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II TABLE OF CONTENTS
Introduction..............................................................................3 Pets of the Ospedale............................................... 100
Weaving the Tapestry...............................................................4 Doctors of the Arsenale.......................................... 102
1. A Strange World...............................................................6 Alchemist Doctors.................................................... 103
2. The Rotten Apples.............................................................8 Morgue Doctor and the Being................................. 104
3. The Rent in the Sky.........................................................12 Nurses....................................................................... 106
4. History of Venice.............................................................14 Wardens.................................................................... 107
5. The sestieres of Venice..................................................18 23. The Patricians............................................................ 108
6. Masks and Carnival.........................................................22 Nobles....................................................................... 110
7. Magic...............................................................................24 Venice City Guard...................................................... 112
8. The Gifted........................................................................28 Barnabotis................................................................ 114
9. Shards of the World........................................................32 Gambling Nobles...................................................... 115
The Rules.................................................................................36 Syphilitic Nobles....................................................... 116
10. Basic concepts..............................................................38 White-Collar Thieves................................................ 117
Game components......................................................38 The Black Specter..................................................... 119
Basic game concepts..................................................40 Butlers....................................................................... 120
Basic rules...................................................................42 Maids......................................................................... 121
11. Movement.....................................................................46 24. The Rashaar............................................................... 122
Basic Movement..........................................................46 Magi-Rashaar............................................................ 124
Advanced Movement...................................................47 Cult of Dagon............................................................ 126
12. Combat..........................................................................48 Ugdru-Rashaar......................................................... 128
Combat essentials......................................................48 Hybrids...................................................................... 130
Advanced combat........................................................49 Citizens of Venice..................................................... 131
13. Shooting........................................................................52 Morgraur-Rashaar.................................................... 132
14. Wounds.........................................................................56 Aglope-Rashaar...................................................... 134
15. Universal ablilities........................................................58 Radru-Rashaar.......................................................... 135
16. Weapons and equipment.............................................64 25. The Guild.................................................................... 136
17. Terrain...........................................................................68 Capodecimes............................................................. 138
Water and canals........................................................69 Pulcinellas................................................................. 140
18. Magic.............................................................................70 Butchers.................................................................... 142
Spells............................................................................72 Barbers...................................................................... 143
19. Playing Carnevale.........................................................76 Harlots....................................................................... 144
Adventures..................................................................76 Dog Keepers.............................................................. 145
Events...........................................................................78 Citizens of Venice..................................................... 146
Campaigns...................................................................79 Baba-Yaga.................................................................. 149
20. Adventures and Campaign...........................................84 26. Independent Characters........................................... 150
The fragment of the Black Statue.............................84 The Duke................................................................... 152
Adventures..................................................................86 White Dove................................................................ 153
The Squads..............................................................................90 Rialto Assassin......................................................... 154
21. Squad creation..............................................................92 The Aberration.......................................................... 155
22. Doctors of the Ospedale..............................................94 Harlequin................................................................... 156
Plague doctors............................................................96 Fadhila-Bint-Dahab................................................... 157
Madmen of the Ospedale...........................................98 Appendix............................................................................. 158

Designed by David Esbr.


Background: David Esbr, David Llop. Additional rules: David Llop, Chema Pamundi, Stephen Radney-Macfarland. Proofreading: Vanessa Carballo,
Marta Lpez. Cover art: David Esbr, Alex Gallego. Layout: David Esbr. Web: Satori Produccions. English translation: Jaume Muoz, Sinead Kelly.
English proofreading: Jean Brown, Andy Frazer, Stephen Radney-Macfarland. Art: Lus Czerniawski, David Esbr, Joan Guardiet. Miniature sculptors: Thomas David,
Jacques-Alexandre Gillois, Patrick Masson, ngel Terol, Rmy Tremblay, Lee-Sang-Wook, Ivn Santurio, Drew Williams. Miniature painters: David Esbr, Ral Len, Jorge Noriega,
Fernando Ruiz. Terrain: WorldWorks Games, La Mazmorra del Androide. Playtesting: Josue Acevedo, Miguel Reverendo Arnaiz, Alejandro Benitez, David Caldentey,
Vanessa Wed Carballo, Adolfo Castellano, Juanjo Cumplido, Sergio De la Fe, Sergio Sethelan Gonzlez, Pere Maci, Jonathan Marrero, Adrin Montaa, Jordi Ribas, Ayose Viera.
Special thanks to: Keith Baker, Massimiliano Berchioni, Beasts of War, Club Krtik, Jordi Caellas, Ricard Ibez, Jon Hart, Chema Pamundi, Stephen Radney-Macfarland, Jordi Ramrez
Bov, Alessio Cavatore, and Alberto Martnez Ruiz & Rafael Vidal Altabert from La Mazmorra del Androide for the amazing Carnevale gaming board.
Vesper-On Games are: David Llop, Jordi Ribas.


Carnevale, the miniature game is Vesper-on Games. VESPER-ON GAMES
C/ Roger de Flor, n 320, 5-2 
Depsito legal: 08025 - Barcelona, Spain
ISBN: 978-84-615-3207-0 www.vesper-on.com info@vesper-on.com
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INTRODUCTION
1792
A group of adventurers and treasure hunters return to Venice from Tripoli with a mysterious artefact. A medium-sized
sculpture of a bizarre creature, carved in a dark and unknown material. They take it to Laccademia di Belle Arti di Venezia,
but in the following days, both professors and students from the newly created art restoration department start to feel
ill and end up suffering nightmarish visions, or in the worst cases insanity. Two months later they decide to get rid of the
ghoulish trinket, but it is nowhere to be found; it seems like it has melted and leaked into the very founding stones of the
city state of Venice itself.
1793
A mysterious man appears and presents himself simultaneously in the political centres of the different world religions.
He carries dark news of cosmic entities ready to invade our world; he says he comes in peace and asks for help in this
upcoming hour of dire need. His words represent a threat to each organized religion, so none have a positive reaction. He is
ignored in Tibet. He is cast away from Jerusalem. But in Vatican City, fear of his ideas, mean he is stabbed and killed. Rome,
along with a good part of Italy are destroyed and fall submerged in the waters of the Mediterranean.

1795
The city state of Venice is located on the edge of the Rent in the Sky. These are times of turmoil and angst. Some individuals
have developed supernatural abilities. The decadent elites of the city enjoy these times of chaos, dedicating themselves to
violence and murder. Aquatic alien creatures emerge from the depths of the Mediterranean to mate and gorge themselves on
the human cults built up to worship them. Madmen and lunatics draw mystical energies from the Wound and some scientists
without qualms take advantage of them to fuel vile experiments. Meanwhile, the underdogs and commoners do their best to
simply survive. The water in the canals of Venice runs red with the blood of the fallen. The time for artists and dilettantes has
passed, now it is time for survival.

The thing is to dazzle - Giacomo Casanova


These are the words of Giacomo Casanova, writer, adventurer, mystic and celebrity of Venice in the Baroque period. His words
will accompany some passages of this book. Casanovas aim was to dazzle, a mission he shared with the city of his birth. Venice
remains a place that arouses the imagination of travellers, poets and painters. Its streets, churches, canals and masks have
fascinated everyone who has ever set foot in the Serenissima.

Carnevale is a miniature game set in late eighteenth-century Venice. It has a simple yet complex system of rules, which
allows you to play exciting combats following a game system you will learn in no time. But the more important thing is the
background that features in the game itself; each roll of the dice is a reflection of this magical and mysterious city of Venice.

The book you hold in your hands is a game, and it is the first step on an exciting journey of adventure that unfolds before
your eyes. Join us, please.

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BASIC CONCEPTS 10
Welcome my friend to the city of Venice. I take it youre aware of the many pleasures this place has to offer? More pleasures
than you can imagine! Trade, vice, gambling, and the best parties in Europetheyre all here. Maybe, though, youre here
searching for something you cant find anywhere else but in the Serenissima. Maybe youre searching for the thrill of adventure?
Dont be fooled by its posh and decadent disguise, Venice is a town where death lurks like a hunter, and its been worse since the
Rend in the Sky. You can choose to listen to me and survive the most wondrous and most awful city in the world or you can ignore
me and die. In any case, I suggest that you confess your sins, and scribble your last will and testament, just in case

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arnevale is a thrilling game where squads of and are set in round plastic bases with three different
warriors fight in desperate battles and participate size categories: Medium size (e.g. Venetian Citizen),
in dangerous adventure within and around the city Large size (e.g. Ugdru-Rashaar) and Huge size (e.g. the
of Venice. In order to play with your gorgeous Carnevale Rhinoceros).

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models (which, of course, you have painted) it is
necessary for you to become familiar with a few simple
game concepts. DICE AND HOW TO READ THEM

II Game Components
Carnevale is a miniatures skirmish game, and as such
During the course of a game, your characters perform
many actions. Often the success or failure actions is
determined by the roll of a number of 10-sided dice,
called a dice pool. The rolls of such dice pools determine
uses some components that are not included with the if a character is able to jump from one roof to another,
game, or that you may not be used to. The following is an if an attack hits home, or if a character can resist the
overview of the various components of this game. compulsions and energies of magic. Each of the dice in a

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pool has sides numbered from 1 to 0 or 10 (the 0 is read
as 10), and are often referred to as d10, where the d
THE MODELS stands for die or dice.
Sometimes the rules will ask you to roll a 5-sided die
Carnevale requires each participant to build a small or a d5. You determine the results of a d5 by rolling a d10
armyor squadof miniatures that represent your and divide the result in half, rounding up.
Venetian forces. These miniatures, sometimes called The number of dice within a dice pool is noted directly
characters or models in the game rules, are 30 mm scale, before the die type, so that if a pool has one 10-sided

II EXAMPLES OF BASE SIZE CATEGORIES

Huge Size Large Size Medium Size

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dice, the rules will ask you to roll 1d10, if a dice pool has
five dice, the you will be asked to roll 5d10, and so on. READING THROUGH
II THE DESTINY DIE
Each time you roll a dice pool consisting of d10s, one
We are going to try to unravel the rules of Carnevale
following a logical path of growing complexity, in a
gradual and coherent way, but since this is a quite
complex set of rules we will eventually have to make
die within that pool is special. This special die is called reference to some rules which we havent talked about
the Destiny Die. The Destiny die triggers different special yet. For example, in the Universal Abilities section we
effects in the game, and can produce extraordinary levels will talk about Magicians, but we wont go deeply on the
of success or failure. The specifics on how particular ways of the Magic until its own chapter. We advise you
instances of Destiny Die work depend on the situation to continue reading, and learn about those rules when
and are covered within that situations relevant rules the moment comes. Youll find yourself reaching a state
entry. of epiphany in which suddenly everything makes sense.
When a die pool only consists of one d10, that one die

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will also be a Destiny Die. Each time you roll a dice pool,
one die should be different than the others. This different
die is the Destiny Die. TEMPLATES

II Measuring distances
You measure movement and range of effects (both
Some effects within Carnevale, like explosions or the
strange effects of magic, can affect large areas of play
instead of single character. To determine these areas of
effect, Carnevale use one of two different templates: the
mundane and magical) in inches. Furthermore, the rules circular template and the cone template. You can find
use the double apostrophe as a symbol for inches, so them both at the end of this book and at www.vesper-on.
when a model is capable of moving four inches, we will com. You have permission to reproduce them for your
express that like this: 4. We will learn the details of the personal use. It is a good idea to print them on sturdy
Movement process and any other rule that deals with transparent material (like the plastic used with overhead
measurements in the relevant chapter. projectors), so you can overlay these templates and
It is worth mentioning at this moment that in Carnevale clearly see which characters are affected by the area of
you are allowed to measure distances within any element effect they represent.
of the game at any time. ALWAYS. For measurements
during the game, we suggest using a measuring tape
with inches, though you could also use a ruler. You can
find measuring tape in any game or hobby store, in DIY
stores, or even larger supermarkets.

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II COUNTERS
Carnevale uses four types of counters: Activation
II MINIATURES AND SQUADS
Miniatures group together in squads. Squads are
counters, Hidden counters, Stunned counters, and At composed by characters of the same affiliation and,
the Ready counters. You use Activation counters to show occasionally, can incorporate other independent
which characters have already gone during a Round. You characters willing to sell themselves to the best bid.
use Hidden counters, Stunned counters and At the Ready When preparing for your games of Carnevale, you and
counters to mark temporary states within the game. your partner will have to agree up to the points limit
You can use coloured crystal tokens as counters or print that you both will be able to spend in your squads. Those
the official counters at the end of this book or at www. points will include the cost of models and their equipment
vesper-on.com . You can reproduce the official counters options, and other elements that you might want to
for your personal use. If you use the official counters, we include in your squads, such as Events for example.
recommend that you print them or stick them on sturdy As you can see, models are worth an amount of points
material (like card stock), so they will last for many games. indicated in their profiles. Also, in some cases there will be

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a few equipment options for you to buy, like alternate
weapons or magic items. These options will have a cost
TERRAIN in points that youll have to pay for when building your
squad and that will add up to the final cost of your model.
Terrain is a key element of this game. Especially that You will have to nominate one of the models in your
scenery detailing streets of Venicebuildings, canals, squad as the Leader, and tell your opponent about that.
bridges, gondolas, barrels or crates that clutter that Leaders will have the Command Universal Ability (as we
cityscape. You can obviously play your games on flat will see in the Universal Abilities chapter).

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surface without any scenery at all, but Carnevale is a
dynamic game, set in a dynamic city, and scenery makes
the game more exciting and the city more evocative. ROUNDS, TURNS

II Basic Game Concepts


Before getting into too much detail with heavier
AND ACTIVATIONS
The game of Carnevale is divided in Rounds, in which the
characters will be playing their Turns. The group of actions
rules, we would like to go over a few conventions and done by a character during his Turn is called activations,
agreements all players should have in mind while playing. and once hes used up all his actions allowance, that

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model will count as activated. An activated model will not ground, it will still be considered to be in base contact
activate again until the next Round. with any model in base contact with such obstacle.

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A Round begins with all the models ready to act, and
it ends when all the models have been activated. The
first player will activate one of his characters, starting FREQUENCY
that characters Turn in doing so, and when hes done
with all his actions the player will set an Activation Some characters have a limited Frequency, which
counter next to the model to mark that as an activated means that you will only be able to deploy a limited
model. Afterwards the adversary will activate one of his amount of copies of some particular models in your
characters, starting this new characters Turn and placing Squad. The most obvious case are the Independent
another Activation counter next to it when hes done. And Characters, all of them have a Unique Frequency: there
this you-go-I-go will continue until all the models have is only one White Dove, so you will only be able to
been activated. It will be at this point when the End of deploy just one of her in your Squad. Nevertheless,
Round Turn takes place, and players will solve the game your opponent could deploy his own White Dove, which
effects ending at this moment, check if Victory conditions would mean that there would be two of her on the table
are met, clean the table of Activation counters, reset at the same time (thats probably a magic reflection of
Action Points and officially close the Round. Immediately that character generated by the inscrutable ways of the
afterwards a new Round begins. Rent in the Sky). Other characters can have different
As long as one player has less un-activated models than Frequency values depending on the total points cost of
his opponent, he will be able to decline playing his Turn, the squad, as we will see in the Factions chapter.

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forcing the other player to play another Turn right after the
one hes just played. This can be repeated always as long as
a player has less activated models than his opponent. ADVENTURES

II ACTION
We will define as action any activity done by a model
The games of Carnevale are played within adventures.
Adventures suggest scenarios with a story line and some
objectives, which will mainly determine the motives by
which characters in both squads will be risking their lives.
with a cost in Action Points linked to it (AP to make Adventures can be self contained or link with one another
that short, as well see in a few pages in the Basic rules creating Campaigns. We will see about this in the Playing
section). An action ends at the moment when the next Carnevale chapter.

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action is announced. For example, a character with 3
AP that jumps, shoots and moves will have carried out
three actions. We will go in depth with Action Points in a
minute, but it is worth noting that there are 0 AP, 1 AP or
THE CHARACTER SHEET
2 AP actions, or actions involving even more than 2 AP, but AND THE SQUAD SHEET
any of them will still count as one single action.
Characters in Carnevale have an Action Points (AP) value For your convenience, throughout the game, a copy of
in their profiles, which indicates the number of AP he can your squad sheet will come handy. The squad sheet is
invest in his actions each time the model is activated. We made up with the character sheets of all the characters in
will learn the mechanics of this value very soon, but at the squad. Now we will introduce the different elements
this stage we can establish that this defines the reflexes of the character sheet, which will be developed in depth
and capability of carrying out actions in a short lapse of in their corresponding chapters, especially in the Factions
time. There will be characters able to Jump from one roof section. At the end of this book, as well as on our website,
to the other, hit an enemy and get the price in the same you will find a template to create your own squad sheet,
amount of time that other characters will barely be able with empty sheets for you to complete.
to cross the street. All these actions have a cost in Action
Points, and the player will invest them on the go until the Action Points (APs). Here you must indicate the amount
character runs out of them, o decides to stop acting with of Action Points the character possesses in order to
that character for the time being. act every Turn.

II BASE CONTACT
One model will be in Base Contact with another model
Name. You should create and a name for your character.

Class. Here you must write down your character class,


for instance Independent Character, Magi-Rashaar,
when both bases are touching each other. In order to have Pulcinella, etc.
one model attacking in close combat another model, they
must be in Base Contact with one another. Descriptors. Here you will write down the aspects that
When a model is standing on top of an obstacle, an define the character, such as Human, Soldier, Mage, etc.
element of terrain or similar, being up to 1 above the

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Command Points. Characters with the Universal Ability uses, it is applied to the use of Magic, the Initiative
Command will indicate here the amount of Command or Morale.
Points they have. Since it is a dynamic value which is
spent during the game, write down the current value on Protection. The Protection indicates the characters
the other side of the slash. ability to endure pain, as well as the protection
bestowed by the equipment he may be carrying. By
Cost. Write down this characters total cost. default, all Carnevale characters have a Protection
value of 2, but this value may vary due to Universal
Karma. Karma Points are used to boost characters Abilities (mainly Extra Protection), in which case the
actions during the game. Cross out the Karma Points modifier will already appear in the character sheet.
your character uses during the game.
Universal Abilities. Here you can write down the
Life Points. In this section you will find your characters characters Universal Abilities. Universal Abilities are
current health; every time the character is hurt, tick common concepts found in several characters. You will
the corresponding boxes. Every time you tick the last find an explanation in the corresponding chapter.
box before the new modifier, the character crosses a Pain
Threshold. As you will see in the Factions chapter, every Special Abilities. Here you will find the rules and
character has a different amount of Life Points. abilities unique to this character, such as the
Harlequins Multiple Presence.
Attributes. The following six concepts are known
generally as Attributes.. Equipment. Here you will find the characters basic
equipment. In case you modify the characters
Movement. This value indicates the basic distance equipment, write down the changes in the Notes section.
in inches the character can Move.
Spells. If your character can use Magic, write down his
Combat. This value indicates the amount of dice in Spells (and their cost) in this section.
the characters basic Combat dice pool.
Notes. Write down here any detail about the character
Dexterity. This value indicates the basic difficulty you need to bear in mind during the game.
the opponents will face to hit this character in
Combat. It also applies to some other aspects of the

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game, such as Jumping.

