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.