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by YPU
[Today at 02:16:59 PM]
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Author Topic: Campaign Card for Chaos In Carpathia  (Read 2084 times)
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jet
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« on: February 19, 2012, 06:23:50 PM »

Hi Folks,

The text below outlines a deck of campaign cards I've created for my beloved Chaos in Carpathia. The new Gypsy player is quite taken with the game and is almost finished painting his Nosferatu warband. Hopefully we'll get a chance to try these out in the coming week. The deck is made up of four different Feat cards (two each of STRENGTH, AGILITY, MIND, and RESOLVE) and eight other cards for a total of 16 cards. These cards will help add a little random flavour to the game and, combined with the recently-revised and play-tested objective cards, will make our games strategic and characterful.

EXPLANATION CARD
Before table sides are chosen draw one Campaign Card. Cards may either be played as Events or as Campaign Points (CP for short).

If played as an Event, simply follow the text on the card and discard. If the card has been held for the entire game, earn one bonus CP if you won the game. If you are leading, apply the following cumulative advantages every game.

1 CP    Draw the first Campaign Card, choose table edge and deploy second
2 CP     Draw two campaign cards and keep one
3 CP    After all deployment is complete, redeploy one of your character models
4+ CP     Randomly choose and read one of your opponent’s objective cards after deployment is finished

Earn 1 CP per victory (or 2 CP if you hold an unplayed Campaign Card). The first player to reach 10 CPs OR to gain a 6 CP advantage over their opponent(s) wins the campaign.


FEAT: STRENGTH
Although the obstacle before you seems insurmountable, determination and luck combine to overcome that which stands in your way.

Play this card instead of rolling dice to automatically accomplish one of the following actions:

(a) Force a locked door or window without using a special action
(b) Gain a maximum result on the Sarcophagus search table
(c) Jump over an obstacle
(d) Force an opponent to re-roll a DR test
(e) Complete any other STRENGTH-based action that seems reasonable to you and your opponent


FEAT: MIND
You manage to block out all of the distractions around you and concentrate your senses on the surrounding area. There it was, in front of you all along!

Play this card instead of rolling dice to automatically accomplish one of the following actions:

(a) Find a clue
(b) Spot a hidden character
(c) Charge an out-of-sight character
(d) Find a secret entrance
(e) Complete any other MIND-based action that seems reasonable to you and your opponent


FEAT: RESOLVE
As you stumble to the ground, bested by your enemy, you refuse to accept defeat. Invigorated by a new sense of purpose, you rise shakily to your feet. Your shocked enemy stares in amazement at your new found strength.

Play this card when one of your characters is about to make a KO check. Instead of making the KO check, make a RESOLVE + IRON WILL check. Regain 1 VITALITY (up to your maximum) for every two successes rolled. FATE may be used to bolster this roll.

If you roll less than two successes, the character suffers a Coup De Grace and is removed from the table immediately.


FEAT: AGILITY
In a moment when it counts, your base animal-like instincts take over. You scrape your way out of a very close situation through speed and reflexes.

Play this card instead of rolling dice to automatically accomplish one of the following actions:

(a) Dodge a ranged attack
(b) Cancel an opponent's successful spotting test against one of your hidden characters
(c) Leave close combat without suffering a free attack from your enemy or enemies
(d) Gain a maximum result on the Chest search table
(e) Complete any other AGILITY-based action that seems reasonable to you and your opponent


THE SECRET PASSAGE
As you pass your hands across the rough stone wall you pause – this one feels different. You push and a panel slides open revealing a chamber beyond.

Play this card at any point during one of your character's movement phases. Treat any solid wall as an open entrance way. Once through, the panel closes and cannot be reopened again.

Note: If charging an enemy on the other side a successful spotting roll must still be made.


THE HAUNTING
The spirits of the dead are restless and, tonight, they  haunt those who disturb them.

Play this card at the beginning of a new turn before initiative has been determined. Select an enemy character (not the leader, not an Animal, not a character with True Faith) and place a spirit marker next to it. The character is now haunted.

A haunted character is at -1 STRENGTH, AGILILTY, MIND, RESOLVE, DAMAGE RESISTENCE, and FATE and may not charge into or willingly engage in close combat. At the beginning of each activation a haunted character must try to pass a TN:3 RESOLVE + IRON WILL check. Until he does, the spirit remains with him

The only other way to banish a spirit is for a friendly character with the True Faith ability within 8” to pass a TN:2 RESOLVE + IRON WILL check as a special action.


THE EARLY DAWN
As you get close to completing your mission, you press your advantage and take your enemy by surprise. It's over before it begins.

Play this card to stop a game immediately after you've earned your 4th victory point OR to stop a game at the end of turn five without rolling randomly for turn six.


THE RUSE
Your enemy screams toward the heavens in frustration. He has played into your hands and his realization has come too late.

Hold this card until the game has ended. If you win this game, gain 2 bonus CP instead of  1 bonus CP (For a total of 3 CP)


THE WOLF
On the outskirts of settlements and along the lonely stretches of road, wolves skulk in the shadows waiting patiently for stragglers.

Play this card at the beginning of a new turn before anyone has activated. A wolf charges from the right or left table edge into the closest model, friend or enemy, ignoring Werewolf Pack Leaders and Master Vampires. It will never attack either of these models unless they attack the wolf first.

