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Taking the Game Indoors

JASON TILLEY'S CHAOS IN CARPATHIA HOUSE RULES FOR


PLAYING IN BUILDINGS, BASEMENTS, AND CRYPTS

version 1.0

To make use of these houser ules you'll need to purchase a copy of Scott Pyle's Chaos In Carpathia ruleset
(available for purchase in numerous online stores) and ideally, to download a copy of Tom Weiss's Warband
House Rules (available free here: http://www.gh.tag-web.de/).

These rules are meant to make interacting inside building interiors - farmhouses, townhouses, churches, towers,
mausoleums, crypts, and so on - more interesting for players. Hopefully it will give less combat-oriented
character types more game value, especially in scenarios that are more focused on fighting.

To keep the game moving swiftly, the rules are organized alphabetically by furniture type as outlined below.
There's no need to learn the entire collection of rules. Instead, use this document as a reference, turning to the
relevant section as needed.

Pages Section
2 GENERAL RULES
2&3 ALTAR
3 BED
3&4 BOOKCASE
4&5 CABINETS, CRATES, & CUPBOARDS
5&6 CHEST
6 CHURCH
7 DOOR
8 FIREPLACE
8 FONT
8&9 LADDER/TRAPDOOR
9 & 10 SARCOPHAGUS
10 STAIRS
11 STATUE OR COLUMN
11 TABLE
11 & 12 WEAPON RACK
12 & 13 WINDOW

Even though I've never met the guy, I'd like to thank Scott Pyle for his lovely Goal System Rules, and more
specifically, the Chaos In Carpathia rules, which have allowed my gaming group to really delve into the joy
that is classic Gothic Horror gaming.

Chaos in Carpathia is copyright 2007 Scott Pyle - Four Color Figures.

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1. GENERAL RULES

1.1 LIGHT & DARKNESS


It is assumed that all buildings are fairly dark inside unless the scenario description dictates otherwise. When
hiding from non-werewolves and non-vampires, all models gain +2 to Hide tests regardless of whether or not
they have cover to hide behind. This bonus is lost if a model carrying a torch or a lantern enters the room or if a
fireplace is lit (See 8. FIREPLACE)

1.2. SHOOTING INDOORS


Firearms and ranged weapons are difficult to employ when both the firer and the target(s) are inside a building.
Maximum range for all weapons is reduced to 10" if it would normally be higher. Furthermore, characters
may not make Aimed Shots while inside buildings unless they are targeting a model outside.

1.2.1. SHOOTING OUT THROUGH DOORS & WINDOWS


A model inside a building whose base is in contact with a door or window can shoot at
targets outside within a 45 degree arc from the edges of the door or window.

1.2.2. SHOOTING IN THROUGH DOORS & WINDOWS


A model outside a building whose base is in contact with a door or window can shoot at
targets inside within a 45 degree arc from the edges of the door or window.

1.2.3. TARGETING MODELS IN DOORS OR WINDOWS


A model inside a building whose base is in contact with an open door or window can be targeted
by models outside the building who have line of sight to the door or window. Models targeted
in this way gain a +2 cover bonus to their AGILITY roll.

1.3 VAMPIRES AND WEREWOLVES INDOORS


Don't forget that characters with the special abilities VAMPIRIC MIGHT and WEREWOLF (rulebook pgs 45-
46) have certain benefits when it comes to forcing doors, breaking through walls, and leaping up and down
ladders.

1.4. EFFECT ON MAD DOCTOR'S MONSTER CONTROL ABILILTY


If the Mad Doctor or his Assistant are inside a building and their monsters are outside the building and the
building has doors and/or windows, the MONSTER CONTROL rules can still be used but the range is
limited to six inches from any part of the building's exterior to the monster's base.

If a monster is inside a building but the character with the MONSTER CONTROL ability is not inside the
same building or network of underground rooms with the monster then the monster will be subject to the
SLOW and PETTY MINDED rules.

1.5. THE TEMPORARY NATURE OF FOUND ITEMS


To be clear, since these rules were devised with Tom Weiss's warband and scenario add-on in mind, no items,
benefits, or ability increases gained in the scenario being played carry over to other scenarios. After the
scenario is over, any bonus attribute increases, FATE POINTS, or pieces of equipment are lost.

2. ALTAR
Both the human and immortal inhabitants of Europe, whether they recognize the God of the Judeo-Christian
Bible, the mysterious teachings of the Eastern masters, or even the abhorrent practises of the Nameless One,
all make use of altars - simple or elaborate structures on which to conduct their sacred rites and to direct
their prayers.