Shooting. This value indicates the amount of dice in BASIC RULES


the characters basic Shooting dice pool.
FRom now one, we will present the rules which are
Mind. This value sums up the characters will, common to all the games phases, and which are applied to
intelligence, perception and spirit. Among other all the elements that take part in the game.

ACTION NAME
POINTS COMMAND COST
CLASS Plague Doctor POINTS
3 45
DESCRIPTORS Human, Leader, Scientist, Mage 4/
KARMA MOVEMENT COMBAT DEXTERITY SHOOTING MIND PROTECTION LIFE POINTS
4 2 5 5 6 2 -1

UNIVERSAL ABILITIES
-1 -1 -2
Command (4), Healing (3), Cautious, Mind control, Mage (3)

SPECIAL ABILITIES Channel


EQUIPMENT Unarmed
SPELLS NOTES

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II Priority of rules
In this section and in the following chapters you will
KEEPING PEACE AND SANITY
Carnevale is a complex game, which uses a combination
find the rules that apply over a game of Carnevale. These of many Basic Rules, Special Rules, Magic, Powers and other
rules govern all characters, weapons and every other elements which intersperse, collide and combine with
aspect in the game. However, some elements such as each other. Our wish is that they all coexist, flow and work
Magic, Universal Abilities or other rules that will appear coherently in a dynamic and amusing game atmosphere.
in future expansions may contradict the basic rules. However, the complications derived from all of this
When this happens, specific rules (Universal Abilities and interaction may give rise to situations which seem unclear,
Special Rules) will have priority over general rules (Basic contradictory or which arent covered by the rules at all.
Rules). In this case, we advice all players to try to reach an agree-
Example: The Swimming rules indicate that models may ment and; if that wont happen, just roll a die and whoever
move in water at half their Movement value. On the other gets the highest result will have it his way. This will do until
hand, a model with the Universal Ability Expert Swimmer you have time to find a more solid solution.
can move using his full Movement value. The rule Expert If you are in a tournament, ask a judge or a referee for
Swimmer contradicts the Swimming rule, but since it is a advice.
Universal Ability, it overrides the Basic Rule. In any case, you should focus on resuming the game and

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keep enjoying!
If you have doubts, please visit our website and let us
DICE ROLLS now, so that we can clarify them for you and, if necessary,
include them on our FAQs.
On the first pages, we have explained to you the type
of dice used in Carnevale and how to interpret them.
Now we will learn how they work within the mechanics whereas the difficulty of attack rolls will depend on the
of the game. Throughout the rules, youll see that we opponents corresponding Attribute.
use concepts such as dice pool, Dexterity pool, Mind Basic rolls are based on Attributes, and are used
roll or Combat dice. This means you must gather in to solve concrete situations where only one model is
your hand as many d10s as the value indicated. For involved.
example, if a rule asks you to make a Dexterity roll, and For example, in a basic Dexterity roll, the character rolls
your models Dexterity is 4, you must take 4d10 in your as many dice as his Dexterity value; for every result of 7
hand. Remember that one of them will always have to be or higher, he gets an Ace.
the Destiny Die, so in your Dexterity pool you will have When the character makes a close Combat attack, he
3 normal d10 plus the Destiny Die. Bear in mind that must make an Attack roll. In this case, the character rolls
under no circumstance can a dice pool exceed the limit as many dice as his Combat Attribute, against a difficulty
of 10 dice. equal to his opponents Dexterity value (for more details,
To know whether a roll was successful, you will always see the Combat chapter). The more Aces he obtains, the
compare the result of the roll with a level of difficulty. more damage he will inflict in his opponent.
After rolling the corresponding amount of dice, for every For example, a character with Combat 5 trying to hit an
die equal or higher than the difficulty, you will obtain one enemy with Dexterity 6 rolls 5 dice; for every result of 6
Ace. In any case, remember that a 1 will always be a fail or more, the attacker obtains an Ace.
and a 10 will always be an ace. Finally, in opposed rolls two or more characters make

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a basic roll using the same Attribute, which may vary
according to the situation, and which will be specified in
REROLLING every case. Whoever obtains the more Aces wins the roll.
For example, two characters make an opposed Mind roll;
Some rules allow you to reroll. You must always bear each must roll as many dice as his Mind value. Whoever
this in mind: a die can never be rerolled more than once; obtains the more Aces in his roll (with a difficulty of 7 or
after rerolling, you will accept the second result, even more of all basic rolls) will win the opposed roll.

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if it is worse than the first one. You can never reroll the
Destiny Die unless you reroll the whole set of rules, and a
result of 1 in the Destiny Die prevents any rerolling at all. Destiny Die,
II Types of rolls
There are three kinds of rolls: basic rolls, attack rolls
Critical rolls and fumbles
In all dice rolls, the Destiny Die will work as one more
die in the dice pool, except when you obtain a result of
and opposed rolls. The standard difficulty of basic rolls 10 or 1. If you roll a 10 in the Destiny Die (which is still
and opposed rolls will be 7, unless otherwise noted, counted normally as an Ace), it is treated as a Critical roll.
On the other hand, rolling a 1 in the Destiny Die discards
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one of the Aces obtained in the roll. If you didnt get any is indicated in the every characters sheet, according to
Ace in your roll and you rolled a 1 in the Destiny Die, you the Pain Thresholds the character has crossed so far.

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just got a Fumble.
The effects of Critical rolls and Fumbles in basic rolls
and attack rolls are explained in their corresponding Rounding off
chapters. In an opposed roll, a Critical roll eliminates one
of your opponents Aces, and a Fumble adds an extra Ace Whenever you must divide your dice pool, the result of
to your opponents roll. a roll or any other value, you will always round up.
Rolling a Critical roll means you have achieved Example: If your dice pool of 7 dice is divided in half for
something remarkable. In Combat, this usually means any reason, it will become a dice pool of 4 dice.

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striking your opponent particularly effective way,
therefore dealing more damage. In the rest of situations,
Critical rolls entail all kind of benefits, such as adding Initiative
extra Aces to your roll, Jumping longer, Holding breath for
longer, etc. These effects are described in further detail in To determine which squad begins to play at the start
the corresponding sections. of every Round, we must make an opposed Initiative roll.
Fumbles are especially catastrophic fails. Not only you All players will roll as many dice as their squad leaders
didnt get any Ace, but also youve really messed up big current Command value. Whoever obtains the more Aces
time! In Combat, the opponents may make free attacks will decide the order of action of the squads. In case of a
against the model which just got a Fumble, a falling model tie, the player whose leader has the highest Mind value
who fumbles may receive more damage, etc. You will find will win; in case of a new tie, just reroll the dice! As you
Fumbles explained in further detail in their corresponding will find in the Universal Abilities chapter, Command is a
sections. dynamic value which is spent throughout the game; when
In cases of basic, attack and opposed rolls where a character runs out of Command Points, he will always
there isnt any specified effect for Critical roll or a roll at least 1d10 for Initiative. If you get a Fumble in this
Fumble, you should use the following general rule. roll, your opponent will automatically obtain the Initiative.
Critical roll.- The character who just rolled the Critical If you get a Critical roll, you will automatically get the
recovers a Karma point lost previously during the game. Initiative. If both players get a Critical roll, they will
Fumble.- The character who fumbled loses an additional compare their results as per the usual procedure. If both
Karma Point. of them get a Fumble, they must reroll (after all, someone

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must start playing!)
Roll Modifiers
In some circumstances, the difficulty of a roll may
vary due to several causes. For example, running across
II Action Points (AP)
All of Carnevales models have an Action Points
a square in a perfect weather is not the same as running (from now on, AP) value in their character sheet. This
through a blizzard. In these cases, we will add or deduct value indicates the amount of actions the model can
dice from our pool according to the situation. Remember make during the Turn in which it is active. Every action
that you can never roll more than 10 dice, so if for any undertook by a model will have an assigned cost in APs.
reason you gather more than 10 dice in your pool, all For example: Moving the models Movement distance costs
dice above 10 will be lost. You must also bear in mind 1 AP, Shooting a gun costs 1 AP, Jumping over a canal
that any modifier that deducts dice from your pool will costs 1 AP.
always take out conventional dice first: the Destiny Die The characters may receive extra Action Points
must always be present in your pool. The only situation during their Turn if their leader transfers them using his
where you can deduct the Destiny Die from your pool is Command Universal Ability. A model which hasnt been
when it is the only remaining die, which means you will activated yet or one that has already been activated in
have no dice to roll! this round cant get extra APs by means of Command. Well
Throughout this book you will find situations where you see the way Command Points work in further detail in the
must apply these modifiers to your rolls; these modifiers Universal Abilities chapter.
will indicate how many dice you may add or deduct. The player must announce the use of APs as he spends
One of the most common modifiers is the Pain them, deducting them from the total amount of APs, until
Threshold. As a character loses Life Points, he crosses he runs out of APs or he declares that the model stops
different Pain Thresholds; you cross a Pain Threshold when acting. When a model has finished acting, place a counter
you tick the last Life Points box containing a modifier next to the model to indicate it has already been activated
which is different to the next one (the last box with a -1, and cant activate again until the next Round.
the last box with a -2, etc). This modifier indicates the All of the characters which are still in the game at the
amount of dice you must deduct from your dice pool in End of Round will automatically recover the APs indicated
every roll. The amount of dice to deduct in every moment in their character sheet.

44
II karma
The Karma value represents the characters willpower
When a character deals a blow that kills the leader of
the enemy squad, he will recover 3 Karma Points.

A character may also recover Karma Points due to


and spirit. It has two different applications in the game: specific scenario rules, Spells or Events.

II
it is the matter that fuels magic and the supernatural, its
the indispensable fuel to cast spells and activate powers;
well see this aspect in further detail in the Magic chapter. Running out of karma
Besides, it is used to modify some of the characters rolls.
The most interesting aspect at this stage is the When for any reason a characters Karma Points are
capacity of all characters to modify their dice pools reduced to 0, he will suffer an additional modifier of -1 to
using Karma. Before making a roll that seems especially all of his rolls, cumulative with any other modifier.

II
complicated or important, any character may decide to
invest up to 2 Karma Points to add up to 2 dice to his pool
(never exceeding the maximum of 10 dice); the cost is 1 Templates
Karma Point per dice.
Example: The Aberration wants to hit the Pulcinella In Carnevale there are certain game effects, such as
whos blocking the way and crush him once and for all. Powers, Spells or unconventional weapons which can
His Combat value is 5, but since the Pulcinella has quite a cause explosions, volleys of shrapnel, blasts of fire or gas
high Dexterity (6), he wants to make sure he wont miss. clouds. One of the main differences between a bullet shot
Before making his roll, the Aberration will invest 2 Karma with a pistol or a blast of flames is its effect area; this is
Points in order to add two dice to his Combat pool; in total represented in the game using a template.
he will roll seven dice. When you place the circular template, you must centre
Characters may also invest Karma Points to protect it on the detonation point. The cone template emerges
themselves from attacks. After declaring an attack, but from a weapons cannon, from the caster of a Spell or from
before the attacker makes the attack roll, the target the model responsible for a Universal Ability; in this case,
may announce that he will spend up to 2 Karma Points place the narrow side in Base contact with the model,
to improve his Protection. Every Karma Point equals +1 facing the direction the model is shooting. In both cases,
Protection. you must hold the template over the models to determine

II
which models are affected.
All the models whose bases are partly or completely
Recovering Karma Points under the template will suffer the effects of the
weapon, Spell or ability. These models must make a
Throughout the game, characters may recover Karma basic Dexterity roll; for every Ace they obtain in this roll,
Points by different means (up to their starting Karma they will deduct -1 to the total damage inflicted by the
Points value, which can never be exceeded). attack. Template effects that dont inflict direct damage
on models (such as smoke bombs) cant be avoided
When a character deals a blow that makes his foe fall using the Dexterity roll; the models touched by the
in combat, he will recover 1 Karma Point. template will be completely affected.

Both the Harlot and the Capodecime


suffer the effects of the blast. The
Pulcinella has better luck and he is safe
from harm.

45
MOVEMENT 11
I
n an environment as dynamic as Carnevales, the way
characters move across the board is a key tactical ele-
ment in the unfolding of the adventure. Characters live
in and move across the city of Venice, a three-dimension-
al space full of challenges for Combat, such as bridges,
balconies, water ways and other Obstacles.

II BASIC movement
We will now detail the different Movement manoeuvres
available to Carnevale characters. Unless otherwise
stated, all of them have an activation cost of 1 AP.

II Walking
1 AP. The character moves calmly, paying attention to 5 Movement

II
his surroundings. A character carrying out this action
will able to move as many inches as his Movement At-
tribute at the most, in any direction or combination of Swimming
directions. This movement will be carried out horizontally
on Open Terrain, but other types of Terrain may confer 1 AP. We assume that all characters can swim, at least
several modifiers, as described in the Scenery chapter. on a basic level. Unless otherwise stated by some skill
When moving in water, the Swimming rules apply. in their profile, a character may move in water as many

II
inches as half his Movement Attribute. If a character in
the water is immobilized for any reason and cant swim,
Running he will drown (see Drowning rules on page 57).
In mixed Movements that combine moving on the
1 AP. A character that runs can try to move faster than ground and in the water, every part of the movement is
walking. Before resolving his Move action, the character calculated separately. A model which is Swimming
must make a basic Dexterity roll; for every Ace he gets, can not use its movement for any game effect that
hell add +1 to his Movement value for this action. A Criti- requires a previous movement (such as Running Jump,
cal roll, apart from the Ace on the Destiny Dice, will allow Charging, etc.)
him to add up to an extra 3 to the distance. A Fumble For example, a character with Movement 7 that would
will cause an inopportune stumble and will prevent all walk 3 on open ground and continue swimming, he could
Movement (including basic movement). The running will use up to half of his remaining movement allowance: in
be carried out horizontally on Open Terrain; any other this case 4, therefore he would swim up to 2 more.

II
type of Terrain may confer a series of modifiers, as
described in the Scenery chapter. When moving in water,
the Swimming rules apply. NO ROOM FOR MODELS

II Jumping
1 AP. The character moves jumping as many inches as
In the narrow lanes of Venice, it can sometimes happen
that two or three people stash up in a corner (not to
speak of monsters!), so it is impossible to make way. If
a model cant walk or run on the ground without its base
half his Movement Attribute. Measure from the mini- knocking some other characters base (both ally and
atures location to the landing location (bearing in mind enemy), an obstacle, wall, etc., then he wont be able to
the variation in height). make his way through that narrow spot. In this case, he
can resort to more creative manoeuvres, such as Jump or
Run on Walls.

46
II ADVANCED movement
Once you feel at ease with basic movement actions,
II Climbing
1 AP. Some gallant heroes used to climb to the balco-
try these advanced movement actions. nies of their lovers to bring them flowers. Nowadays,

II
they are more likely to do it to escape from a horde of
raging monsters. A character can climb a wall or steep
Hiding surface making a basic Dexterity roll. If he has climbing
tools (see the Weapons and Equipment chapter), he can
1 AP. The character moves in a slower and more careful add one dice to his pool. Every Ace equals to climbing 1.
way than with the Move action, because he is moving The character must have arrived in a location where the
crouched down to avoid being seen, trying to be a more model can be placed steadily at the end of his activa-
Difficult target against ranged attacks. If the character tion and before the end of his Turn; otherwise, he wont
ends his movement 3 or less close to a scenery item be able to climb and he will stay at the point where he
behind which to hide, the player can declare that the started to climb. A Critical roll will allow him to add up to
model is making a Hide action. Place a Hide counter next 3 to the distance climbed, to his choice. A Fumble will
to the model. mean the character stays at the point where he started
A character will be considered Hidden with regard to to climb, losing 1 extra AP.

II
another one if you cant trace a Line of Sight towards
him (see the Shooting chapter) without bumping into a
scenery item and if he has declared a Hiding action. He Rappel
wont be able to be seen and he wont be able to be shot
at. In turn, a hidden character cant fight, shoot or cast 1 AP. The Rappel allows characters to descend more
Spells without revealing his position and immediately safely from heights, but its slower than Jumping Down.
lose his Hidden status. Any character will automatically The character must have climbing tools to Rappel; with-
detect any Hidden model if he is 3 or closer to the Hid- out them, he wont be able to make this manoeuvre. He
den model. must make a basic Dexterity roll; every Ace represents

II
a 3 progress. If the character making a Rappel doesnt
reach steady ground at the end of his activation, he will
Running Jump fall from his last location. A Critical roll will allow him to
add up to an extra 3 to the distance. A Fumble will mean
1 AP. If the characters action previous to a Jump was the character loses foot and falls from where he was
a Move or Run action and he has moved at least 5 in a when made the roll (check the Falling rules, page 57) and
straight line, he can make a Running Jump. In order to he will get a Stunned counter.

II
make the Running Jump, the character will make a basic
Dexterity roll; for every Ace he obtains, he will add +1
to the distance of his Jump. A Critical roll, apart from RunNING on Walls
the Ace on the Destiny Dice, will allow him to add up to
3 to the distance jumped, to his choice. A Fumble will 1 AP. The character can gather momentum and run on
mean the character stays in the location from where he a vertical surface. This spectacular manoeuvre can be
wanted to Jump, losing his action. useful to Run from one balcony to another, or to Run ver-

II
tically across a wall in order to get up speed for a special
attack. If the characters previous action was a Move or
Jumping Down Run action and he has moved at least 3 in a straight line
before touching the wall, he can try to Run on this wall
1 AP. The character lowers himself from an elevated starting from here, both vertically and horizontally. It is
position, jumping deliberately and Jumping Down. You then necessary to invest 1 AP and make a basic Dexterity
will have to check the Fall rules (see page. 57), but in roll; every Ace equals 1 of Movement on the wall. This
this case it is a controlled fall. The character must make Movement must be made always on the same surface
a basic Dexterity roll. For every Ace he obtains, he will (never around a corner). A Critical roll will allow adding up
lower the fall category one level. A critical roll will lower to 3 to the result of the movement on the wall. A Fumble
the category of the Fall to 0. A Fumble will raise in 1 the will mean the character falls from the point where he was
overall Fall category. This manoeuvre can be made at any when he started to Run on the wall, getting a Stunned
time during a Move or Run action, temporarily interrupt- counter. Upon reaching the point of maximum advance,
ing the action, which can be resumed after resolving this the character can decide to keep running on the wall (+1
manoeuvre. AP), Jump Down, or make a Running Jump (+1 AP, the
For example, a character with Movement 6 could last Movement counts as Running). The character must
declare that he is moving for a cost of 1 AP, move 4 up finish his activation with the model located on a steady
to the edge of a building, Jump Down (paying 1 AP), and surface.
once on the floor move the remaining 2.

