Carbon Grey RPG Quickstart Guide

June 14, 2024 | Author: Anonymous | Category: N/A
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OPERATION: QUICKSTART The mission brief you are reading is the Quickstart document for the Carbon Grey RPG. A condensed and simplified version of the full game, the Quickstart is designed to introduce you to the world of Carbon Grey and the Magnetic Variant of the West End Games D6 System ruleset. It also includes an introductory adventure and some pregenerated characters to play. For the full force action of this war-torn world, you'll need the Carbon Grey Role-Playing Game Core Rulebook or Deluxe Boxed Set Edition.

Carbon Grey, The Roleplaying Game, Published 2021 by Magnetic Press, LLC. Officially licensed by Magnetic Press, LLC based on the ‘Carbon Grey’ graphic novel series by Hoang Nguyen, Khari Evans, Mike Kennedy and Paul Gardner © Hoang Nguyen 2016. All rights reserved. WEST END GAMES™, D6™, and their associated distinctive designs are trademarks of Nocturnal Media. MAGNETIC PRESS™, MAGNETIC™, and their associated distinctive designs are trademarks of Magnetic Press, LLC. No similarity between any of the names, characters, persons, and/or institutions in this book with those of any living or dead person or institution is intended and any such similarity which may exist is purely coincidental. www.magnetic-press.com www.magneticpressplay.com

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CONTENTS CHAPTER 1: THE WORLD OF CARBON GREY CHAPTER 2: RULES PRIMER CHAPTER 3: COMBAT CHAPTER 4: GEAR AND WEAPONS CHAPTER 5: ALLIES, ENEMIES, AND EXTRAS CHAPTER 6: OPERATION NURSEMAID

1 15 31 45 53 61

CREDITS CREATIVE DIRECTOR/LEAD WRITER: GAME DESIGNER: EDITOR: ART: GRAPHIC DESIGN: PUBLISHER: CARBON GREY CREATED BY:

ANDREW E.C. GASKA E.L. THOMAS MIKE OLSON HOANG NGUYEN AND KHARI EVANS JARED EARLE/NIGHTFALL GAMES ANDREW E.C. GASKA MIKE KENNEDY MAGNETIC PRESS PLAY HOANG NGUYEN PAUL GARDNER KHARI EVANS KINSUN LOH

FIND US ON KICKSTARTER AT HTTP://CARBON-GREY.COM/

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CHAPTER 1

WHERE LIES YOUR DESTINY?

The Carbon Grey Role Playing Game is a gateway to a turbulent, dystopian, dieselpunk world at war. Whatever role you assume here is up to you. Become heroes struggling against a seemingly unstoppable empire with world-conquering aspirations. Survive the grimness of trench warfare. Dare to soar the deadly skies. Master the art of espionage to uncover the secrets of your enemies. Navigate the social hierarchy and underhanded dealings of both the nobility and the underworld. Discover and learn to manipulate the strange powers that affect the very reality of the world around you. In a world made for war, battle lines are fluid. Skirmishes are fought not only in the mud, muck, and mire, but also in the ballroom. One needs to be willing to go to any lengths to eke out even a small victory—or die trying. Such is the world of Carbon Grey. In the Carbon Grey Role Playing Game, furor, dread, and action await your every die roll. You will face the might of a nation, be forced to make grim choices, stand against deadly challenges, and take on missions no one else dare attempt. So steel your nerves, check your ammo, and heed the call of war!

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CHAPTER 1: THE WORLD OF CARBON GREY More historical fantasy than historical fiction, the world of Carbon Grey is a dieselpunk setting that evokes a style and period strongly reminiscent of the First World War. The in-universe inclusion of anachronistic technology (including modern weaponry and aircraft) is not a discrepancy—strange stone shards cause reality shifts when two strong-willed minds confront and clash with each other. The result are continuity fluxes and surges which can do as little as alter the appearance of an object to as much as bring items from the future to the present. This entropic energy can randomly alter any given confrontation for the better or the worse. The chaos and pandemonium can be both manipulated and held in check by an order of monkish acolytes— Marshals of Order and their Dharman Adepts—with the ability to shape and influence different strands of time and space. It is a world of escalation. As the Great War consumes one nation after another and more people seek to control the chaos, reality collapses further in upon itself until the entirety of space, time, matter, and energy is at stake.

THE STONE OF GOTTFAUST

In the universe before ours, in the time of giants, a star screamed from the heavens. It burned the skies over

Mitteleuropa and streaked to the ground, burrowing into the chest of a peasant shepherd. Rather than kill the boy, the star’s core lodged in his heart in the form of a stone. And that stone called to him, claimed him. It gave him the power of a star… and the nature of a god. As it happened, the first kaiser was hunting Fenris nearby. Distracted by the star-spectacle, he soon found himself at a disadvantage—now the wolf was hunting him. The star-powered shepherd-god leapt to his sovereign’s aid, felling the wolf with a single blow. The kaiser, driven by both gratitude and greed, named the shepherd boy, now his new champion, Gottfaust. Loyal to the throne, Gottfaust brought about the meteoric rise of the kaiser and his dominion over all of Mitteleuropa. For centuries, the legend of Gottfaust ensured Mitteleuropa’s place as the world’s prepotent superpower. As the world entered the 20th century, however, the power of the Gottfaust myth diminished. Myths and propaganda have started to give way to science and truth, causing doubt and conflict to flourish among Mitteleuropa’s neighbors. And this situation, of course, has bred war.

THE POWERS THAT BE These nations and more are covered in depth in the core rulebook.

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THE MITTELEUROPEAN EMPIRE Ruled by a kaiser believed to be an ever-reincarnated god, Mitteleuropa has a strong culture steeped in myth and legend. A lasting vestige of the old world hopelessly clinging to the old ways, the Mitteleuropean Empire was once the single dominating power on the world stage. Over time, the Empire weakened as each of its eight states turned its focus to its own needs. Mitteleuropa was in trouble long before the West grew strong enough to stand against it. The kaiser made his move too late. Consolidating his power base, the kaiser sought to bring all the states’ industrial and military might under one flag—an obvious power grab that had its own consequences. The Allies took notice. Now, Mitteleuropa is under siege from without and within. THE ALLIES The Allies are a gathering of selfassured western nations determined to keep Mitteleuropa and its kaiser in check. Their combined manufactured militaries, abundant economies, and new technologies represent a threat to Mitteleuropean might. When the kaiser asserted his dominance over the disparate states of the Empire, the Allies were not about to let this world-altering coup go unchallenged. The result is the Great War. As the conflict escalates, whispers of fierce angels raging against Mitteleuropean forces reach the Allies,

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causing them to wonder if there is more to the Gottfaust myth than the world believes...

THE WORLD AT WAR "The Western Front - where pawns are given guns and sent to die." - Freelady Frigga of House Leopold THE WESTERN FRONT This series of deep, zig-zagging furrows runs like a hundred-mile scar over the face of the western world, fortifying arbitrary battle lines scrawled across a map. Mitteleuropean and Allied forces alike stand vigilant in these entrenchments, ready to charge across No-Man’s Land and gut their opponents at the first sign of weakness. Life in the trenches is miserable. You’re up against rats, rain, mud, and a sniper round to the head if you stand up too straight. Survive all that, and a tank might just roll over you while a cannon walker crushes your buddy. If those fates weren’t bad enough, these trenches have repercussions beyond the battlefield itself. They’ve devastated the lands around them, polluting fresh water, ruining farmlands, and displacing wildlife. DOGFIGHTS AND AIR RAIDS Open warfare blankets the skies as well as the landscape of the Western World. Warplanes and bombers out of sync with our time, biplanes, and experimental jet fliers weave between juggernaut airships and hot-air balloons, and over

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Allied cities besieged by Mitteleuropean airship bombing runs. These frequent attacks have caused most cities to adopt air-raid sirens, to signal the people that Death is once again about to rain down on them.

FORCES ON THE FRONT

These are but a smattering of the friends and foes—mostly foes—who await you on the battlefield. THE SISTERS GREY The ruling elite of Mitteleuropa use fierce bodyguards to maintain order. Called the Sisters Grey, these onewoman armies strike with deadly combat precision. There are always three: one embodying wisdom, another strength, and the third grace. These warriors are said to be the descendants of Gottfaust himself, the demi-god champion of Mitteleuropa. May he help anyone who gets in their way. PURGE CORPS The Kaiser’s most effective and highly feared force after the Sisters Grey, the troopers of the Purge Corps have a reputation for quick, efficient completion of missions, and usually the complete devastation of their targets. The ominous drab uniforms, full-face gas mask and headgear, cutting-edge armor, and high-tech armaments give the Purge Corps an advantage over all but the most seasoned of soldiers.

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CANNON WALKER (KANONENLÄUFER) Designed for psychological warfare as well as superior firepower, the Cannon Walker is designated a tank killer.These mobile artillery turrets have four sturdy legs on a chassis mounted with multiple howitzers and heavy guns. FENRIS PACKS The sight of stark-white, horse-sized Fenris Wolves in the otherwise drab landscape of war is a recent addition to the battlefields of Mitteleuropa. Humankind has destroyed the habitat of the noble creatures, forcing them into the trenches and ruined villages in search of food and shelter.

CURRENCY

The Goldmark is the gold standard-based currency of the Mitteleuropean Empire. Coinage and paper increments breakdown as follows: PFENNIG (COPPER COINS) = 1/100 MARK Comes in 1, 2, 5, 10, 20, 25, 50 Pfenning denominations THE MITTELEUROPA GOLD MARK (COINS) Come in: ½, 1, 5, and 20 Mark denominations BANKNOTE MARKS (PAPER NOTES) Comes in 5, 10, 20, 50, 100, and 1000 Mark denominations

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STONE DEMONS Incidents of a carnivorous beast running through Witchill have increasingly made the front page of the Kernow Guardian. What the papers aren’t saying is that there are more than one—a great many more. These monstrous ape-like beings seem to erupt from common townsfolk, transforming human bodies like a disease, metamorphosing flesh and bone into powerful sinew and jagged fangs. Some say they were summoned from the Stone of Gottfaust. Others believe they were inside those people all along, and that the Stone merely brought their inner beasts to the surface. To make matters worse, an army of these demons is being assembled by Queen Vasilyeva for an attack on Ursa.