2.1. ALTARS DEDICATED TO CHRIST OR RELIGIOUS FIGURES FROM OTHER CULTURES


Human characters of Monster Hunter or Bruderschaft warbands may use a special action to kneel at the altar
and pray. Make a TN# roll where # is equal to the character's RESOLVE. Every two full successes grants the
character 1 free FATE POINT. Characters with the TRUE FAITH ability automatically gain one bonus Fate
Point in addition to the result of their Goal roll and are immune to the DIVINE DISPLEASURE rule below.

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2.2. ALTARS DEDICATED TO THE NAMELESS ONE
Members of Vampire and Werewolf warbands may use a special action to conduct a dark rite or make a blood
sacrifice. Make a TN# roll where # is equal to the character's RESOLVE. Every two full successes grants the
character 1 free FATE POINT.

2.3. DIVINE DISPLEASURE


Any character who attempts to pray and rolls zero goals on his RESOLVE roll has clearly annoyed his deity
with his ostentatious show of hypocrisy. Lose one FATE POINT. If the character has no remaining FATE
POINTS, any one enemy character may re-roll an ATTACK or DEFENSE roll against the hypocrit during the
game.

2.4. DESECRATING AN ALTAR


A character may use a special action to desecrate an altar of an opposed religion so that followers (generally,
the character's enemies) cannot use the altar to gain FATE POINTS. There is no goal roll required but there is
an automatic loss of two FATE POINTS for doing so - interfering in the business of the gods has negative
effects on blasphemers, regardless of whether or not the desecrater is a follower of the god in question.

Note: Both players (or all members of a campaign group) will have to decide in advance which altars are
considered as "enemy" altars. Most monsters can desecrate Christian altars while most humans can desecrate
altars to the Nameless One, but what of humans who serve monsters or a pack of monk-turned-werewolves
who still maintain some remnant of their Christian faith? Each gaming group will have to draw their own lines
on these matters of theological morality.

2.5. CHARACTERS PROHIBITED FROM USING ALTARS


None of the following characters or groups may make use of altars for prayer: Professors, Adventurous
Scholars, Mad Doctor (Dr. Frankenstein) nor any member of his warband, The Old Woodsman, Ghouls,
Escaped Asylum Inmates, any member of a Gypsy warband, any model with the ANIMAL special rule, units of
henchmen.

3. BED

All people, from the highest born of the nobility to the lowliest farm labourer, must rest. Whether a day has
been spent planting, ploughing, fishing, trapping, or ruling over one's subjects, at the end of the day a
comfortable bed is a welcome sight.

3.1. BOLSTERING THE BED


In an attempt to confuse one's enemies, any human character may use a special action to attempt to fashion a
roughly human-shaped bolster under the bed clothes. When an enemy model enters the empty room (or if the
character who made the bolster stays successfully hidden) the enemy model must pass a TN:3 MIND + SHARP
SENSES roll in order to continue with his turn. If the roll is failed, the model moves directly into base contact
with the bed and wastes the rest of his turn slashing the bolster. Humans entering dark rooms (without torch,
lantern, or lit fireplace) increase their TN to 4.

Note: Vampires and Werewolves are prone to this deception in the same way humans are. Despite their
supernatural senses, a vampire's excitement at finding a prone body makes it careless. Likewise, a human bed is
so steeped in man-scent that even a werewolf's senses can become confused by it.

4. BOOKCASE

It is the height of the Victorian Era, and although the printing press has been more or less perfected and
books made readily available, tomes of knowledge are still rare, especially in out-of-the-way places where
most folk are illiterate and have no money to spend on such luxuries. However, even in rustic places, many
towns maintain a small yet valuable collection in the town archive or the church undercroft. Knowledge,
however, can often be more of a liability than a resource, especially to the feeble-minded.

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4.1. RESEARCHING AT A BOOKCASE
A character may use a special action to attempt to examine the contents of a bookcase in the hopes of finding
knowledge that may aid him in his mission. Make a MIND + SCHOLAR goal roll and consult the table below.
After a character successfully searches a bookcase (i.e. rolls 2 Goals or more) it is considered empty and cannot
be searched by anyone else.