47
COMBAT 12
II COMbat essentials
The attacker loses one die to their Combat dice pool for
each enemy other than the target not in base contact
another of the attackers allies, but in base contact

C
lose combat is one of Carnevales key aspects. In fact, with the attacker (-2 dice maximum).

II
we could say that most of the game evolves around
Combat. In order for a model to attack another, it
must be in Base Contact with its opponent, so either of DIE ROLL
them must have used its movement to place itself in that
location. They are considered to be locked in Combat. The difficulty of the attack roll is the targets Dexterity

II
value. The attacker rolls the die he has in his hand. For
every result equal or higher than the targets Dexterity
CLOSE Combat value (taking into account the corresponding Universal
Abilities), the attacker will get an Ace.

II
1 AP. The characters Combat value will indicate his
fighting skill. Pick as many die as the value indicated in
the characters Combat Attribute. A character can never ResoluTION
deliberately attack a friendly model in close Combat. Now
we will see the difficulty he must reach in his attack roll. The Aces obtained in the roll will indicate the damage

II
inflicted to the foe.
After the roll, the attacker sees how many Aces he
APPLYING MODIFIERS has obtained in his roll. He will add to the Aces any
modifiers from the weapon used in the attack or any
Allies can aid a character in close combat. In combat other intervening rules, and he will deduct the targets
where there are three or more models in contact, an Protection value. The final number is the amount of Life
attack gains or removes dice from its Combat dice pool Points the target loses.
based on the relationship of the models in combat. Here Example: Roberto Mirigliano is a Barnaboti of the
are the basic rules governing such dice pool modifiers. Patricians faction, and he is locked in combat with two
Ugdru-Rashaar. Robertos Combat value is 3; there are
The attacker gains one die to their Combat dice pool for two Ugdru-Rashaar in Base contact, so he must deduct a
every ally not in base contact with another enemy, but dice from his Combat pool. The situation looks dangerous,
in base contact with the target of the attack (+2 dice so he decides to invest two Karma Points in his roll to
maximum). improve his odds; so he boosts his Combat pool to 4 dice.

The Barnaboti have a +1 Combat modifier while The Venetian Citizen has a -1 Combat modifier
attaking the Venetian Citizen, who is engaged with because he is engaged with a second foe, who is not
the other Barnaboti at the same time. engaged with anyone else at that time.

48
The Ugdru-Rashaars Dexterity is 5. Roberto makes his
attack roll to hit one of them and he gets 7, 7, 8 and 8
(a very good roll: he got four Aces); since he is using a
sword, he adds an extra Ace to his roll. Roberto gets a
total of 5 Aces with his Combat roll; we the then deduct
3 due to the Ugdru-Rashaars Protection value, meaning
the Ugdru-Rashaar has lost 2 Life Points from Robertos
attack.

II Critical rolls and fumbles


If you Critical during close combat, the target of the
attack gains a Stun counter.
If you Fumble, the attacking character suffer an Attack
of opportunity from the target of the attack (see below).

II Advanced combat
The basics of close combat are easy, but there is more
to learn. The following are a series of new and more
complex manoeuvres that serve to create combats that
are more dynamic. Weapons and other equipment can also
affect combat. You can find those rules in the Universal
Abilities chapter, on page 58.

II Two-weapon Combat
1 AP. Some characters have the ability to fight
using two weapons at the same time. Models with the
Ambidextrous Universal ability can wield two weapons at
the same time as longs as neither weapon has the Two-
Handed Weapon ability. Bear in mind that this state does not disappear at the
When a character is fighting with two weapons, you End of Round.
must always make clear which is the primary weapon While in At the Ready, a character cannot do anything
when the character makes a close combat attack. Fighting else until a foe attacks it with a close combat attack.
with two weapons allows a character to reroll one missed When this happens, the attacking foe does not make
dice in its Combat roll, as if it had the Reroll Dice [1] the Combat roll normally. Instead, each combatantthe
ability, but without having to spend 1 Karma Point. attacking foe and the character in At the Readymake

II
an Opposed combat roll. The difficulty of the roll is
determined by the foes Dexterity. Whichever character
AT THE READY gains more Aces deals as much damage as the difference
in Aces between the rolls. Like the normal close combat
1 AP. While in Combat, characters are looking around attack, Aces for the weapon are then added to this
them at all times in search of imminent dangers. The damage, and that total damage can be soaked by the
characters can enter the temporary state of At the Ready; targets Protection. Here is an example of using At the
to do so, place an At the Ready counter next to the model. Ready during play:
A character can go into At the Ready at a cost of 1 AP; A soldier is in base contact with the Duke, who is in
doing so will end his activation: going into At the Ready At the Ready. The soldier invests 1 AP to make a close
will be the last action in his Turn. He must place an At combat attack against the Duke with his muskets
the Ready counter next to his model. This model cant do bayonet. Both players take their respective Combat
anything else during the rest of the Round, until (and dice pools and make an opposed roll. The Soldier gets a
if ) it is attacked by a foe. The model will leave the At result of 3, 6, 6, 7 (against The Dukes Dexterity of 6so,
the Ready state if: 1) it is forced to move more than 3 three Aces); the Duke gets a result of 1, 2, 4, 6, 6 7, 7, 8
by any reason (due to the effect of a Spell, or because it (against the Soldiers Dexterity of 5five Aces). Therefore,
is pushed from the top of a building, for example), 2) it the Duke is up two more Aces, is using a dagger so adds
crosses a Pain Threshold or 3) it is activated again. no Aces due to weapon, so the Soldier is dealt 2 Life
Points, which, luckily, are soaked by his Protection.
49
A model in base contact with one or more enemy
models cant go into At the Ready.
The At the Ready state also takes effect in the Shooting
phase; see more details on the Shooting chapter.

II Attacks of Opportunity
I Engaging and disEngaging
From Combat
In order for two characters to fight in close Combat,
they must be Engaged in Base contact. For this to happen,
one of them must have invested part of his Movement
to be in Base contact with his foe. Later on, if one of the
0 AP. Sometimes, a character makes a mistake or takes characters can and wishes to step away from his foe (and
an action that leaves them exposed to a foe. Their foes he still has remaining APs for this Movement), he must
take advantage of that opportunity, typically with an make an Unengage manoeuvre, simply announcing his
attack. Attacks of opportunity are typically triggered in intention to Move. The abandoned fighter can react in
three waysbecause a character Fumbled on an attack, a two ways. 1: letting his foe go, and getting an Attack of
character is trying to disengage from another character Opportunity against the foe whos leaving the Combat. 2:
it is in base contact with, or a character is casting a spell. Trying to block his foes escape; lets see how.
When an attack of opportunity is triggered, it costs no
AP to make an attack against the triggering character. Attack of Opportunity. The model that is abandoned
Attacks of opportunity are always close combat attacks, can make an Attack of Opportunity on the character
and in order to make an attack of opportunity, a character that is trying to escape from the Combat. He can
must be wielding a close combat weapon. Attacks of hit his foe with a cost of 0 APs before his foe steps
opportunity are resolved during the turn of the character away (regardless of whether the abandoned model
triggering the opportunity, and immediately after the has been previously activated or is in At the Ready).
triggering action, but before resolving the triggering Once this attack is resolved, the character leaving the
actions effects. Combat can move freely.

50
Relocating. On the second case, the character wishing If the attacker wins, the effects of the Drowning rule
to escape must invest the necessary APs for the apply immediately; the victim deducts as many die to
Movement he wants to do; then, they both make his Hold Breath roll as the difference in Aces obtained
a Dexterity opposition roll. If the Character trying in the opposition roll (see Drowning rules, page 57).
to escape wins (or draws), he can move freely and The attacker may continue making Drown manoeuvres
continue his Turn normally. If the character that as long as he has available APs. The drown manoeuvre
wanted to keep fighting wins, he can relocate at no ignores the rule that limits the number of Stun
cost anywhere in Base contact with the model that counters a character may get in a Turn.
tried to escape; they are still Engaged in Combat and If the attackers last action was a successful drown
the model that tried to escape cant move at all. manoeuvre, the defender hasnt been activated ever
since and both models are still in Base contact at the
In case the escaping character is Engaged to multiple end of round, the defender will be considered as still
foes, the character must declare a single Unengage from drowning and he will have to make a new Hold Breath
Combat action. In this case, his foes must declare their roll during the End of the round turn.
reactions separately, and he will have to resolve every roll
separately before he can step away. Low Blow (2 AP). A low blow is an attack to a specific
In case the character that wanted to keep fighting is weak spot. You must announce that you want a
also Engaged with another foe, the only reaction he can character to make a low blow before making the
declare to the escape of one of his foes is an Attack of Combat roll. When you make the roll, reduce the
Opportunity. combat Dice pool by 1, as the characters accuracy is
reduced because it is trying to hit a specific spot. If
the attack gets to cause any damage at all (applying
the targets Protection), the target only loses 1 Life
Point but receives a Stunned counter.

Push (2 AP; Unarmed Attack). When you make a push


attack, you move a foe instead of dealing damage.
Make the attack roll as normal, for each Ace obtained

II
(before applying the target characters Protection)
the character pushes its foe 1 away from it. If the
COMBAT MANOEUVRES push causes the target to come into contact with
impassable scenery (such as a building or the tables
Sometimes, a character may want to do dramatic edge), the target suffers 1 damage for every inch
things in close combat other than just make a simple of movement beyond the point where he stopped
close combat attack against a foe within base combat. (Protection is applied to this damage). A Push can
These things are combat manoeuvres. What follows are cause the target to fall into the water, off a building
the most common optional Combat manoeuvres. Some or elevated scenery, in which case the Falling rules
are very simple, some more elaborated, but all of them apply. A model that has been pushed is automatically
cause very interesting effects and add more dynamic and disengaged (ignoring the Disengage from combat
cinematic combats. All of these manoeuvres can be made rules). If the push causes the target to come into base
in place of a close combat attack. contact with another foe, it is then engaged with that
new foe.
All manoeuvres labelled as Unarmed Attack you can
not apply the effects of any weapon the character is Round-House Attack (2 AP). The character can make an
equipped with. To make these manoeuvres. attack against each of the models with which he is in
Base contact. Each attack will be resolved separately
Charge (1 AP). The character can make this attack if in the direction (clockwise or counter clockwise)
it moved at least 5 or made a run action directly determined by the attacker, starting by the model he
previous to this attack. It gains +1 die to its die pool chooses. If any of these Attacks doesnt cause the loss
with this attack. of at least 1 Life Point, he cant make any other attack

Drown (2 AP; Unarmed Attack). If both characters are Strike from Above (1 AP). The character can make this
in the water and in Base contact, a character may try attack if it made a running jump or a jump down action
to drown his foe. The character trying to drown his during the action previous The character gets a +1 to
foe must win a Dexterity or Combat opposition roll damage when it makes this attack.
(attackers choice) to Drown the foe.
If the target of the drown attack wins the opposition Trample (1 AP; Unarmed Attack). The models with a size
roll, it is released, can move up to 1 away from the category of Large or larger may trample smaller models.
character who made the drown attack (ignoring the The character obtains a +1 die to his Attack pool for each
Disengage from combat rules). size category it is larger than targets size.

51
SHOOTING 13
T VOLUME PROFILE
his chapter explores the power and effect of weapons
that cause damage from a distance. Often these
weapons are propelled by gunpowder, but they can
also be thrown, or the effects of spells empowered by the Models represent combatants who are in constant
strange occurrence called the Rent in the Sky. No matter Movement, not inert and immovable metal pieces.
how a character shoots a ranged attack, it uses the Besides, we expect that the most talented players will
following rules. play with customized models, which will have capes fly-

II
ing in the wind or spectacular bases on which models
will stand, or even models half-submerged! This can
BASIC SHOT distort in some way the some models game mechanics
concerning what they can actually see or how exposed
1AP. When a character wants to make a basic shot they are behind a scenery item. Thus, we have designed
with a ranged weapon, the character must spend 1 AP, the concept of models Volume Profile in order to dispel
announce the target, check for cover and line of sight, and doubts on Lines of Sight.
them gather its Shooting pool and make a Shooting roll. In 90% of the cases, it will be obvious if a model
The difficulty number is typically 7, unless the targets can see another model, even if it is behind Cover, and
Dexterity is greater than 7, in which case that characters the amount of Protection offered by the Cover. In the
Dexterity value determines the difficulty. For each Ace remaining 10% of cases, you can dispel all doubts by
the shooter gains, it has the chance to deal 1 damage to using the Volume Profile templates. There are different
the target. This number of Aces is then modified by the profile sizes, corresponding to the three different bases
weapons damage modifier, and the targets Protection value sizes and to the special cases such as dogs (if ever we
is then subtracted from that total. Any remaining Aces are create models with different sizes or special cases, well
converted to Life Point damage against the character. A provide their corresponding Volume Profiles).
character can never deliberately shoot a friendly character. When doubts arise concerning Line of Sight, place
the Volume Profile in base contact with the target
model, perpendicular to the attacking model. If you
can trace a line from any point of the attacking models
Volume Profile up to any point of the targets Volume
Profile, it means a Line of Sight exists. In some cases,
you need to place the profiles both next to the attacker
and next to the target to make sure that theres Line
of Sight.
Moreover, you can see that these profiles have a
cross-shaped division. If a scenery item covers the
profile in some way, the model will gain Cover.
Note. The strip on the top side of the template is not
part of the Volume Profile. It is there so you can hold it
with your fingers comfortably.

This Harlequin model is jumping over a bollard,


which might lead to some confussion about the
actual size of the model. In this case well use the
Volume Profile template to figure out the real Line of
Sight towards this model.

52
II CrITICALS & FUMBLES
When shooting, on a Critical, place a Stun counter on
weapons range, the character suffers a one die penalty to
its Shooting roll for every 5 increment beyond the range
(i.e., if the target is beyond the range but less than 5
the victim, regardless of whether or not the shot deals beyond range, you reduce the Shooting pool by one die,
damage. if it is 5 but less than 10 beyond range you reduce the
On a Fumble, roll a 1d10 and consult the following Shooting pool by 2 dice, and so on). You can never shoot
table. If the weapon is not a firearm or magic, treat a 1 as a target that is beyond twice the weapons range away.
a backfire. Weapon rangers are found in Chapter 6.

6-10 Jam. The weapon is jammed or otherwise broken


and cant be fired. To fix the weapon, the shooting
character must pay 2 AP. Once the weapon is fixed, it
must be loaded again (see the Reload (X) Universal
II Darkness
Darkness affects a shooters ability to hit its target.
Ability). Some Adventures or some characters special abilities
create zones of darkness. When a shooter is within a zone
2-5 Backfire. The weapon backfires and the wielder of darkness, its weapons range is reduced to half.

II
suffers as much life point damage as the weapons
damage modifier. The weapons wielders Protection is
applied, as well as the weapons Universal Abilities. The Different Heights
weapon is also jammed (see above).
A character may shoot over a target which is on high
1 Explosion. The weapon explodes. Place the round ground, for example on the roof of a building; the mere
template centred on the attacker. All models touched fact of being on high ground may offer a good Cover or
by the template suffer as much Life Point damage as make it impossible for the attacker to shoot. If the target
the weapons damage modifier. Any of the weapons model is beyond the shooters Volume Profile height and
abilities are applied to this attack. Characters within can place its Volume Profile horizontally in contact with
the explosion gain the use of the Protection value its base so that it doesnt stand out from the scenery
against this attack. The weapon is useless for the rest item on which it stands, the shooter wont be able to trace
of the game. a Line of Sight towards the target. In case the template

II
sticks out the item, the target gets the corresponding
Cover (see diagram).
LINE OF SIGHT However, if it is the shooter whos in high ground and
hes able to trace a Line of Sight on his target, he may
When a model wants to shoot on a target, you must shoot normally.
be able to trace a Line of Sight between the attacker
and the target. Models have a visual angle of 360 (so it
doesnt matter where they are facing). The first thing to
bear in mind is whether the model can see the target;
in order to know that, you must lean over the table until
you are at eye level with the model. You need to trace
at least one line from any point of the attackers Volume
Profile until any point of the targets Volume Profile. If this
line cant help but cross any scenery item, the target can
obtain a certain Cover (see below), or can be completely
out of the Line of Sight if the target is Hidden (see page
47). The only exception is when the shooting model is in
Base contact with such Cover; this means the attacker
can shoot over the obstacle or through the obstacle,
without being affected by it.

II Range
In Carnevale, you can measure distances, including
range, at any time. To calculate range, measure the
distance from the closest edge of the shooters base to
the closest edge of the targets base.
The further a target is, the most difficult it is to shoot.
Shooting a target that is within the weapons range
doesnt suffers no penalties. When shooting beyond the

53
II Cover
A character benefits from Cover when hes position way
II Aiming
A character may try to aim to make a more accurate
that a pieces of scenery stands between it and the its shot. Aiming costs 1 or 2 extra AP. For every additional
attacker. In terms of game: if the attackers Line of Sight AP spent on the aimed shot, the character ignores one
crosses some scenery item on the way to the target, negative modifier to the shot or one point of the targets
the target benefits from Cover. In the case of explosions Protection. It must chose which option it will ignore before
and similar effects, Cover will only have effect if it stands making the roll. It is not possible to aim while engaged in
between the center of the explosion (that is, the center Combat or Shooting in movement.