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THEMES

Darkness Within. Something sinister stirs in all of us, and the bends and tears in our reality can bring it to the surface. The PCs can either feed the corruption or bring balance to existence.

Bloodlines. Nations are built on family—the descendants of kings were meant to be kings. But tradition is a stranglehold on society’s growth. Will the PCs further these royal bloodlines or sever them?

LIFESTYLES OF THE RICH, THE FOOTSLOGGERS, AND THE LAWBREAKERS

Missions in Mitteleuropa will always involve one or more of these key thematic concepts.

War is Hell. Nothing can ever prepare you for the brutal savagery of war. Its horrors will haunt the PCs on the land, in the skies, and in the battlefields of their minds. Revolution. Might does not make right. The people need to rise up on their own and take back what’s rightfully theirs. Will the PCs join the rebellion, or squash it where it stands? Imperialism. The superpowers are expanding their territories through whatever means necessary, be it diplomacy or by force, and the PCs are swept up in the repercussions of it. Propaganda vs Truth. Truth is fluid— dam it up and divert the flow where you want it most. At least that’s what the powers that be are pushing. Do the PCs buy into their lies, or expose them?

Three viewpoints help give some perspective on the world of Carbon Grey. Aristocracy. Often, these are the bastards at the top who just don’t get it— using people as chess pieces to protect their own self interests. Some nobility actually do care, providing relief efforts to those hurt by the war. Doughboy. The people in the heart of the war—small-town villagers who have seen wanton destruction that has ruined their lives for reasons outside the scope of their day to day lives. They can be a villager who has lost everything, the green soldier in the trench, or even a veteran warrior. Outlaw. Someone looking for an angle—a way to use the war to turn a profit or make themselves a better life. An AWOL soldier wanted for deserting his post is as much of an outlaw as a smuggler, thief, or killer.

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WHAT IS A ROLEPLAYING GAME? Often called an RPG, a role-playing game is a tabletop game in which you and your friends (the players) assume the roles of fictional player characters (called PCs). The decisions and actions of these PCs are directly controlled by you and the other players as you face various challenges and mysteries. A semi-structured narrative is laid out before you by another player called the Game Master, or GM. The GM is your guide through gameplay and controls every other character in the game. These additional characters are called nonplayer characters (NPCs). PC or NPC, a character’s actions are determined by way of a game-specific rule set utilizing dice rolls, decisionmaking, and play-acting.

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NO BOARD—AND NO PATH BUT YOUR OWN While characters’ actions and movements can be plotted on a map using detailed miniatures, there is no board for this game. How to proceed during any given adventure is completely up to you. If the mission seems to be leading your character west, you can turn around and go east. This might be a really bad idea—it may get you killed!—or you may find an alternative solution to the problem, but either way, the choice is yours. The free-will aspect of RPGs often means that no two gaming sessions of the same adventure will ever be alike. It is this freedom of choice that makes RPGs all the more fun. WEST END GAMES’ RETRO RPG ROOTS The D6 System is a tabletop roleplaying game system created by West End Games (WEG). Best known as the basis for movie-based tabletop games such as the original Star Wars and Ghostbusters RPGs, the D6 System has provided the tabletop foundation for many popular role-playing games since. Widely beloved for its ease of play, the D6 System is the perfect ruleset for introducing new players to tabletop gaming. The system is named after the many 6-sided dice rolls used to determine success and failure in the game.

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THE MAGNETIC VARIANT—CLASSIC GAME PLAY WITH A HINT OF GREY

Over the years, various versions of the D6 System have been developed by West End Games and its affiliates for different types of game play. The Carbon Grey Role Playing Game uses what we’re calling the “Magnetic Variant” of these classic tabletop role-playing game rules (D6MV). The Magnetic Variant rewinds the D6 system back to its classic roots and streamlines it for a forward-thinking modern audience. Here are some of the rules variations unique to the Magnetic Variant of the system: GENRE DEFINED ATTRIBUTES, STREAMLINED SKILLS The original D6 System utilized six core attributes—Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical. The Magnetic Variant embraces this rule of six but melds the Technical attribute into Knowledge and Mechanical to create room for Willpower. Additionally, skill lists have been reorganized and boiled down to just six signature skills per attribute for ease of play. STATIC DEFENSES To keep combat swift and actionoriented, the Magnetic Variant moves away from reaction skill rolls and boils defenses down to an easy SRP— Surprised, Readied, and Psyche.

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HIGH-TENSION INITIATIVE Combat order can change every round through the application of new initiative rules. NEW COMBAT OPTIONS AND ATTACKS Auto-fire, pulling punches, and armor stacking round out the rules for a grittier combat experience. While auto-fire and pulling punches are covered in the core rulebook, armor stacking is covered on page 48. SHAKE, RATTLE, AND ROLL As its name suggests, the D6 system makes use of the same six sided dice you’d find in a typical casino or board game. In addition to the special Wild Die explained below, the Carbon Grey RPG Deluxe Boxed Set comes with two differently colored sets of dice for two gamers, but you might want to raid the closet for extra six-siders. The more proficient in a skill your character gets, the more dice they get to rattle and roll. MANIPULATE, DIVINE, AND TRANSMOGRIFY Manipulate the threads of existence to fine tune your reality. Divine the ebbs and flows of space/time—discerning the extant from the nonexistent. Transmogrify continuity, bending and breaking it at your whim (these powers are covered in the core rulebook). The fluctuating energies of the universe are expressed via classically-inspired powers and a unique Wild Die that influences every exciting story arc.

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Chapter 1: THE WORLD OF CARBON GREY SURGE, FLUX, AND THE WILD DIE The Carbon Grey universe is unraveling, leaving it rife with continuity errors and alternate outcomes. These space/time effects are covered in the core rulebook. Each set of five dice included in the Carbon Grey RPG Deluxe Boxed Set includes a special Wild Die. The Wild Die adds an element of chaos to the game—a single Wild Die roll can change the entire course of an encounter for better or worse, as explained on page 18. MENTAL DEFENSE Between bomb blasts, demon hordes, and breaks in reality itself, Mittleeuropa is a terrifying place. Luckily, your character comes fortified. These mental defenses, called Psyche, will help protect you from shell shock, torture, or the supernatural. CORRUPTION POINTS The flux and flow of continuity takes a toll on the mind, body, and spirit of living creatures. Too much exposure will scar you forever, corrupting you into a hideous mockery of life, hell-bent on murdering everything around you. Corruption Points are covered in the core rulebook.

TYPES OF PLAY

Carbon Grey gameplay missions and adventures have a few distinct approaches. Those listed here are covered in the core rulebook.

SERIAL PLAY Similar to a streaming series, Serial Play follows the same characters through a campaign of many adventures, telling a larger “season-long” story arc through several sessions of play. This eventually leads to a final adventure which brings closure to either the current season or the campaign itself. PREMIERE PLAY Similar to a big-budget action flick, a Premiere adventure usually tells a bombastic story with massive stakes. Premiere Play is often deadlier than Serial Play, and often uses pre-generated characters for players to pick up if their own should meet an untimely demise. SOLO PLAY Solo Adventures can’t keep you warm at night, but they can keep you occupied under quarantine. With Solo Play, you are the sole player, and your GM is the adventure book—telling you what to roll and what page to turn to based on success or failure. A short Solo Play adventure is included in the Carbon Grey RPG Core Rulebook with others planned for future releases.

CHARACTER CREATION The Carbon Grey RPG Core Rulebook walks you through crafting your own character trying to survive in a war-torn, reality-damaged world.

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You’ll start with a specific archetype template and then tailor your character to your preferences and role within your team. As your character lives through more and more adventures, they gain points that can be applied towards increasing skill levels.

CHARACTER ARCHETYPES The world of Carbon Grey is populated with various military, aristocratic, and mystic archetypes. You can assume many different roles, including the commando-like Royal Operative, the roguish Moonlighter, the ace pilot Dog Fighter, and the reality-shifting Dharman Adept. You even have the option to take the role of a Fenris Wolf— an intelligent animal whose habitat has been ravaged by war.

"Our virtues and our failings are inseparable, like force and matter. When they separate, we are no more." - Nikilina Elsa

CHARACTER PERSONA Player characters may be larger than life, but they are still only human. Your character has personality quirks that

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help define them, and obligations that affect the choices they make. Character Personas are teased below, but covered in depth in the core rulebook. QUIRKS Heroes are people too. Carbon Grey characters have serious personality quirks that are balanced with enhanced physical or intellectual abilities, making them ripe for dramatic roleplay. These quirks have been designed to add flavor to your gaming table, giving inexperienced or timid players a guide to acting out their characters. OBLIGATIONS Your character has lived a life before gameplay even begins. Often, you will have to reconcile commitments with your own beliefs and ambitions. There are several worldly obligations in the Carbon Grey RPG, contracts with yourself or others that you must abide by to survive. Obligations are a pain in the neck, but they enhance your character’s story and offer some benefits as well. Fulfill these commitments and you will be rewarded—shrug them off and there will be blood.

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MINI YOU While they are not necessary for gameplay, scale gaming miniatures can be used in conjunction with maps and tiles to help players visualize their character in relation to the world around them. Many of the character archetypes on the following pages have a corresponding detailed 32mm-scale miniature, included in the Carbon Grey RPG Deluxe Boxed Set.

