Professional Documents
Culture Documents
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.
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1. GENERAL RULES
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.
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.
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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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
Characters with the LIGHTNING REFLEXES or AUGURY skills are immune to trap damage.
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.
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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.
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.
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.
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.
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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.
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.
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.
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.
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ladder or opening, takes damage as described in the FALLING rules (pg 11), and ends his turn.
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.
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.
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.
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.
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.
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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.
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.
Characters with the abilities WEREWOLF, LIGHTNING REFLEXES, or COMBAT EVADE are not knocked
down after falling from a table.
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.
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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
Note: Remember, a character may use a free action to pass an item to a friendly model in base contact.
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.
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.
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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.
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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