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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