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QUICKSTART CHARACTERS

Chapter 6 of this Quickstart contains pregenerated characters for use with the included adventure Operation Nursemaid (page 61). Those characters are based on the archetypes described below. MASTER SPY The Master Spy is a shadow in the night with the tools and skills to topple nations from within. MOONLIGHTER An undisciplined scoundrel that lives by his luck and wits rather than skills, the Moonlighter walks the line between right and wrong. ROYAL OPERATIVE Part intelligence officer, part assassin, Royal Operatives are the aristocracy’s warrior-elite. FEVERENT REVOLUTIONARY An uncommon commoner, the revenant revolutionary has put their foot down— its time their king and country stopped taking from them and started doing for them. TRENCH FIGHTER The backbone of any armed force, the Trench Fighter holds the line against impossible odds to keep people safe from invaders both human and otherwise.

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SELECT CHARACTER TEMPLATES

The Creator Creation chapter of the core rulebook will help you use the templates mentioned here to craft a unique character in the world of Carbon Grey. While there are a total of twenty-four playable archetypes to choose from, here is a sampling of five of them that offer a wide range of characteristics that can help make any mission successful. BRASH DOGFIGHTER Combining crack military skills with the reflexes and know-how needed to pilot any number of aircraft, the Dog Fighter is a deadly ace in the sky. DHARMAN ADEPT An old soul trapped in a child’s body, the Dharman Adept has the ability to divine and manipulate continuity errors in our fragile reality FENRIS WOLF These white wolves are sentient creatures that live in harmony with the environment. Grounded to reality, the Fenris act as anchors against errors in the space time equation. FREE LADY/LORD An aristocrat with no debt to the government, the Free Lady swears no allegiance but to their own crest. The ballroom and the dinner table are their battlefields.

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Chapter 1: THE WORLD OF CARBON GREY RELUCTANT MENTOR The Reluctant Mentor is an elder expert of a defeated house. Too useful to be eliminated, they are given the chance to prove their loyalty as advisors to the new regime. SOVEREIGN An elder statesperson, the Sovereign’s knowledge of the inner workings of Mitteleuropa’s halls of power makes them a formidable asset in the war against oppression.

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CHAPTER 2: RULES PRIMER ATTRIBUTES AND SKILLS

The capabilities of every PC, NPC, and creature are represented by its attributes. These represent natural physical and mental ability. Each attribute is further defined by six skills that represent familiarity or training with specific applications of their attribute. All characters have a die code for each attribute, but most won’t have a die code for every skill. The six core attributes and their skills are: Dexterity (DEX). A balance of grace, reflexes, speed, hand-eye coordination, and fine motor skills. Skills: Acrobatics, Melee, Reflex, Ride, Sleight of Hand, Stealth. Knowledge (KNO). Intellect, learning, know-how, recall, and the theory or practical application of what is known. Skills: Espionage, Medicine, Scholar, Sciences, Survival, Technical. Mechanical (MEC). Operating, repairing, and inventing vehicles and other machinery. Skills: Demolitions, Drive, Engineer, Gunner, Pilot, Repair/ Disable.

Perception (PER). Sensory and spatial awareness, attention to detail, insight, and deductive reasoning. Skills: Evaluate, Gambling, Instinct,Investigate, Marksmanship, Streetwise. Strength (STR). Health, vitality, brawn, and toughness. Skills: Brawl, Climb/Run, Lifting, Stamina, Swimming, Throwing. Willpower (WIL). Personality, social aptitude, shrewdness, will, mental endurance, and fortitude. Skills: Bargain, Charm, Command, Con, Grit, Intimidation. In addition to all these are three skills that allow a character to manipulate reality itself: the Temporal Reality skills. Most characters do not have die codes in these skills, and many never will! See The Carbon Grey RPG Core Rulebook for more details.

DIE CODES

Each attribute has a number listed next to it. This is its die code, and tells you how many D6s (six-sided dice) to roll when a character does something related to that attribute. The higher an attribute’s die code, the more powerful the attribute is. When using an attribute, roll a number of dice equal to its die code, then add together the results on all the dice.

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The total is compared to a target number to determine whether the roll succeeds or fails. For example, a character with DEX 3D rolls three six-sided dice when using their Dexterity attribute. If they had DEX 5D, they’d roll five six-sided dice instead. If you see a +1 and +2 after the die code, like 3D+1 or 4D+2, that means you add that modifier to your total after rolling the dice pool. For instance, a character with STR 3D+1 rolls three six-sided dice, resulting in 2, 3, and 5, for a total of 10. They then add that +1 modifier for a final result of 11. When using a skill, add its die code to the die code of the associated attribute, and roll that many dice. For example, a character with DEX 2D+1 and Acrobatics 1D rolls 3D+1 when using Acrobatics.

DIFFICULTY NUMBERS

The Difficulty Number (DN) of a roll measures how easy or hard it is. The higher the DN, the more difficult the

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task. After rolling a dice pool, add any modifiers to the result and compare the total to the DN. If the total equals or exceeds the DN, it’s a success. If it doesn’t, it’s a failure. There are two ways the GM can establish the DN for a roll. Most of the time they choose a number corresponding to the difficulty of the task, as shown on the table below DN

LEVEL OF DIFFICULTY

5

Very Easy

10

Easy

15

Average

20

Difficult

25

Very Difficult

30

Extremely Difficult

Other times, a character’s attribute or skill roll is compared to someone else’s, usually someone who’s actively trying to interfere with or stop them, and whoever rolls higher wins.

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FOR CLASSIC D6 SYSTEM FANS

If you’re coming to the Carbon Grey RPG from previous D6 System games like Star Wars: The Roleplaying Game, you may notice the attributes are a bit different. We’ve broken up Technical between Knowledge and Mechanical, and introduced Willpower to cover most situations involving social interaction and self-discipline.

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This is called an opposed roll, and can include things like haggling over the price of a can of fuel, arm wrestling, or convincing a notable NPC that you’re someone you’re not. In the event of a tie, the player always wins.

SUCCESS AND FAILURE There are multiple degrees of success and failure in the Carbon Grey RPG, ranging from exceptional success to catastrophic failure. TOTAL EQUALS

RESULT

3X DN or better

Exceptional Success

DN+1 to 2X DN

Ordinary Success

DN

Partial Success

DN -1 to -9

Ordinary Failure

DN -10 to -19

Exceptional Failure

DN -20 or worse

Catastrophic Failure

If the result of a roll is any sort of success, the character gets what they wanted. On an exceptional success, they get a little extra--rebuilding the engine doesn’t take as long as expected,

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improves the engine rather than just fixing it, or the like. On a partial success, there’s some sort of Setback--the repair takes longer than expected, or will only hold for a couple hours before breaking down. If the result of the roll is a failure of any kind, then the character doesn’t achieve what they set out to do. On an exceptional failure, some other bad thing is about to happen--the engine’s about to fall and make the repair more difficult, or maybe two enemies with guns bust through the door. But on a catastrophic failure, the bad thing happens right now--the engine explodes, or those two enemies bust through the door and immediately attack.

THE WILD DIE

In every dice pool, there’s one special die that can have a dramatic effect on the situation. This is the Wild Die, and it’s always part of the dice pool when making an attribute or skill roll, even if no other dice are rolled. For example, when making a 3D+1 DEX (Acrobatics) roll, one of the three dice is the Wild Die. If the die code for a roll is 1D, then that one die is the Wild Die. To distinguish the Wild Die from the other dice, use a die of a different size or color. This is important, because whether the roll succeeds or fails, the Wild Die’s result could add an Advantage or Complication.

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ADVANTAGES

If the Wild Die is a 6, something advantageous happens, in the form of an advantage. This advantage can take many forms. If the roll is already successful, the player can choose one of the following: • An ordinary success becomes an exceptional success, and the player gains one Hero Point. • The player gains 2 Hero Points • Another player or ally in the scene gains 1 Hero Point. If the roll fails, the player can choose one of the following: • The Wild Die is rolled again, and the result added to the total. If this second roll of the Wild Die results in another 6, keep rolling and adding it to the total until you roll something other than a 6 on the Wild Die. Whether the roll succeeds or fails,

the player still gains 1 Hero Point, regardless of how many times the Wild Die was a 6. • The roll fails, but the player grants 1 Hero Point to another player or an ally in the scene.

COMPLICATIONS

If the Wild Die is a 1, something disadvantageous happens, in the form of a complication. A complication is a penalty or narrative dilemma the GM can use to make the PC’s life more “interesting.” If the roll succeeds, the GM can choose one of the following: • Introduce a setback--additional time or resources are required. • An ordinary success becomes a partial success, and the player gains 1 Hero Point. • The roll fails, and the player gains 2 Hero Points.

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If the roll fails, the GM can choose one of the following: • Introduce a setback. • Turn an ordinary failure into an exceptional failure, and the player gains 1 Hero Point. • Turn an exceptional failure into a Catastrophic Failure, and the player gains 2 Hero Points.

BONUSES AND PENALTIES

Circumstances can conspire to turn an easy task into a difficult one, or viceversa. To reflect this, a player may have a bonus or penalty to a roll--or both! These bonuses and penalties apply to the die code of a roll, such as a +1D bonus or -2D penalty.

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Deciding what kind of bonus or penalty to apply to a roll is part of the GM’s job, but an easy part. For every favorable circumstance, the roll gets +1D. For every unfavorable circumstance, it gets -1D. The source of a bonus or penalty depends on the action being taken. Fog would impose a -1D penalty to spot an enemy soldier, but could also provide +1D when trying to sneak past them. Use your best judgment and common sense. When there are bonuses and penalties from multiple sources, subtract the total penalty from the total bonus and apply the result. In the example used above, a PC with +1D and -2D on a roll would have a penalty of -1D. If a penalty reduces a die code to zero or below, you’ll still roll one die--the Wild Die. This gives characters the chance to pull off some truly amazing feats in the face of seemingly unbeatable odds.

