a 
  lack of large vats, which one might expect in 
  a factory making margarine. Mechanically 
  inclined Dramatic Characters can pursue 
  the matter further with a Good Tinkering 
  Feat. Success will reveal the factory seems to 
  be in the middle of some sort of conversion 
  from one type of manufacturing to another. 
  A Successful Great Tinkering Feat identifies 
  at least some of the machines present as the 
  sort used in large scale firearms manufacture.
  • Dramatic Characters breaking into the factory 
  at night or who arrange to be alone in 
  Monsieur Hoog’s office might be tempted 
  by the floor safe in the corner. While hardly 
  a gentleperson’s hobby, cracking the safe 
  can be accomplished by succeeding at an 
  Exceptional 
  Stealth 
  or Tinkering 
  Feat. 
  Reaching through the walls of the iron safe 
  requires an Extraordinary Ethereal Feat. As 
  an option, the Host may allow the safe to 
  be forced open with a High Success on an 
  Extraordinary Physique Feat. Inside the safe 
  can be found a few important documents, 
  including the deed to the factory, an insurance 
  policy for the property which would fetch 
  a tidy sum if cashed in, a letter from the 
  Winchester Repeating Arms Company of 
  the United States promising Monsieur Hoog 
  manufacturing rights to their famous rifle 
  tHe guarDs
  Martin Hoog has employed hooligans 
  and thugs to guard his factory. He is more 
  interested in their ability to intimidate 
  and to break heads than in their sterling 
  reputation. During the day he has a full 
  twelve men guarding the factory. Six are 
  located in the front of the factory and guard 
  the entrance. Six more are inside spread out 
  to keep an eye on other possible entrances. 
  If a brawl breaks out the guards inside 
  will move quickly to provide support for 
  their fellows outside. At night the number 
  of guards is reduced to six, with two at the 
  front door, one patrolling the perimeter of 
  the building, and three more inside. All the 
  guards are armed with stout cudgels.
  Margarine Factory guards
  Abilities: Fisticuffs [GD] ● Perception [GD] 
  ● Physique [GD] 
  Health: 6 
  Weapon: Cudgel 1 (P) / 2 (F) / 3 (H) / Harm 
  Rank A
  
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  should he prove the capability of his factory 
  to meet a previously specified production 
  quota, and several notices from local banks 
  refusing Monsieur Hoog’s requests for a loan.
  • Monsieur Hoog will do his best to be polite 
  with those with social influence or financial 
  means but he is a short-tempered man made 
  moreso by recent events. No matter the 
  topic of conversation he always returns to 
  complaining about the delays caused by the 
  protests and the small fortune he is losing 
  because he cannot begin production. He 
  vehemently denies having anything to do 
  with the murder but isn’t sorry it happened. 
  If anything, he wishes the bullet had struck 
  Mademoiselle Bendit and not her assistant. 
  Monsieur Hoog can be bullied into divulging 
  information with a Successful Extraordinary 
  Courage Feat or flattered or tricked into it 
  with an Extraordinary Charisma or Social 
  Graces Feat. Reduce the Requirement of the 
  Feat to Exceptional if the Dramatic Characters 
  can confront Monsieur Hoog with the half-
  finished conversion of the factory from 
  margarine production to firearms production 
  or with the contents of his safe. Reduce the 
  Requirement to Great if both pieces of 
  information can be brought to bear. With a 
  Successful Feat, the factory owner reveals the 
  truth: shortly after building his margarine 
  factory, Monsieur Hoog negotiated a promise 
  of exclusive rights to manufacture the famous 
  Winchester rifle on the continent but ran out 
  of money in the middle of converting the 
  facility. Unable to get a loan, Monsieur Hoog 
  finds himself at a loss. The truth is, he does not 
  hate the protesters because they are keeping 
  him from opening the factory. Indeed, he 
  wants the protests to continue for as long as 
  possible as it will give him an excuse not to 
  pay the contractors to whom he owes money. 
  With a High Success on the Feat used to make 
  Monsieur Hoog talk, the investigators learn 
  a dark secret: secretly, Monsieur Hoog hopes 
  the protests will turn into full blown riots 
  and destroy the factory, so he can claim the 
  insurance money and start over. No matter 
  what he reveals, the factory owner insists 
  he did not orchestrate Michel’s murder and 
  cannot be tricked or coerced into confessing. 
  
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  tHe Commune
  Many in Paris, especially those among the haute 
  bourgeoisie (the upper middle class of France) 
  and the comme il faut (the most stylish members 
  of society) believe Michel’s murder to be the work 
  of the Commune, an underground anarchist 
  operation which operates in Paris.
  Because it is an illegal organization, making 
  contact with the Commune won’t be easy. The 
  simplest method will be to visit Anne Jaclard, 
  who edits and publishes a small journal known 
  as the Women’s Union, which argues for female 
  suffrage in France. She regularly runs articles in 
  the Journal about the Commune and is suspected 
  of knowing many of the membership.
  Madame Jaclard runs her journal out of 
  a small, dingy storefront in the seventeenth 
  arrondissement and can be found there most 
  days. She will be suspicious of the investigators, 
  especially if they have any ties to the upper class, 
  the aristocracy, or capitalist institutions. Known 
  anarchists or female Dramatic Characters better 
  known for their deeds instead of their birthrights 
  or who actively campaign for female suffrage will 
  receive a less guarded reception.
  When questioned about the murder, Madame 
  Jaclard will insist the Commune could not be 
  behind such a deed. The organization believes 
  in supporting the rights of workers, both inside 
  Paris and in the fields and farms of France. 
  Assassinating one of the protest movement’s 
  leaders would go against everything for which the 
  Commune stands.
  Dramatic Characters who succeed at a Great 
  Charisma Feat will convince Madame Jaclard to 
  be more open with her thoughts. She will admit 
  there is a faction of the Commune, known as the 
  Blanquists, who agitate for a return to more direct 
  and violent methods of social revolution but 
  she truly believes they are all talk and would not 
  perform such an evil deed as assassination. If the 
  investigators build on that worry, a second Great 
  Charisma Feat will convince Madame Jaclard to 
  set up a meeting with the Commune’s leader, 
  Eugène Varlin, the next day.
  tHe Protest LeaDer
  In addition to speaking to suspects, the 
  investigators might wish to speak to the chief 
  witness of the murder, Danielle Bendit. The protest 
  movement has set up camp in a large, abandoned 
  warehouse in the fifteenth arrondissement, not 
  far from the margarine factory. Roughly half the 
  protesters have set up billets inside the warehouse 
  but it is too small to host all their numbers. Thus, a 
  small tent city has sprung up outside the building 
  in a weed-infested work yard. The mood in the 
  camp is solemn as the movement mourns the 
  death of Michel but life continues. Members of 
  the movement gather in groups to talk, volunteers 
  cook meals, and children run through the tents 
  playing tag, unaware of the gravity of the day. 
  