Str:3 Agl:3 Mind:1 Res:2 Mv:8 Dr:4 Fate:0 Vit:2
Abilities: combat attack x1, combat evade x1, bite (DN:4), sharp senses x3

The turn after the creature appears roll a D6. On a roll of 6 the creature flees back to the wild. Add 1 to the roll each turn thereafter. If it is not engaged at the start of a turn it will immediately charge the closest model, friend or enemy. If there are hidden enemies in range, make a spotting roll to detect them. If there are no enemies in range or successfully detected, charge in a random direction. Remove the model if it charges the table edge. Stygian Darkness has no effect on the Wolf.
  

THE FOG
A thick fog rises from the ground and tricks the eye. Was that an enemy or a figment of the imagination?

Play this card at the beginning of a new turn before initiative has been determined. Place a round template (5-inch diameter) anywhere on the table not touching a miniature. This represents a bank of fog spreading across the battlefield. A model may not be targeted by ranged or special attacks if the attacker's line of sight passes through the template. A spotting test must be made to charge an enemy on the other side of the template.

The beginning of the turn after the fog appears roll a D6. On a roll of 6 the fog dissipates. Add 1 to this roll each turn thereafter. If the fog doesn't dissipate, move the template D6 inches in a random direction.


THE FORTUNE TELLER
The old hag looks up from the bones on the ground and sputters a cryptic forewarning through her toothless gums. Although filled with dread, you have some insight into your enemy's intentions.

Play this card immediately after your opponent plays a Campaign Card as an Event. The Event is canceled and both yours and your opponent's cards are discarded.


THE APOSTATE
A member of the enemy warband has his own agenda. Although not your ally, his muddled loyalties may indirectly help your cause.

Play this card after the other player announces a character's activation but before the model acts or moves. The enemy character must spend two FATE before continuing his activation or forfeit his activation for this turn. You may NOT target the enemy leader with this card.

Note: Human warbands fighting Monsters may NOT use FATE from the common pool to counter this card. As a traitor or a lone wolf, the fate of the group will not bring the misguided character back from the path he has chosen.
« Last Edit: February 19, 2012, 07:15:11 PM by jet » Logged

Skrapwelder
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« Reply #1 on: February 20, 2012, 06:03:29 PM »

Very nice and looks very well thought out. I like it very much.
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aggro84
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« Reply #2 on: February 21, 2012, 06:04:30 AM »

Nice idea Jet to even add more depth into your Carpathia games.

Plenty of ideas to steal. Opps! I mean inspire.

Now post more pictures  Laugh.
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Lust Lizard
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« Reply #3 on: March 14, 2012, 02:55:13 PM »

Quote
Before table sides are chosen draw one Campaign Card. Cards may either be played as Events or as Campaign Points (CP for short).

If played as an Event, simply follow the text on the card and discard. If the card has been held for the entire game, earn one bonus CP if you won the game.

So I start the first game with one Campaign Card and I can get a second Campaign Card if I don't use my card and win the game.

That's 2 Cards after the first game for me.

I get a third card at the beginning of the second game. Now if I want a fourth card I should not use any of the previously collected cards?
So winning five games in a row and not playing any card would be the fastest way to win the campaign?



Quote
Earn 1 CP per victory (or 2 CP if you hold an unplayed Campaign Card). The first player to reach 10 CPs OR to gain a 6 CP advantage over their opponent(s) wins the campaign.

Above the text says one gets 1 additional campaign card if the game is won and the campaign card wasn't used. Here it says "2CP if you hold an unplayed campaign card" (an win the game of course).

Just want to be sure of the procedure. The idea is great and the special rules on the cards sound very interesting.
I'm just not yet totaly clear on how it works in detail. Smiley

Thanks!

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jet
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« Reply #4 on: March 15, 2012, 12:21:22 AM »

Sorry,

I should explain it better.

If you win a game, you earn 1 campaign point (or CP). If you win that game, AND you hold the campaign card that you were dealt at the beginning of the game (i.e. you never played the event), you earn 2 CP instead (one for winning and another for keeping your campaign card unplayed).

The advantages for the campaign leader are applied at the beginning of each game, depending on how big his lead is. Therefore, if he is leading his opponent in the campaign standing by 1 CP, he gets to deploy second, choose the first Campaign card, and choose table edge. If he is leading his opponent by 2 CP in the standing, he does all of benefits for a 1 CP lead AND also draws two Campaign card and holds the one of his choice for the game he's about to play. If he is leading by 3 CP... you get the idea.

To be clear, Campaign Cards ARE NOT HELD FROM GAME TO GAME. The only element of the campaign system that is carried between games is the players grand total of campaign points. For example, in my Hungarian Monster Hunter vs. Jason's Nosferatu campaign, he has 4 CP and I have zero CP. The next time we play, he will apply all four advantages to his warband before the game.

Hope that helps.
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Lust Lizard
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« Reply #5 on: March 15, 2012, 07:34:31 PM »

All right, thanks for the explanation!
We'll certainly try out the objectives and I hope we get enough games going to try the campaign. It's a nice and elegant system. Smiley
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