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HERO POINTS

Players can acquire Hero Points from advantages and complications, as described above, or as a reward from the GM for ingenuity, creativity, or entertaining roleplay. A player can spend a Hero Point to do one of the following: • Double the die code of a single roll after penalties are applied but before rolling. • Reroll a failed roll. • When you gain the Wounded, Incapacitated, or Mortally Wounded condition, reduce it to Stunned instead. See Damage on page 39 for more on what this means.

KEEPING TIME

The Carbon Grey RPG tracks time in two different ways. When how long it takes to do something isn’t especially important, like having a conversation or fixing a mech, time is measured in

scenes. When time is of the essence, such as during combat, time is measured in rounds. Scenes last as long as necessary to resolve the situation. A conversation with Queen Raisa could be a scene, as could a montage of several conversations at a palace ball. Think of it as a scene in a moving picture. Once the scene plays its role in the story, the action cuts to something else. Rounds are much more concrete. Each round is about five seconds long. Combat occurs in rounds, but other things can as well, such as a prisoner picking their cell’s lock before the guard comes back, or a mechanic repairing an airplane’s engine before it crashes into the sea. Most gameplay takes place in scenes, only switching to rounds when the situation calls for it. One can turn into the other, as well--when a fight breaks out in a scene, time is measured in rounds, and when that fight ends in the other side’s surrender, interrogating the survivors would be a scene.

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QUICK, BASIC, AND SLOW ACTIONS

A character can accomplish a lot in a single five-second round. They might shout out a warning to a friend, leap over a fence, and fire their pistol mid-air, for example. But not everything a character does takes the same amount of time. Accordingly, every action a character takes is Quick, Basic, or Slow. A Quick action happens in a splitsecond. Quick actions include remembering a fact, speaking a few words, and dropping a handheld object. A Basic action takes one round, or five seconds, to properly complete. Basic actions include fast-talking an enemy sentry, firing a gun, and throwing a punch. A Slow action is anything that takes more than one round, from minutes to weeks or longer. Slow actions include dismantling a machine, conducting research, and administering long-time medical care. Characters can take more than one action in a round, as described in The Carbon Grey Role Playing Game Core Rulebook.

SKILLS IN BRIEF

This overview of skills should give you a good sense of what a given skill can do. Several of them, such as Medical and Disable/Repair, have some very specific rules governing their use; you can

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find these in That Rules/Adventuring Section. Each skill has several different applications, each of which may require more or less time to use, as indicated in the skill descriptions below.

DEXTERITY SKILLS ACROBATICS

(QUICK, BASIC, SLOW)

Balance, tumbling, and other sprightly movement. MELEE

(BASIC)

Hand-to-hand weapon combat. See Combat, page 31 for details. REFLEX

(QUICK, BASIC)

Reacting to danger and determining initiative in combat. See Combat on page 31 for details. RIDE

(QUICK, BASIC)

Riding horses and other beasts of burden. SLEIGHT OF HAND

(BASIC, SLOW)

Lockpicking, palming or concealing tiny objects, and other feats of manual dexterity. STEALTH

(BASIC, SLOW)

Camouflaging, concealing, sneaking, and hiding.

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KNOWLEDGE SKILLS ESPIONAGE

(BASIC, SLOW)

Codebreaking, forgery, and any other spycraft not covered by other skills. MEDICAL

(BASIC, SLOW)

First aid, medical treatments, and surgery. For details on treating injury, see page 39. SCHOLAR

(QUICK, BASIC, SLOW)

Fields of knowledge other than applied sciences, such as art, linguistics, history, philosophy, religion, and tactics.

SCIENCES

(QUICK, BASIC, SLOW)

Basic and applied sciences, including physics, chemistry, biology, geology, engineering, agriculture, and mathematics. SURVIVAL

(QUICK, BASIC, SLOW)

Surviving and thriving in the wilderness, including navigation, orienteering, firemaking, tracking, foraging, and the like. TECHNICAL

(QUICK, BASIC, SLOW)

Knowledge relating to industrial, electrical, or information technology.

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MECHANICAL SKILLS DEMOLITIONS

PERCEPTION SKILLS

(BASIC, SLOW)

Setting, making, and defusing explosives. DRIVE

(QUICK, BASIC)

Operating any vehicle that moves on land or water, including bikes, cars, tanks, trucks, boats, ships, and even wagons and carts. ENGINEER

(BASIC, SLOW)

Designing, planning, evaluating, and inventing structures, machines, and devices. GUNNER

(BASIC)

Ranged combat with vehicle-mounted weapons and artillery. See Combat on page 31 and also the Carbon Grey RPG Core Rulebook for details. PILOT

EVALUATE

(BASIC, SLOW)

Determining the value of an object, course of action, or intention. GAMBLING

(QUICK, SLOW)

Playing games of chance and just how lucky you happen to be in general. INSTINCT

(QUICK, BASIC)

Sixth sense or gut feeling, and determining initiative in combat. See Combat, page 31 for details. INVESTIGATE

(BASIC, SLOW)

Gathering information, doing research and finding, compiling, and analyzing clues, data, and patterns. MARKSMANSHIP

(BASIC)

Operating aircraft.

Ballistic weapon combat, from bows to mounted guns. See Combat, page 31 for details.

REPAIR/DISABLE

STREETWISE

(QUICK, BASIC)

(BASIC, SLOW)

Repairing, modifying, and disabling machines. For details, see The Carbon Grey Role Playing Game Core Rulebook.

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(SLOW)

Making contact with criminals and locating places to acquire, sell, trade or buy black-market or illegal goods and or services.

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STRENGTH SKILLS BRAWL

WILLPOWER SKILLS (BASIC)

Unarmed combat and grappling. See Combat on page 31 for details. CLIMB/JUMP

(BASIC)

Scaling surfaces, leaping, and overcoming other similar physical barriers. LIFTING

(BASIC)

Picking up, moving, bending, and breaking things. STAMINA

(BASIC, SLOW)

Endurance and resistance to disease, pain, poisons, and toxins. See Fatigue on page 42 for details. SWIMMING

(BASIC)

Moving through and under water. See Movement on page 38 for details. THROWING

(BASIC)

Throwing any sort of object, whether for combat or sport. See Combat on page 31 for details.

BARGAIN

(SLOW)

Bartering and haggling for goods or services. Bargain rolls can be made against a flat DN set by the GM, or by the opposing character’s Bargain Roll. CHARM

(BASIC, SLOW)

Convincing someone of your viewpoint through diplomacy and demeanor. Charm is sometimes opposed by Evaluate or Grit. See The Carbon Grey Role Playing Game Core Rulebook for details. COMMAND

(BASIC)

Inspiring and leading others. CON

(BASIC, SLOW)

General dishonesty, including lying and disguise. Con can sometimes be opposed by Evaluate when lying, or possibly by Investigate when disguised. GRIT

(BASIC, SLOW)

Shaking off mental and social manipulation, mental anguish, and fear. When suffering psychological hardship, Grit aids in getting you through it. INTIMIDATION

(BASIC)

Coercion through body language or threats. Intimidation can be used to make mental attacks. See SRP Defenses on page 37 for details.

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TEMPORAL REALITY SKILLS As previously mentioned, these skills aren’t like the others. In addition to not being attached to any attributes, most characters probably won’t have a die code in any of them. In brief, characters can use Temporal Reality skills to manipulate reality itself to their own ends. As you might expect, this opens up a huge can of worms, so we’ll deal with Temporal Reality in full in the Carbon Grey RPG Core Rulebook.

USING MULTIPLE SKILLS

Sometimes a character will want to do two things at once, like talking an enemy into surrendering while grappling them, repairing an airship’s avionics while avoiding gunfire, or just trying to stab an enemy more than once. That’s great--but trying to do too many things in a round means that each of them is less likely to succeed. Every Basic action in a single round beyond the first reduces the die code of each roll by 1D, whether using the same skill for each roll or a different one. In other words, taking two Basic actions, like running and shooting, imposes -1D to all rolls. Taking three Basic actions, like running, shooting, and stabbing, means -2D to all rolls, and so on.

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SCALE

When two things of significantly different sizes interact, we compare them using three Scales: Character, Vehicle, and Grand. There’s a broad range of sizes within each Scale, but not so much that those differences affect die rolls. Character Scale covers everything the size of a typical adult human and smaller. Suitcases, rifles, car tires, cats— these are all Character Scale. Vehicle Scale covers most motorized vehicles. Everything from automobiles to mechs to bombers are Vehicle Scale, as are structures like the average residential house or a five-story office building. Grand Scale covers everything larger than that, such as dreadnought battleships, passenger airships, and even bases. If it’s larger than Vehicle Scale, it’s Grand. Differences in Scale between people, vehicles, and other objects can affect how they interact in combat, as explained in the Carbon Grey RPG Core Rulebook.

RULES MISCELLANY

The Carbon Grey RPG Core Rulebook provides guidance for just about anything a player might want to do in a game. Here’s a sample of some of those rules you can use right away.

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COMMON TASKS

• Implausible lie: +5 to +10

Below are some guidelines for setting and modifying the DN of some common tasks.