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  HistorY gone asKeW
  Tom Olam here. Sorry to interrupt your mystery but one piece of the puzzle might require some 
  context. Back home, where you are, the Commune played an interesting part in French history. If 
  you’ve already played Castle Falkenstein, you know the Battle of Köniseig effectively ended Prussia’s overt 
  imperialistic ambitions thanks to Bavaria’s brand new aeronavy. With von Bismark boxed in, Napoleon 
  the Third had no pretext to push for war with Prussia and the Franco-Prussian War was avoided.
  Back home, the Franco-Prussian War ended with France getting trounced. The Second Empire died 
  and the Third Republic was born. In the chaos of the transition, a group of revolutionaries inspired 
  by a man named Louis Auguste Blanqui and his book, Instructions for an Armed Uprising, staged a coup 
  in the National Guard in Paris and, long story short, took control of the city. A new government was 
  formed in the city, based on socialist principles, and became known as the Paris Commune. Their 
  rule over Paris only lasted a few months before the army of the new French government marched 
  in and defeated the Commune’s military forces in what is now known as la Semaine sanglante (the 
  bloody week). At least 20,000 of the Commune’s people and 750 of the government’s soldiers died in 
  the fighting.
  Like I said, though, things went different here. There was no Franco-Prussian War which meant the 
  French army wasn’t weakened and no coup of the National Guard took place. Blanqui’s followers instead 
  worked in small cells and attempted to bring down the government through covert acts of terrorism. 
  They struck in a series of coordinated attacks in 1871 when bombs blew up several targets including 
  the gunpowder stores in the Pantheon, the headquarters of the Ministry of Justice, the Hôtel de Ville, 
  and one of the city’s Verne canons. The authorities acted swiftly and within weeks had managed to 
  track down what they deemed to be most of the movement’s leadership, including Blanqui himself. 
  As you can imagine, the trials were swift and led to executions. After that, what remained of the 
  movement went underground and transformed itself from an organization of revolutionary 
  terrorists into the Commune, a socialist group dedicated to supporting labor reform and the 
  rights of the poor under the leadership of a man named Eugène Varlin. Today, Commune 
  membership is technically illegal and the organization is a popular scapegoat among the 
  upper crust and media. However, so long as they aren’t actually committing acts of violence, 
  the authorities leave them alone. With Fantômas, the World Crime League, Prussian agents, 
  and real anarchists all on the loose, a group of social radicals aren’t high on the police’s 
  list of priorities.
  Honestly, this is just one of the ripples in the 
  history of New Europa caused by the Second 
  Compact’s victory at the Battle of Köniseig. I’m still 
  trying to figure out the rest.
  
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  The investigators will be met with attitudes 
  of suspicion as they enter the camp but will be 
  escorted to Mademoiselle Bendit’s makeshift 
  office inside the warehouse by several stoutly 
  built fellows. The office is simply a corner of 
  the warehouse partitioned off by old bedsheets. 
  Mademoiselle Bendit, currently three feet tall, sits 
  at a battered old desk covered in papers. Except 
  for her size and her pointed ears, the stout, straw 
  blonde protest leader could easily be mistaken for 
  a middle-aged farm maid.
  Despite her grief, Mademoiselle Bendit attempts 
  to be forthright with the investigators and 
  proceeds straight to business. The following clues 
  can be found through interaction or observation.
  • A Successful Good Education Feat identifies 
  Mademoiselle Bendit as a Teuz, a form of 
  Brownie native to France. Teuz are better 
  shapeshifters than most Brownies and can 
  take many forms, although there is always 
  a telltale mark, such as a single hair color, 
  common to all their shapes. Many of the 
  Brownies in the protest movement are also 
  Teuz, though other subspecies are also 
  represented. Fey automatically succeed at this 
  Feat (For more information on the Teuz, see 
  their entry at the end of this volume).
  • With a Successful Good Perception Feat, a 
  Dramatic Character notices Mademoiselle 
  Bendit is wearing actual cotton gloves and not 
  just the seeming of them via Shapeshifting 
  or Glamour. With a Successful Exceptional 
  Perception 
  Feat, 
  a 
  Dramatic 
  Character 
  can detect the scent of lavender about the 
  gloves. With a Successful Great Physician or 
  Exceptional Education Feat, the investigators 
  will remember lavender is often used as part 
  of a cream to treat burns. 
  • Should the investigators be able to check the 
  office without being observed, they won’t find 
  much out of the ordinary. The desk’s surface 
  is covered with plans for the protest and the 
  drawers are home to a variety of supplies. If 
  they think to look in the small wood stove in 
  the corner of the office, or if an investigator 
  succeeds at a Great Perception Feat, they will 
  find a mostly burned, crumpled remnant of 
  paper which possesses a faint metallic scent. 
  A Successful Great Education Feat reveals the 
  paper to be of the sort used for blueprints. 
  The metallic scent comes from the ferric 
  (iron) compounds used in the duplication 
  process. Unfortunately, there is no way to tell 
  what was printed on the paper.
  • A High Success on an Extraordinary Stealth 
  Feat will allow a Dramatic Character to pick 
  Mademoiselle Bendit’s pocket and find a 
  small, circular hand mirror.
  • Interviewing Mademoiselle Bendit will prove 
  difficult. Like a politician, she sticks to 
  her talking points, always returning to the 
  dangers of industrialization and the right 
  of farm workers to make an honest wage in 
  an increasingly mechanized world. When 
  speaking of Michel she shows genuine grief 
  Note that alternative methods of 
  entering the warehouse, including stealth 
  and violence, will be difficult due to the 
  sheer number of protesters packed together 
  in the walls. With hundreds of protesters 
  present, there’s always someone to replace 
  any opponent the Dramatic Characters knock 
  down. A brawl near the warehouse could 
  quickly turn into a full-scale riot. Sneaking 
  into a building jammed full of people is 
  equally difficult, requiring a High Success 
  on an Extraordinary Stealth Feat, even at 
  night. Remember, many of the protesters are 
  Brownies and these Fey do their best work 
  while humans are asleep.
  
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  but insists he would have wanted the protests 
  to continue. If asked about the murder, 
  Mademoiselle insists Michel had no enemies 
  and that no one inside the protest movement 
  would have done such a thing. She suspects 
  either Monsieur Hoog or the government 
  in the assassination. She will not suggest 
  she was the actual target but will admit the 
  thought crossed her mind. A Successful Great 
  Charisma Feat will press her for more details. 
  Mademoiselle Bendit was in the middle of 
  giving a speech when Michel noticed what he 
  believed to be members of the crowd carrying 
  a crate of rotting fruit. Afraid they were going 
  to target her with the fruit, Michel stepped 
  forward to protect Mademoiselle Bendit, 
  which is when he was shot. Increase the 
  Requirement of this Feat to Exceptional if the 
  investigator asking the questions is a member 
  of the aristocracy, a dragon, or a Faerie Lord 
  or Lady. Decrease the Requirement of this 
  Feat to Good if the investigator asking the 
  questions is a fellow Brownie. Should the 
  delicate topic of relationships be broached, 
  Mademoiselle Bendit will explain she and 
  Michel have been the best of friends for 
  centuries, having worked on many of the 
  same farms together. However, they have 
  never been lovers. Currently, she has no lover 
  and believes Michel was without one as well.
  tHe PréFet De PoLiCe
  Though it is said in whispers, some wonder 
  if the préfet de police, Félix Voisin, might have 
  something to do with the murder. He has been 
  the subject of derision in the Paris papers because 
  of his inability to quell the protests and has 
  been known to take revenge on those who have 
  wronged him in the past.
  Catching up with Préfet Voisin will not be a 
  simple task. He is on the move, constantly, as he 
  tries to deal with the troubles which have followed 
  the murder. It isn’t just the riot which broke out 
  in front of the margarine factory but the endless 
  number of officials who demand an accounting 
  from the top law enforcement officer in Paris. 
  As the investigators attempt to meet with Préfet 
  Voisin it will soon become apparent that their best 
  chance at questioning the man will be at a dinner 
  being hosted in the Hôtel Carnavalet (located in 
  Le Marais, an area which straddles the third and 
  fourth arrondissements) to benefit the Académie 
  des sciences that evening. The Préfet, along with 
  many of the city’s elite, will be attending.
  Of course, obtaining an invitation to such a 
  prestigious event just before it begins is no easy task, 
  especially for an entire group. Doing so will require 
  a Successful Great Connections or Exchequer Feat. 
  Dramatic Characters unable to obtain legitimate 
  invitations must attempt an alternative method of 
  entry. Sneaking into the party requires a Successful 
  Great Stealth Feat to enter unobserved while 
  bluffing past the doorman requires succeeding at 
  an Exceptional Charisma or Great Social Graces 
  Feat.  Of course, creative Dramatic Characters 
  might attempt all sorts of schemes, ranging from 
  the use of Magick to teleport inside to disguising 
  one’s self as a member of the serving staff. The 
  Host should be prepared to play out any number of 
  possible scenarios.
  