II
of the circular template) and the target. Scenery items
often have certain theses modify the shooters roll. These
characteristics are grouped into two categories. Modifiers Shooting in movement
from the two categories stack.
A character may momentarily interrupt its movement
Size: to shoot, even if it is Running, Running on a Wall, Running,
Medium. covers up to half making a Running Jump. It can even do so while Climbing
the models Volume Profile. -1 if the weapon has the Short Weapon ability. Its weapons
Big. Covers more than half must be loaded and ready to shoot; Ambidextrous
the models Volume Profile. -2 characters can shoot up to two Short Weapons, one
with each hand. The process works as follows: the player
Hardness: must declare his character will shoot in movement and
Light. (e.g. bushes) -1 the type of movement he wants to make. The player
Blunt. (e.g. boxes or barrels) -2 must calculate the maximum distance the character may
Heavy. (e.g. walls or rocks) -3 Move, pay the cost in APs and then move the model. At
any stage during the Movement, the character can stop
temporarily, position the and shoot from there (paying
the corresponding APs). After resolving the shots, the
character may resume the characters move normally.
In case the character is shooting while Jumping or
Jumping Down, you must determine the jumps trajectory
and the point from where the character shoots (to do
so, you can use a tape measure or some string). The
trajectory will be in a straight line from the location of the
model at the beginning of the Jump (a point in his base)
until the location where he wants to land. Mark a point
along this trajectory; from here, trace the Line of Sight

II
until the target and shoot applying all corresponding
modifiers.
target ENGAGED IN COMBAT Shots in Movement reduce the Shooting pool by 1 or by
2 if the character is Jumping or Jumping down.

II
When a shooter designates a target in base contact
with at least one enemy, he must deduct a die from his
shooting pool for every model (friend or foe) in base Throwing things and Scatter
contact with the target (applying all other corresponding
modifiers normally). If the attack roll is successful, the Characters may throw objects using a mechanics
Shot is resolved normally. If the roll fails, it means the similar to Shooting. Objects that may be thrown will
attacker didnt have the nerve to shoot putting an allys life have the Throwable (X) Universal ability; the number in
in danger, or simply that the shot missed the target. brackets is the modifier to the attackers Shooting value.

II
The objects damage value and any special rules are also
specified.
SHOOTER Engaged in combat
Example:
A character may make a ranged attack even when it is
in base contact with an enemy. The shot is more difficult,
meaning that the shooter must reduce its Shooting pool by
1 for each enemy in base contact with it. While the shot is Weapon Damage Abilities Range
more difficult, it can often be devastating if made against a
target the shooter is currently in base contact with. Grenade 1d10 Throwable (-2), 6
If the shooter makes this attack against such a creature, Explosion, Flames
it is considered to have Penetration (3) for such a shot.

54
The Thrower places the object to throw on the intended his next activation. Models bearing weapons with Multiple
landing spot; he may also mark a target point, such as Shot or more than a ranged weapon ready to shoot may
the model representing a character. Then, he makes the make more than one Shot, but never more than one Shot
basic roll using his Shooting value. If he obtains at least for every action taken by the target enemy model.
one Ace, the object will land on the chosen landing spot. The model will leave the At the Ready state if: 1) it is
Otherwise, the object will disperse from the chosen forced to move more than 3 by any reason (due to the
landing spot as per the Scatter rule. effect of a Spell, or because it is pushed from the top of a

II
building, for example), 2) it exceeds a Pain Threshold or
3) it is activated again (for example, to reload again).
SCATTER A model in base contact with one or more enemy
models cant become At the Ready.
Roll a d10 near the chosen landing spot. The dies This temporary state can also be applied in Combat; see
upward facing tip indicates the direction of the scatter the Combat chapter.

II
from the chosen landing spot. The result of the die,
reduced by a number equal to the throwing characters
Shooting value, indicates the distance in inches the Reloading weapons
throw scatters from the chosen landing spot. Wherever
the object scatters to, is where its effect are resolved. Firearms must be reloaded between shots; this is a
For more details on this rule, see the diagram and the slow and cumbersome process, and often difficult to do
example. in the middle of close combat. If the weapon is a firearm,

II
it is process that involves shoving the ammunition and
gunpowder down the barrels, and weapon sometimes
At the Ready checking the state of the spark that detonates the
gunpowder. Weapons that require reloading have the
1AP. For the cost of one AP, a character can kneel down Reload (X) Universal ability.
and be At the Ready. This will be that characters last
action during his activation. Place an At the Ready counter Reload (X). A weapon with this ability must be reloaded
next to the model. Being on At the Ready allows the after each shot. The number in the brackets is the
character to interrupt any enemy characters activation number of AP it takes to reload the weapon. At the
when the enemys movement ends an action within Line start of an adventure, all weapons are considered
of Sight of the character on At the Ready, which will then loaded
shoot. You dont need to invest APs on this Shot. All of
the corresponding modifiers are applied, except that a
character on At the Ready cant Aim. The character on At
the Ready must have a loaded weapon; after shooting,
the character cant reload until more APs are invested in

A
B 1
The Magi-Rashaar throws a grenade at the White Dove, but fails.
Using point A as the original landing point, he then uses the Scatter
rules. He rolls a d10 and gets a 3. Following the vector indicated by
the tip of the dice, the grenade scatters 3 minus the Shooting value
of the Magi-Rashaar (2). The grenade scatters 1 from point A in the
indicated direction, finally exploding on point B.

55
WOUNDS 14
C
ombat is a key element of Carnevale, as are its
consequences are a key element in Carnevale.
Through the course of the game, character will suffer
wounds from attacks and other calamities. This chapter
II Death
This section is short. As soon as you cross out the last
looks at what happens when they do. Life Point of a character, he is considered to have Fallen in

II
Combat and you must remove it from the game. If youre
playing with the Campaign rules, youll see what happens
Life Points and FALLEN IN COMBAT with the character by following the Fallen in Combat rules.
Close combat, shooting, and other effects in the game
deal damage to a characters Life Points. Life Points
measure a characters health and resistance to damage.
Each character has a set number of Life Points. The more
II HEaling / Regeneration
Models with the Healing or Regeneration abilities,
points a character has, more difficult it is to kill. For each or models bearing objects that confer such Universal
point of damage a character takes, you cross out a Life Abilities, can restore some of their Life Points. The
Points box. When you cross out the last Life Points box, Universal Abilities Healing and Regeneration are followed
the character Falls in Combat. Remove it from the game. by a number in brackets; this number indicates the dice
If you are using the campaign rules, Falling in combat can pool needed to make a basic roll. The Aces obtained will
have a number of outcomes. indicate the Life Points healed. If you obtain a Critical roll
when healing, recover the model to his starting health
level; if you obtain a Fumble, not only the model wont
heal, but it will lose one extra Life Point. A model may
never be healed above its starting Life Points value.

II Protection
Most of the reckless characters that get involved in
fights every night in the streets of Venice are not SO

II
reckless as to do it without protection. The metal amours
used all around Europe may be a deathtrap in Venice when
Pain Thresholds you are a slip away from falling into a canal, so the most
common protections in town are lighter options such as
As you cross out Life Points boxes, some boxes contain leather or padded clothes; besides, of course, the thick
negative values (-1, -2, -3, etc.). Every time you cross out hide of the Ugdu-Rashaar is as protective as any boiled
the last Life Points box containing one of these negative leather armour.
values, the character has crossed a Pain Threshold. First, Every time a model suffers physical damage from a
place a Stun counter next to the model. Second, the Shot, a close Combat attack or any kind of source, you can
negative number indicates the amount of dice deducted deduct the models Protection level from the final amount
from all of the characters Dice Pools from that point of Aces obtained in the Attack roll, before determining
forward during the Adventure. the damage inflicted. The remaining amount of Aces
For example, if a character has a Combat ability of 5, it in the attack roll after applying Protection will indicate
will usually have a Combat pool of 5d10, not counting any the amount of damage levels inflicted on the target. By
other modifiers based on the action it is performing or default, all characters have a Protection value of 2, which
any equipment it has. When that character crosses the can be modified by the characters gear or Universal
first Pain Threshold (the Life Point box with the -1), when Abilities.

II
you gather the dice for its Combat pool, you will grab
4d10 instead of 5d10 to make the Combat roll. When the
character reaches the -2 Pain Threshold, its Combat pool Stunned
will be 3d10, and so on.
The Pain Threshold modifier stacks with any other Combat is not only wears on the body; it can also wear
modifiers that may affect the wounded characters rolls. If, on the senses. A powerful blow can make a character
by means of healing, a character recovers his health and temporarily loses its senses. When this happens, the
steps back into a less harmful Pain Threshold, he wont character is Stunned. Place a Stun counter next to that
get any Stun counter for this. characters model.

56
A model is Stunned when: 1) it crosses one Pain victims of the combat manoeuvre Drowning). Drowning
Threshold, 2) it suffers damage from a fall in inches equal characters must pass a basic Dexterity roll in order to
or higher to its Dexterity value, or 3) it is the target of an Hold Breath. If they fail, they get a Stun counter.

II
attack, Spell or game effect that indicates specifically that
the victim is Stunned.
While a character is stunned, it reduces all Dice rolls it Morale
makes by 1. A character is stunned until it spends 1 AP
to clear its head. Keeping a cool head in the most extreme situations
If a Stunned character is in the situation of receiving a may be quite difficult. Characters in Carnevale must often
second Stun counter, he will suffer 1 automatic damage resort to courage; the success of the mission will usually
level (ignoring Protection) instead. depend on their ability to keep calm. Otherwise, they
A model may only get one Stun counter per Turn. might as well flee in panic.
There are two types of Morale rolls: single rolls and
group rolls. The single roll works just as a basic Mind roll
(applying all necessary modifiers) and the result only
affects the model which made the roll. The group roll
works just as the single roll, with the exception that the
result of the roll affects all of the squads models; the
model in the squad with the highest current Mind value
will be responsible for making the roll.
There are two Universal Abilities that may affect Morale
rolls: Fear and Command. Youll find more details on their

II
mechanics in the Universal Abilities chapter.
After making a successful Morale roll (either single
FallING or group), the model(s) involved in the roll may keep on
acting normally.
When a character is pushed off high ground or he falls After a failed group Morale roll, all of the squads models
down for some other reason, you must check the must make single Morale rolls using each models Mind
following table. This table describes the height categories value (with all corresponding modifiers) and resolving the
and the damage received when falling from such height. resulting effects.
The falling character can make a basic Dexterity roll to If a model fails a single Morale roll, place a Stun counter
lower one level the category of the fall. next to the model. If you obtain a Fumble on a Morale roll,
the model obtains a Stun counter and must use all of
Fall its AP in his next activation to remove the Stun counter
and move as fast as possible through the shortest route
Category Distance Damage towards the closest edge of the table. Bear in mind that
if the character that must flee is Engaged in Combat, he
must try to Unengage, applying all of the corresponding
0 >1 0 rules (see page 50). If the character hasnt still left the
table, he can make a single Morale roll in the next End
1 1-4 1 of Round: if he succeeds, he will recover control over his
actions; if he fails, he may roll again in his next activation
2 4-6 2, to see if he keeps running or recovers control over his
Penetration (1) actions. If the character reaches the tables edge, treat it
as Fallen in Combat.
3 6-8 4, Every time you find yourself in one of the following
Penetration (2) circumstances, characters must make a Morale roll. When
some of the following circumstances happen at the same
4 9-10 8, time (for example, an ally falls within 5 and the model
Penetration (5) becomes the only survivor of the squad), you only need to
make one Morale roll.
5 10+ Fallen in Combat

* Check the rules for Penetration (X) in page 61. Single Rolls

II
When an ally Falls in Combat within 5 from the model.
Drowning When the model is the last survivor of the squad.

At the End of Round, you must check if there are Group Rolls
characters drowning (immobilized for some reason or When the squad Leader falls in Combat.

57
UNIVERSAL ABILITIES 15
U
niversal Abilities are a series of rules that serves
The X
as exceptions to the basic rules of the game.
Therefore, if there is a conflict between a Universal
Ability and the general rules of the game, the Universal
Ability prevails. These rules may apply to characters, When you see an X in brackets after a Universal
weapons, objects, powers, or events. The effects to Ability, this means that applications of the universal
two or more different Universal Abilities are cumulative. ability granted by its source will always have a value
For example, the flamethrower is a weapon with both associated with the ability. Have a quick lookt at the
the Fear and the Flame Universal Ability. However, if Factions chapter to see how the X is applied.
a character obtains the same Universal Ability twice For example, the Extra Protection (X) ability could be
from different sources, it can only benefit from one an Extra Protection (1), Extra Protection (2) or an even
application of the Universal Ability at a time, and always higher value based on the equipment or the character
the best of all versions of that Universal Ability it has. it comes from.
For instance, a character has Extra Protection (1) and
gets an equipment item that grants it Extra Protection
(3), the character will have Extra Protection (3).

II
Bodyguard. When a character with this ability is in base
contact with a foe that successfully attacks one of the
Universal Abilities bodyguards allies, the bodyguard can choose to take
the effects of the attack itself, deflecting the attack
Ambidextrous. A character with this ability can wield a away from its fellow squad member. The bodyguard
weapon in each hand and use them at the same time. applies its Protection against the damage normally
See the rules for two-weapon combat in the Combat instead of the Protection of the original target.
chapter.
Cautious. A character with this ability knows how to
Berserk. When a character with this ability crosses its make the most from cover. When it benefits from cover,
last Pain Threshold, it gains a +3 bonus to its Combat it is always considered to be one higher cover level than
value, and ignores any and all negative modifiers from it actually is.
Life Point loss (including Pain Threshold). This effect
lasts until the character Falls in combat or is healed to a Companion (character, X). A character with this ability
point where it is no longer within its last Pain Threshold. gains a bonus equal to the number in the brackets to its
Combat pool when engaged in the same Combat as the
Blast (X). Some weapons let lose blasts of different character indicated in the brackets.
materials (such as fire, gas, acid, etc.). Since they are
very imprecise shots, the attackers shooting skill is not Defensive Combat (X). When a character with this ability
applied. These weapons use the cone template; when a is about to be the target of a close combat attack (but
character shoots a weapon with this ability, place the before the attacker makes the Combat roll),it can spend
narrow end of the template in Base contact with the a number of Karma Points up to the number equal to the
shooter. Then, the controlling player faces the template number in brackets to raise its Dexterity value. It raises
in the shooting direction and he rolls 1d10, applying its Dexterity value by a number equal to the Karma
the weapons Blast value (the number in the brackets). Points spent to use this ability for the rest of this turn.
This roll is made with the Destiny Die; you must treat
Critical rolls and Fumbles (before applying the Blast Elusive. A character with this ability can disengage from
modifier) as described in the Shooting chapter. The final base combat by making an opposed Dexterity roll with
number obtained is the amount of inches the template the model/s he is in base contact with. If the character
moves in that direction. In case of obtaining a negative with this ability wins the opposed roll his opponent
number result, the template stays in Base contact with cannot make an attack of opportunity or try to block the
the shooter, not moving at all. All the models other than disengaging characters move.
the shooter whose bases are touched (even partly) by
the template at some point of its movement suffer the Engage. When an opponent in base contact with a
effects of the blast. character with this ability wishes to disengage from
close combat, he must first win an opposed Dexterity
Brave. A character with this ability can always use its roll. If the opponent loses the opposed roll, the character
unmodified Mind value on both single and group morale cannot disengage during this action; otherwise, the
rolls. normal disengage from combat rules apply. A character

58
with this ability is not forced to apply it if he does not
want to. The Universal abilities Engage and Slippery Command (X)
counter each other.
We highlight this Universal Ability because we
Erratic Movement (X). A character with this ability moves consider it especially important, given that at least one
in such an erratic way that it is hard to shoot at it. It model in every squad will possess this ability. On the
gains a Cover value equal to the number in the brackets character sheet of a character with this Universal Ability
even with its on open ground. This cover affects ranged there is a box divided by a slash; on the left-hand side
attacks targeting it. If the character is actually behind you must write down the characters absolute Command
cover, it benefits only from the best of the two sources value; on the right-hand you must write down the
of cover. current Command value, which keeps dropping as you
spend Command points. Command points spent during
Ethereal. A character may ignore obstacles while moving, the game cant be recovered, unless a special rule says
but can never move through an impassable terrain item. otherwise. All characters which possess the Universal
Having this universal ability also grants the Spiritual Ability Command (or who obtain this ability through
protection (1) Universal ability. Experience) will have the descriptor Leader. This Universal
Ability has several different uses:
Explosion. A weapon with this ability uses the round A character with this Universal Ability may hand
template with its effect. over Command Points to other characters (but not to
himself ); these Command Points turn into APs. This
Expert Marksman. A character with this ability may aim action has no cost at all in APs, and is made during the
using Karma Points instead of Action Points. activation of the target character who receives these
extra APs. For each Command Point spent, the target
Expert Swimmer. A character with this ability can move character obtains 1 extra AP. A single character may
using his full Movement Attribute when in the water, but only receive a maximum of 2 Command Points per Turn.
can be Drowned as normal. The squad Leader may hand over Command Points to as
many different models in his squad as he wishes, until
Extra Protection (X). A character with this Universal he runs out of Command Points.
ability adds X to the base Protection value (which is 2). Moreover, once per Round the Leader may spend one
This Extra protection cant be used to prevent damage Command Point to make a character from his squad
from Falling or Drowning. If the character has different act immediately after another character of his squad,
sources of Extra protection, he will always use the before the other player starts his Turn. The leader of
best available one, but they will not stack. Bear in mind an enemy squad with the same Universal Ability may
that the characters you will see in the Factions chapter invest one of his Command Points to cancel this effect.
already have the Extra protection values included in When a player makes a group Morale roll, the squad
their profiles. Leader may add his current Command value to his Mind
dice pool.
Fascination (X). Each time a foe attacks or makes an If there are two characters with this Universal Ability
action that affects a model with this universal ability, he in the same squad, the player must specify which
reduces its dice pool by a number equal to the number of them is the main Leader; the main Leader is the
in the brackets. Characters with the mindless ability are only character who can carry out all the actions just
immune to this ability. described; if the main Leader Falls in Combat, the second
character with Command becomes the main Leader.
Fear (X). When a character or a weapon with this ability
attacks an enemy, the target of the attack must also
make a Morale roll. The roll is modified by the number in Protection, except for characters with the Universal
the brackets. abilities Flameproof and Universal protection.