• Unbelievable lie: +15 • Getting the Word on the Street (DN10 Streetwise)

• Persuading an NPC (DN15 Charm)

• Use Charm instead of Streetwise: +5

• They’re a friend: -10

• Common knowledge: +0

• They distrust or dislike you: +5

• Secret knowledge: +5 to +15

• They hate you: +10

• You look the part: -5

• The request inconveniences them: +5

• You don’t look it: +10

• The request involves risk or investment of money or time: +10 to +20

• You have a contact: -5 to -10

• Giving an NPC Orders (DN10 Command)

• You don’t know it: +10

• You know the area: -5 to -10

• You’re total strangers: +10

• Acquiring Illicit Goods or Services (DN15 Streetwise or Bargain)

• You’re in the same organizaton: -5

• Supply exceeds demand: -5 to -10

• They outrank you: +10

• Demand exceeds supply: +5 to +15

• You outrank them: -5 to -15

• Good reputation: -10

• The orders are dangerous: +5 to +15

• Bad reputation: -5

• The orders benefit them: -10

• No reputation: +10

• Lying to an NPC (DN15 Con)

• Law enforcement in area: -5 to +10

• A friend, someone who trusts you: -5

• Small town: +5 to +10

• A fool: -5

• Big city: -5

• A trained investigator: +5 to +10

• No questions asked or strings attached: +15

• A social superior: +10 • Dislikes or distrusts you: +5 to +10 • Hates you: +15

• •

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TRUSTING TO LUCK

Sometimes a character is forced to rely on pure luck. They’ve ducked into a barn to hide from a pursuer--is there a pitchfork in there they can use as a makeshift weapon should they be found? That dynamite is sweating nitroglycerin, and artillery fire has panicked the donkey carrying it--will the animal rear up and dump it, or take off at a gallop, possibly right toward the heavy guns the TNT was intended for in the first place? In situations like these, if the GM doesn’t feel like just saying “Yes” or “No” for whatever reason, they can ask the player to roll the Wild Die either once or a number of times equal to their Gambling die code, whichever is greater. For every 6 rolled, they’re in luck. And the more 6s, the better that luck is. One 6 will do for finding a pitchfork in a barn, but if you expect that donkey to gallop in a panic toward the enemy, you’ll need to roll three of them at least.

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THE CARBON GREY ROLE PLAYING GAME

CHAPTER 2: RULES PRIMER

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Combat is a big part of the Carbon Grey story, so it's a big part of the Carbon Grey RPG too. As such, combat has some specific rules that help keep the action straight without slowing any of it down.

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THE CARBON GREY ROLE PLAYING GAME

CHAPTER 3: COMBAT THE COMBAT SEQUENCE

When combat begins, the action unfolds in this order: 1 - Set the Scene. The GM describes the situation—backdrop, foes, and other details—to the players and establishes who’s on whose side. Usually, there are only two sides, the PCs and the NPCs. 2 - Determine Order. Everyone rolls initiative. Combatants who are expecting a fight roll DEX (Reflex). Combatants who aren’t expecting a fight or are otherwise unaware roll PER (Instinct). Whichever side has the highest individual initiative total goes first. In the event of a tie between a PC and an NPC, the PC’s side goes first. 3 - Decision Time. The GM decides what the NPCs will do and each player decides what their character will do. 4 - Action Time. The side with the highest initiative declares and completes its actions, including movement, attacking, and so on, in any order they wish. Then the side with the nexthighest initiative acts. This continues until all sides have declared and taken their actions.

5 - End of Round. Resolve any ongoing effects, environmental elements, bookkeeping, and preparing for the next round, if needed. 6 - Wash and Repeat. Repeat the process as a new combat round begins. Combat continues until one side runs away, surrenders, or is defeated.

ROLLING INITIATIVE

Initiative is a key part of the combat sequence. It’s a useful way to keep the chaos of battle organized enough to manage while allowing for the unpredictability that chaos brings. When you roll initiative, you’ll use one of two skills, depending on the circumstances. When your character is ready for trouble, like when they’re in the middle of a fight, you roll Reflex. When they’re not, such as when a fight hasn’t broken out yet, you roll Instinct. Because of this, the first initiative roll in a combat almost always uses Instinct, and all subsequent initiative rolls use Reflex. Combatants are typically on one side or another of a fight--for example, the PCs and their allies on one side and their enemies on the other. Only the character with the highest Reflex or Instinct on each side needs to roll for initiative each round, and the side with the highest total acts first. As usual, the players win all ties.

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SURPRISE

Catching the enemy by surprise comes with a special benefit for the attackers--a Surprise Action. This lets the ambushers take one Basic action, or two Basic actions if one of them is movement, before initiative is even rolled. After that, if the defenders are still standing, combat proceeds as usual.

DECLARING ACTIONS

After determining the initiative order, everyone on the side with the highest initiative declares what they’ll be doing that round, including what skills they plan to use and what movement they’ll take, if any. Usually it’s simple to decide which skill corresponds to the desired action, but when in doubt, the GM and players can work it out together. Everyone acts in whatever order everyone on that side wishes, whether they’re players or the GM. Once the first side has taken all its actions, the side with the next highest initiative total declares and takes their turns. If there are more than two sides, this continues until every side in the combat has taken its turn.

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Chapter 3: COMBAT

WHY ROLL EACH ROUND?

Tension. You never know what’ll happen next. Fairness. If you lost the initiative last round, you might win it this time. Pulp action. Combat has the ebb and flow of a moving picture or comic book.

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DISTANCE AND RANGE

When accurate distance matters, such as a weapon’s effective range or the ground a character can cover in a one-round sprint, it’s measured in meters. You won’t be literally measuring the distance between one point and another, but a fair estimation is important for a few reasons. For one, it helps everyone at the table agree on what the physical environment looks like and enables tactical thinking. It’s also useful for things like weapons and vehicles when figuring out how far away your target is or how much of a lead you have on your pursuers. Moreover, many RPG players like using gaming miniatures and maps to further aid visualization. Without a proper sense of space, that becomes very difficult. If you’re not sure and you’re the GM, your best guess will be fine. If you’re a player, ask the GM!

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RANGE CATEGORIES There are four range categories: PointBlank, Short, Medium, and Long. Most hand-to-hand weapons are only effective at Point-Blank range, which is less than 3 meters. For ranged weapons, the range category sets the base DN for the attack, although the distance encompassed by each range category depends on the weapon class. RANGE CATEGORY

DN

Point-Blank

5

Short

10

Medium

15

Long

20

WEAPON CLASSES AND RANGE

Every weapon belongs to a weapon class, and all weapons of each weapon class have the same Short, Medium, and Long range, as shown on the following table.

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WEAPON CLASS

SHORT

MEDIUM

LONG

Hold-Out

3-4

5-8

9-12

Pistol/Machine Pistols

3-10

11-30

31-120

Submachine Guns

3-25

26-60

61-250

Assault Rifles/Sporting Rifles

3-30

31-100

101-300

Sniper Rifles

3-100

101-300

301-900

Shotguns

3-6

7-14

15-30

Sawed-off Shotguns

3-4

5-8

9-12

Light Machine guns

3-50

51-120

121-300

Medium Machine Guns

3-60

61-150

151-400

Heavy Machine guns

3-75

76-200

201-500

UNUSUAL ATTACKS

There’s a whole lot more a character can do in combat besides poking holes in their enemy. Grappling, disarming, and tricking your foe are time-honored traditions. The Carbon Grey RPG Core Rulebook has the details on all of that, but common sense will get you far. Pick the skills and defenses that you feel fit the action, and roll those dice. For example, wrestling an opponent to the ground could involve both combatants making opposed STR (Brawl) rolls at -1D.

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SITUATIONAL ATTACK MODIFIERS

Here are a few typical combat situations that would provide a bonus or penalty to the attack roll.

SITUATION

EFFECT ON ATTACKS

Impaired visibility

-1D to -4D

Cover

-1D to -4D

High winds

-1D (ranged)

High ground

+1D (hand-to-hand)

Bracing

+1D (ranged)

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Chapter 3: COMBAT

ATTACKING

There are two main types of attacks: hand-to-hand and ranged. Hand-to-hand attacks require the attacker to be within reach of their target (less than 3 meters) and attack with bare hands using Brawl or a melee weapon using Melee. The difficulty is set by the target’s defense, as explained later in this chapter. Ranged attacks use Marksmanship for ranged weapons, Thrown for thrown weapons, and Gunnery for artillery, vehicle-mounted weapons, and the like. The difficulty of a ranged attack is set by a combination of the target’s defense modified by the range of the attack. The further away the attacker is, the more difficult it is to score a hit.

SRP DEFENSES

Every character has three defenses: a Surprised defense, a Ready defense, and a Psyche defense. The first two are for avoiding physical attacks, such as in combat; the third is for resisting intimidation or fear. The relevant defense sets the DN for the attack roll. Your Surprised defense applies when you don’t see an attack coming. Whether you’re being ambushed or simply stabbed in the back by a “friend,” this is your attacker’s target number. Your Ready defense applies when you do see an attack coming. Whether you started it or the other guy did, the higher this defense, the harder you are to hit.

Your Psyche defense applies whenever someone tries to bully or scare you. It can also come into play when you’re confronted with the terrifying or supernatural, such as suffering shellshock on the battlefield or facing a horde of snow demons. • Surprised = PER x 3 • Ready = DEX x 3 • Psyche = WIL x 3 When calculating these defenses, drop any modifiers to the attribute. For example, the defenses of a character with DEX 3D+2, PER 2D+1, and WIL 3D are Surprised 6. Ready 9, and Psyche 9.

FULL DEFENSE

When a character’s prime concern in a combat round is not getting hurt, they can go Full Defense as a Basic action on their turn. This lets them add their Reflex or Instinct die code to any STR roll they make to resist physical damage, or add their Grit die code to any WIL roll they make to resist mental trauma. For example, if a character with STR 3D and Reflex 2D goes Full Defense against an attack, they’d roll 3D+2 to resist its damage. In practice, Full Defense is rolling with a hit to avoid the worst of the damage, or gritting your teeth and enduring fear, toture, or other mentally taxing situations. Full Defense has no effect on a character’s Surprised, Ready, or Psyche defenses. If the character takes another Basic action in the round, they lose the benefits of Full Defense.

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MOVEMENT IN COMBAT

Walking or running typically isn’t cause for rolling dice unless there are other factors at play, like running across a frozen lake or struggling through underbrush. However, walking or running in combat can have an effect on your skill rolls. Quick movement is anything up to six meters in a single round, whether walking, tumbling, or using a wheelchair. Quick movement has no effect on die rolls. Basic movement is more than six meters, to a maximum of twelve meters, and imposes -1D to all skill rolls that turn.