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  Once inside, the investigators will find 
  themselves among the comme il faut of Parisian 
  society. In addition to Préfet Voisin, a number of 
  famous and accomplished persons are present. 
  Allow the Dramatic Characters a chance to hobnob 
  with society, enjoy exceptionally good wine and 
  hors d’oeurves, and to dance with elegant and 
  perfectly coiffed partners. If the Host has been 
  waiting for a chance to introduce dignitaries 
  into the campaign now is a perfect time. Possible 
  attendees of the party include Minister of 
  Science Jules Verne, calculation engineer Charles 
  Babbage, the divine Sarah Bernhardt, famed 
  female scholar Clémence Royer, marine biologist 
  Jeanne Villepreux-Power, engineer and architect 
  Gustave Eiffel, the great writer Émile Zola, and 
  the gentleman-thief Arsène Lupin. The party is 
  the perfect place to introduce subplots and future 
  plot hooks as covert operations by secret agents 
  are held in side rooms and assignations between 
  lovers are arranged during dances.
  The party is also the perfect place to hear the 
  latest gossip. Michel’s murder dominates the 
  wagging tongues of the social elite and thoughts 
  range from the simple (“It was most obviously the 
  Commune’s doing.”) to the complex (“It is all a 
  plot by Bismark’s agents to destabilize France!”). 
  Two rumors, especially, are promising and might 
  open new avenues of investigation for the party.
  • Two police officers, looking sharp in their 
  uniforms, gossip by the buffet table. The police 
  believe the triggering mechanism attached 
  to the murder weapon is the key to catching 
  the killer but none of the local gunsmiths 
  or tinkerers are being forthcoming. It seems 
  everyone is worried about the possible 
  reprisals which might be taken if anyone 
  is suspected of having helped with the 
  assassination, even without foreknowledge. 
  • In one corner of the room a patron of the arts 
  describes a painting in the Musée du Louvre 
  done by British artist and madman, Richard 
  Dadd. The woman insists the painting, 
  entitled “Fall of the Fairy,” looks uncannily 
  like the day’s murder!
  At some point, the investigators will need to 
  speak with Préfet Voisin. As the evening wears on 
  he is most likely to be found by the wall, sipping 
  wine and staring blankly off into the distance. 
  Occasionally others stop to speak with him but 
  depart after only a few minutes. For the most part, 
  the Préfet stands alone.
  The investigators will find Préfet Voisin 
  disinterested in speaking about the case. As the 
  conversation continues, it becomes apparent the 
  chief law enforcement officer of Paris is acting 
  oddly. He often looks past people instead of at 
  them and has a habit of trailing off in the middle 
  of sentences. Should the murder or protest 
  be mentioned, Préfet Voisin will show a brief 
  moment of passion, exclaiming the entire thing to 
  be a nuisance designed to make him look foolish, 
  but quickly returns to listlessness afterwards. 
  If one of the Dramatic Characters suggests he 
  might have ordered the murder or mentions 
  his odd behavior, Préfet Voisin will remove his 
  glove, slap one of the investigators across the face, 
  and challenge them to a Duel. As the challenger, 
  the Préfet chooses the conditions of the Duel 
  and selects to first blood. As the challenged, the 
  Dramatic Character chooses the weapons to be 
  used, though French convention suggests swords 
  to be the most honorable choice. Préfet Voisin 
  will draw a sword from his cane and one will be 
  offered to the Dramatic Character if they aren’t 
  currently in possession of one.
  Once the conditions are set, a space is opened 
  in the middle of the room as the party guests 
  gather around in a circle to watch the unexpected 
  
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  performance. The Duel should then commence 
  using the rules outlined in Castle Falkenstein. Should 
  Préfet Voisin win the Duel, he will demand an 
  apology and, once he has received it, wander back 
  to his spot by the wall and resume staring blankly 
  and nothing. Should Préfet Voisin be defeated he 
  immediately sits down on the ground and becomes 
  unresponsive to attempts at communication. 
  Eventually, the police officers on duty at the party 
  will drag the Préfet away to rest. With a Successful 
  Exceptional Education or Sorcery Feat, a Great 
  Physician Feat, or a Good Mesmerism Feat the 
  Dramatic Characters will recognize Préfet Voisin’s 
  odd behavior throughout the evening as side 
  effects resulting from heavy and repeated hypnosis. 
  By succeeding at a Good Connections Feat they can 
  learn the identity of the Préfet’s brother, Auguste 
  Voisin, a psychiatrist who experiments with 
  mesmerism as a therapeutic tool.
  otHer susPeCts
  While compiling a list of suspects other names 
  besides the ones mentioned above might come 
  to light. Rumors of a government conspiracy are 
  especially common among the proletariat (the 
  wage-earning class) of Paris but the investigators 
  can hardly approach the Emperor for questioning. 
  More fantastical speculation suggests either the 
  gentleman-thief Arsène Lupin or the serial killer 
  Fantômas. However, neither suspect is viable. 
  Lupin is a thief, not a murderer, and prides 
  himself on his elegance. Fantômas is a killer but 
  prefers complex and improbable techniques such 
  as drowning a man in a room filled with sand 
  or arranging for him to be devoured alive by a 
  basilisk. Simply shooting a victim, even using 
  an odd triggering mechanism, is simply not 
  Fantômas’ style.
  
  20
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  CHAPteR 3:
  CLosing in on a 
  KiLLer
  In which vital clues are found and the identity of the 
  killer is discovered.
  tHe gunsmitH
  While the police are having poor luck in 
  questioning local gunsmiths and tinkerers, the 
  investigators will have an easier time of it. It 
  turns out inventors and smiths are much more 
  willing to talk to people who can’t arrest them 
  on suspicion of aiding in murder. All it takes is 
  a Successful Good Charisma or Connections Feat 
  to learn the identity of the man who most likely 
  invented the strange clockwork device attached to 
  the rifle.
  Jean Alexandre Le Mat is a physician and 
  inventor who focused heavily on firearms after 
  inventing the successful LeMat percussion cap 
  revolver in the United States. After returning to 
  France, Docteur Le Mat opened a gunsmithing 
  workshop where he focuses on the next generation 
  of firearms. The shop is located in a warehouse in 
  the fifteenth arrondissement, roughly half a mile 
  from the margarine factory.
  Docteur Le Mat is a gruff and busy man with 
  little patience for fools. Like many inventors in 
  New Europa, he is fascinated by Engine Magick 
  and hopes to be the first to harness it for use in 
  a firearm carriable by a single man. However, a 
  Successful Good Charisma or Social Graces Feat 
  convinces the Docteur to give some of his time 
  to the investigators. When the clockwork device 
  is described to him, the gunsmith admits he did 
  invent it but only in theory. Several months ago he 
  sketched out a design for a clockwork solar trigger 
  which, when attached to a firearm, would allow for 
  remote firing by exposing the photovoltaic cell 
  at the front of the trigger to a specific series of 
  flashes. The Docteur intended to build the device 
  but never got around to it because of a fire which 
  broke out in his workshop. The original plans 
  for the trigger were destroyed but he filed away a 
  blueprint copy so that he might work on it later. 
  If the investigators ask to see the copy, Docteur 
  Le Mat will grudgingly open his filing cabinet 
  and look for it, only to discover the blueprint is 
  missing. Frustrated, Docteur Le Mat will exclaim 
  the blueprint was there just two days ago. He saw it 
  himself when he was searching for the schematics 
  of another invention.
  Wily investigators will be able to gather more 
  information from the Docteur by asking the right 
  questions. If the Dramatic Characters seem to be 
  at a loss, a Successful Great Education or Good 
  Tinkering Feat will give them a clue as to which 
  questions to ask. Among the answers which can be 
  gleaned from Docteur Le Mat:
  • There is only one copy of the blueprint. It has 
  not been removed from the cabinet since 
  Docteur Le Mat filed it away.
  • The filing cabinet only has one key and Docteur 
  Le Mat carries it with him, along with the 
  rest of his keys, on a key ring at all times. He 
  insists he would know if it went missing or 
  was borrowed.
  • Someone else besides the investigators has 
  shown interest in the trigger mechanism. 
  Three days ago a tall, blonde woman came 
  into the workshop and asked about ways to 
  fire a rifle remotely. Docteur Le Mat will, 
  blushingly, admit he was rather taken by the 
  woman and described the mechanism but he 
  
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  insists he neither showed her the blueprint 
  nor gave her a copy.
  • Docteur Le Mat estimates it would take a 
  craftsman at least five days to properly 
  construct, attach, and calibrate the trigger 
  mechanism. The delicacy of the work and 
  gearwork involved makes it a one man job 
  so additional labor would not shave down 
  the time. Since the blueprint was stolen only 
  two days ago at most, he does not see how the 
  trigger mechanism could have been built in 
  time to murder Michel.
  tHe museum
  Visiting the Musée du Louvre should be an easy 
  enough task for the investigators as the museum 
  is open to the public during the day from ten in 
  the morning until four in the afternoon. In one 
  small gallery the Dramatic Characters can find a 
  single painting by the mad artist, Richard Dadd. 
  Entitled “Fall of the Fairy,” the painting seems 
  to show the exact moment of the bullet striking 
  the victim in remarkable detail. Both Michel and 
  Danielle Bendit are present and identifiable in 
  the painting. Careful examination of the image, 
  and a Successful Great Perception Feat, reveals a 
  shining disk held in Mademoiselle Bendit’s left 
  hand. The whole thing is made more remarkable 
  by the date attached to the painting. According to 
  the wall placard, “Fall of the Fairy” was painted in 
  1862! While it does not constitute proof, “Fall of 
  the Fairy” might well fill in a few blanks for the 
  investigators.
  tHe banKs
  Investigators might decide to look into Martin 
  Hoog’s finances by visiting with local banks, 
  especially if they were able to examine the contents 
  of his office safe. Convincing a bank clerk or 
  manager to reveal Monsieur Hoog’s records will 
  require intimidation in the form of an Exceptional 
  Courage or Physique Feat, charm in the form of 
  an Exceptional Charisma or Social Graces Feat, 
  or bribery in the form of a Great Exchequer Feat. 
  What the Dramatic Characters find in examining 
  Monsieur Hoog’s records confirms anything 
  learned from their previous investigation. The 
  factory owner is, indeed, woefully short on funds 
  and the banks are unwilling to extend a loan to 
  him despite his assurances of manufacturing 
  rights to a “well known American brand of rifle.”
  tHe mesmerist
  Auguste Viosin, a psychiatrist, mesmerist, and 
  brother of the Préfet de police has an office near the 
  Parc de la Villette in the nineteenth arrondissement 
  of Paris. An affable man, Docteur Voisin is happy 
  to answer questions so long as they do not pry 
  too deeply into the secrets of his patients. He will 
  readily admit to using mesmerism on his brother 
  to cure what he refers to as an occasional but 
  embarrassing stutter but to nothing more. He is 
  quite saddened by the side effects of the treatment 
  but notes mesmerism as therapy is a new topic, still 
  being explored, and there are bound to be stumbles 
  along the road to perfection.
  If the investigators continue to press the issue, 
  Docteur Viosin will lock eyes with the investigator 
  he feels has the weakest will and attempt to 
  mesmerize them. The rules for mesmerism 
  are outlined in The Book of Sigils (essentially a 
  Contested Feat pitting the Docteur’s Mesmerism 
  Ability against the investigator’s Courage Ability) 
  
  22
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  but Hosts looking to add a little flair can make the 
  contest a Duel using Mesmerism and Courage in 
  place of the normal combat Abilities. If Docteur 
  Voisin wins, the Dramatic Character is convinced 
  he had nothing to do with the murder and urges 
  the party to leave immediately. If the investigator 
  wins, Docteur Voisin’s attempt at mesmerism 
  becomes obvious and his entire house of cards 
  comes crashing down.
  Once exposed, Docteur Voisin will admit he has 
  been mesmerizing his brother into providing him 
  with police officers upon which to experiment, 
  something the Préfet would normally not even 
  consider 
  doing. 
  The 
  repeated 
  mesmerism 
  sessions have had the unfortunate side effect of 
  temporary addling the Préfet’s brain. Docteur 
  Voisin’s research involves planting suggestions 
  into the minds of men of virtue, such as police 
  officers, in the hope of making them more violent 
  and willing to use lethal force. It is the Docteur’s 
  hope that he can perfect this technique to use on 
  French soldiers to help them overcome cowardice 
  and the aversion to killing experienced by some 
  during times of war. Docteur Voisin will insist 
  none of his work has anything to do with the 
  murder as he has little interest in what a group of 
  farmers and Faeries are doing.
  If the investigators choose less forthright 
  measures to look into Docteur Voisin’s doings 
  they can still discover his schemes. As a proper 
  scientist, the Docteur keeps detailed notes of his 
  experiments in journals which are locked in a 
  cabinet in his office. Infiltrating the office during 
  the day will require a distraction and a Successful 
  Great Stealth Feat to sneak inside and pick the 
  lock of the cabinet. At night, only the Stealth Feat 
  is needed. Docteur Voisin’s journals confirm the 
  truth of his story.
  tHe Commune LeaDer
  If the investigators convinced Madame Jaclard 
  to set up a meeting with Eugène Varlin, the leader 
  of the Commune, they will receive word to go to 
  La Morgue at one o’clock that afternoon.
  Unless they arrive at La Morgue at least an 
  hour early, Monsieur Varlin will already be 
  present and will find the investigators in the 
  crowd. Quietly, he will get immediately down to 
  business and insist the Commune had nothing 
  to do with the murder. He will admit there are 
  a few Blanquists in the organization who agitate 
  for a more direct solution to the world’s ills, but 
  he believes them to be all talk. He does not think 
  they have either the will or the ability to carry out 
  such an assassination.
  Nothing short of physical violence will 
  persuade Monsieur Varlin to give up the names of 
  the Blanquists in the Commune. If he is treated 
  well, however, or if the Dramatic Characters 
  display sympathy for his cause, he will admit the 
  Commune has ears in many places and can provide 
  the investigators with a clue they might otherwise 
  be missing. For instance, Monsieur Varlin might 
  be able to point the party toward Docteur Le Mat as 
  the possible inventor of the murder weapon, or he 
  might explain that Commune members noticed 
  a tall, blonde woman visiting several gunsmiths 
  looking for a Whitworth rifle. Hosts can use this 
  interview as an opportunity to fill some blanks for 
  the investigators and as a way to move the party in 
  a desired direction.
  