Fireproof (X). A character or item with this ability is Fly. A character with this ability can fly. It ignores all
protected from flames. It reduces the damage by a scenery items during its movement, but cant end its
number equal to the one in the brackets when he is the movement within impassable scenery. This character
target of an attack with the Flames Universal ability. doesnt take into account vertical movements; for
example, if the character is in Base contact with a
First Strike (X). A character with this ability gets a three-story building, it can move onto the buildings roof
bonus to the first close combat attack it makes each spending only 1 of its movement.
Round equal to the number in the brackets.
Grow Through Adversity. A character with this ability adds
Flames. A character or weapon with this ability makes +1 to its Combat value if it is in base contact with two
attacks with flame. Flame ignores a targets cover and enemy characters. It adds a +2 to its Combat value if it
is in base contact with three or more enemy characters.
59
He also ignores all normal negative modifiers for fighting to its Combat or Shooting skill equal to the number in
multiple foes at the same time. the bracket

Hand Weapon. A weapon with this ability can be used High Jump. A character with this ability can make a
to make close combat attack that does not modify the Dexterity roll before making a Jump. For every Ace
Combat roll. obtained, it can add +1 inch to its Jump. This ability
cannot be combined with Running Jump.
Healing (X). A character with this ability can spend 2 AP
to heal a character that it is in base contact with (not Incorporeal. A character with this ability may ignore all
himself ). When it does so, the character with healing scenery while moving, however it can never end its move
makes a basic roll with a number of dice equal to the within a piece of scenery. A creature with this ability
number in the bracket. For every Ace, it heals the target also gains the Spiritual protection (3) Universal ability.
creature 1 Life Point. On a Critical, it heals the creature
up to its starting Life Points. On a Fumble, it deals 1 Infiltration. A character with this ability who is part of
point of Life Point Damage to the character. See Healing/ a squads reinforcements, may roll 2d10 when making
Regeneration on page 57. Natural Weapon. A weapon his deployment rolls (see page 77) and keep the best
with this ability is part of the characters body and is result.
consider a hand weapon.
Limited Movement (movement type). A character with
Heavy Armor (X). Armour with this ability is so heavy this ability cant use some form of movement. They
that it takes a penalty to its Dexterity rolls equal to the type of movement is given between the brackets.
number in the brackets. Furthermore, if a This characters Movement is limited for some reason.
character wearing heavy armour falls into the water, The kind of Movement this character cant make is in
he must succeed a basic Dexterity roll or he will be brackets, such as Swimming or Jumping; besides, the
immobilized until the end of the Round character cant have access to any of the advanced
Movements.
Heavy Weapon (X). A weapon with this ability is so heavy
and hard to manoeuvre that the wielder takes a penalty

60
Life Drain. When a character with this Universal Ability Ointment. Items with this ability must be applied on
causes damage in close Combat, he immediately recover swords, axes, halberds, bayonets or hand weapons.
as many Life Points equal to the number of Life Point The Ointments other Universal Abilities will add to the
damage the target creature took with the attack. weapons Universal Abilities. A weapon can only benefit
from the effects of a single Ointment at the same time.
Long Reach (X). Some close combat weapons have a
greater reach than conventional weapons. The number Partners (character). If a character with this ability and
in brackets indicates the distance in inches a model the character named in brackets are within 5 from each
equipped with this weapon can attack from. It is not other at the beginning of the character with this abilitys
necessary to be in base contact when making an attack activation, they can both activate at the same time,
with a weapon with this ability as long as the distance using both their AP pools at any time during this shared
separating both models is not higher than the number turn. When all AP are spent, mark both characters as
in brackets. activated.
Mage (X). A character with this ability is well versed
in the world of magic. He can buy and can know a
maximum number of spells equal to the number in the
brackets, which he chooses and pays for while building
his force.

Mighty Blow (X). When a character with this ability deals


any damage in close combat, it deals extra damage
equal to the number in brackets.

Mind Control. A character with this ability may control


the actions of friendly models that have the mindless
ability. These models act normally during play using
their own APs and they appear to act autonomously.
When a Mindless creature Falls in Combat, the character
that controls it must pass a basic Mind roll or receive a
Stun marker. If there is more than one character with
Mind Control in the same squad, write down on a piece of
paper which Mindless models each character controls. If
the character with this universal ability falls in combat,
all of the models he controlled must success on a basic
Mind roll every time they are to be activated; if they fail
the roll, these models will count as activated but their Penetration (X). The damage caused by a weapon or
Action Points will be reduced to 0 until the next End of character with this ability ignores as much of the
Round turn targets Protection value as the value in brackets.

Mindless. A character with this ability is immune to the Rebellious. A character with this ability cannot receive
effects of the Fear and Fascination Universal abilities. any benefit from his squad leaders Command ability.

Multiple Shot (X). A weapon with this ability can be shot Reckless. A character with this ability doubles its Mind
a number of times equal to the number in the bracket value without applying other modifiers- when making
before it has to be reloaded. a single Morale rolls during an adventure. This character
doesnt apply any kind of positive or negative modifiers
Multiple Targets (X). When a character with this ability to its Morale rolls.
makes a Shot, it can designate as many targets as the
number in the brackets. When it makes its Shooting Regeneration (X). A character with this ability may spend
roll it uses 7 or the highest Dexterity value among the 2 AP and make a basic roll with a number of dice equal
various targets as the difficulty. The shooter can then to the number in the bracket. With each Ace, it regains
divide any Aces (modified by the weapon type) obtained 1 Life Point. On a Critical it regains all its Life Points. On
from its roll freely among the targets. If a weapon a Fumble, it takes 1 Life Point damage. See Healing/
deals Aces + a number (Aces+3, for example), the total Regeneration on page 57.
number obtained will then be distributed among the
targets. Reload (X). A weapon with this ability must be reloaded
after each shot. The number in the brackets is the
Night Vision. A character with this ability ignores the number of AP it takes to reload the weapon. At the start
restrictions of Darkness. of an adventure, all weapons are considered loaded.

61
Slippery. This character is never engaged in close combat,
even though he can attack and be attacked in Combat if
in base contact with other models. He can just leave the
combat freely at any time. The Universal abilities Engage
and Slippery counter each other.

Slow. A character with this ability cannot activate until


everyone in its squad has activated. If there is more
than one character with this ability in a squad, once the
other models have been activated, the controlling player
decides the order of activation of the characters with
the slow ability.
Sniper (X). A character with this ability excels at
shooting characters that have not yet activated. When
it does, it gains a bonus to the Shoot roll equal to the
number in brackets.

Short Weapon. A ranged weapon with this ability only


requires one hand to use, so a character with the
Ambidextrous Universal ability can carry a short weapon
in one hand and another one-handed weapon in the
other.

Spiritual Damage. An attack with this Universal Ability


ignores the Protection value of the target.

Spiritual Protection (X). A character with this ability has


a level of protection equal to the number in brackets
against weapons, characters or effects that cause
Spiritual damage.
Reroll All Dice. A character with this ability can spend 1
Karma Point may force an enemy, ally, or himself to reroll Spiritual spill (X). When a character with this ability
and entire roll, including the Destiny Die. This ability can loses Life Points as a result of a close combat attack, the
only be used once per roll. attacker also suffers as much Life Points damage as the
number in brackets; this damage is Spiritual Damage.
Reroll Dice (X). A character with this ability may spend 1
Karma Point and make an opponent (or himself ) reroll Stun. A character with this ability Stuns a creature when
a number of dice in a roll equal to the number in the it deals at least one Life Point in damage to it.
bracket brackets. The Destiny Die cannot be rerolled
with this ability. When using this ability, the player must Swift. A character with this ability can spend 1 Karma
declare how many die is he going to reroll, and it can Point. The character can then double its Movement
only be used once per roll. attribute for the next Action he makes.

Rickety (X). A character with this ability reduces its Sworn Enemy (character or descriptor, X). A character with
Protection value by a number equal to the one in the this ability has a bonus to its Combat and Shooting
brackets. values equal to the number in brackets when attacking
a character with its name in the brackets, or, in the
Save (X). When an opponent makes a close attack cases where a descriptor is given, any character with a
against a character with this ability, it must reduce its descriptor given within the brackets.
dice pool by a number of dice equal to the number in the
bracket. Throwable (X). A weapon of this ability is thrown rather
than shot. When using this weapon, you use the
Savage. When a character with this ability crosses its shooting rules, and apply a modifier to the Shooting
last Pain Threshold, it gains 1d5 extra APs each round. roll equal to the number in the brackets. Throwable
Make this roll when activating the character. These weapons can be used quickly and opportunistically, so
effects will apply until the character Falls in combat or is a character can use a throwable weapon while wielding
healed above its last pain threshold. other weapons

62
Trifling. A character with this ability is not counted when
determining Victory Points. They can never be taken
into account while checking an adventures victory
II descriptors
Descriptors dont have any rule on their own, but they
conditions, and they cannot receive improvements by talk to some abilities. For example, due to the Spell They
way of experience. Sleep Underwater, all creatures with the Rashaar descriptor
on the table recover one Life Point. Individual characters can
Two-Handed Weapon. A weapon with this ability requires have several different descriptors. The following are a list of
a character to use both hands to wield this weapon, so descriptors is the game.
he can no longer wield other weapons at the same time.
Human Priest
Vampiric Attack (X). A character with this ability recovers
X life points each time it deals at least one Life Point Monster Animal
in damage in close combat. This Universal ability does
not work against models with the Ghost or Undead Rashaar Nexus
descriptors.
Soldier Crazy
Universal Protection (X). The character has a level of
Protection equal to the number in brackets against Leader Scientist
Physical Damage, Spiritual Damage or Flames.
Noble Gifted
Water Creature. A character with this universal ability
moves full speed when it swims, can use the Run Mage Undead
rules to swim faster, and can make a Running jump
while being in the water. Furthermore, water creatures Catholic Ghost
breathe water, so they cannot drown. Lastly, a water
creature can make the drown manoeuvre by spending Muslim Thief
1AP instead of 2 AP, gain a +2 bonus to their dice pool
for the manoeuvre, and can always choose the Attribute
to use in the roll.

63
WEAPONS AND EQUIPMENT 16
T
his chapter describes the various weapons and
items you can equip your Carnevale characters with.
In the Factions chapter you can see the weapons
each model starts with, already counted on the models
basic cost. In basic adventures (not in a campaign), you
can only buy elements from the Basic Equipment and
Magical Items table. However, squads can also access the
rest of items by means of the special rules included in
some Adventures and in campaigns.
For weapons that require some sort of ammunition,
this is included in the basic cost. It is understood that
a character equipped with a ranged weapon will have
enough gunpowder and bullets to last them for the
whole adventure.
These tables show the modifier applied to the damage
roll (in the case of weapons) and the Universal Abilities
or other abilities conferred to the character that uses
them. For complete information on the use of Universal
Abilities, see the corresponding chapter.
When a character is equipped with a weapon or an
equipment item, the player must display it somehow on
the model. The player must always make sure that his
opponent is aware of the characters equipment, with the
exception of magical items. Bear in mind that there can
only be one magical item in a squad, and that its effects
are only valid during one Adventure (not during the
whole campaign), although you can buy the item again
before your next Adventure.

Close Combat Weapons


Cost Weapons Damage Abilities
10 Halberd Aces +1 Long Reach (2),
Two handed weapon

5 Hand Weapon Aces -

5 Bayonet -1 Aces Long Reach (2),


Must be attached to a musket

10 Sword Aces +1 Save (1)

N/A Claws Aces Penetration (1), Natural Weapon

8 Axe Aces +1 Penetration (1), Hand Weapon

8 Whip Aces Long Reach (4)

7 Club Aces Stun

N/A Unarmed Aces -1 Natural Weapon,

64
Shooting Weapons

Cost Weapons Damage Abilities Range


12 Bow Aces Reload (1) 12

15 Crossbow Aces +1 Reload (3) 10

10 Smoke bombs N/A Throwable (-2), Explosion, Extra* 6

7 Throwing daggers Aces-1 - 5

15 Grenade 1d10 Throwable (-2), Explosion, Flames 6

20 Flamethrower 1d10 +2 Fear (-2), Blast (-5), Cone


Flames template

20 Musket Aces +3 Reload (3) 10

15 Pistol Aces +2 Reload (2), Hand Weapon, 8


Short Weapon

* The smoke bomb generates a terrain item of the size of the round template; the smoke blocks Line of Sight but
characters can walk through the cloud without problems (it is intangible).

Armor Basic Equipment


Cost Armor Abilities Cost Item Abilities
7 Armbands Extra Protection (1) 10 First-aid kit +1 dice in Healing rolls.

10 Shield Save (2), 8 Climbing tools See Climbing and


Hand Weapon Rappel rules.

15 Leather Extra Protection (2), 8 Lantern Ignores


breastplate Heavy Armor (-1) Darkness.

18 Metal Extra Protection (3), 12 Narcotics Ointment, Stun


breastplate Heavy armor (-3)
18 Venom Ointment,
Penetration (2)

65
Magical items

Cost Item Abilities


10 Cagliostros Diamond Once per game the bearer can cast a Spell without
investing Karma Points.

15 Devils Mask The bearer has the Fear (-2) Universal Ability

15 Newt Gill Potion The bearer can breathe under water and is immune to
the effects of Drowning.

20 Mother Hidras Tiara The bearer obtains the Universal Ability Water Creature

20 Infusion of the Rent in the Sky The bearer may drink the infusion once per game at a cost of 1
AP. He can make a roll on the Powers table; he will have the power
obtained until the next End of Round Turn.

20 Pope Clement XIIIs ring The bearer has Spiritual Protection (2)

20 The Errand Jews life elixir The bearer can make a Regeneration (6)
roll once per Adventure.

II Devils Mask
The origins of this sinister mask are unknown. What is
II Newt Gill Potion
Only the most powerful witches are able to distill this
known is that the mask arrived in Venice from the heart bitter syrup. Only they know the components needed to
of Africa more than a century ago, and was kept -like the prepare it, but it is widely known that whoever drinks it
rest of other military trophies- at the home of the Clausis, a develops the ability to breath under water for a few hours.
wealthy noble family whose home was a few streets away
from St Marks Square. A few weeks after the appearance
of the Rend in the Sky, Maximiliano Clausi, the familys
patriarch, was imprisoned after going mad and murdering
his whole family. When the mask was eventually removed
from him, Clausi kept repeating that the Black God that lived
in the mask had made him do it.

66
II Mother Hidras Tiara
At first sight, this ivory tiara doesnt look special at all.
However, the delicate figures carved all along its surface
tell stories of death and seawater: sinister underwater
creatures and human beings worshipping nightmarish
monsters. The bearer of Mother Hidras Tiara will be in

II
communion with sea creatures and will become one of
them for a while, maybe sacrificing his own mortal soul in
the process. Cagliostros Diamond
Count Alessandro di Cagliostro is a mystic well versed
in several disciplines. A friend of Casanova, his knowledge
of dark matters could rival those of the Supreme Sorcerer,
but his fondness of hyperboles has earned him fame as a
chatterbox. His reputation as a thief and a counterfeiter
has led him to end up behind bars on many occasions. His
implication -about a decade ago- on the sordid affair of the
diamond necklace (which involved Marie Antoinette, wife of
Louis XVI, king of France) allowed him to lay his hands on
the first white diamond ever brought from the Americas,

II
which he substituted for a worthless piece of glass. Those
who have been able to examine this piece closely say that it
Infusion of the Rent in the Sky can filter the energy poured from the Rent in the Sky.
Among the people that perceive the energy poured from
the Rent in the Sky, some can collect and concentrate a
tiny amount of the magic matter. By means of complex and
expensive rituals, they are able to distill a concoction of
uncertain effects.

II The Errand Jews life elixir


The Count of St. Germain, son of the last king of
Transylvania (Francis II Rkczi), allegedly died in 1784.
Those who had met him knew he was a great adventurer,
alchemist, musician, inventor and a member of the
Rosicrucians. Some attribute to him the credit for having
developed an elixir of eternal youth, and they say that in
fact- St. Germain, is not dead. Instead, he is an immortal
being, known among the mystics as The Errand Jew or
The Transcended Master. In any case, those who are lucky

II
enough to taste this elixir regain their forces and feel they
are able to perform all kind of feats.
Pope Clement XIIIs ring
Clement XIII was the last Pope born to a Venetian family.
Son of the influential senators Giovanni Battista Rezzonico
and Vittoria Barbarigo, a stroke killed him in 1769. Some of
his earthly possessions were returned to the Serenissima,
among which was the ring he used to seal the canonization
of Saint Joseph of Cupertino. Some say whoever bears this
precious item is protected from evil.

67
TERRAIN 17
T
hroughout this rulebook, we have commented on Heres a brief list of the most common obstacles
the importance of terrain in the game. Terrain may and their special characteristics. These objects have a
be as important as the models themselves. Apart standard size, but this can change if you pile them; in
from being an attractive aesthetic element, the layout of case of doubt, use the Volume Profiles to determine their
Terrain on the game table will have an effect on the games effects on Cover. In some scenarios you will find special
strategy. Here well see how it works on a gaming level. Obstacles; and, of course, you can create your own
The players should agree the amount of Terrain to Obstacles for your games. You may want to review at this
use. Each player rolls a die; the player with the highest point the Cover rules from the Shooting chapter.
roll will set the first Terrain element. The next player will
set another element, and so on and so forth until all the Pile of Barrels. Medium Size, Hardness: Blunt.
elements are set. Other possible options are to agree
in advance the display of Terrain, or to ask someone Ship Ropes. Medium Size, Hardness: Blunt.
impartial to do it for you.

II
Crates. Medium Size, Hardness: Blunt.
Terrain Piles of Food/Straw/Cloth. Medium/Big size, Hardness:
Blunt.
The ground where characters walk in Carnevale, called
the terrain, can be of three different types: open, difficult Carts. Big Size, Hardness: Heavy.
or impassable. The Terrain affects the characters capacity
to move. The first thing you must do before you start Fountains. Medium/Big size, Hardness: Heavy.
playing is to agree with your opponent what kind of
terrain every sector of the game table is, besides deciding Bushes. Medium/Big size, Hardness: Light.
Obstacles, Obstructions, etc. This little conversation will

II
prevent you from stopping in the middle of the game to
solve doubts concerning Terrain.
Obstructions
Open Terrain. Streets, flat rooftops or balconies. This
type of Terrain doesnt have any obstructions and Obstructions are solid, unmovable Obstacles, such as
doesnt affect the characters actions. statues or stone blocks. They are treated as Impassable
Ground, Medium/Big size and Hardness: Heavy.
Difficult Terrain. Unstable roofs, waterweed-covered
streets or slippery bridges. When a character moves
through Difficult Terrain, his Movement Attribute is
divided by 2.

Impassable Terrain. This is usually the inside of build-


ings, ground covered in flame, and solid objects.
Characters cant cross this kind of terrain; they will HOW MUCH Terrain DO I NEED?
stop or change direction when their movement makes
them be in base contact with this terrain. This will depend on the scope of the game and

II
the way you like to play; this is something youll
learn as you play. Some Adventures will indicate
Obstacles specifically the Terrain youll need; otherwise, you
should use at least two buildings and a canal. In any
Obstacles are all those Terrain elements that are case, Carnevale is a game that grows in complexity
scattered around the game table, such as barrels, and fun the more Terrain you use. Once again, the
fences, carriages, mountains of fish, ship ropes, etc. table size will depend on the scope of the game and
Characters can use these elements as Cover or even the amount of Open ground you need. However, the
Jump and stand on them (as long as the model can gaming surface should be at least approximately
stand on the element with stability). All Obstacles are 30 by 30 in a small or medium-sized game. As for
considered to be Difficult Terrain as far as Movement is the maximum, its up to you!
concerned. The Cover rules weve seen in the Shooting
chapter apply to Obstacles.

68
II Buildings
In Carnevale buildings are considered Obstructions.
II Aqua Alta
Venice experiences a very curious effect due to the
Unless otherwise noted in the Adventure, you can not tides of the lagoon on which the city was founded. It is
enter inside the buildings. You can, however, climb very common to find water on the ground, temporarily
their walls, stand on their balconies and roofs, walk flooding the streets and making it difficult to walk.
underneath their porches, etc. You just need to apply the Aqua Alta can happen as a result of the Event Aqua Alta
corresponding Climb, Jump or Run on Walls rules. (see page 78), or due to the Adventures own rules (in
Buildings can be several stories or levels tall. In which case, the scenario rules will specify the conditions
fact, the more variety you wish to incorporate in your for its effects to cease). In any case, the rules that apply
buildings, the more dynamic your Adventures will be. are the same:

II
All the models on the battlefield will get a -1 to their
Movement value for all of their movements on the ground.
StairS
Stairs are Open Terrain, and characters dont have any
penalties when moving through them.
II gOndolas
Given the peculiarities of Venice, its inhabitants dont

II
ride horses; instead, they ride boats or gondolas (the
typical Venetian boat). Gondolas are a voluntary Terrain
Water and canals item (unless otherwise noted by the adventures rules).
Gondolas should be able to fit at least two small-
If there is something that defines the city of Venice sized models, or one medium-sized model. A character
and makes it stand out among other cities in the world riding a gondola can Move on it in the water as if he had
it is the t that it was built on a lagoon. This peculiarity a Movement value of 4. If the character makes any kind
makes it a unique place, cut through by waterways, full of of action ( jumping, close combat, shooting, casting
bridges and inevitably defined by water. spells, and so on) while on the gondola, he must pass a
In Carnevale it is indispensable to find water, in basic Dexterity roll before resolving the action If it gets
some way or other, in all games. As you will see in the a Fumble on that roll it falls into the water; a Critical hit
Adventures chapter, all of the Adventures will require you doesnt have any special effect.

II
to include at least a canal in your set of Terrain elements.
In the game, water can appear in two different ways:
water from the canals and Aqua Alta. If a character falls Bridges
into the water of a canal, he must observe the Swimming
rules (see page 46). On the other hand, if a character As you know, bridges are physical byways that allow
is immobilized in the water or a foe tries to Drown him characters to cross canals without getting wet. We
deliberately, the Drowning rules apply instead (see page are mentioning it to remind you that bridges are a very
57). If a model has at least half its base in between water interesting Terrain item that you can include in your
and firm ground, the model will be on the ground to all games. Bear in mind that characters can swim underneath
intents and purposes. bridges.

69
MAGIC 18
S
ince the appearance of the Rent in the Sky, the people
and creatures of Venice have gained the ability to
manipulate reality. Some can create flames from MAGE (X)
nothing, while others can drain a living beings vital fluids
from a distance. Others manifest more terrifying abilities. Characters able to cast spells have the Mage (X)
In Carnevale there are two ways of altering reality: Universal Ability, as detailes in the Universal Abilities
spells and powers. While each create similar effects, their Chapter.
underlying structure and philosophy is different.
Some see the manipulation of magic as an activity similar

II
to weaving a tapestry: you manipulate the threads of
reality by means of a pattern called a spell. The magician (a
creature with the Magician ability, see Chapter 5) uses his Casting spells
own essence to carry out to fuel his art, and that essence is
consumed a little at a time each time he casts a spell. While Each spell has its own mechanics, described in its spell
most spells are imitations of patterns created by others, description. When a magician casts a spell, he must spend
some powerful and crafty magicians mange to discern Karma Points to do so. The first spell a magician casts
the secret patterns of the fabric of reality, and find new during a round costs 1 Karma Point (assuming its base
ways to manipulates its threads, inventing new spells, and Karma Points cost to cast is 1). When the same magician
creating new magical effects. There are different kinds of casts a second spell during the same round, he spends
magic that men can docreation, invocation, manipulation. an extra Karma Point over the normal Karma Point casting
There are far older beings that have been toying with the cost to do so. When the same magician cast the third spell
threads of reality for centuries, and they can create more during the same round, he spends 2 extra Karma Points. In
primeval and deadly form of magic that often defy category. other words, the cost of casting a spell equals the Karma
Scholars have also found that the insane have a special cost of the spell, plus a number of additional Karma Points
connection with the Rent in the Sky, which allows them to equal to the number of spells already cast by the magician
fuel spellcasting with startling ease. already that round.
Powers are simpler tricks, much more limited, but For example, if a magician wants to cast four spells
powerful nonetheless. Some people have spontaneously during his Turn, at the end he usually spends 10 Karma
developed unique capabilities since the appearance of Points: 1 for the first spell, 2 for the second spell, 3 for the
the Rent in the Sky. These people called the Gifted. No one third spell and 4 for the fourth spell (1+2+3+4=10).
knows why some people develop powers and others do In order to cast a spell, a magician must spend 1 AP and
not. The Gifted are usually able to use one or two Powers then the Karma Points cost of the spell to make a Magic
at best, and they rarely manifest new powers over time. roll. A Magic roll is a basic Mind roll used to cast a spell. If a
Most powers are unique to the creature they manifest in, magician fails its Magic roll, it cannot cast any more spells
so they are detailed within the description of the character until the end of the round. If a magician casts a spell while
possessing them. he is in base contact with one or more opponents, the act

70
of casting provokes attacks of opportunity from them after can target a character with this spell only if it is in
the AP and Karma Points are spent, but before the Magic roll base contact with the magician. A magician cannot
is made. In other words, the magician resolves the effects cast a touch spell on itself. Unlimited: A magician can
of the spell after suffering the effects of the attacks of cast this spell on any character or point on the play
opportunity. area of the adventure, regardless of range or line
Spells with effects that modify a characters attributes of sight.
(except for Life Points) are not cumulative. A character Duration. This indicates how long the spells effect
gains the best modification of all spells or effects that remains active. Normally, this value is a number of
modify those attributes. For example, if a spell improves rounds, which can be either fix or variable. When a
a characters Protection value, another spell that improves spells duration is given in rounds, its effect ends at the
the same characters Protection value will not be affective end of the round , so that a spell with a duration of 1
unless it provides a greater increase to the Protection value round ends at the very next end of round; a spell with
or if it has a greater duration. a duration of 2 rounds end on the second end of the
Spells are described using the following characteristics: round after it was cast, and so on. A spell with without a
Cost, Difficulty, Reach, Duration, Effect, Critical roll and duration in rounds has one or the other of the following
Fumble. Each is describe below. durations: Immediate: The spells effect is resolved
immediately and then terminated. Permanent: The spells
Cost. The number of Squad Points a player must spend effect is active for the rest of the game.
so that one character with the Magician ability can take Effect. This is a description of what the spell does once
that spell. it is cast until the end of its duration. Some spells
Difficulty. This is the difficulty modifier applied to the have fixed effects, whereas others have a variable
Magic roll to activate the Spell; it may range between -3 effect depending on the amount of Aces scored with
dice and +3 dice. You either add or subtract these dice the Magic roll
from the roll when casting the spell. Critical. This describes any additional effects if you roll a
Range. This indicates the maximum distance, typically Critical on the Magic roll. If the description is Standard,
in inches but sometimes with a word or term, that the the Caster recovers the AP spent when casting the
spell can be cast. Usually the spells range is in inches, spell. Also, when a Mage scores a Critical on a Magic
but range can also be one of the following: Caster: A roll, its spell is immune to the effects of a Naach-Tith
magician can only cast this spell on himself. Line of Annulment.
Sight: A magician can cast this spell on a character Fumble. This describes the effects if the magician
within line of sight, no matter how many inches away Fumbles the Magic roll. If the description is Standard,
the character is from the magician. Touch: A magician the Caster receives a Stun counter.

Magic has always been part of my life. My conjuring tricks were often useful to convince some reluctant lady to
succumb to my charms or to free some patrician of the weight of his purse. My main occupation in life has always
been to cultivate everything which is pleasant to my senses. I felt that my life made sense when in company of the
opposite sex. I always adored women and I did all that was in my hands to be loved by them.
However, years and experience made me come into contact with other worlds. Clergymen, Cabalists, Mystics,
Occultists, Masons, Rosicrucians, Sufis... I knew all of them. I read the works of Mirandolla, I can recite the Fama
Fraternitatis by heart, I am a member of honor of more lodges than I can remember, I possess the manuscript of
Athanasius Kirchers Oedipus Aegyptiacus... They all searched to know the mysteries of the universe. Stupid. They
knew as much of the world surrounding us as a little kid peeping through a lock to see whats on the other side. As
it often happens, reality revealed itself at its most glorious some years ago, and no one measured up. The wound in
the skies appeared and finally gave sense to my life.
When you see real magic first hand for the first time, you know immediately its not a trick of smoke and mirrors,
its not an illusion. You feel a lump in your throat, your testicles are stiff and reality around you stops making sense.
Beyond the most obvious and showy effects, like lightings or the blood poured, every type of magic has its own
particular smell. You learn to distinguish them if you want to live another day. The kind of magic practiced by the
lords of Bedlam smells like hot metal, that of the Magi from the Cult of Dagon smells like burned sugar and urine,
that of the spirits smells like ice. The coarsest kind of magic can tear your leg apart or pierce your chest with a bolt
of lightning; the most exquisite magic destroys your soul and turns your mind upside down like a sock.
Its not surprising that, in the twilight of my dissolute existence, I have finally found the reason why the name
Giacomo Casanova will be written in the pages of history. I am the only man who has walked on the other side, who
has known the reality of the Ancient Ones. The only one who knows real magic in its whole spectrum. I have gone
beyond the physical world. I am the supreme Sorcerer.
From the book Weaving the tapestry, by Giacomo Casanova.
Published undergound in December, 1794.

71
II SPELLS
This is the basic list of Spells. Before each Adventure,
Spell, any new attempt to cast Blessing on the model
will be considered an automatic failure, without even
making a Magic roll.
Magicians may buy those Spells they want to be able to Critical. Standard
use paying the cost indicated in each Spell. Fumble. Standard.

II Blessing II Curse
Anger flows out of the mages body in the shape of a
Either if the Magician believes all souls are good, or if cloud of the blackest smoke, wrapping around his foes,
he is a sadistic bloodthirsty killer, he can make his allies clouding their senses and foiling their skill.
improve their abilities in battle.
Cost. 5 points.
Cost. 5 points. Difficulty. +0d10
Difficulty. +0d10 Range. 6
Range. 6 Duration. 1 Round
Duration. 1 Round Effect. For each Ace scored by the mage, this spells
Effect. The target of this Spell will gain +1 to one of his target suffers a -1 penalty to one of his attributes (the
Attributes; bear in mind that an Attribute can never raise attribute cant end up below 1) of the mages choice.
above 10. The Caster of the Spell chooses the Attribute, The caster chooses the attribute to be affected before
and he must do so before he makes his Magic roll. A making the Magic roll. A character cant be affected
model cant be affected by more than one Blessing spell by more than one curse spell at the same time. If a
at the same time. If a model is under the effects of this character is under the effects of this spell, any new
attempt to cast curse on it fails, no matter the Magic roll.
Critical. Standard
Fumble. Standard.

II Dispel Magic
The mage bites his own lip until blood runs down his
chin. Then he raises a single hand, holding his fingers in
an awkward and arcane position, and the spell that was
plaguing him ends with a sound that some say resembles
the popping of a cork.
Cost. 5 points.
Difficulty. Special
Range. 12
Duration. Immediate
Effect. When this spell is successfully cast, it
immediately cancels another active spell chosen by the
caster. The difficulty of the Magic roll is a penalty equal
to half the Mind attribute of the target spells caster.
Critical. Standard
Fumble. Standard.

II Immediate healing
The mages hands glow with green and orange hues. A
soon as he lays his hands on his friends body, that friends
wounds seem to close.
Cost. 5 points.
Difficulty. +0d10
Range. Touch
Duration. Immediate

72
Effect. The Caster chooses a target that has lost Life Cost. 5 points.
Points but is still in the game. He applies the Universal Difficulty. +0d10
Ability Healing (X), where X equals the amount of Aces Range. Unlimited
obtained by the Caster in the Magic roll. Duration. 1 Round per Ace.
Critical. Standard Effect. Designate a point on the game table and the
Fumble. The target suffers 1 Life Point damage. caster makes a Magic roll. If the spell is successful, the

II
player places the round template centered on that point.
All models whose bases are touched by the template
Infernal Images suffer the effects of darkness (seepage 53) during as
many rounds as Aces scored with the Magic roll.
The victims mind is clouded by visions from beyond Critical. The caster may designate one of the models
impossible monsters with hundreds of tentacles, non- touched by the template; this model is affected by
euclidean buildings, unholy temples in the heart of dead stars darkness for the rest of the game.
and promises of eternal nightmares. Fumble. The casters opponent may place the template
wherever he wishes.

II
Cost. 5 points.
Difficulty. -2d10
Range. 6 Mother Hidras Claws
Duration. Immediate
Effect. The Caster chooses a single target. That target is The mage crosses his arms on his chest, his eyes blank,
stunned. Place a stun counter next to the model. and he starts screaming in agony. Suddenly, he throws his
Critical. The Caster may choose as many different targets arms towards the enemy and shoots his own fingernails,
as Aces scored with the Magic roll. which pierce the flesh of whomever they hit.
Fumble. Standard.

II
Cost. 10 points.
Difficulty. -2d10
Krakens breath Range. 24
Duration. Immediate
After pronouncing a series of hideous sounds, that only Effect. The Caster may choose a one target within Line
a madman would dare to call words, the magician points at of Sight for each Ace obtained in his Magic roll. Every
the sky. Immediately after this, a brown whirlwind of dust, target will be hit by a missile made from magic energy;
rocks, and steam hits and drowns all of those within the the victim will suffer as many levels of Spiritual Damage
magicians sphere of influence. as Aces obtained in the Magic roll. The Caster cant pick
the same target more than once. Besides, each chosen
Cost. 20 points. target beyond the first must be at most within 6 from
Difficulty. -2d10 the other targets; all missiles which are not assigned to
Range. 18 a target are lost.
Duration. Immediate Critical. The Caster can choose the same target more
Effect. This Spell uses the circular Template. First, the than once.
Caster must place the template in a point of the board Fumble. The Caster generates a single claw, but the
where he wishes to cast the Krakens breath. Next, he opposite player chooses the target, who automatically
must make the Magic roll. If he succeeds, the Krakens suffers 3 levels of Spiritual Damage.

II
breath is activated on the chosen location. If he fails,
the template moves as per the Scatter rules (see p.
55) and the spell activates in the new location. In any Naach-Tith annulment
case, the Krakens breath makes a close Combat attack
roll with 5d10 against all characters touched by the The temperature suddenly droops. The Magician has
template (make a single roll and compare the result with stopped time in a whisper, has analyzed his opponents spell
all targets). and has summoned all the right powers to cancel it.
Critical. The Krakens breath has the Flames Universal
Ability. Cost. 5 points.
Fumble. The Krakens breath is activated centered on the Difficulty. -1d10 per opponents Mind point. Example:
Casters head. when trying to cancel as from an opponent who has

II
Mind 3, the Mind roll for the Naach-Tith annulment has a
-3d10 penalty.
Mist from the Abyss Range. Unlimited.
Duration. Immediate.
An oily smoke oozes from the ground, blinding friends Effect. Unlike most other spells, the mage casts this
and foes alike. spell on his opponents turn, after his opponent has
spent the Karma Points and AP for the spell, and has

73
Cost. 10 points.
Difficulty. -3d10
Range. 12
Duration. 1 Round
Effect. The Caster chooses a target; the targets Action
Points go down to zero until the next End of Round Turn.
Critical. The Caster may choose an extra target within
range of the spell. That target also suffers the spells
effect.
Fumble. Until the end of the adventure, when the mage
activates, it gains only half its normal APs (round down).

II Protection of the Eye


The influence from the Rent in the Sky pours from the
mages hands, creating an invisible film that protects him of
all evil.
Cost. 5 points.
Difficulty. +1d10
Range. Touch or Caster
Duration. 1 Round per Ace.
Effect. This spell creates a magic barrier around the
target, granting it the Universal Protection [2] ability.
Critical. The spells duration is Permanent; the spell
finishes if Dispel Magic is cast upon it.
Fumble. Standard.

II SpiritUAL bond
Other peoples minds are just clay in the hands of those
who know the secrets of this spell. It can make spirits
dance.
Cost. 20 points (Plague Doctors pay 10 points)
Difficulty. 1d10 times the Mind value of the target.
Example: When trying to establish a link with an
made the Magic roll, but before resolving the effects of opponent with Mind 3, the Magic roll for the Spirit Bond
the Spell. The mage spends no AP for casting this spell. will be done with -3d10.
When casting this spell, the mage does not follow the Range. 8
normal rules for spending Karma Points, but spends the Duration. Permanent
number of Karma Points as his opponent spent on the Effect. The caster chooses a single target that does
triggering spell, plus one extra Karma Point. The mage not have either the Undead or Animal descriptor. If
then makes a Magic roll. Every Ace of this roll cancels the caster gains at least one Ace, the target becomes
an Ace of the triggering spell. If the opponents roll is controlled by the casting mage. This means the
reduced to 0 Aces, the opponents spell is cancelled. affected character is now part of the casting mages
Critical. The opponents spell is cancelled and the squad. As long as this spell as active, the mage cannot
opponent gets a stun counter. perform any actions apart from the Walking action.
Fumble. Standard. If it performs any other action, it loses control of the

II
target. Furthermore, if the casting mage crosses a Pain
Threshold or Falls in combat, he loses control of the
Petrify target.
Besides, every time the target model is activated
The mage points at his foe and yells insults in a dead to act, the models original controller (in other words,
language. A casual observer may deem it a nonsensical the player that owned it at the beginning of the game)
or ridiculous action, but the recipient of all those insults can spend one of the controlled models Karma Points
starts to feel his muscles stiff until hes temporarily to try and free it from the enchantment. If he does so,
paralysed. the Caster of the spell that binds him must immediately

74
make a new Magic roll for this Spell (without having to will disappear. A character under the effects of this Spell
spend APs to do it); if he fails, this spell disappears. If cant control areas or targets in an Adventure. You cant
either the Caster or the victim get a Stun counter while place any area effect to affect this model, unless the
the Spell is active, the Caster must make a new Magic area effect affects another model of his squad at the
roll for this Spell (without having to spend APs to do it) same time.
to keep the Spell active. The character affected by this Spell may voluntarily
Bear in mind that every time the Caster rolls his Magic cancel the effect of the Spell in order to be the target of
roll to keep the Spirit Bond active, he must spend 1 Spells or Universal Abilities that can be beneficial (such
Karma Point before making the roll. Whenever this Spell as healing, etc). After this, the character needs to cast
stops being active for any reason, the controlled model the Spell again with a new Magic roll if he wants to be
gets a Stun counter. affected by the Spell again.
Critical. Standard Critical. Standard
Fumble. Standard. Fumble. Standard.

II They Sleep Underwater


The canticle intoned in honour of dark and ancient
entities sleeping in oceanic abysses, causes the air smell
like rancid excrement. It is said that this foul change in
atmosphere pleases the monstrous creatures known as
Rashaar.
Cost. 18 points.
Difficulty. -2d10
Range. 8
Duration. Immediate
Effect. When this Spell is casted successfully, all
characters with the descriptor Rashaar within range
(except for the caster) immediately recover as many
Life Points as Aces obtained during this spells magic roll
Magic roll.
Critical. Standard
Fumble. Standard.

II Walk between worlds


The mage raises his arms while he chants a mantra with
a deep voice. Little by little, his shape begins to flicker,
and his blurry contour blends with the city of Venice. His
observers see him relax and smile gladly, before they lose
sight of him.
Cost. 10 points.
Difficulty. -2d10
Range. Caster
Duration. 1 Round
Effect. The Caster becomes practically transparent.
Although enemies may vaguely guess his contour, they
find it very hard to attack him. To begin with, once the
Spell has been successfully casted, the Caster wont
provoke Attacks of Opportunity of any kind. Besides, all
the enemies will get a -4 penalty in their close Combat
or Range attack rolls to hit the Magician, as well as a -4
penalty to all Magic rolls to cast Spells targeting him.
IF a character affected by this Spell makes any action
which entails interacting with another character (friend
or foe) -such as making a close Combat attack, Shooting,
casting a Spell, etc.- the effects of Walk between worlds

75
PLAYING CARNEVALE 19
I
n this chapter, you will find out how a typical game Once you get the hang of how adventures work, you
of Carnevale is played. You will learn the basic can make your own, and string them together into a
characteristics of adventures, events and agendas, as campaign of your own, but first you need to understand
well as the necessary rules to tie these together into your Carnevales adventure structure. Adventures have some
first campaign. key elements, they are:

II ADVENTURES
When playing a Carnevale game, you could just
Introduction. This is descriptive text setting up the
adventures story. It allows the players to understand
the adventures background.
place your models on the game table and attack your Duration. The duration of the adventure is the number
opponents until they are all dead. You can also play a of full rounds that must be played to complete the
scenario, which is called an adventure. An adventure can adventure.
often be a straight-up brawl, but often an adventure
has a background, plot, and specific objectives. The five Objective. This describes the things that squads are
adventures you will find in the next chapter of this book trying to accomplish within an adventure point. It also
can be played independently as single game or you can describes how the different sides gain Victory Points.
link them, playing adventure after adventure as part of a It will also describe any special rules.
Campaign. If you do, you should check the campaign rules
later in this chapter. Scenery Requirements. This section details any minimum
scenery requirements the adventure has. There is
never any limit on the maximum amount of scenery
you can use.

Deployment Zones. This describes the areas where each


side sets up at the beginning of the adventure.

Campaign Rules. If you are playing the adventure as


part of a Campaign, this describes any special rules or
other campaign considerations that you must use.

II deployment of the squads


Before starting an adventure, players must place their
models on the game table in a certain way, according to
the deployment zone requirements of the adventure they
are about to play. All players must place at least half their
models within the deployment zonethis is the advance
party. There is no limit to the number of models in your
advance party; you may even deploy all the models in your
squad at this moment, if you wish to. Before each player
starts placing models within their deployment zone, they
roll a d10. The player with the highest roll (reroll ties)
decides which player places a model in their deployment
zone first. After that first model is places, the player to
the staring players right places a model, and so on until
all advance party models are places. Once the advance
parties have been deployed, players proceed to making
the Initiative roll for the first round.
All models that are not on the game table when the
initial deployment are the reinforcement party. A player
may deploy his reinforcements anytime from second
round on, on any of his turns, instead of activating the
models he already has on the table. Please note that,

76
since the reinforcements are not on the table, they the game normally. If he fails, the model cannot enter
must always spend their first AP action, which allows the game now, but the player may activate any other
them to enter the table. They start this movement at model in his squad that is already on the game table;
the tables edge of their deployment zone. A character he cannot try to deploy any more Reinforcements until
in reinforcement cannot make actions until it enters the his next Turn.

II
play area. When a model enters the game, it is no longer
considered to be part of the reinforcements; from that
moment on, the model can act normally. When the player Basic Victory Points
decides to add a model from his reinforcements to the
game, he has three options: The following list offers all the general ways that
characters can gain Victory Points in Carnevale games.
Assault Order. The model may enter the game from the These Victory Points measure the success of a squad
tables edge within the players Deployment zone. To do during an adventure, and they allow players to gain
so, the player must just activate the model normally. benefits when they play campaigns. If the players decide
to use agendas, they can gain extra Victory Points using
Flanking. The model may enter the game from any those special rules.
of the tables edges (outside the opposing players
Deployment zone), 5 away from any enemy model. To Achieving the adventures main objective. 5 pts.
do so, the player must roll 1D10 and obtain a result
of 7 or more. If he succeeds, the model enters the Each enemy model killed. 2pts.
game normally. If he fails, the model cannot enter
the game now, but the player may activate any other Each character in your squad still alive
model in his squad that is already on the game table; at the end of the Adventure 1pt.
he cannot try to deploy any more Reinforcements
until his next Turn. Apart from this, if players decide to use the Agendas
system, they can obtain extra Victory Points.
Sneak Attack. The model may enter the game from any
point of the game table, 5 away from any enemy
model. To do so, the player must roll 1D10 and obtain
a result of 9 or more. If he succeeds, the model enters

77
II Events
When building a squad, you can spend some of your
6 Wake Up! The closest ally shouts at his friend,
snapping him out of confusion. Remove the Stunned
condition from one of your characters.
Squad Points on Events. Events are random fortuitous
occurrences that can affect the game. You can buy the 7 Reload Weapons! Skill and practice with firearms
chance to make a single roll on the Event chart at some bear fruits on the battlefield. You can automatically reload
point in the game for the cost of 10 Squad Points. You a single firearm wielded by a character in your squad
can purchase up to two Events per adventure. You can without spending APs.
attempt to play an Event at any time during one your
characters turns. To do so, roll 2d10 and consults the 8 Good Cover. Its time to duck your head and pray
following table. Then apply the event generate. If it is not all those shots wont hit you. Designate a piece of scenery
possible to apply the Event, it is lost. on the game table that grants cover. It grants one better
step of hardness in cover, or +4 cover if it is already heavy
2d10 Event in cover hardness.
2 Aqua Alta. The water from the lagoon rises,
oozing out of the ground, preventing combatants to move 9 Anxiety. Our ferocity even in the face of
freely on the ground. All the models on the battlefield will adversity makes your opponent nervous. The opposing
take a -1 penalty to their Movement value when the walk squad must make a group Morale roll.
or run over the ground. At each end of turn, the player
who played this event rolls 1d10. On a result of 7 or more, 10 Battle Shock. An enemy combatant starts to ask
this event ends. himself what he is doing in a place like this, and why he
has to risk his life. Choose a single enemy character that
3 Bad Coordination. The enemy squad Leader gives is not a leader or an independent character. This character
his orders in a confusing, unclear way, causing one of his makes a Morale roll.
combatants to react ahead of time and in an ineffective
way. You can place an activation counter on a single 11 The Geyser. In occasions, the magical effects
enemy model that has not been activated yet. from the Rent in the Sky cause boiling water blasts to
come out in several places around the city, surprising
4 Combat Stress. A single enemy feels the stress those unfortunate enough to be around for such an
of combat at an inopportune time. Chose a single enemy event. Place a Medium base counter (30 mm) on a spot
character that is not stunned. That character is stunned. on the battlefield, and make a scatter roll. Once you have
placed the counter, the Geyser will immediately attack
5 Adrenaline Boost. Stress makes one of your all the models from both sides within 5, with a Combat
combatants fly into a frenzy. Remove an Activation 4 attack (Penetration (4)). The Geyser makes this attack
counter from one of your models; treat this model as if it automatically in every subsequent End of the round Turn
has not acted in this round. until the end of the game.

78
12 Miraculous Recovery. Drawing power from a 20 Prestige Loss. The enemy leader seems
divine blessing or from a dark god, your combatant draws confused, overwhelmed by circumstances. The enemy
strength from nowhere and manages to recover. Choose squad leader loses immediately 1 Command Point.

II
a single character in your squad and make a roll with the
Healing (6) ability without spending APs.
Campaigns
13 Evil Eye. For no apparent reason, one of your
enemies starts to writhe in pain. Choose a character from The following campaign system allows you to take
an enemy squad and make a Shooting attack (4) roll against individual adventures and make each of them a serial
it. Every Ace does a point of Life Point damage. On a Critical the within a longer-running story. Players must agree to
target is stunned. On a Fumble, your opponent can end a single the limit in Squad Points while playing a campaign, and
instance of Stun on any one of his characters, removing the can then build their squads according to the normal
Stun counter from that characters model. squad creation rules. A players squad is are composed
of the same group of characters throughout the entire
campaign. Characters gain experience after each
adventure, which allows them to improve their Attributes
and they can even gain new abilities.
Furthermore, your squad earns Campaign Points
between adventures, which you can use to purchase
new characters for your squad, buy new equipment
14 A Matter of Honor. Honor drives you to win this and events or pay the maintenance cost of independent
combat. Choose a single character in your squad and characters, as per the normal Squad point rules. A squad
make a basic Mind roll with it. This model recovers as many obtains as many extra Campaign Points as the Victory
Karma Points as Aces obtained (up to its starting Karma Points you gain in the previous adventure and the winner
Points). On a Critical, the character recovers enough Karma of the adventure gains 5 extra Campaign Points. You
Points to bring it back up to its starting value. On a Fumble, cannot discard squad characters voluntarily during a
the character loses 1 Karma Point. campaign.
Players must spend their Campaign Points before they
15 We Will Never Beat Them. An enemy character start their next Adventure, or they can keep them to
loses its cool. Chose a single character from the enemy spend them after subsequent Adventures (note this on
squad. That model must make a basic Mind roll; if he does your squad Leader character sheet).
not get at least one Ace, the model loses half his current Basic Carnevale campaigns are designed to span five
Karma Points. adventures, but you can also apply the optional Legacy
rules for longer-term games. Anyway, you can create your
16 Mad Minute. To the cry of, open fire! all the own longer campaigns if you wish to, or wait for us to
shooters in your squad let loose a volley. All the models publish ours in the future.
in your squad equipped with loaded firearms may make
a Shooting attack immediately, without spending APs or
activating the models. These weapons must be loaded before
they can fire again.

17 Hes Alive! Everyone thought he was dead after


that brutal attack, but no one noticed his body isnt MAINTENANCE COST
where it was a few moments ago. Choose one of the
characters in your squad that was fallen in battle from Independent Characters are mercenaries that join
your squad and make a roll with the Healing (4) ability your squad for money. At the beginning of a campaign,
without spending APs. If the character manages to recover you must pay their cost as with any other character,
some Life Points, it can enter the game on the next turn as a and include them on your squad characters sheet.
reinforcement. These characters also have a Maintenance Cost you
need to pay before each subsequent adventure after
18 Blend with Shadows. Right while his opponents the first, according to the characters description.
are distracted, a combatant escapes amid the confusion. If a player does not want to pay or cannot pay an
Choose a character from your squad that is more than 3 Independent Characters Maintenance Cost before an
from all enemy characters and remove it from the game adventure, that Independent Character can no longer
table; that character becomes a reinforcement. be part of the squad. If, in a subsequent Adventure, the
player pays the corresponding Maintenance Cost, the
19 Charismatic Leader. The right words uttered on Independent Character rejoins the squad.
the right moment may reinforce your forces resolve. Your
squad leader immediately recovers 1 Command Point (up
to its starting Command Points).

79
II Agendas
When the groups of adventurers fight in the dangerous
5 Recon Deployment. You must explore the terrain
for future battles. At the end of the game, you must have
at least one model in each quadrant of the board. +3
streets of Venice, sometimes their objectives extend Victory Points.
beyond their immediate adventure. Squads have their
own motivations, which make them fight with greater 6 Bring War to the Land. Reaching the enemys
determination when facing their enemies. When you homeland is the best symbol of superiority. At the end of
play a Carnevale campaign, you may use the optional the game, you must have at least two models from your
Agendas rule. Each player rolls 1d10 and keeps secret the squad in the enemy Deployment zone. +3 Victory Points.
Agenda obtained. At the end of the game, if the player
has completed his Agenda, he must reveal it; he gains as 7 Make it to the End of the Day. The squad Leaders
many extra Victory Points as indicated by the Agenda. survival is of the utmost importance for the success of
the mission. Your leader must be alive at the end of the
d10 Agenda game. +2 Victory Points.

1 Something Between You and Me. This battle is a 8 Overcome at All Costs. The survival of the squad
personal matter between the Leaders on the opposing is crucial success of this mission. At the end of the game,
sides of the adventure. Your Leader must personally at least half your squads models must be alive. +2 Victory
eliminate a sing enemy Leader. +4 Victory Points. Points.

2 No One Survives. There can be no witnesses. 9 Dont Look Weak. Appearances are very
Destroy all enemy characters. +4 Victory Points important in the streets of Venice. You must end the
game with more living models than your opponent. +1
3 A Beating Theyll Never Forget. Its necessary Victory Points.
to set things straight. Half of the characters of the
enemy squad must be fallen in battle at the end of the 10 They Cant Beat Us!. Caution is not at odds with
adventure. +3 Victory Points. the success of a mission. At the end of the game, all of
your models must be alive. +4 Victory Points.
4 Protect the Position. There is a key spot on the
battlefield that you must protect at all costs. Designate You may use this list of agendas or create your own, as
secretly a scenery item located 15 or farther from the long as your opponent agrees to use your list before you
edge of your Deployment zone and write it down on a use them. You may also use the printable cards that you
piece of paper. At the end of the game you must have at can find at www.vesper-on.com. Draw one of these cards
least one model in contact with this scenery item, and at the beginning of the adventure and keep it in your
there can be no enemy model within 5 of it. +3 Victory pocket and reveal it at the end of the game.
Points

80
II ExperiencE
The characters in your squad may evolve, improve their
Independent Characters and characters that have
already obtained a Power previously may not obtain
any more Experience improvements.

Attributes and even obtain new Powers after a while. Moreover, a player may try to obtain an improvement
After surviving a battle in the city of Venice, warriors are with a model of his choice making an extra roll with
hardened, become aware of the dangers and learn to react 1d10 for every 5 Victory Points obtained. The player
in the best possible way. must determine a character in his squad without
Experience works in two different ways, depending the Leader descriptor and which hasnt obtained
on the quality of the combatant. It is necessary to any improvement in this Adventure. If he rolls a 9 or
differentiate those members of the squad who have the higher, that character can make a roll on the Basic
Leader descriptor and those who dont. Apart from this, improvements table.
each character may only obtain a maximum of three
improvements during a Campaign; when a character has Lets see the tables. All characters that get the
obtained his third improvement, he cant roll again in the possibility to obtain improvements must roll 1d10 on the
Experience tables corresponding table and apply the effects obtained. In
case a character obtains an improvement he already has
Characters with the Leader descriptor who survive (results 6 to 9 in any of the tables), he must reroll on the
an Adventure can make a roll on the Leaders same table deducting 1 from the result obtained; if he
improvements table if they get a 9+ in 1d10. gets a 1 in the new roll (thus obtaining a zero; 1-1= 0),
the character will obtain no benefits.
The rest of characters who survive an Adventure can
make a roll on the Basic improvements table if
they get a 8+ in 1d10. Roll a die for every
character separately to see which
obtain an improvement and which
dont.

Basic Improvements table Leaders improvements table


1d10 Effect 1d10 Effect
1 +1 Combat 1 +2 Combat

2 +1 Dexterity 2 +2 Dexterity

3 +1 Mind 3 +2 Mind

4 +1 Movement 4 +2 Movement

5 +1 Protection 5 +2 Protection

6 The character gets the Command (3) ability 6 The character gains a +2 bonus to his
and the Leader descriptor. Command Universal ability

7 The character gets the Penetration (1) 7 The character gains Penetration (2) ability
ability on all attacks. on all attacks.

8 The character gains the Spiritual Protection 8 The character gains the Elusive ability.
(1) ability.
9 The character gains the Mighty Blow (2)
9 The character gains the Swift ability. ability.

10 The character gains Power. Make a roll on 10 The character gains a Power. Make a roll on
the Powers Table. the Powers Table.

81
II Powers
Your characters may obtain Powers by means of
II Fallen in Combat
When one of your characters is removed from the
Experience. This means that the Rent in the Sky has game, the character may suffer from some aftereffect,
awakened something inside of them, something which even death. Any character that falls in combat while
was latent and now reveals, conferring the character a playing a campaign must roll 1d10 at the end of the
power other men can only dream of. adventure. If he rolls a 5+, the character recovers and is
Sometimes these Powers take the form of Universal available for the next adventure; otherwise, make a roll on
Abilities, in other cases, Powers have completely different the following table and apply the result on the characters
effects. Make a roll on the following table to know which sheet.
Power your character obtains. In case a character obtains
an Power which confers a Universal Ability he already
has, he must reroll on the same table deducting 1 from
the result obtained; if he gets a 1 in the new roll (thus
obtaining a zero; 1-1= 0), the character will obtain no
Powers.

Powers table Fallen in Combat table


1d10 Effect 1d10 Effect
1 The character obtains the Fly Universal 1 The character dies and is removed from the
ability. campaign forever.

2 The character obtains the Vampiric Attack 2 -1 Combat


(1) Universal ability.
3 -1 Dexterity
3 The character gains fire breath. This special
attack with the following rules: Shot 4 -1 Mind
(3d10), Blast (-9), Flames, Damage: 1d10.
5 -1 Movement
4 The character gains the Spiritual Protection
(3) Universal ability. 6 -1 Protection

5 The character gains the Spiritual Damage 7 The character loses one ability or power at
ability to all close combat attacks. random. In the case of a Universal Ability
with a (X)value, apply a -1 to that value. If
6 The character gains the Healing (3) that value is reduced to (0) the character
Universal ability. loses that ability.

7 The character gains the Mighty Blow (2) 8 The character loses an equipment item
Universal ability. (magical or not) at random.

8 The character gains a lightning bolt attack. 9 From now on, this character has a
It is treated as a ranged weapon with the compulsory Maintenance Cost of 10
following rules: Reload (3), Multiple Shot Campaign Points. This cost is the first thing
(2), Stun, Multiple Objectives (2), Damage: you must spend Campaign Points on. If this
Aces +2. is not possible, the character will not take
part in your next adventure.
9 The character gains the Stun
Universal ability. 10 Just like the result 9 from this table, only
with a Maintenance Cost of 15.
10 Roll twice again in this table, and apply
both results. Ignore any other result of 10
that you roll.

82
I Campaign optional rule:
Legacy rules
In a game like Carnevale, with a limited set of skills
and game attributes, experience can make certain
characters become unstoppable weapons of destruction
in a relatively short amount of time, with the risk
the first thing they must do is to pay the Leaders cost.
With the remaining points, they must create the squad,
using the members from the previous squad as much as
possible, as explained later on. Otherwise, the process to
make the next squad follows the normal squad creation
rules, buying characters one by one, then equipment,
events, etc. The only differences are the following.

of unbalancing the game. For this reason, our game


Campaigns span a maximum of five Adventures. Of
course, this is just our recommendation, which you can
easily ignore in the games you play at home.
However, players often identify with their squads and
enjoy certain continuity from one Campaign to the next.
To this end, you may apply these optional Legacy rules,
as long as the majority of the players in the campaign When you finish playing a Campaign, the old leader
agree to them. In any case, players are not forced to from your squad must abandon his command position
keep their previous squads, even if other players in the to devote himself to other matters, giving way to other
same Campaign have decided to use the Legacy rules. squad members. In the next campaign, your squad needs
If a players squad has been so harmed in the previous a new leader; the player must pay any new leader as he
campaign that the player isnt motivated to play with would for any new model. However, the player may also
it again, or if the player decides to create a completely decide to promote any of his previous squad members as
different squad, he can design a new squad from scratch a successor, who becomes the new Leader.
using the amount of points agreed. If the successor has already obtained the Command
The players must decide how many points the next ability (thus, the Leader descriptor) during the previous
campaign will have; it is advisable to play with slightly campaign, the character adds +2 to his Command
more points per squad in every campaign so that the value and may opt to the three normal improvements
games complexity rises. If they use the Legacy rules, throughout the following Campaign.
If the successor did not have the Command ability
when he is promoted, he automatically gains Command
(3) and the Leader descriptor. This, however, counts
already as one improvement, so he can only gain 2 more
improvements throughout the rest of the campaign.
Once a new leader has been chosen, the player needs
to check what happens with the rest of the squad
members. The player may try to retire as many squad
members as he wants. The player must roll 1d10 for
each member he is trying to retire; on a result of 5+, the
character goes home (or is found floating on a canal at
dawn). Otherwise, the character insists on accompanying
the new leader in his adventures; the character must be
part of the new squad, paying his cost normally.
The player keeps in his squad all the members from the
previous squad he didnt want or manage to retire, paying
an extra 10 points for every Experience improvement
the model obtained in the previous Campaign (if the new
Leader didnt possess the Command Universal Ability, his
cost will automatically increase in 10 points when he gets
this Universal Ability). The equipment items carried by the
characters must be paid again as per the normal rules,
except for all special objects obtained without paying for
them, because of reaching an Adventures objectives, or
some similar effect.
The player may use the rest of points to spend them
on new squad members, equipment items, or events.
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Adventures and Campaign 20
II the fragment of the black statue

T
hree years ago, a group of adventurers brought to upright on the on the floor, unscathed by the fall. That
Venice a weird statue from distant lands. It represented statue was looking at him with flaming eyes.
a being that couldnt be from this world. This being When de Lucca regained consciousness, the statue
had many tentacles and a disquieting appearance. The was lying beside him on the floor. It did not stand upright,
professors at LAccademia di Belle Arti studied it. During its eyes were not ablaze, and it did not survive its fall
the course of their research, many of them were driven unscatheda little, one-inch chip had come off the side of
insane. One man persisted, one professor Guido de Lucca, the base. As beams of sunlight illuminated the work area,
a specialist in ancient sculpture and expert. What drew his and his head began to clear, de Lucca dismissed what he
interest was not the statues form, but its material. saw just before losing consciousness a delusion. He packed
A certain Friday, late at night, de Lucca fought the up the statue, slid the stone sliver into a pocket, and
fatigue of a long day to analyze the material composition decided that on the following week he would use the sliver
of the statue. It was almost four in the morning when for alchemical experimentation, and see if he could not
he accidentally dropped the black statue from his desk. discover more about the statues mysterious stone.
Panicked at the thought of damaging the relic, he stood He got home as boatfuls of fishermen casted off for their
up too quickly, stumbled on his chair, then fell down and daily labor. He went to bed holding the stone chip in his
hit his head on the floor. In the moment before he lost hand, looking at it under the morning light filtered through
consciousness, his eyes locked on the statue standing the curtains. His wife slept placidly at his side.

84
He did not rest for long and it was not restful. His wife
woke him up a couple hours later. The Academy had sent The Sliver
a student to fetch him; something was amiss with the
statue. De Lucca washed his face with cold water, trying Some scholars believe there is a relationship
to forget the eerie images of starscapes that had flooded between the strange disappearance of the statue in
him during his short rest, and followed the student. As he 1793 and the appearance of the Rent in the Sky some
followed the student, the world was strange. The streets years later. The stone slier kept by Professor Guido de
were waterlogged, but the sun shone as bright as it had Lucca, which eventually destroyed his mind, is a tiny
during the whole of the month of April. fragment of a world that is not ours. Theres no doubt
When professor and student crossed the bridge on an artifact like this one is a component of inestimable
Capuzzi Street, de Lucca was struck by an idea that filled value for any practitioner of magic. Guidos bizarre
him with dread. For some days, many professors have been excuses and his wifes feverish ravings before her death
toying with the possibility of getting rid of the black statue. made it to the ears of those who wanted to listen
They feared the power it had to warp minds and bend sanity. carefully. Whenever an adventurer finds the fragment
De Lucca fought against it; he would not let such a thing of the black statue, he will be able to recognize it
happen, no matter the price he would have to pay. When he immediately and has no choice as to try to possess it.
reached the Academy, the dean of the recently formed Art
Restoration Department welcomed him and walked him to
the room where the statue was kept. The box was open and knowledge from the planes beyond was so vast, so arcane,
the sculpture was not there, even though that box and that he soon ran out of paper, and then money, and then credit
place were exactly where de Lucca left it only hours before. with the papermakers. When the papers were filled with
Furthermore, there was a big oily stain on the floor, which crammed text, he began writing on the walls of his house.
seemed to be inexplicably soaking through the floor, and We he ran out of ink, he wrote with his own blood
down to the lower floor and the cellar. As de Lucca considered Some days ago, a group of ashen-faced men showed
whether to mention his clumsy accident of the previous up at house, asking for the fragment from the statue.
night, the stain started to vanish before his very eyes, and Surprised and frightened, Guido sent them away and barred
in a matter of a few seconds, there was no trace of it on the his door. Two days later, a group of robed men knocked on
floor tiles. Silently de Lucca began to wonder about the state his door in the middle of the night; Guido saw them through
of his own sanity. the shutters of his bedroom window and did not answer.
After a discussion with the citys guard and seeing most Last night, the wood and glass from his window were
professors ill-concealed relief about the lost of the hideous shattered, and through the ingress monstrous creatures
artifact, Guido returned home. It was on the walk home crawled into his bedroom. Creatures he had seen in his
that he first felt the piercing pain in his back. By the time bizarre journeys to worlds beyond. Creatures known there
he arrived at home, the pain was so bad that he deiced that as the Ugdru-Rashaar.
bed rest was the best thing for him. He undressed, lied Guido ran out into the streets, carrying the stone chip
down on his bed, and began to replay the recent events with him, wandering aimlessly around the labyrinthine
in his mind. He took a glance of his bedside table and he streets of Venice. He crossed bridges and canals in his
strangely surprised to see the sliver was still there. And insane race, soon becoming lost in his home city, it had
while it was right where he left it Guido half expected it to become less real that the strange worlds beyond the pale.
inexplicably vanish, like the statue it was once a part of. He Upon reaching a certain square, he has suddenly stopped
picked to put it in a drawer, lest someone threw it away by cold. Guido dropped dead on the spot, with just that
mistake, but he must have slipped, the sliver cut the palm strange sliver made of the stone he could never identify
of his hand. After the momentary rage of his stupid action piercing the centre of his hand.
fled his mind, he threw the chip inside the drawer, cleaned
his wound with water from the washbowl and he lay down
to an restless sleep. The first night of many.
From that fateful day on, Guido de Luccas life was never
the same. He became obsessed with the sliver, though
he was never able to identify its material mineral. His
sleep became clouded by nightmares. His wife fell into
an inexplicable depression that resisted all remedies,
and committed suicide exactly one year to the day the
statue disappeared. None of this stopped Guidos intense
investigation. With the appearance of the Rent in the Sky,
his nightmares stopped being blurred images of cosmic
landscapes, only to become real trips to other worlds,
where he discussed fascinating concepts with beings from
other planes of existence.
He decided to document these impossible experiences,
getting them on paper as to not go entirely mad. But the

85
II Adventures
The following section details five sample adventures
II Fight for the fragment
The screams draw you to a nearby square. In the
for Carnevale, which you can play one after the other in middle of the square, you find the body of a man,
the Campaign of the Statues Sliver. Each adventure has apparently dead. He has one arm reached out, the hand
a narrative introduction that sets the action within the covered in blood. Theres a tiny object imbedded in his
campaign. hand, which hard to make out. Could it be the last piece

II
of the black statue?
Unexpected clash
One squad is approaching rendezvous point when,
all of a sudden, it come across a group of opponents.
However, a cry rings out for help some streets further
away which draws both groups attention. The best thing
for each side to do is dispatch their rivals as soon as
possible and investigate what is happening beyond the
battleground.
Duration. Five Rounds.
Objective. Have more points of surviving characters
than the enemy, and your leader must still be alive.
Special Rules. None.
Minimum Terrain. Two buildings, two obstacles and one Duration. Five Rounds.
canal. Objective. Both squads are looking for the last
Deployment Zones. Divide the game table into four fragment of the black statue. At the end of the
quadrants and trace a circle with a 6 radius from the adventure, the side that has the fragment within
centre of the table. Players must make an Initiative their deployment zone wins the adventure.
roll. Whoever wins the roll can choose the quadrant Special Rules. Controlling the fragment of the black
to deploy in and place the first model of his advance statue: Use some kind of counter to represent the
party in that quadrant, outside the circle traced at fragment of the black statue (a coin or a little black
the centre of the table. Then his opponent places one stone will do), and place it at the centre of the game
of his models from his advance party in the opposite area. For a character to control the fragment of the
quadrant, and so on until both advance parties are black statue it must be in base contact with the
on the table. The first player to deploy a model starts counter and spend 1 AP. When it does, the fragment
playing. counter moves along with the characters model,
Campaign rules. This is the first adventure in the always in base contact. This sinister object makes
campaign. There are no special rules. its bearer dizzy, so the bearer will suffer a penalty

86
of -1 in all of its rolls while it possesses the. If the
fragment bearer falls in battle, the counter is placed
in the space occupied by the fallen model. Otherwise
an character can attempt to steal the fragment from
II The fountains of life
As soon as the connoisseurs of magic in your squad
an enemy model. To steal it a character must be in find out about the last fragment of the black statue,
base contact with the bearer; pay 1 AP, and make an they tell you about a ritual to establish contact with
opposed Dexterity roll. The winner of the opposed roll beings from other planes of existence. The potential
is the fragment bearer. benefit from this contact can be crucial to prevail in the
Minimum Terrain. Two buildings, two obstacles, and one battle over the control of Venice. In order to complete the
canal. ritual, its necessary to collect the water that oozes from
Deployment Zones. Players make an Initiative roll; the the ground in some key points of the city.
winner chooses an edge of the game table. He can
deploy his models in any spot within 5 of this edge;
this area is his Deployment zone. His opponent can do
the same within 5 of the opposite table edge.
Campaign rules. The squad that won the Unexpected
Clash adventure arrived first at the location of the
fragment of the black statue, so they are in a more
favourable position. Therefore, this squad can place
the fragment counter at any point of the game table, Duration. Five Rounds.
on Open Terrain and more than 12 from any table Objective. Besides the fragment of the black statue,
edge before any model is deployed on the table. you need to fill some vials with water from some
water sources scattered in key spots around Venice.
The objective of this adventure is to get more of this
water than the opponent
Special Rules. The fountains of life: Place four key
fountains to fill the vials, marked by counters (coins
or stones will do) on the game table. Each must be 5
or more from each other. Then each player may try to
place an extra counter; to do so, each must roll 1d10.
On a result of 7 or more (with an extra +1 for every
Magician in his squad), the player may place an extra
counter more than 6 from any Deployment zone. In
order to fill a vial, a player must place a model next
to the counter and spend 1 AP. Once the vial is full,
remove the counter. The vial will be in possession of
the player who claimed it. Every counter gives the
squad that possesses it an extra Victory Point.
At every end of round, the players must roll 1d10
for every counter still in play. On a result of 1, the
fountain counter is removed from the game and no
one can claim it.
Minimum Terrain. Three buildings, two obstacles and
one canal.
Deployment Zones. Divide the game table into four
quadrants and trace a circle with a 6 radius from the
centre of the table. Players must make an Initiative
roll. Whoever wins the roll can choose the quadrant
to deploy in and place the first model of his advance
party in that quadrant, outside the circle traced at
the centre of the table. Then his opponent places one
of his models from his advance party in the opposite
quadrant, and so on until both advance parties are
on the table. The first player to deploy a model starts
playing.
Campaign rules. The squad that won the previous
adventure can place an extra fountain counter (apart
from the one each player may obtain by means of the
die roll). This counter must be placed following the
restrictions described above.

87
II Nighttime Ambush
The enemy squad has managed to get hold of the
Campaign rules. The player that won the adventure
called the Fountain of Life is the defender; his
opponent is the attacker.

II
fragment of the black statue and the water from
the fountains of life, and is heading towards its
headquarters. If they manage to complete the ritual, Rescue of the prisoner
their supremacy over Venice may become insuperable. It
is time to ambush them before it is too late. The decisive moment has arrived. The ritual is ready.
The enemy has all the necessary components and a
victim ready for sacrifice. Once done, all that left is to
THE STORY GOES ON communicate with the Hereafter.
Duration. Seven rounds
As far as the campaign is concerned, it is important Objective. The attacking squad must rescue the
to define which story elements each side possesses hostage before he is sacrificed. The defending side
in order to weave the story and justify why they are must hold ground at the hostages location at all
fighting in the last adventure. In this case, we will use costs and prevent the attacking squad from rescuing
as a reference point the squad that plays as a defender him. If at the end of the seventh round the hostage is
(that is to say, the squad that obtained more vials from still in the central building, the defending squad has
the fountains of life in the previous game), which may obtained the adventures main objective; otherwise,
be in two different situations: the victory is for the attacking squad.
Special Rules. One squad will be the defending squad,
1.- The squad controls many vials of water from the the other will be the attacking squad (players must
fountains of life but doesnt have the fragment of the decide which is which). The defender places a hostage
black statue. In the moment of the ambush, the squad model in the centre of the table, of a building of
was heading towards the opponents headquarters to at least two height levels (see scenery chapter),
steal the fragment of the black statue to use it in their accompanied by a model from his squad. If there is
ritual. any character with the Magician ability in the squad,
2.- The squad controls both the fragment and the vials. this model must be a magician; otherwise, any other
In the moment of the ambush, the squad was heading model will do. In case the guardian is a magician,
towards their headquarters to secure all the components every round this character is within 5 of the hostage,
and start the preparations for the invocation. it can drain 1 Karma Point from the hostage and use
it as if it were his own, as long as the hostage is still
a prisoner. The attacking squad will try to free the
Duration. Ten rounds or until the defender manages to hostage. To do so, one of the squads models must
evacuate at least half his models. be in base contact with the hostage and invest 1 AP
Objective. The defender must get to touch the to free him. From this moment on, the attacker will
opposite edge of the table with at least half his control the hostage. Use the Venice Citizen character
models. Whenever one of the defenders models (without any equipment) for the hostage statistics
touches that edge of the table, it is evacuated (this Minimum Terrain. You need to play with at least four
is, removed from the table). The attacker must Buildings, two Obstacles and two Canals. One of the
prevent this from happening. Buildings must be placed in the centre of the table;
Special Rules. One squad will be the defending squad, the this building must have at least two height levels.
other will be the attacking squad (players must decide Deployment Zones. The defending squad may deploy in
which is which). The Initiative in this Adventure is decided any location of the central building, or within 5 from
in advance: the defender deploys his squad first and that building. The hostage and his guardian are placed
starts playing all of the rounds. The table is divided in two on this buildings highest point. The attacking squad
by a central axis, as indicated in the diagram, forming a may deploy at any point of the game table, more than
street that goes from edge to edge of the table. 12 from the central building.
Minimum Terrain. Four buildings, two obstacles, and Campaign rules. The player who won the Nighttime
two canals. Buildings must be placed at least 5 Ambush Adventure has managed to obtain the
at each side of the central street of the battlefield, components to carry out the ritual, so this player is the
two at each side, enclosing the central path that the defender. If a model of the squad that lost the previous
defender must cross. Adventure happened to die (as per the Fallen in Combat
Deployment Zones. The defender must deploy all of Table), the model actually survived and was captured.
his squad first in one of the edges of the table, 5 This model will be the hostage. If more than one model
from that edge of the table and the central axis. The from the squad that lost the previous Adventure died,
defender cannot apply the Reinforcements rules. The use the model with the lowest total Cost as a hostage.
attacker can deploy his Advance party at any point Place this model in the location of the hostage, and
more than 10 from the edge of the table chosen by consider it the hostage. You must apply the models own
the defender, and more than 10 of the central axis. rules, but the model has no equipment.
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