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STANDING OR PRONE A character is either considered standing or prone, and can voluntarily fall prone as part of their movement, or at the end of their turn. Prone characters are more accurate when attacking with firearms (+1D) and are harder to hit at range (-1D), but have difficulty with thrown and musclepowered ranged weapons (-1D) and make for easy targets in hand-to-hand combat (+1D). A prone character’s movement is limited to crawling, which is considered Basic movement of two meters or less. Getting up from prone is a Basic move as well, and prevents any further movement. In other words, you can stand up, but you can’t go anywhere just yet.

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DAMAGE

The amount of damage a weapon can inflict is dictated by its Damage (DMG) die code, as shown on the Weapons Table. For muscle-powered weapons like swords and clubs, DMG is the attacker’s STR plus modifiers from the weapon, while the DMG of firearms is independent from the attacker’s attributes. However, hitting doesn’t automatically mean wounding--the defender has a chance to resist some of that damage. Roll DMG opposed by the defender’s STR. This is a Quick action for the target, so there’s no combined action penalty for this roll. Compare the DMG and STR totals, then consult the table below to determine the degree of injury, if any. DMG TOTAL

INJURY LEVEL

Less than STR total

Stunned

Between STR total and STR total x 2

Wounded

Between STR total x 2 and STR total x3

Incapacitated

STR total x 3 or more

Mortally Wounded

For example, the defender gets a 15 on their STR roll. They are Stunned if the DMG is 14 or less, Wounded if DMG is 15

to 29, Incapacitated if DMG is 30 to 44, and Mortally Wounded if DMG is 45 or more. See Recovering from Damage, Disease, and Trauma on page 40 for information on recovering from damage.

INJURY LEVELS

Each injury level carries its own effects on the target, as described below.

STUNNED The defender can’t take any Basic actions for the rest of the combat round.

WOUNDED The defender must succeed on a DN 15 STR (Stamina) roll or fall prone. Even if that roll succeeds, they can’t take Basic actions for the rest of the combat round, and have -1D to all rolls until they are no longer Wounded. A Wounded character who is Wounded again becomes Incapacitated.

INCAPACITATED The defender falls prone and unconscious, and can’t take any actions until no longer Incapacitated. An Incapacitated character who is Wounded or Incapacitated again becomes Mortally Wounded.

MORTALLY WOUNDED As Incapacitated, but until they are no longer Mortally Wounded, they must roll 2D at the end of every round.

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If the result of this roll is less than the number of rounds that have passed since they became Mortally Wounded, the character dies. If they’re Wounded, Incapacitated, or Mortally Wounded again, they are instantly killed.

MENTAL TRAUMA

Because attacks against a character’s Psyche are of a less tangible nature and more variable nature, they’re handled a little differently. If the defender is an average NPC and the attack succeeds, it’s usually enough to say that they are appropriately affected by whatever form the “attack” took. They back down when threatened or collapse in the face of horror. If the defender is a PC or an NPC that’s more important to the story, then things get a little more interesting. The severity of the penalty depends on the attack’s margin of success. In addition to the effects shown below, the source of the trauma may impose a secondary effect, such as panic, delusions, irrational behavior, or worse.

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ATTACK TOTAL

TRAUMA LEVEL

Between Psyche and Psyche x 2

Stunned

Between Psyche x 2 and Psyche x 3

Shaken

Between Psyche x 3 and Psyche x 4

Traumatized

Psyche x 4 or more

Severely Traumatized

See Recovering from Damage, Disease, and Trauma below for information on recovering from damage.

RECOVERING FROM DAMAGE, DISEASE, AND TRAUMA

The Medical skill is used to provide both immediate and long-term medical care. The severity of the patient’s condition determines both how difficult they are to treat and what kind of action is required to treat them (but it’s almost always Slow).

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INJURY/CONDITION

DN

ACTION (TIME REQUIRED)

Stunned (full recovery)

5

Basic

Minor toxin or disease symptoms

5

Basic

Wounded (full recovery)

10

Slow (2D minutes)

Mild toxin or mild disease symptoms

10

Slow (2D minutes)

Incapacitated (one level)*

15

Slow (1D hours)

Moderate toxin or disease symptoms

15

Slow (1D hours)

Mortally Wounded (one level)*

20

Slow (1D days)

Serious toxin or disease symptoms**

20

Slow (1D days)

Deadly toxin or disease symptoms**

30

Slow (2D days)

* Reduce injury level by one degree ** Reduce severity of a toxin or disease’s effects by one degree

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FATIGUE

Extended strenuous physical activity can take a toll on a character, as can a variety of other activities that can have detrimental effects on a character’s constitution. In these circumstances, the GM may call for a STR (Stamina) roll, using the following guidelines. ACTIVITY

DN

Running a kilometer

5

Running 10 kilometers, engaging in a day’s hard labor, eating rotten food

10

Enduring a harsh environment for an hour

15

Enduring a harsh environment for several hours

20

Treading icy water for an hour

25

A failed STR (Stamina) roll in these circumstances results in Fatigue. Each time a character becomes Fatigued, they suffer a cumulative -1D to all attribute and skill rolls until the circumstance ends and they’re able to recover. If the penalty from Fatigue equals or exceeds their STR die code, they are Mortally Wounded and in danger of dying.

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Chapter 3: COMBAT

MENTAL RECOVERY

A character suffering from mental trauma can receive treatment from another character using a skill appropriate to the nature of the trauma, such as Medical or even Charm. A character can also “heal” themselves using WIL (Grit). (The penalty imposed by the trauma doesn’t apply to these rolls.) The DN of the roll depends on the severity of the penalty, as shown below. CONDITION

RECOVERY DN

ACTION (TIME REQUIRED)

Stunned

--

None (automatically recover at end of round)

Shaken

10

Slow (2D minutes)

Traumatized

15

Slow (1D hours)

Severely Traumatized

20

Slow (1D days)

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The Carbon Grey RPG Core Rulebook has a wide variety of weapons. Here's a sampling to get you started.

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CHAPTER 4: GEAR AND WEAPONS FIREARMS AND GRENADES WEAPON

RANGES (S / M / L)

NOTES

Highborn Defender 3D+2

3-4 / 5-8 / 9-12

Ammo 2, hold out

Emissary’s Sidearm

4D

3-10 / 11-30/ 31-120

Ammo 10 (box magazine)*, pistol

Reliable Revolver

5D

3-10 / 11-30 / 31-120

Ammo 6, pistol

Officer’s Pistol

5D

3-10 / 11-30 / 31-120

Ammo 8 (box magazine), pistol

Submachine Gun

5D

3-25 / 26-60 / 61-250

Ammo 30 (box magazine), SMG

Huntsman BoltAction Rifle

4D+2

3-30 / 31-100 / 101300

Ammo 5 (box magazine), sporting rifle

5D

3-30 / 31-100 / 101300

Ammo 6 (box magazine), assault rifle

Witwenmacher Sniper Rifle

9D

3-100 / 101-300 / 301900

Ammo 5 (box magazine), sniper rifle

Pump-Action Shotgun

8D*

3-6 / 7-14 / 15-30

Ammo 5, shotgun

Fragmentation Grenade

5D

3-7 / 8-20 / 21-40

Scatter

Zuverlässig Z93 Infantry Rifle

DAMAGE (DMG)

*See Ammunition and Reloading, page 49.

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HAND-TO-HAND WEAPONS WEAPON

DAMAGE (DMG)

Unarmed Attack

STR

Knife

STR+1

Brass Knuckles

STR+2

Bayonet

STR+1D

Club/Trench Mace

STR+1D

Sword

STR+1D+2

WEAPON DESCRIPTIONS Knife. Whether folding knives, lockblades, switchblades, daggers, or dirks, knives are as varied as their owners. The one thing they all have in common is the pointy end goes in your enemy. AVAILABILITY DN5, PRICE: 1 MARK.

Brass Knuckles. It doesn’t get more up-close-and-personal than a knuckle duster. From crude versions cast from melted bullets to finely polished brass used by upper-crust bodyguards, brass knuckles have one job—amplifying the force of a blow while sparing the fist that delivers it. AVAILABILITY DN5, PRICE: 1 MARK.

Bayonet. Typically affixed to a rifle, the bayonet is the knife’s big brother. When not used with a rifle or other similar implement, treat it as a knife.

Club/Trench Mace. This includes heavy tree branches, lead pipe, cricket bats, rifle-butts, billy clubs, and the like. These weapons are meant to snap bones and crush skulls, even in untrained hands. AVAILABILITY DN5, PRICE: FREE TO 5 MARKS.

Sword. Swords come in a wide array of designs, from ornate, masterfully crafted dueling sabers and well-concealed sword canes to crude but effective blades from another age. Some are designed for piercing, others for slashing, and some for hacking off limbs. Sometimes the old ways are the best ways. AVAILABILITY DN15, PRICE: 25 MARKS.

Highborn Defender. These pocket pistols are favored by courtly gentlefolk as “polite protection,” but also see use by criminals as dispute-settlers when a back-alley deal goes bad. The overunder double-barreled design provides a serviceable form of protection, and if any ne’er-do-well is not deterred by the first shot, there’s a second to drive the point home. AVAILABILITY DN10, PRICE: 4 MARKS.

Emissary’s Sidearm. The combination of short recoil, high ammo capacity, semiautomatic action, and accuracy provided by the unwavering-once-set V-notch rear tangent sight make this sleek, lightweight sidearm the weapon of choice for bodyguards, couriers, and purveyors of spycraft. AVAILABILITY DN10, PRICE: 15 MARKS.

AVAILABILITY DN5, PRICE: 2 MARKS.