  23
  Castle Falkenstein
  Firearms & margarine
  assauLteD             
  bY rogues
  Hosts 
  looking 
  to 
  add 
  spice 
  to 
  the 
  investigation can throw a little intrigue into the 
  mix by sending a group of thugs to confront 
  the investigators. This event can happen at any 
  point after the party vists the Musée du Louvre. 
  A Successful Great Perception Feat will cause the 
  investigators to realize they are being followed by 
  a group of large, criminal-looking individuals. 
  The rogues seem willing to bide their time 
  until the party is away from prying eyes, at 
  which point they strike. There should be at least 
  one rogue for each Dramatic Character present, 
  though Hosts are free to adjust the number up 
  or down depending on the combat prowess of 
  the party. The rogues aren’t interested in killing 
  the investigators. Instead, they have orders to 
  beat the Dramatic Characters into the ground 
  and deliver a message: “Stop looking into the 
  Brownie’s murder!” If things turn south for the 
  rogues they will attempt to retreat, scrambling 
  up to the rooftops if possible. This can turn 
  into a daring chase above the city, pitting the 
  Athletics Ability of the Dramatic Characters 
  against that of the rogues. Hosts can even adapt 
  the Dueling system for this purpose, with each 
  Success representing either closing the gap (on 
  the part of the Dramatic Character) or widening 
  it (on the part of the rogues). Once captured, the 
  rogues have little information to give. They can 
  only report that they were hired by a tall blonde 
  woman who paid them in crumbled French 
  banque notes to do the job.
  La morgue
  Hey there. Tom Olam again. The Victorian era was a 
  macabre time in our world, folks, and it is no different in New 
  Europa. Executions are public spectacles, people pose their 
  dead relatives for one last photo and make jewelry of their 
  hair, and autopsies are not only open to the public but often 
  a way to make money through ticket sales. Still, the Morgue 
  of Paris is one of the most delightfully ghoulish inventions 
  of them all. You see, the Parisian authorities had a problem. 
  They kept finding bodies that couldn’t be identified, 
  especially washed up on the banks of the Seine. To help 
  identify the bodies, they decided to centralize identification 
  and built La Morgue on an island just behind Notre Dame. 
  Unidentified corpses were propped up on slanted marble 
  slabs behind glass so friends and relatives looking for their 
  loved ones could come in and identify them. Of course, 
  since La Morgue was open to the public, it wasn’t long 
  before the joint became a source of entertainment. Locals 
  and tourists came by the boatloads to gawk at the dead and 
  gossip about who the corpses might be and how they died. 
  As many as forty thousand people move through La Morgue 
  a day, making it the perfect place for clandestine meetings 
  or even assignations for the really ghoulish. I’ve been there a 
  few times now and it is about as amazing and disturbing as 
  you might expect. Which makes it the perfect location for a 
  scene in an Adventure Entertainment.
  rogues
  Abilities: Athletics [GR] ● Fisticuffs [GD] ● 
  Physique [GD] 
  Health: 6 
  Weapon: Cudgel 1 (P) / 2 (F) / 3 (H) / Harm 
  Rank A
  
  24
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  tHe 
  DenoUeMent
  By this point in the investigation, the Dramatic 
  Characters should have enough information 
  to formally accuse Danielle Bendit of the 
  assassination of Michel. While her motive might 
  be unclear, the clues all point to Mademoiselle 
  Bendit as the murderer.
  • The tall, blonde woman mentioned by the 
  Docteur Le Mat, the rogues, and possibly 
  Monsieur Varlin was Mademoiselle Bendit, 
  using the superior shapeshifting skills 
  possessed by her subspecies of Brownie. She 
  used this shape to buy the rifle used in the 
  murder, steal the plans for the trigger device 
  from Docteur Le Mat’s workshop, and to hire 
  the rogues she set on the investigators, hoping 
  to dissuade them from looking further into 
  the matter.
  • Only a Brownie, using their Great Works 
  Ability could possibly assemble the trigger 
  mechanism in such a short period of time. 
  However, handling so much iron, as well as 
  the Cold Iron bullet, burned Mademoiselle 
  Bendit’s hands, which is why she was wearing 
  cotton gloves coated in lavender cream.
  • As Richard Dadd’s oddly prophetic painting 
  showed, Mademoiselle Bendit used a mirror 
  to flash the trigger sequence, causing the 
  sniper rifle to fire.
  • A search of the wood stove in Mademoiselle 
  Bendit’s office, if it hasn’t already occurred, 
  will reveal the burnt remains of the blueprint 
  stolen from Docteur Le Mat. A search of 
  Mademoiselle Benfit herself will turn up the 
  mirror she used to activate the rifle.
  Investigators can go to the authorities with 
  their findings, or they can confront Danielle 
  Bendit themselves. In either case, they will be 
  present when Mademoiselle Bendit is accused 
  of Michel’s murder. Already under incredible 
  strain because of the guilt of Michel’s death, the 
  protest leader crumbles in the face of evidence 
  and admits to everything. She did steal Docteur 
  Le Mat’s plans and set up the sniper rifle. 
  However, she insists the target was never meant 
  to be Michel. Mademoiselle Bendit had come to 
  realize, as she led the protest movement, that a 
  single victory would not be enough. To stop the 
  tide of industrialization from ruining the world, 
  this one protest would need to become a full 
  movement. Unfortunately, she knows most of the 
  farmers would eventually return home to tend 
  their land and livestock and Brownies dislike 
  staying in the spotlight for long without good 
  cause. One way or the other, without a catalyst the 
  protest movement Mademoiselle Bendit started 
  would fizzle and die. She intended her own death 
  to be that catalyst. Mademoiselle Bendit was her 
  own target on the day of Michel’s death. She 
  wanted to become a martyr, dead at the hands of 
  an unknown assassin, to galvanize the protesters 
  and create a world-wide movement of humans 
  and Faeries working together to save their way 
  of life. It might have worked, too, had Michel not 
  spotted the men with the crate of rotten fruit and 
  stepped out to protect Danielle just as she was 
  triggering the rifle with her mirror. Breaking 
  down in tears, she fully admits to the murder and 
  submits to being arrested.
  
  25
  Castle Falkenstein
  Firearms & margarine
  reD Herrings, assumPtions, anD aCCusations
  A mystery wouldn’t be a mystery without false leads and misleading clues. For example, in Firearms 
  & Margarine, Martin Hoog’s money troubles and Félix Voisin’s mesmerism are designed to make them 
  credible suspects and to make solving the mystery more interesting and challenging. Players being 
  Players, however, assumptions might be made and the wrong person might be accused of the crime 
  based on the clues found. In that situation, Hosts have a few options.
  • The Players are Right: Some Hosts subscribe 
  to the philosophy that a roleplaying game 
  isn’t so much about “if the party wins” but 
  the story of “how they win.” It might require 
  some tapdancing and adjustment on the part 
  of the Host, but the evidence can be adjusted 
  to implicate any of the suspects. Perhaps 
  a letter is found promising Martin Hoog 
  funding from a Prussian source if “the protest 
  problem is taken care of.” Adjust the date of 
  when the blueprints were stolen from Le 
  Mat and Hoog could easily be the murderer. 
  Or perhaps the blueprints for Le Mat’s 
  solar trigger device are found in the home 
  of Auguste Viosin along with diaries which 
  prove the psychiatrist not only mesmerized 
  his brother into setting up the assassination 
  but mesmerized a tinkerer to build the device, 
  all part of an experiment to see if a good man 
  can be reprogrammed to be a murderer. It 
  could be the Blanquists arranged for the 
  murder as a false flag operation in hopes of 
  triggering a full-scale riot by the proletariat 
  which would allow them to overthrow the 
  government. Ambitious Hosts can even tie 
  this mystery into an existing plotline by 
  making the murderer an existing nemesis of 
  the Dramatic Characters! Long story short, 
  Hosts aren’t obligated to follow the script. 
  They can change it however they want.
  • The Players are Wrong, but Everyone Thinks 
  they are Right: The investigators might very 
  well end up sending the wrong person to 
  the chopping block. If that’s the case, the 
  real murderer gets away scot free to cause 
  more trouble in the future. This can make 
  great fodder for future adventures. Maybe 
  the accused murderer escapes from jail and 
  goes on the run, intending to get payback, or 
  maybe they just want to clear their name and 
  need the help of the people who got them 
  locked up in the first place…
  • The Players are Wrong and they’re Told So: 
  This works especially well if the investigators 
  are working for an organization such as the 
  Second Compact or the French Government. 
  Their handler will look at their findings, 
  tell them bluntly that it will not stand up in 
  court, and then send them back out to find 
  more evidence with perhaps a few words of 
  wisdom to help them focus their efforts.
  
  26
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  AfteRMAtH
  The murder of a single Brownie sends ripples 
  throughout 
  Paris. 
  Assuming 
  Mademoiselle 
  Bendit is arrested, the French government 
  deliberates on possible punishment. In the end, 
  because the victim and the murderer were both 
  Faeries, Mademoiselle Bendit will be turned over 
  to Lord Auberon, leader of the Seelie. After that 
  the protest leader vanishes and no one, Auberon 
  included, among the Faeries will comment on 
  her fate. Sadly, her movement dies with her as the 
  leaderless farmers and Brownies drift away from 
  Paris and back to their country homes.
  Martin Hoog will never open his factory to 
  produce margarine or rifles. In debt and unable to 
  secure loans, Monsieur Hoog is forced to sell the 
  factory. Penniless, he moves back to his hometown 
  on the eastern French border.
  One way or another, Félix Voisin’s time as the 
  préfet de police is soon over. If his brother’s 
  scheme is not uncovered, his odd behaviors 
  render him unfit for command. If Auguste’s 
  experiments are brought into the light, Félix 
  resigns in disgrace as his brother is arrested and 
  imprisoned. Either way, Voisin is replaced in the 
  position by the engineer Albert Gigot.
  What happens to the other suspects and 
  actors in this murder mystery depends upon 
  the Host. The seeds laid and contacts made in 
  this Adventure Entertainment can certainly bear 
  fruit down the road. For example, Docteur Le Mat 
  might ask the party to test his new Engine Magick 
  powered sidearm. Dramatic Characters who made 
  a friend of Madame Jaclard and Monsieur Varlin 
  might find themselves caught in a civil war as 
  the Blanquists within their ranks maneuver to 
  take control of the organization. Docteur Voisin’s 
  experiment might turn out to be more sinister 
  than anyone realizes. The investigators might be 
  called in to act should police officers suddenly turn 
  into serial killers because of his mesmerism. And 
  what of the English artist, Richard Dadd? How did 
  he know to paint the murder scene years before 
  it happened, and might there be more prophetic 
  art tucked away somewhere? If the Dramatic 
  Characters are agents of the Second Compact or 
  the French Government they might well be asked 
  to visit Mister Dadd in Broadmoor Hospital, just 
  outside of London, where he was committed after 
  killing his father, who he believed to be the Devil 
  in disguise. And who knows, perhaps the man was. 
  After all, anything is possible in Castle Falkenstein.
  
  27
  Castle Falkenstein
  Firearms & margarine
  Host 
  CHARACteRs
  Being an assortment of Personages introduced 
  within the pages of Firearms & Margarine, presented 
  in alphabetical order by surname. Please note, the 
  listings below follow the conventions established 
  in The Memoirs of Auberon of Faerie by dividing 
  Etherealness into two skills (Etherealness, which 
  governs intangibility and flight, and Shapeshift, 
  which governs the changing from one form to 
  another) and by specifically naming the Kindred 
  Powers of individual Faerie types.
  miCHeL
  Even for a Brownie, Michel the Teuz is a 
  quiet and unassuming individual, Michel isn’t 
  interested in the spotlight or fame or, truly, even 
  the cause for which he campaigns. He is, however, 
  a loyal and steadfast friend and so, while he would 
  prefer to be on the farm milking cows, he intends 
  to remain by Danielle Bendit’s side no matter 
  where her quest to champion the rights of the 
  rural worker leads her.
  Abilities: Animal Handling [GR] ● Athletics [GD] 
  ● Fisticuffs [PR] ● Glamour [PR] ● Great Work 
  [GD] Perception [GR] ● Shapeshift [EXC] ● 
  Stealth [GD]
  Health: 5
  DanieLLe benDit
  Danielle Bendit has always been different from 
  other Brownies, even those of the Teuz subtype. 
  More willing to interact with humans, she has 
  become fascinated with reading their literature 
  over the centuries. In recent years, she has become 
  enamored with the works of William Lovett, a 
  founder of the Chartist movement, and Charles 
  Fourier, the French socialist philosopher. In 
  their writing and actions, Danielle Bendit saw the 
  natural Brownie way of life extended to humans 
  and the entire world. When the owner of a dairy 
  farm she worked expressed dismay at the opening 
  of a margarine factory in Paris, Mademoiselle 
  Bendit was spurred to action. Stepping out of the 
  shadows, the charismatic leader united humans 
  and Brownies alike to march upon Paris in an 
  effort to stop the factory from opening.
  Abilities: Animal Handling [GD] ● Athletics [GR] ● 
  Charisma [GR] ● Courage [GR] ● Education [GD] 
  ● Fisticuffs [PR] ● Great Work [GR] ● Perception 
  [GR] ● Shapeshift [EXC] ● Stealth [GD]
  Health: 7
  martin Hoog
  Martin Hoog has always been a bit of a glad-
  hander and opportunist. He learned the skills 
  of ingratiating himself with the right people 
  early and succeeded more through ambition 
  and cronyism than through actual talent. As he 
  grew older, he managed to fritter from success to 
  success, always leaping from the metaphorical ship 
  
  28
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  before it sank. Seeing an opportunity, Monsieur 
  Hoog scraped together the funds he needed to 
  open a factory dedicated to producing margarine, 
  intending to compete with companies producing 
  it in the Netherlands. However, halfway through 
  the construction of his factory (and most of the 
  way through his funds), he happened upon a 
  representative of the Winchester Repeating Arms 
  Company. Hoog’s true nature took over and, before 
  he knew it, he had ingratiated himself with the 
  man and secured a promise for the manufacture of 
  Winchester rifles in France… so long as he could 
  prove his factory capable of the deed. Unable to 
  secure the capital he needs to fully convert his 
  existing but unopened margarine factory into one 
  which could produce rifles, Monsieur Hoog now 
  finds himself at the edge of ruin.
   Abilities: Charisma [GD] ● Connections [GD] ● 
  Education [GD] ● Perception [GR] ● Physique 
  [PR] ● Social Graces [GD]
  Health: 4
  anne JaCLarD
  Born to a respectable military family in Russia, 
  Anna Vasilyevna Korvin-Krukovskaya was raised 
  to think for herself and express her opinions. 
  She met Fyodor Dostoyevsky after publishing 
  two stories in his literary journal and the two 
  became engaged for a brief time before splitting 
  apart over ideological differences. Anna eventually 
  moved to Geneva, where she became increasingly 
  involved in socialist organizations such as the 
  International Workingmen’s Association under 
  the leadership of Karl Marx. In Switzerland, Anna 
  met and married fellow radical Victor Jaclard. The 
  two eventually moved to Paris in hopes of helping 
  to create change for the people. Victor became 
  involved in the Commune, an underground 
  socialist organization, while Anna decided to 
  focus on the issues of women and founded a 
  journal entitled the Women’s Union.
  Abilities: Connections [GR] ● Courage [GR] ● 
  Education [GR] ● Perception [GD] 
  Health: 7
  Jean aLexanDer Le mat
  As a young man, Jean Alexander Le Mat studied 
  to enter the priesthood but soon changed his 
  mind and instead claimed the title of doctor. 
  French by birth, Le Mat emmigrated to the Free 
  State of Orleans in 1843 where he quickly became 
  involved in local politics and took up an interest 
  in invention. His most famous creation, the LeMat 
  revolver, is a nine-shot cylinder cap and ball black 
  powder revolver which featured a secondary 20 
  gauge smooth-bore barrel that functions liked a 
  shotgun. LeMat produced roughly three thousand 
  of these revolvers for the Confederate army 
  during the American Civil War before eventually 
  returning to France. There he set up shop as a 
  gunsmith and began working on new designs, 
  including a pinfire cartridge version and a 
  carbine. Currently, Docteur Le Mat is researching 
  the possibility of making an Engine Magick 
  driven firearm. For Dramatic Characters and 
  Hosts who are interested in the LeMat revolver, 
  two variations, listed as the LeMat Horse Pistol 
  and LeMat Dragoon, can be found in the firearms 
  table in Comme il Faut.
  Abilities: Education [GD] ● Exchequer [GD] ● 
  Marksmanship [GR] ● Tinkering [EXC]
  Health: 5
  eugène varLin
  Born to a poor family, Eugène Varlin was never 
  satisfied with the status quo. At a young age he 
  moved to Paris and became a bookbinder by 
  profession, educating himself with whatever he 
  could read. Heavily influenced by the writings 
  of one of the first anarchists, Pierre-Joseph 
  
