Castle Falkenstein Supplemental Rules to Fearful Harm & Great Danger
February 6, 2017 | Author: Robert Howell | Category: N/A
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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
Armor Type
PR, AV
Light
GD, GR
Medium
EXC, EXT
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
Harm Rank
PR, AV
D
GD, GR
E
EXC, EXT
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
Effective
Harm
Type
Range
Rank
Bows
30 yds
A
Carbines
90
C
Chassepot Rifle
140
D
Derringers
10
B
Drop Pistols
20
C
Elfshot
30
D
French Mitraillreuse
300
F
Gatling Gun
300
F
Muskets (rifled)
80
D
Prussian Needle Rifes
120
D
Pepperbox Revolvers
20
C
Reciprocators
10
D
Shotguns
30
D
Shrapnel
6
F
Thrown Daggers
5
A
Thrown Spears
10
A
HAND TO HAND WEAPONS AND ATTACKS (CF pg. 186) Attack
Harm
Type
Rank
Animal Attack (tiny)
A
Animal Attack (small)
A
Animal Attack (large)
A
Animal Attack (very large)
D
Animal Attack (huge)
E
Animal Attack (gigantic)
F
Blow (PR to AV Physique)
A
Blow (GD to GR Physique)
A
Blow (EXC to EXT Physique)
B
Cudgels & Clubs
A
Daggers, Bayonets, Knives
A
Hatpins
A
Life Preservers
A
Rapiers & Court Swords
D
Sabers
D
Spears
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
Harm Rank
Extremely Foul Language
A
Great heat, cold, or too-tight corset
A
Threatening gaze
A
Rough treatment (grabbing, pushing, slapping)
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
One Rank for every 20 feet fallen
Trampling, collisions
One Rank for every 100lbs of animal
Electrocution/Lightning strike
One Rank for every 200 volts per second
Fire/Firestorm/Acid
Rank B Critical per minute
Poison
Rank C per minute until andidote administered
Earthquake
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
Time
Constitutional Shocks
Minutes
Blows
Hours
Treated Wounds
Days
Untreated Wounds
Weeks
Wounds Treated by Sorcery
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
Harm Rank
Artillery
7F
Bombs
10F
Explosives
4F
Gatling Guns
F
Grenades
3F
Light Artillery
5F
Ramming Spur
12F
Rockets
4F
Torpedoes
9F
Fearsome Infernal Weapon
7F
Terrible Infernal Weapon
10F
Horrible Infernal Weapon
13F
Ghastly Infernal Weapon
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
FABRIC
WOOD
BRASS
IRON
STEEL
PLATE
Small
PR
AV
GD
GR
EXC
EXT
Medium
AV
GD
GR
EXC
EXT
EXT+1
Large
GD
GR
EXC
EXT
EXT+1
EXT+2
Huge
GR
EXC
EXT
EXT+1
EXT+2
EXT+3
Immense
EXC
EXT
EXT+1
EXT+2
EXT+3
EXT+4
Titanic
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.
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