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Reliable Revolver. This heavy-caliber wheel-gun from Reliable Arms has earned the nickname “skull-buster” for its reputation as an improvised melee weapon when the enemy’s too close for lead. It sees such common usage that “Reliable” has become a colloquialism for any revolver. AVAILABILITY DN10, PRICE: 12 MARKS.

Officer’s Pistol. This weapon’s impressive ammo capacity, considerable stopping power, and accurate iron sights have made it the officially adopted sidearm of the Mitteleuropa military. A battlefield prize for corpse-robbers and trophy-hunters, this weapon has, ironically, cost many an officer their life. AVAILABILITY DN15, PRICE: 30 MARKS.

Submachine Gun. Though its accuracy and reliability leave something to be desired, this mass-produced firearm was hailed as a modern marvel of ballistic engineering upon its introduction. The most common model\bears a strong resemblance to a common mechanic’s tool and is known as a “grease gun.” AVAILABILITY DN5, PRICE: 15 MARKS.

Huntsman Bolt-Action Rifle. The preferred weapon of game hunters, scouts, shepherds, and civilian militia, Huntsman’s best-selling model sports a solid wooden stock, reinforced barrels, and smooth bolt action. A sturdy longarm good for any environment.

Zuverlässig Z93 Infantry Rifle. Zuverlässig Fabrikant’s flagship military rifle has taken Mitteleuropa by storm. This well-made, bolt-action soldier’s weapon is easy to clean, easy to load, and easy to shoot. It also functions well as an improvised melee weapon, with or without a bayonet. AVAILABILITY DN5, PRICE: 18 MARKS.

Wirwenmacher Sniper Rifle. Made for attacks at extremely long ranges, the Wirwenmacher, or “Widowmaker,” has earned its name. Individually handcrafted and unrivaled in range, this sniper rifle has the stopping power to make every shot count. AVAILABILITY DN30, PRICE: 250 MARKS.

Pump-action Shotgun. A devastating weapon at close range in almost any hands, the shotgun is favored by trench fighters for its reliability and trench clearing ”slamfire” technique, which entails holding down the trigger and quickly cycling round after round. The DMG given in the table is for shot shells. AVAILABILITY DN10, PRICE: 12 MARKS.

Fragmentation Grenade. This timefused anti-personnel ordnance couldn’t be easier to use. Pull the safety pin to start the fuse, switch the lever, and throw it at the enemy. AVAILABILITY DN10, PRICE: 4 MARKS.

AVAILABILITY DN5, PRICE: 10 MARKS.

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ARMOR

Armor can mean the difference between life and death on the battlefield. When making a STR roll to resist damage, add your Armor’s die code (ARM). This is the only benefit of armor--it doesn’t add to any other uses of STR or STR skills. ................................................... ..............

ARMOR TYPE

ARM

NOTES

Basic Uniform/Heavy Clothing

+1

Thick, layered materials such as wool, canvas, or leather.

Helmet

+1

Stacks with any armor that doesn’t already include a helmet.

Combat Harness

+2

Heavy canvas battle harness, with metal plates to protect the chest, belly, and back.

Ballistic Long Coat

+2

Layered canvas or wool and leather.

Battle Vest/Jacket

+1D

Heavy canvas layers over ballistic plates.

Trench Armor

+2D

Overlapping plated armor covering the torso while leaving the arms and legs free.

ARMOR LIMITS & STACKING Multiple armor pieces can be, and frequently are, worn together. When “stacking” armor like this, add their ARM die codes together. For example, wearing a ballistic long coat (ARM +2) and a helmet (ARM +1) results in a total ARM of 1D, while wearing a basic uniform (ARM +1) and trench armor (ARM 2D) together would give you ARM 2D+1. However, there are limits. A character’s ARM can’t exceed their STR. Anything greater than that is just too heavy for them to handle. Even if their STR is sufficient for their armor, it can still interfere with their movement and skills.

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TOTAL ARM

EFFECTS

1D or less

None

1D+1 to 2D

-1D

2D+1 to 3D

-2D, Quick movement only

3D+1 or more

-3D, Quick movement only

The armor penalties above apply to all DEX attribute and skill rolls, as well as to Brawl, Climb/Jump, Drive, Gunnery, Marksmanship, Pilot, Repair/Disable, Swimming, and Throwing. Of course, there may be some form of high-tech

THE CARBON GREY ROLE PLAYING GAME

Chapter 4: GEAR AND WEAPONS

armor out there that mitigates these penalties, but for the standard armor a character is likely to encounter, these penalties apply.

AMMUNITION AND RELOADING

As you might expect in the Carbon Grey RPG, firearms are commonplace, and bullets even more so.

AMMO STYLES There are two ways to handle ammunition and reloading in your games: Unlimited Ammo or Quartermaster Ammo. It’s up to the GM to pick the one that best fits the playstyle of the group. UNLIMITED AMMO Lead sprays freely, revolvers rarely seem to run low on bullets, and only when it is pivotal to the story does a hero need to reload. With Unlimited Ammo, ammo is a state of mind. A PC’s gun only runs out of bullets when the player rolls a 1 on their Wild Die, or when the GM gives them a Hero Point in exchange. QUARTERMASTER AMMO They put ammo capacities into the game for a reason, you know. With Quartermaster Ammo, every player tracks their ammunition expenditures, and when they’re out, they’re out. This means a bit more bookkeeping, but not

a lot. Every firefight feels even deadlier when you know there are only so many times you can pull that trigger.

RELOADING Ammo comes in many different forms, from arrows and loose bullets to springloaded magazines and drums. Some weapons on the Firearms and Grenades table (page 45) are listed as using box magazines that store rounds and feed them into the gun’s chamber for rapid firing. The rest have to be loaded a round at a time, or, in the case of a revolver like the Reliable, using a speedloader that quickly loads six rounds at once. For simplicity’s sake, the guidelines for reloading are broken down into general types and their corresponding actions, as shown below.

RELOAD TYPE

ACTION REQUIRED

Nocking an arrow or readying a sling

Quick

Loading a single bullet, shell, or crossbow bolt

Basic

Changing out a magazine or drum, or using a speedloader

Basic

Changing an ammo belt or loading a black-powder weapon

Basic, and adds an additional -1D penalty

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VEHICLES Fighter planes, flying wings, and airships all play a major role in the action of Carbon Grey, not to mention roadsters, motorcycles, battleships, and many other vehicles typical (and atypical) of the era. We don’t have room to cover vehicles in depth here--that’s in the Carbon Grey RPG Core Rulebook--but here’s a taste.

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Like PCs, all vehicles have attributes, but unlike PCs, they only have three. All of them range from a minimum of 1D to a maximum (usually) of 6D. Frame (FRM). How sturdy a vehicle is. The higher the die code, the harder it is to damage. Vehicles use FRM to resist damage the same way characters use STR. If a bicycle has FRM 1D, then a tank has FRM 5D or 6D.

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Chapter 4: GEAR AND WEAPONS

FOR CLASSIC D6 SYSTEM FANS

In previous D6 System games, vehicles had a Hull or Body Strength attribute. We’ve changed it to Frame for a few reasons. It’s unambiguous, more concise, and works with a broad range of vehicle types, from bicycles to mechs and more.

Maneuverability (MVR). How well the vehicle can perform complex maneuvers. The higher the die code, the more agile it is. Add the vehicle’s MVR die code to any skill roll the operator makes that involves quick or precise positioning. The typical tugboat has MVR 1D, while a typical motorcycle has MVR 3D or 4D. Speed (SPD). How fast a vehicle can travel and the power of its engines. The higher the die code, the higher the horsepower. Add the vehicle’s SPD die code to any skill roll the operator makes when pursuing or being pursued

by another vehicle, or any other time getting from one point to another as quickly as possible is the primary factor of the roll. A lumbering bulldozer has SPD 1D, but a future-tech fighter plane could have SPD 6D! Vehicles are further defined by a few other traits, including payload (how much it can carry), assets (upgrades or improvements for special vehicles), and scale. All of these can affect a vehicle’s attributes and performance. For more, check out the core rulebook.

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CHAPTER 5: ALLIES, ENEMIES, AND EXTRAS In the Carbon Grey RPG, NPCs are played by the GM. If the PCs are the stars of the show, the NPCs are the antagonists, allies, and extras that populate the world and make it a dramatic, dynamic, and dangerous place. In other words, however cool an NPC may be, they shouldn’t overshadow the PCs. Part of the GM’s job is making the PCs look good, and part of that is not having an NPC upstage them at every turn. Above all, the GM should play the NPCs more or less as real people, making decisions based on their interests and perspectives. Every NPC falls into one of three categories: Allies. As you might expect, allies are NPCs who are on good terms with the PCs. They can be anything from a friendly bartender to a nobleman in distress to a ride-or-die mercenary who’d put their life on the line for the PCs. Allies tend to be weaker than the PCs, to keep the spotlight on the stars. Enemies. Any NPC that wants to see the PCs fail or die should be considered an enemy. They can be even more varied than allies; whether a footsoldier or a

mastermind, an enemy doesn’t need to know the PCs personally to seek their downfall. Some enemies are major NPCs that warrant statistics on par with a PC, but most are cannon fodder—Any Injury suffered—including Stunned, the Cannon Fodder is eliminated. Extras. This category is for everyone else--the minor NPCs the PCs interact with once or twice and never see again. Extras can easily be promoted to either ally or enemy, depending on the circumstances. Of the three, enemies usually need game statistics, because they’re most likely to engage the PCs in conflict. Most allies and extras can be handled freeform, without any attributes, skills, or other numbers.

SAMPLE NPCS

The Carbon Grey RPG Core Rulebook has game statistics for many NPCs, along with guidelines for creating them. Below is just a sample to give you an idea of what they look like.

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RESISTANCE SPY DEX Stealth KNO Espionage

3D 1D 3D 1D

MEC

2D

PER

3D

Investigate

1D

Marksmanship

1D

STR

2D

WIL

3D

Charm

1D

Con

1D

SRP DEFENSES

Surprised

9

Readied

9

Psyche

9

Deceptive: The Resistance Spy gains +1D bonus to all Charm and Con skill rolls. Weapons: Emissary’s Sidearm, folding knife (knife) ARM: 0D Other Gear: Pencil, scrap paper, wire cutters, common clothing, extra pistol ammo (1 magazine of 10 rounds)

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Chapter 5: ALLIES, ENEMIES, AND EXTRAS

GREEN RECRUIT DEX Melee KNO Medical MEC Demolitions PER Marksmanship STR

2D+2 1D 2D+2 1D 2D+1 1D 2D+1 1D 3D+2

Stamina

1D

Throwing

1D

WIL Grit

2D+1 1D

SRP DEFENSES

Surprised

6

Readied

6

Psyche

6

New Guy Luck: Once per round, the Green Recruit can reroll 1D of one of their attribute or skill rolls. Weapons: Eagleton E1 Carbine (uses the statistics of the Zuverlässig Z93 infantry rifle), bayonet ARM: +2 (helmet +1, uniform +1) Other Gear: Rifle ammo (4 magazines of 15 rounds each)

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INFANTRY OFFICER

THUG (CANNON FODDER)

DEX

DEX

Melee KNO

2D+2 2D

Melee

2D 1D

3D+2

KNO

1D

1D

MEC

1D

MEC

1D+1

PER

3D

PER

2D+1

Investigate

1D

Marksmanship

2D

Marksmanship

1D

Evaluate

1D

Scholar

STR

2D+2

WIL

3D+1

Command

3D

Grit

3D

SRP DEFENSES

Surprised

6

Readied

6

Psyche

9

Confident Leader: Once per round, the Infantry Officer can take a Quick action to grant +1D to all Grit, Gunner, Marksmanship, Melee, and Stamina rolls made by allies within 20 meters who can hear or see them. Weapons: Officer’s Sidearm, submachine gun, cavalry saber (sword) ARM: +2 (helmet +1, uniform +1) Other Gear: Signal whistle, pistol ammo (4 magazines of 8 rounds each), submachine gun ammo (4 magazines of 30 rounds each)

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STR Brawl WIL

3D 1D 2D

SRP DEFENSES

Surprised

9

Readied

6

Psyche

6

Weapons: Reliable Revolver, brass knuckles ARM: 0D Other Gear: Illicit goods worth 1d6 Marks

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WAR DOG DEX Reflex

DOG HANDLER 2D 1D

DEX Melee

1D

KNO

1D

MEC

1D

PER

3D

MEC

1D

Instinct

1D

PER

2D

Investigate

1D

STR

KNO

2D

Survival

Marksmanship

2D 1D

1D

3D

STR

2D+2

Brawl

3D

WIL

2D+1

Stamina

1D

Command

2D

2D

Intimidate

1D

WIL Grit

1D

SRP DEFENSES

SRP DEFENSES

Surprised

6

Surprised

9

Readied

6

Readied

6

Psyche

6

Psyche

6

Bloodhound: The War Dog gains a +2 bonus to all scent-based skill rolls. Weapons: Teeth (Brawl attack, DMG STR+1D) ARM: +1 (war harness) Other Gear: war harness

Beast Mastery: As an Action, the Dog Handler may grant a +1D bonus to any roll made by a War Dog that can see or hear them. Weapons: Reliable Revolver, baton (club) ARM: 2D (helmet +1, uniform +1) Other Gear: Dog whistle, extra revolver ammo (32 rounds loose in an ammo pouch)

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GUARD (CANNON FODDER) DEX Melee

2D 1D

GUARD OFFICER DEX Melee KNO

2D+1 2D 3D

KNO

1D

MEC

1D

MEC

2D

PER

3D

PER

3D

Scholar

1D

Investigate

1D

Investigate

2D

Marksmanship

1D

Marksmanship

3D

STR Brawl WIL

3D 1D 2D

SRP DEFENSES

STR Brawl WIL

3D+1 1D 4D+1

Command

4D

Surprised

9

Grit

2D

Readied

6

Intimidate

3D

Psyche

6

Watchful: Guards gets +1D on all initiative rolls. Weapons: Zuverlässig Z93 infantry rifle, baton (club) ARM: +2 (helmet +1, uniform +1) Other Gear: Signal whistle, extra rifle ammo (8 magazines of 6 rounds each)

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SRP DEFENSES

Surprised

9

Readied

6

Psyche

12

Bark Orders: As a Basic action, Guard Officer may grant one ally that can hear and hear them +1D to one skill roll. Weapons: Officer’s pistol (semiautomatic pistol), baton (club) ARM: 1D (uniform +1, ballistic long coat +2) Other Gear: Signal whistle, extra ammo (5 magazines of 8 rounds each). Note: A Guard Officer always appears with 1d6 Guards under their command.

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ELITE GUARD DEX Melee

2D

BLOODTHIRSTY SHARPSHOOTER

2D

DEX

3D+1

KNO

1D

Melee

2D

MEC

1D

Reflex

1D

PER

3D

Stealth

4D

Investigate

1D

Marksmanship

2D

STR Brawl WIL

KNO Survival

2D+1 2D

3D

MEC

1D

1D

PER

4D+2

2D

SRP DEFENSES

Surprised

9

Readied

6

Psyche

6

Watchful: Elite Guard gains +1D bonus to all initiative rolls. Weapons: Zuverlässig Z93 infantry rifle, baton (club) ARM: +2 (helmet +1, uniform +1) Other Gear: Signal whistle, extra rifle ammo (8 magazines of 6 rounds each)

Instinct

1D

Investigate

1D

Marksmanship

5D

STR Climb/Jump WIL Grit

3D+2 1D 3D 1D

SRP DEFENSES

Surprised

12

Readied

9

Psyche

9

Shoot to Wound: The Bloodthirsty Sharpshooter’s Marksmanship attacks get +1D DMG. Weapons: Wirwenmacher sniper rifle, knife ARM: +2 (helmet +1, uniform +1) Other Gear: Wind meter, extra sniper rifle ammo (12 magazines of 5 rounds each),

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CHAPTER 6: OPERATION NURSEMAID A QUICKSTART ADVENTURE FOR THE CARBON GREY RPG

This short adventure is meant to thrust players into the Carbon Grey RPG. It starts off right in the action and takes off from there. The events of the adventure are divided into a few sections, with random encounters to fill in the gaps, as follows: Setup. Here you present the players with the immediate backstory, give everyone a chance to introduce their PC, and sort out each PC’s motivations for being here in the first place. The PCs find their contact more dead than alive in a pine forest, leaving them with a dozen scared children to look after and several guards to deal with. Will the PCs make a mad dash to the getaway truck with a gaggle of kids in tow, or turn and fight… with a gaggle of kids in tow? Shooting Gallery. The PCs traverse dangerous territory while being hunted by a merciless sniper. Almost Home. The PCs reach their truck and face one final obstacle to getting their charges to safety.

SETUP

The PCs are sent on a supposedly easy courier mission that turns into a running rescue-and-escort mission real quick when they find a bunch of crying kids and a wounded contact.

BACKGROUND Horst Hahanentritt, a lesser lord seeking higher standing with the Kaiser, offered his glorious leader the promise of a stateof-the-art warplane—a promise beyond what his wealth and landholdings could truly provide. In an effort to fulfill his obligation, Herr Hananentritt conscripted the folk of several remote villages to construct and staff a hastily erected factory facility and work camp. To ensure the conscripted workers’ cooperation, the misguided nobleman held their children hostage at a nearby location. When the local arm of resistance fighters got wind of the remote facility and began to investigate, the conscripted workers had already suffered through months of hard labor and separation from their children. By the time Greta, a resistance operative posing as a cook, managed to get herself onto the workcamp kitchen staff, the prototype plane was due to be completed in only a few weeks. Greta recently discovered the captive children and how Herr Hahanentritt’s been using them to keep the workers

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compliant. The children’s unhealthy condition, and the fact that without them work on the warplane might slow or halt, has expedited the need to get the children out and provide proof of the evils of the work camp to the resistance. Unfortunately, Greta was discovered while helping the children through a gap in the fence, and only managed to escape with a dozen of the forty-odd children. As she herded the twelve children deeper into the woods, she was shot by a guard. The children left behind were rounded up and recaptured. Wounded and unable to stop the bleeding, Greta managed to guide the rescued children to the rendezvous site and scrawl a rudimentary message to pass on to the resistance before losing consciousness mere moments before the appointed meeting time.

THE PLAYER CHARACTERS

Give each player a chance to introduce their PC to the group. Ask each of them a few questions to help everyone get a sense of what kind of person they are. These could be anything from “What was your childhood like?” to “What was the last meal you ate, and where did you eat it?” They probably haven’t thought about these facets of their characters yet, but their answers will make the PCs feel more like real people.

CHARACTER MOTIVATION There are any number of reasons a PC could get involved in this adventure, including: • Someone they care about is tied up in all of this—and they need to find out where they are. They could be a relative, a lover, a close friend, a mentor, or whomever you and the player decide. • They’ve been sent by a superior to make contact with the local resistance—to spy on them, or to gain them as allies, or get close enough to disrupt their operations. • Their business is killing anyone loyal to the Kaiser—and business is good! • They owe a debt to Dachs, the leader of the local resistance—she did them a big favor, they cheated her on a deal or failed to deliver on a previous promise, or whatever you and the player work out. Whatever the case, doing this mission will even the score. • They volunteered for this—to prove yourself a worthy asset to the resistance, or because they have a vendetta against the despised Herr Hahanentritt. • They’ve heard that people are missing—and they feel it’s your duty to find them, possibly on someone else’s behalf. