Sei sulla pagina 1di 6

Supplemental Rules to Fearful Harm & Great Danger (CIF, pg.

80)
STEP ONE: Did You Succeed? [Table 1] By indexing Table 1 as noted in Comme Il Faut, you determine a base level of success (or failure) in a combat feat. In the case of a failure or a fumble, it lists a card value you must play to change the Feat Test into a Partial Success. If you examine the table, you will note that these values increase or decrease in increments of 2 as you move right or down on the table. Thus, the card you play increases your level of success by one level for every increment of two above the base card listed. EXAMPLE 1: An Average vs. Good face-off results in a Failure, with the play of a 2 upgrading the result to a Partial Success. In this case, the play of a 4 would change the result to a Full Success, while the play of a 6 would change the result to a High Success. EXAMPLE 2: A Poor vs. Extraordinary face-off results in a Fumble, with the play of a 10 upgrading the result to a Partial Success. In this case, the play of a Queen would change the result to a Full Success, while the play of an Ace would change the result to a High Success. (Following this logic, the play of an 8 would upgrade the Fumble to a simple Failure. Not exactly desirable, but if the highest card in your hand is an 8, it beats a Fumble). EXAMPLE 3: A Good vs. Good face-off results in a Partial Success. There are no cards listed, so the "base card" you need to play is a 2. The play of a 2 would upgrade the result to a Full Success, and the play of a 4 would change the result to a High Success Step Four: How Badly Were You Harmed? SCRATCHED: For every four Scratched results, you are Wounded. Step 4a: Unconsciousness. Whenever you receive a Wounded or Incapacitated result, turn over a card on the Fortune Deck. On a Club or a Spade of any value, you are unconscious.

Dragons
DRAGON ARMOR (CF pg. 171)
Physique PR, AV GD, GR EXC, EXT Armor Type Light Medium Heavy

FIRECAST (CF pg. 171) Every two Firecasts does a Harm Rank A wound to the dragon, ignoring armor. This is recovered at the rate of one Damage Condition per day. DAMAGE (CF pg. 186)
Physique PR, AV GD, GR EXC, EXT Harm Rank D E F

Faeries

FAERIES (CF pg. 173) Exposure to Cold Iron does a Rank A Critical wound, ignoring armor, every minute.

Weapon and Attack Harm Ranks


RANGED WEAPONS OF THE STEAM AGE (CF pg. 185)
Attack Type Bows Carbines Chassepot Rifle Derringers Drop Pistols Elfshot French Mitraillreuse Gatling Gun Muskets (rifled) Prussian Needle Rifes Pepperbox Revolvers Reciprocators Shotguns Shrapnel Thrown Daggers Thrown Spears Effective Range 30 yds 90 140 10 20 30 300 300 80 120 20 10 30 6 5 10 Harm Rank A C D B C D F F D D C D D F A A

HAND TO HAND WEAPONS AND ATTACKS (CF pg. 186)


Attack Type Animal Attack (tiny) Animal Attack (small) Animal Attack (large) Animal Attack (very large) Animal Attack (huge) Animal Attack (gigantic) Harm Rank A A A D E F

Blow (PR to AV Physique) Blow (GD to GR Physique) Blow (EXC to EXT Physique) Cudgels & Clubs Daggers, Bayonets, Knives Hatpins Life Preservers Rapiers & Court Swords Sabers Spears

A A B A A A A D D B

Health and Injury


DRAGON HEALTH (CF pg. 188) A dragon's toughness makes it more resistant to damage than a human. Apply the damage's Harm Rank against the Dragon's Armor as normal. When indexing Table 3 to determine damage, reduce the Harm Rank by one level (i.e. C to B) UNUSUAL KINDS OF INJURY (CF pg. 188) SWOONING
Type of Constitutional Shock Extremely Foul Language Great heat, cold, or too-tight corset Threatening gaze Rough treatment (grabbing, pushing, slapping) Harm Rank A A A B

Treat all damage results greater than Incapacitated as Incapacitated. As far as modern medical science is concerned, it is impossible to be Killed Instantly by Foul Langauge. Two "Incapacitated" results and you have passed out. For every four Scratched results, you are Wounded. ENVIRONMENTAL HAZARDS
Falls Trampling, collisions Electrocution/Lightning strike Fire/Firestorm/Acid Poison Earthquake One Rank for every 20 feet fallen One Rank for every 100lbs of animal One Rank for every 200 volts per second Rank B Critical per minute Rank C per minute until andidote administered Rank B per minute

Drowning/Suffocation

Rank E per minute

TORTURE: As CF. pg. 189 FAERIES STRUCK BY IRON OR STEEL: Moves the Harm Rank done by the blow up by one rank. FAERIES STRUCK BY COLD IRON: Moves the Harm Rank done by the blow up by three ranks. RECORDING SHOCKS, BLOWS, AND WOUNDS A Constitutional Shock is anything listed in the Swooning table, or any shock to the senses, such as seeing a tentacled monstrosity crawl out of the London sewers, seeing a friend die, or finding out that daddy has cut off your allowance. Use the Swooning table as a guide to Constitutional Shock Harm Ranks; unless the Shock is excessively large, a Shock should not do damage higher than Harm Rank B. Note the kind of Harm taken from the Shock (Scratched, etc.), and write an S by it. A Blow is done by any blunt instrument; club, cudgel, fist, rolling pin, frying pan. Note the kind of Harm taken from the Blow, and write a B by it. A Wound is any other kind of damage. Note the kind of Harm taken from the shock, and write a W by it. RECOVERING FROM SHOCKS, BLOWS, AND WOUNDS.
Type Of Harm Constitutional Shocks Blows Treated Wounds Untreated Wounds Wounds Treated by Sorcery Time Minutes Hours Days Weeks Hours

The Time listed in the table above is the increment of time that must pass before your Damage Condition is reduced by one Rank. Example 1: Lord James, of Great Physique, takes two Rank A Blows and thwo Rank B Wounds. The results of these attacks were Scratched (B), Scratched (B), Wounded (W), and Wounded (W). The two Scratched results have no effect. The two Wounded results make him Incapacitated. He receives the best in medical care, so in one Day, his Damage Condition will go from Incapacitated to Wounded. In another Day, it will be reduced to Scratched. In another two Hours the two Scratched (B) results will have healed. Example 2: Lady Ashton, of Average Physique, is accosted by ruffians as she leaves her carriage. One grabs her arm and shakes her, giving a result of Wounded (S). She stays conscious through this, but then another cuffs her with his fist, causing a result of Wounded (B). She becomes Incapacitated (B), turns over a Club, and passes out, the poor thing. Her Condition improves from Incapacitated (B) to Wounded (B), and she recovers consciousness, after one Hour, inside a steamer trunk bound for the Dragon Empires. After another Hour, she recovers from Wounded (B) to Scratched (B). After yet another Hour, she recovers from her Scratched (B) state, and with her wits fully about her, begins planning an escape.

Engines of War
ENGINES OF WAR (CF pg. 190) VEHICLE & INFERNAL WEAPON EFFECTS
Type Artillery Bombs Explosives Gatling Guns Grenades Light Artillery Ramming Spur Rockets Torpedoes Fearsome Infernal Weapon Terrible Infernal Weapon Horrible Infernal Weapon Ghastly Infernal Weapon Harm Rank 7F 10F 4F F 3F 5F 12F 4F 9F 7F 10F 13F 16F

The letter in the Harm Rank collumn is, obviously, its Harm Rank (F for all attacks). The number is the Number of Rank F Wounds the weapon inflicts with one attack. For simplicity, index Table 3 once, and apply that same result multiple times. Example: An experimental Prussian Submersible fires a torpedo (damage 9F) at a hapless French merchant ship. The merchant ship has a Physique of EXT. Indexing the Body (EX-EXT) column, and the F row on table three gives us a result of Mortally Wounded. The torpedo inflicts nine Mortal Wounds on the transport. VEHICLE PHYSIQUE
COMPOSITION ARMOR SIZE Small Medium Large Huge Immense Titanic FABRIC PR AV GD GR EXC EXT WOOD AV GD GR EXC EXT EXT+1 BRASS GD GR EXC EXT EXT+1 EXT+2 IRON GR EXC EXT EXT+1 EXT+2 EXT+3 STEEL EXC EXT EXT+1 EXT+2 EXT+3 EXT+4 PLATE EXT EXT+1 EXT+2 EXT+3 EXT+4 EXT+5

HARM STATES APPLIED TO VEHICLES SCRATCHED: A lamp has been broken, or the paint scratched. Trifling damage. Forty Scratched results become a Wounded result. WOUNDED: Damage has been done to the vehicle. Reduce the vehicle's abilities by one rank. Ten more Wounded results become an Incapacitated result. INCAPACITATED: Serious damage has been done to the vehicle. It is immobile. Ten more Wounded results or Ten more Incapacitiated results, and the vehicle becomes Mortally Wounded. MORTALLY WOUNDED: The vehicle has stopped functioning completely. Turn over a card from the Fortune deck. On a Spade of any value, the vehicle is Destroyed. Ten more Wounded, Incapacitated, or Mortally Wounded results, and the vehicle is Destroyed. KILLED INSTANTLY: The vehicle explodes, collapses, etc., and is completely destroyed. Extremely tough vehicles receive a bonus to the number of times a result needs to be applied to them before they become more damaged. An Immense, Armor Plated vehicle has a Physique of EXT+4. Therefore, Forty-four Scratched results become a Wounded, Fifteen Wounded results become an Incapacitated, Fifteen Incapacitated results become a Mortally Wounded, and Fifteen Mortally Wounded results become Killed Instantly.

Unravelling
Unravelling normally takes one point of Health for every two points liberated energy (for a maximum of 20 points for a 10pt Extraordinary Physique/Courage Health). In the new system, this is equivalent to taking Rank A damage (similar to a dagger attack). However, you can take much less physical punishment in the new system, so for every Rank A level of Harm you take, 1.25 points of energy is liberated (round up). Therefore, a Sorceror with Poor Physique could liberate 3 points before becoming Incapacitated, and 5 points before death from unravelling. On the other hand, a Sorceror with Extraordinary Physique could liberate 10 points before becoming Incapacitated, and 20 points before death from unravelling.

Potrebbero piacerti anche