Thursday, November 4, 2010

Outline of Chaos In Carpathia House Rules

I've been spending my spare time picking away at a set of Chaos In Carpathia house rules to better simulate the interaction of models when inside buildings and in the crypts and basements beneath them.

Chaos In Carpathia is one of my favourite games (as you've likely noticed) and our group is also quite fond of Tom Weiss's add-on featuring expanded warbands and scenarios. After recently fashioning some off-table interiors for my Horror buildings I started pondering how the buildings, and particularly the furnishings within them, might give less combat-oriented character types extra game value, and frankly, more options during play. Here's a couple of sample entries:

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.

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.

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 one FATE POINT 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.


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.

* * * * * *

As you can see, the rules, although fairly detailed, are simple and, rather than presenting any new rules, I've really just used the existing rules to make furniture a little more exciting than when it is treated as nothing more than cover and a visual backdrop. Furthermore, in the interest of keeping the game moving at a swift pace, the rules are laid out alphabetically by furniture type. Here's what I'm working on at the moment. I would estimate that I'm over 80% done.
  1. GENERAL RULES
  2. ALTAR
  3. BED
  4. BOOKCASE
  5. CABINETS, CRATES, & CUPBOARDS
  6. CHEST
  7. CHURCH
  8. DOOR
  9. FIREPLACE
  10. FONT
  11. LADDER/TRAPDOOR
  12. SARCOPHAGUS
  13. STAIRS
  14. STATUE OR COLUMN
  15. TABLE
  16. THRONE
  17. WEAPON RACK
  18. WINDOW
There will be more CinC action this weekend so, with any luck, we'll have the chance to try out them out.

Thanks for reading,
JET

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