  29
  Castle Falkenstein
  Firearms & margarine
  Proudhon, Eugène embarked on a series of 
  socialist experiments, helping to organize strikes, 
  create credit associations, found co-operatives, 
  and promote gender equality. Eventually, Eugène 
  Varlin joined the Commune, though he argued 
  the organization’s mission could be accomplished 
  through activism and not violence. After the 
  leadership of the Commune was gutted following 
  the failed 1871 uprising, Monsieur Varlin moved 
  up in the ranks and molded the underground 
  organization into its present form.
  Abilities: Charisma [EXC] ● Connections [GR] ● 
  Courage [GR] ● Education [GR] 
  Health: 7
  auguste voisin
  The son of famed publisher Jean-Baptiste 
  Marie Baillière, Auguste inherited his interest in 
  psychiatry from his uncle Felix, an alienist and 
  prominent phrenologist. Auguste completed his 
  doctoral thesis in 1858 and went on to become 
  director of the Bouillaud clinic and eventually 
  took a position at the Pitié-Salpêtrière Hospital, 
  where he developed an interest in mesmerism as 
  a therapeutic tool. Fearing all-out war between 
  France and Prussia would be inevitable, Docteur 
  Voisin recently began experimenting with using 
  mesmerism to drive out moral compunctions 
  against killing in order to better prepare French 
  soldiers for battle. To this end he has been 
  mesmerizing his brother, Félix, into providing 
  him with test subjects in the form of Parisian 
  police officers.
  Abilities: Charisma [GR] ● Connections [GD] ● 
  Education [GR] ● Exchequer [GD] ● Fisticuffs 
  [PR] ● Mesmerism [EXC] ● Perception [GR] ● 
  Physician [GD] ● Stealth [PR]
  Health: 5
  FéLix voisin
  Like his brother, Auguste, Félix Voisin proved 
  from a young age to be something of a scholar. 
  Unlike his brother, Félix’s chosen path was law 
  and by the age of thirty he was a lawyer and 
  substitute judge in Versailles. Félix was made a 
  public prosecutor in Melun in 1870. His work as a 
  prosecutor, as well as his many papers on reports 
  ranging from police supervision to the education 
  of young prisoners landed him the position of 
  préfet de police in Paris. A stalwart fellow and 
  dedicated public servant, Félix is completely 
  unaware his brother is using him for nefarious 
  purposes.
  Abilities: Charisma [GD] ● Connections [EXC] ● 
  Education [GD] ● Fencing [GD] ● Perception 
  [GR] ● Tinkering [PR]
  Health: 5
  
  30
  Castle Falkenstein
  Firearms & margarine
  Firearms & margarine
  teUZ 
  a neW tYPe oF 
  broWnie
  The Teuz are a form of Brownie most 
  commonly encountered in the Brittany region 
  of France, though some have migrated over time 
  to other parts of the country and beyond. Like 
  Piskies, to whom they bear some resemblance, 
  Teuz are farmyard Brownies who perform chores 
  around a farmstead such as milking cows and 
  churning butter. As with all Brownies, Teuz prefer 
  to perform their Great Works at night when 
  the mortal farmers are sound asleep. Unlike 
  other Brownies, however, Teuz can be extremely 
  sensitive to ingratitude. If a mortal openly shows 
  contempt for their work or demands more labor 
  from a Teuz, these industrious little workers can 
  consider the unspoken contract between farmer 
  and Faerie broken and are free to leave and move 
  on to another farm.
  As a race, Teuz show a superior knack for 
  shapeshifting when compared to other Brownies, 
  though with one odd foible. Every form a Teuz 
  takes will share some specific characteristic. This 
  usually takes the form of hair/fur color being the 
  same from one form to another but occasionally 
  it involves a startling eye color or a particularly 
  noticeable birthmark. Teuz delight in changing 
  form and will do so whenever possible. Some have 
  even resolved never to appear to a single mortal in 
  the same form twice, though this is rare. Perhaps 
  because they are so attached to the land, or perhaps 
  as a result of their reliance on shapeshifting 
  abilities to perform tasks, Teuz generally have 
  poor skills when it comes to weaving Glamours.
  Physically, Teuz bear some resemblance to 
  Piskies or even Dwarves. They are humanoid in 
  shape but stocky, with pointed ears and bulbous 
  noses. Teuz appear in both male and female 
  shape. Males are fond of their beards while the 
  females tend towards shorter, more practical 
  hairstyles. They are naturally less than a foot 
  tall but often use their superior shapeshifting 
  abilities to grow taller in order to better finish 
  their chores. Most Teuz prefer simple clothing, 
  sewn together from patches of whatever cloth 
  can be found littering a farmstead.
  
  31
  Castle Falkenstein
  Firearms & margarine
  teuz in tHe great game
  Ability
  Rank
  Animal Handling
  GD
  Athletics
  GD
  Etherealness
  AV
  Fisticuffs
  PR
  Glamour
  PR
  Great Work
  GD
  Perception
  GD
  Physique
  AV
  Shapeshift
  EXC
  Stealth
  GD
  Poor Skills 
  +1
  This table follows the rules for creating Faerie 
  Dramatic Characters as established in The 
  Memoirs of Auberon of Faerie. Players looking to 
  create a Teuz using the basic rules as presented in 
  Castle Falkenstein can do so by using the Brownie 
  Dramatic Character template and focusing on the 
  Etherealness Ability. The Animal Handling Ability 
  here was first presented in Curious Creatures, the 
  definitive bestiary for Castle Falkenstein.
  Like most Brownie races, Teuz have a specialty 
  when it comes to Great Works. They are considered 
  one level higher (Good instead of Average) in their 
  Great Work Ability when performing farm chores.
  
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  Firearms & margarine
  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.
  Jérémie beLPois
  Jérémie Belpois grew up admiring the great feats of C. Auguste Dupin, the master detective, but he 
  could never match his idol in sheer intellect. Despite this, he did not give up and joined the Préfecture 
  de police de Paris at a young age. He quickly learned the department was rife with corruption and 
  even those among the police force who truly desired to fight crime were unable to make a difference, 
  hampered as they were by regulations and laws. Jérémie quit the police and set up shop as a consulting 
  detective. The murder of Michel might well be his biggest case yet.
  A few tips on playing Jérémie Belpois: Sherlock Holmes can have his cool, calculated intellect. You 
  are a French detective and you lead with your heart. You understand crimes can be solved by following 
  the connections between people as well as by sniffing out clues. Never be afraid to take action and make 
  mistakes. When solving a crime, the only thing worse than a misstep is not taking a step at all.
  Working with the Others: Holmes mostly works alone, but that’s because he’s too much of a boring 
  stiff to make friends. As a good detective, you know the key to solving a case isn’t knowing everything but 
  relying on the expertise of others to guide you. 
  Abilities: Connections [GD] ● Courage [GR] ● Exchequer [PR] ● Fisticuffs [GD] ● Perception [GR] ● 
  Physique [GD] ● Tinkering [PR]
  Health: 8
  Notable Possessions: Cudgel (1 (P) / 2 (F) / 3 (H) / Harm Rank A), magnifying glass, notebook.
  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. Her first 
  stop? Paris!
  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 Paris seem to expect that kind of behavior from Americans 
  so your attitude, plus your money, have won you a few friends in the City of Lights. 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 this murder’s giving you a chance for both. Never 
  shy, you’re happy to insert yourself into anyone’s investigation as long as it is exciting.
  
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  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 solve this murder before it grows into 
  warfare between humans and Faeries or, worse, embarrasses the Emperor!
  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 the solution of this crime. Some members were hand picked but others joined 
  the mission by happenstance. A secret agent knows how to make the best of any situation.
  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.
  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. 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: Certainly, the taking of a life is a dreadful thing but the way in which the 
  murder was committed was simply amazing! A clockwork device triggered from afar? You simply must 
  
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  Firearms & margarine
  know more and if your expertise can help the others solve this dastardly crime in the process, so much 
  the better!
  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.
  WiLFrieD
  Wilfried is a Brownie of the Teuz variety. He has always been a Teuz and he always will be. He loves life 
  in the country and hard work and could live that life forever. When he heard Danielle Bendit’s plan to 
  protest the human factory in Paris, Wilfried wasn’t sure it was a smart move but he soon became swept up 
  by her passion. Or, perhaps, he was swept up by his passion for her assistant, Michel. With Michel dead, 
  Wilfried has done a most unBrownie like thing and declared his intention to get revenge.
  A few tips on playing Wilfried: You personify down home country wisdom. The ways of city folk, 
  especially human city folk, are a mystery to you but you know hard work, good food, and remembering 
  your roots will carry you through any troubles.
  Working with the Others: You want to avenge Michel but you sure as hell don’t know your way around 
  Paris. Finding the murderer will mean working with humans who do know the ins and outs of the city. 
  They might not be the most commonsensical of people but right now, you’ll do whatever you have to in 
  order to solve this crime.
  Abilities: Animal Handling [GD] ● Athletics [GD] ● Etherealness [PR] ● Fisticuffs [PR] ● Glamour [PR] 
  ● Great Work [GD] ● Perception [GD] ● Shapeshift [EXC] ● Stealth [GD]
  Health: 5
  Notable Possessions: Homespun clothing, portrait of Michel.
  Please note, Wilfried was built using the template as presented in the Teuz section on page 31. To 
  make him conform with standard Castle Falkenstein rules, remove the Shapeshift Ability and change 
  Etherealness to EXC
  sir Peter WinDHeLm
  Though he was born in England, Sir Peter Windhelm moved to Paris years ago to be with the love of 
  his life, Corinne. 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. At the end of the night, when you have done all you can to help the 
  
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  world, you return home to your wife, whom you love with all your heart.
  Working with the Others: No knight is an island! If others wish to help the cause of justice, so be it. You 
  will work with them, no matter how odd their ways. And if their motives are less than pure, well, you will 
  just have to help them see the light now, won’t you?
  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.
  
  36
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  Firearms & margarine
  Firearms & margarine
  
  37
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  38
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  Firearms & margarine
  Jérémie beLPois
  Jérémie Belpois grew up admiring the great feats of C. Auguste Dupin, the master detective, but he 
  could never match his idol in sheer intellect. Despite this, he did not give up and joined the Préfecture 
  de police de Paris at a young age. He quickly learned the department was rife with corruption and 
  even those among the police force who truly desired to fight crime were unable to make a difference, 
  hampered as they were by regulations and laws. Jérémie quit the police and set up shop as a consulting 
  detective. The murder of Michel might well be his biggest case yet.
  A few tips on playing Jérémie Belpois: Sherlock Holmes can have his cool, calculated intellect. You 
  are a French detective and you lead with your heart. You understand crimes can be solved by following 
  the connections between people as well as by sniffing out clues. Never be afraid to take action and make 
  mistakes. When solving a crime, the only thing worse than a misstep is not taking a step at all.
  Working with the Others: Holmes mostly works alone, but that’s because he’s too much of a boring 
  stiff to make friends. As a good detective, you know the key to solving a case isn’t knowing everything but 
  relying on the expertise of others to guide you. 
  Abilities: Connections [GD] ● Courage [GR] ● Exchequer [PR] ● Fisticuffs [GD] ● Perception [GR] ● 
  Physique [GD] ● Tinkering [PR]
  Health: 8
  Notable Possessions: Cudgel (1 (P) / 2 (F) / 3 (H) / Harm Rank A), magnifying glass, notebook.
  
  39
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  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. Her first 
  stop? Paris!
  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 Paris seem to expect that kind of behavior from Americans 
  so your attitude, plus your money, have won you a few friends in the City of Lights. 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 this murder’s giving you a chance for both. Never 
  shy, you’re happy to insert yourself into anyone’s investigation as long as it is exciting.
  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.
  
  40
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  Firearms & margarine
  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 solve this murder before it 
  grows into warfare between humans and Faeries or, worse, embarrasses the Emperor!
  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 the solution of this crime. Some members were hand picked but others 
  joined the mission by happenstance. A secret agent knows how to make the best of any situation.
  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.
  
  41
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  Firearms & margarine
  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. 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: Certainly, the taking of a life is a dreadful thing but the way in which the 
  murder was committed was simply amazing! A clockwork device triggered from afar? You simply must 
  know more and if your expertise can help the others solve this dastardly crime in the process, so much 
  the better!
  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.
  
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  Firearms & margarine
  Firearms & margarine
  WiLFrieD
  Wilfried is a Brownie of the Teuz variety. He has always been a Teuz and he always will be. He loves life 
  in the country and hard work and could live that life forever. When he heard Danielle Bendit’s plan to 
  protest the human factory in Paris, Wilfried wasn’t sure it was a smart move but he soon became swept up 
  by her passion. Or, perhaps, he was swept up by his passion for her assistant, Michel. With Michel dead, 
  Wilfried has done a most unBrownie like thing and declared his intention to get revenge.
  A few tips on playing Wilfried: You personify down home country wisdom. The ways of city folk, 
  especially human city folk, are a mystery to you but you know hard work, good food, and remembering 
  your roots will carry you through any troubles.
  Working with the Others: You want to avenge Michel but you sure as hell don’t know your way around 
  Paris. Finding the murderer will mean working with humans who do know the ins and outs of the city. 
  They might not be the most commonsensical of people but right now, you’ll do whatever you have to in 
  order to solve this crime.
  Abilities: Animal Handling [GD] ● Athletics [GD] ● Etherealness [PR] ● Fisticuffs [PR] ● Glamour [PR] 
  ● Great Work [GD] ● Perception [GD] ● Shapeshift [EXC] ● Stealth [GD]
  Health: 5
  Notable Possessions: Homespun clothing, portrait of Michel.
  Please note, Wilfried was built using the template as presented in the Teuz section on page 31. To 
  make him conform with standard Castle Falkenstein rules, remove the Shapeshift Ability and change 
  Etherealness to EXC
  
  43
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  Firearms & margarine
  sir Peter WinDHeLm
  Though he was born in England, Sir Peter Windhelm moved to Paris years ago to be with the love of 
  his life, Corinne. 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. At the end of the night, 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: No knight is an island! If others wish to help the cause of justice, so be it. 
  You will work with them, no matter how odd their ways. And if their motives are less than pure, well, you 
  will just have to help them see the light now, won’t you?
  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.
  
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  Firearms & margarine
  Firearms & 
  Margarine
  
SOURCE: textdata/thevault/Castle Falkenstein (GURPS) [multi]/Castle Falkenstein - Firearms And Margarine.pdf