Goals Description (Game Effect)


0 The character is so overwhelmed and baffled by the knowledge found,
his misunderstanding leads to doubt (or complete confusion) and negatively impacts his dedication to
his mission.
(-1 RESOLVE for the rest of the scenario)

1 The character stumbles upon seemingly insignificant legal documents, attractive (yet
practically useless) works of academia, or perhaps even guilty pleasures in the form of
romance and adventure stories. If there is anything of value here the character lacked the
wit to notice it.
(The bookcase can be searched by others, but not by this character again)

2-3 The character stumbles upon a reference to his enemy's intentions. With this knowledge
the character may be able to gain some minor advantage over his opponents.
(The character gains one use of FORBIDDEN LORE as described on page 48 of the main
rulebook. However, no movement reduction is required to make use of it)

4 An obscure reference to the enemy's weakness, which would escape the notice of the
less astute, captures the character's attention.
(The character may re-roll one ATTACK or DEFENSE goal roll against a member of
the opposing warband)

5+ The character looks up from the dusty tome with a glazed look in his eyes and proclaims,
"My God, no wonder they continue to thwart us! With this information I shall crush
them in the grasp of unshakeable reason!"
(The character may make one free MESMERIZE attack as described on page 41 of the
main rulebook)

Note: The free MESMERIZE ability may only be gained by a character with the SCHOLAR ability. If another
character manages to roll 5+ goals he can take an ATTACK/DEFENSE re-roll instead.

4.2. TORCHING A BOOKCASE


A character who feels that the contents of a bookcase could be a liability to him or his warband may wish to
destroy it so that others cannot gain any benefits. A character carrying a torch or a lantern may use a special
action to put the bookcase and its contents up in flames. A character with the SCHOLAR ability would never
torch a bookcase, regardless of the circumstances.

4.3. CHARACTERS PROHIBITED FROM RESEARCHING AT A BOOKCASE


None of the following characters or groups may research: Werewolves, The Monster, Cat Monsters, Dog
Monsters, The Old Woodsman, Ghouls, Escaped Asylum Inmates, any model with the ANIMAL special rule,
units of henchmen.

5. CABINETS, CRATES, & CUPBOARDS

Human beings by nature are collectors, hoarders, and sorters. After a cooking hearth, wooden table, and
simple bed, furniture for storage is generally seen as a necessity of everyday living. Although their contents
may vary, and some may even contain objects of modest value to their owners, these are the receptacles of
the mundane which only the desperate would bother to burgle.

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5.1. SALVAGING THE CONTENTS OF STORAGE FURNITURE
Although rifling through stored goods takes little skill, it does take time, so a special action must be used if a
character wishes to search the contents of a barrel, box, bureau, cabinet, crate, cupboard, dresser, wardrobe, or
any other furnishing used for everyday storage. Simply make a D6 roll on the table and add the appropriate
modifier from the list below. A piece of storage furniture can only be searched once, regardless of the outcome.

D6 Roll Description (Game Effect)


1 The character finds some malodorous contents - salted herring, a collection of cheap
perfumes, or perhaps a mouldy cheese. After handling the stuff the character seems to be
stuck with the stench until he finds time for a good bath.
(If the character hides his enemies make all spotting tests at +1D to their MIND tests)

2-3 The character finds a little hard bread, a crudely-carved chess set, or perhaps a
fashionable if somewhat-worn scarf. Interesting finds but of no real help to the
character's current plight.
(Nothing of interest is found. The character's turn ends)

4-5 The character has stumbled upon something of potential use. The character may use
a free action to pass the found object to a friendly character model in base contact.
(Roll D6: 1-2: Rope, 3-4: Torch, 5-6: Wine or Spirits)

6-8 The character finds a handsome wooden box. Set inside the cushioned interior is a
healing draught (ENC:1) obviously obtained from some far away exotic place. The
character may use a free action to drink the potion during his turn (even this turn)
(The character regains D3 lost VITALITY POINTS but cannot exceed his maximum)

Note: see page 49 of the main rulebook for descriptions of Rope and Torches.

5.2. FINDING WINE OR SPIRITS


If a character finds wine or spirits he must immediately make a TN2 RESOLVE + IRON WILL goal roll. If the
roll is passed the character will stow the bottle away for after the battle and gain +1 FATE POINT for his good
fortune. If, on the other hand, the player fails the roll, he will immediately drain the bottle and for the rest of the
scenario gains +2 RESOLVE while suffering -1 MIND and -1 AGILITY.

5.3. CHARACTERS PROHIBITED FROM RUMMAGING THROUGH FURNITURE


Only human characters may search through storage furniture. Ghouls and the creations of the Mad Doctor are
too dumb, werewolves have no use for the belongings of men, and vampires would never lower themselves to
searching through the mundane trappings of mortals.

6. CHEST
This entry does not refer to simple footlockers used for storing clothing nor the crude wooden boxes used by
rustic folk to hide their baubles, trinkets, and keepsakes. In the depths of towers, churches and archives,
secret rooms house mighty reinforced boxes which are in and of themselves works of art. These fortified
strongboxes are guarded by complex locking mechanisms as well as deadly traps. Tampering with such an
insidious device might prove fatal, but the lure of forgotten treasure often causes adventurers to ignore their
better judgement.

6.1. LOOTING A CHEST


A character may use a special action to attempt to open and loot the contents of a treasure chest. A goal roll is
made on the table below with the number of dice equal to the sum of:

1/2 MIND (rounded up) + AGILITY + SHARP SENSES

After a character successfully searches a chest (i.e. rolls 2 Goals or more) it is considered empty and cannot be
searched by anyone else.

Example: Ernst Holdt has MIND: 2, AGILITY: 3, and SHARP SENSES x1. He would roll five dice when
searching a chest. He rolls a 6, 5, 3, 3, and 1 for a total of three successes. He will make his next KO check at
+1 RESOLVE and adds 1 FATE POINT to his FATE total (for this scenario only) If he decides to drop his
treasure (i.e. ENC:1 item) these benefits are lost, including the 1 FATE unless he is already at 0.
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Goals Description (Game Effect)
0 The character's horrible luck or obvious lack of skill causes the locking mechanism to
break and sets off a trap. Furthermore, the amount of force required to open the chest
now would only destroy its contents beyond recognition.
(The chest can no longer be searched by anyone. The character must try to avoid
taking TRAP DAMAGE as outlined below)

1 The locking mechanism baffles the character


(The chest can be searched by others, but not by this character again)

2 or 3 Although some of the contents have eroded over time, there is still a modest
amount of valuables to be looted. The character has a little extra motivation to
make it out of this scenario alive.
(+1 RESOLVE on next KO check. Must carry ENC:1 or lose benefit)

4 Much of the chest's contents remain intact and, although cumbersome, represents a
substantial find. The character is obviously favoured by his god(s) or is just plain lucky.
(+1 RESOLVE on KO check. +1 FATE for scenario. Must carry ENC:2 or lose benefit.)

5+ Not only are the chest's contents of monetary value, they also shed light on the
character's mission and may prove integral to its success.
(+1 RESOLVE on KO check. +1 FATE for scenario. +1 VP if character survives scenario.
Must carry ENC:2 or lose benefit.)

Characters with the GYPSY'S LUCK skill may re-roll a looting goal roll if they are not satisfied with the
outcome of their initial roll.

Note: If there are many chests on the table, for game balance the players may wish to rule that the player who
scored the most VP finds (i.e. rolled 5+ the most often) scores 1 VP at the end of the game.

6.2. AVOIDING TRAP DAMAGE


If a character roll 0 goals and sets off a trap, he suffers damage equal to three VITALITY points. The character
may attempt to dodge by making an AGILITY + SHARP SENSES goal roll where each success nullifies one
damage. In other words, a character who rolls at least three successes takes no damage (i.e. dodges the trap)

Characters with the LIGHTNING REFLEXES or AUGURY skills are immune to trap damage.

6.3. CHARACTERS PROHIBITED FROM LOOTING CHESTS


None of the following characters or groups may attempt to loot a chest: Holy Man or Woman, any character
with TRUE FAITH, Ordensnonne, Ghoul, Escaped Asylum Inmate, The Monster, Cat Monster, Dog Monster,
any model with the ANIMAL special rule, units of henchmen.

7. CHURCH

Churches dot the landscape throughout Eastern Europe's cities, towns, and country sides. Whether one
enters a vast cathedral, a tiny roadside shrine, or a simple village church, the overall impression is the same.
They are all buildings on earth that are dedicated to the glory of God and exist to provide His faithful
servants with a place for quite prayer and holy sanctuary.

7.1. VAMPIRES ENTERING CHURCHES


Characters with the VAMPIRE special rule must make a TN3 RESOLVE check before entering a church. If
the roll is failed the character may continue rolling in subsequent turns until he succeeds. Once successful, the
character may enter and exit the church freely during the rest of the scenario.

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8. DOOR
Some stand between thieves and great treasures while others simply separate the kitchen from the bed
chamber, but for most of the inhabitants of the Carpathians, more than any other purpose, a solid door
serves as a barrier between their simple dwellings and the horrors of the night.

8.1. DETERMINING WHETHER A DOOR IS AJAR, UNLOCKED, OR BARRED


When a character arrives at a door, consult the list of modifiers below and roll 1D6:

Roll Description (Game Effect)


1 The door is left ajar or the entrance has no door to speak of.
(No action required; keep moving)

2-5 The door is closed but unlocked.


(Free action to open; keep moving)

6 The door is locked or barred.


(Special action to open; keep moving if successful)

Modifiers:
+2 to roll if entering long house, town hall, artisan's residence.
+3 to roll if entering fortified tower, crypt/mausoleum entrance.
+4 to roll if entering strong room, treasure store.
-1 to roll if entering church.

8.2. CLOSING, LOCKING, OR BARRING A DOOR


To close a door costs a free action. To lock the door, bar the door, or to reinforce it with furniture or debris
would require a special action. Remember, a door that has been forced cannot be locked or reinforced. It is
treated as ajar for the rest of the scenario.

8.3. USING A SPECIAL ACTION TO FORCE A DOOR


When a character comes upon a locked or barred door, a successful STRENGTH test must be made according
to the appropriate difficulty level as outlined below.

TN2: most wooden doors to dwellings, churches, public buildings, and between rooms.
TN3: mausoleum, crypt entrance, rich dwelling.
TN4: fortified building, watchtower, castle.
TN5: prison cell.

A character with Strength 3 or higher who fails to break down a door may try again the following turn with a
re-roll if he fails the second time, two re-rolls the third time, and so on. A physically-fit person will likely break
down a normal wooden door. It's just a matter of persistence.

8.4. DETECTING A SECRET DOOR


A door may be marked as secret when the table is set-up. Any character who passes within a distance in inches
equal to their MIND + SHARP SENSES can attempt to detect the door by passing a TN3 MIND + SHARP
SENSES roll. Each character only gets one chance to detect a door in this fashion. After it has been opened, a
secret door remains open for the rest of the game.

Characters with the GYPSY'S LUCK skill automatically gain one success in addition to any they roll when
attempting to detect a secret door. Character's with the AUGURY skill detect secret doors automatically, no
roll required.

8.5. TRACKING A DOOR'S CONDITION


If a number of buildings are being used, small markers or chits may have to be used to track whether a door is
ajar, closed, locked, or broken.

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9. FIREPLACE

There's nothing like a good fire to take the chill out of a Carpathian night. For most dwellings, the hearth
serves as the nucleus of the home. It is where meals are prepared and is the primary source of heat and light.
Moreover, fire is a time-tested weapon against the forces of darkness.

9.1. LIGHTING A FIRE


Any human character may use a special action to light a fireplace. The room counts as being lit as if by
torchlight. At the start of the game all fireplaces are unlit.

9.2. USING A FIREPLACE TO MAKE A TORCH ATTACK


Any human character standing within one inch of a lit fireplace can use a free action to grab a fiery brand and
use it to make a torch attack that turn. (See Burning rules; main rulebook pg 18)

9.3. PUSHING A MODEL INTO A FIREPLACE


Characters may use the TRIP rules on page 18 of the main rulebook to attempt to push an enemy into a
fireplace. The enemy model must be within one inch of the fireplace and must be closer to the fireplace than the
attacking model. If the attack is successful the victim of the attack is moved into base contact with the fireplace
and catches fire on a 3+. (See Burning rules; main rulebook pg 18)

10. FONT

To the untrained eye it is merely a basin filled with water mounted on a short pedestal, but to the faithful a
font is an important piece of liturgical furniture. Holy water is central to the sacrament of baptism. Of
course, it also comes in handy as a weapon against those infected with vampirism.

10.1. COLLECTING HOLY WATER


Any human character may use a special action to collect a vial of holy water from a baptismal font, no dice roll
required. The holy water may be used for one attack against a vampire during that scenario. Holy water can
only be collected from a font once per scenario.

Note: A human vampire henchman could choose to collect the holy water and then proceed to use a free action
to dump the water on the ground.

11. LADDER/TRAPDOOR
Whether restricted by space or cost, sometimes a builder chooses to use a combination of trapdoor and
ladder to provide access between floors. Although not as easy to use as a staircase, a trapdoor can function
in a limited space and is often easier to hide.

11.1. OPENING AND CLOSING TRAPDOORS


Use the table from section 8.1. DETERMINING WHETHER A DOOR IS AJAR, UNLOCKED, OR
BARRED.

11.2. CLIMBING UP AND DOWN LADDERS


Whether or not a character has to sacrifice movement when ascending or descending a ladder depends on how
agile he is. When a character moves onto a ladder or trapdoor space make an AGILITY goal roll. The amount
of movement that must be sacrificed is equal to three inches subtract one inch for every goal rolled. In other
words, a character who rolls three or more goals sacrifices no movement for ascending or descending the
ladder.

Characters with the WEREWOLF or WALLCRAWLER abilities pass this test automatically. Characters can
expend one use of VAMPIRIC MIGHT to pass the test as well.

11.3. PUSHING A MODEL DOWN THROUGH A TRAPDOOR


Characters may use the TRIP rules on page 18 of the main rulebook to attempt to push an enemy down an
opened trapdoor. The enemy model must be within one inch of the opening and must be closer to the opening
than the attacking model. If the attacker succeeds the character being pushed is placed at the bottom of the

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ladder or opening, takes damage as described in the FALLING rules (pg 11), and ends his turn.

11.4. CHARACTERS PROHIBITED FROM ASCENDING AND DESCENDING LADDERS


None of the following characters or groups may ascend or descend a ladder: canine companions/hounds,
wolves, any other quadruped.

Note: In the case of hounds following the PET ANIMAL rules from the warband add-on, if the master leaves
the animal behind, the loyal hound will wait at the trapdoor or base of the ladder until his master returns. If an
enemy comes within estimated charge range, during the master's activation the dog must pass a TN1
RESOLVE check or charge towards the opponent. To avoid this risk a master model can use a free action to tie
a dog on at the bottom of the ladder or the entrance to a trapdoor. An animal tied-on in this way rolls one less
die in attack and defence (against both melee and ranged weapons.)

12. SARCOPHAGUS

Elaborate stone coffins stand eerily in the dark corners of Eastern Europe's cemeteries, tombs, and
mausoleums. Many are carved in the likeness of family emblems, bible scenes, or often in the physical form
of their occupants. Although the deceased of the noble classes are sometimes buried with royal heirlooms,
old gypsy women warn any who will listen of the curses that fall upon those who disturb the resting dead.

12.1. OPENING A SARCOPHAGUS


A character may use a special action to attempt to open and loot the contents of a sarcophagus. The character
makes a goal roll equal to his STRENGTH plus any of the applicable modifiers from the list below and
consults the table. After a character opens a sarcophagus it is considered empty and cannot be searched by
anyone else.

Goals Description (Game Effect)


0 As the corner of the lid slides away to reveal the coffin's inky interior, the character
feels a rush of cold air and hears the faint echo of a child's laughter from the dark
chamber beyond.
(The character suffers the effects of the CURSE rule described in 12.2 below)

1 The top slides off and falls to the floor with a deafening crash. The coffin's occupant
is the only thing the character finds here. Furthermore, the grotesque visage staring
back at the character paralyzes him with horror.
(The character's RESOLVE drops to 1 for the remainder of the game)

2 The character peers into the sarcophagus and finds that parts of the body are still
intact, but the putrid smell makes any more investigation impossible.
(If the character is a Ghoul, he may spend a free action to feast and, if injured,
regain 1D3 VITALITY POINTS. Otherwise, no game effect)

3-4 The character finds some small treasures decorating the corpse, but more importantly,
faces the darkness before him and keeps the vengeful spirits at bay. Fate shines on
the brave and/or the faithful.
(Ghouls gain the benefit of number 2 above. All other characters gain +2 FATE)

5+ When the lid slides off and the interior is revealed, the character gasps in shock
and excitement. After a long journey and much searching, the character finds
precisely what he had hoped to.
(Ghouls gain the benefit of number 2 above. All other characters gain +2 FATE.
In addition, all characters gain +1 VP as long as they survive the scenario)

Modifiers:
Add +1D to the Goal roll for each of the following conditions that apply:
- The character has a RESOLVE score of 4 or higher.
- The character has IRON WILL x 1 or higher.
- The character has the PACK MULE trait.

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Note: If there are many sarcophagi on the table, for game balance the players may wish to rule that the player
who scored the most VP finds (i.e. rolled 5+ the most often) scores 1 VP at the end of the game.

12.2. SUFFERING A CURSE OF THE DEAD


The dead wish nothing more than to rest in peace and disturbing the remains of those whose spirits are trapped
in our world can carry deadly consequences. For the rest of the game a CURSED character treats all sixes
rolled on all goal rolls as ones and cannot use LUCKY CHARMS, FORBIDDEN LORE, or the LEADER
ability.

12.3. THOSE FOR WHOM THE DEAD HOLD NO FEAR


Some immortal creatures so habitually desecrate graves, or as is more often the case, put the bodies there in the
first place, that they have no fear of the dead nor of their curses. Conversely, some humans, whether through
great faith or stupidity bordering on mental retardation, also share this immunity

If any of the following characters roll 0 or 1 Goal on the table above treat the result as a 2 instead: Characters
with either the VAMPIRE, WEREWOLF, or TRUE FAITH special rule, Vampire Acolytes, Ghouls,
Hunchback Servants, Escaped Asylum Inmates, The Mad Doctor or His Assistant, The Monster, Cat Monsters,
Dog Monsters.

12.4. THE SUPERSTITIOUS FOLK


Any members of a Gypsy warband besides the Gypsy Mentalist who rolls a CURSE on the Sarcophagus table
immediately drops to 0 VITALITY and makes a KO check. If the character survives, he continues the game
suffering all of the effects outlined in 12.2 above.

12.5. CHARACTERS PROHIBITED FROM OPENING SARCOPHAGI


None of the following characters or groups may attempt to open a sarcophagus: Any model with the ANIMAL
special rule, units of henchmen.

13. STAIRS

Most permanent buildings with enough room to spare feature staircases to connect the ground floor to upper
stories or basement levels. In the heat of combat, the top of a staircase isn't always the wisest place to make a
stand.

13.1. MOVING ON STAIRS


Moving up and down stairs requires no special dice rolls or sacrifice of movement. In the case of the same
staircase being depicted on multiple floors, areas that overlap are considered the same area on either one of the
two floor plans.

13.2. STAIR RAILINGS


Although stair railings provide no cover from shooting and pose no barrier to close combat, they do inhibit
movement. If a character wants to jump a stair rail (instead of walking around and walking down the stairs like
a civilized human being) he must pass a TN2 AGILITY test or suffer falling damage as described below in 13.
4.

Characters with the WEREWOLF or WALLCRAWLER abilities pass this test automatically. Characters can
expend one use of VAMPIRIC MIGHT to pass the test as well.

13.3. PUSHING MODELS DOWN STAIRS


Characters may use the TRIP rules on page 18 of the main rulebook to attempt to push an enemy down a flight
of stairs. The enemy model must be within one inch of the top of the staircase and must be closer to the
staircase than the attacking model. If the attacker succeeds the character being pushed is subject to falling
damage as described below in 13.4.

13.4. TAKING DAMAGE FROM FALLING/BEING PUSHED DOWN STAIRS


A model who falls down a staircase or who is pushed down a staircase suffers a DN:4 damage roll and is
placed adjacent to the bottom of the staircase. If it is the character's turn, the turn ends as soon as the model is
placed at the bottom of the staircase regardless of whether or not the character took damage.

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14. STATUE OR COLUMN

Cathedrals, crypts, mausoleums and forgotten dungeons are often decorated with stone effigies of religious
figures, historical personalities, or in the case of crypts, their occupants. These mighty statues and stylized
columns cast broad shadows and, even in torchlight, the flickering glow can trick the eye into seeing moving
shapes in the darkness.

14.1. HIDING BEHIND STATUES OR COLUMNS


Large stone constructions in confined spaces provide far more physical protection from attacks than even the
sturdiest wooden furniture. A character in base contact with a statue or column gains a +3D bonus to Hiding
attempts and versus ranged attacks.

15. TABLE AND CHAIRS

Tables, benches, chairs, and stools come in all shapes and sizes and are perhaps the most commonplace
piece of furniture in existence. The most powerful men congregate around them to deliberate on important
matters of state while the humblest families gather round the kitchen table to share their evening meal.

15.1. CHARGING FROM A TABLE


Any character who moves onto or starts its move on a table AND moves into base contact with an enemy who
is no more than three inches from the table receives the +2D charge bonus, even if their total movement was
less than three inches. Leaping over a table successfully requires a TN3 AGILITY roll while a character who
starts his activation on a table my leap off by passing a TN2 AGILITY test.

15.2. FIGHTING OPPONENTS ON THE FLOOR WHILE STANDING ON A TABLE


Any character standing on a table who is engaged in close combat with an opponent on the floor gains +1D to
DEFENSE rolls. However, if the character is hit he must pass a TN3 AGILITY roll or fall off the table after
taking damage from the weapon strike. A character who falls off of a table is considered KNOCKED DOWN
as described on page 12 of the main rulebook.

Characters with the abilities WEREWOLF, LIGHTNING REFLEXES, or COMBAT EVADE are not knocked
down after falling from a table.

16. WEAPON RACK

In bygone times, these lands served as the backdrop for many great conflicts. Invaders came from the south
and the east to wreak havoc and, although the brave defenders now lie in the ground, the tools of their trade
can still be found if one knows where to look. Many archaic swords, axes, and war clubs decorate the houses
of the nobility or lie scattered in the forgotten armouries of medieval towers and dungeons.

16.1. SEARCHING A WEAPON RACK


Most ancient and medieval weapons in forgotten dusty collections have no use except to a museum curator.
However, there are may be some salvageable items to be found by those with a skilled eye. A character in base
contact with a weapon rack my use a special action to search it. Roll a D6 and add 1 to the result if the
character has a COMBAT ATTACK skill of 2 or higher. A weapon rack may only be searched once.

D6 Roll Description (Game Effect)


1-2 The character finds what he believes to be a truly magnificent weapon. Sadly, he is
very mistaken, but won't realize it until it's too late.
(During the character's next ATTACK or DEFENSE goal roll in a close combat,
his opponent may force the character to re-roll all dice. He then discards the weapon)

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3-4 The character finds many interesting items of arms and armour, but in spite of their
aesthetic value and charm, he realizes that they have no real combat value and so
leaves them where he found them.
(Nothing of interest is found. The character's turn ends)

5-6 Amidst the cracked blades and rotted handles the character finds a serviceable
weapon to aid him in his fight.
(The character rolls D6 and consults the table below. He gains the benefit of the
weapon (if he wishes) even though it isn't portrayed on the miniature:
1-2 Spear 1" reach, +1 DEF vs. chargers ENC:2
3-4 Sword +1 DEF ENC:1
5-6 Shield +1 DR vs. non-firearm attacks ENC:2

7 The character finds a sword... nay, ,a masterpiece, perhaps the culmination of


an Old World craftsman's life's work. Exquisitely detailed and perfectly balanced,
after the battle the character stores it away so that it may be passed down to his
future descendents.
(The sword is ENC:0, DN:6, and adds +2D to DEFENSE rolls. The character also
gains +1 FATE for his good fortune.)

Note: Remember, a character may use a free action to pass an item to a friendly model in base contact.

16.2. CHARACTERS PROHIBITED FROM SEARCHING A WEAPON RACK


Only characters who can use weapons will bother searching through a weapon rack. So, for example, no
Nosferatu, ghouls, wolves, Mad Doctor's creations, etc...

17. WINDOW

In a world without electricity, windows provide free indoor lighting during daylight hours as well as
allowing much needed ventilation. In desperate situations, adventurers and rogues use them as entrances to
places they generally have no place entering.

17.1. DETERMINING WHETHER A WINDOW IS OPENED OR SHUTTERED


When a character arrives at a window, consult the list of modifiers below and roll 1D6:

Roll Description (Game Effect)


1-5 The window is opened or blocked by flimsy shutters.
(Make AGILITY test as outlined below and continue moving if successful.)

6 The window is blocked by sturdy, locked shutters.


(Special Action to open. Make AGILITY test as outlined below and continue
moving if successful.)

Modifiers:
+1 to roll if entering long house, town hall, artisan's residence.
+3 to roll if entering fortified tower
-1 to roll if entering church.

17.2. CLIMBING IN THROUGH A WINDOW


When a character attempts to enter a window a TN:2 AGILITY test must be passed. If the character fails to roll
at least two goals, the character's turn ends.

17.3. USING A SPECIAL ACTION TO FORCE A SHUTTERED WINDOW


When a character comes upon a shuttered window, a successful STRENGTH test must be made according to
the appropriate difficulty level as outlined below.

TN2: most dwellings and public buildings.


TN3: fortified building, watchtower, castle.

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17.4. PUSHING ENEMIES OUT OF WINDOWS
Characters may use the TRIP rules on page 18 of the main rulebook to attempt to push an enemy out of a
window. The enemy model must be within one inch of the window and must be closer to the window than the
attacking model. Unlike a model being tripped, a model being pushed towards a window can grab the wall in a
attempt to foil its attacker, For this reason, the attacking model must beat his enemy by two or more goals in
order for the model to fall out of the window.

17.5. FALLING OUT OF WINDOWS


A model who is successfully pushed out of a window by an enemy may take damage. If the window is on the
ground floor no damage is taken. If the window is second story window or higher, follow the FALLING rules
on page 11 of the main rulebook. The distance fallen is calculated by measuring from the bottom of the window
to the ground.

17.6. SHAPE OF THE BAT, MIST FORM, & WALL CRAWLER


Certain skills give characters an advantage when entering. exiting, or falling out of windows.

A character in BAT FORM can enter or exit a window without making an AGILITY test. If a character with
SHAPE OF THE BAT is pushed from a window he can change into bat form before falling. This is the only
case where this ability can be used out of turn. The trait still expires at the beginning of the character's next
turn, even if it means changing back to vampire form before getting a chance to activate this turn.

A character with the MIST FORM ability can choose to move into a building through any window without
making an AGILITY test and regardless of how high the window is from the ground. He may also use his
ability to survive a fall without taking damage. In both cases, if the MIST FORM is expended for one of these
purposes, it is considered exhausted and cannot be used to escape the scenario alive.

A character with the WALL CRAWLER ability can enter or exit a building through a window without making
an AGILITY test. Furthermore, if pushed from a second story or higher window, a character with the WALL
CRAWLER ability may make an AGILITY goal roll, and for every success, the DN of the falling damage is
reduced by 1.

A character with the WEREWOLF ability can enter or exit a window without making an AGILITY test.
Furthermore, if pushed from a second story or higher window, a character with the WEREWOLF ability may
make an AGILITY goal roll, and for every success, the DN of the falling damage is reduced by 1.

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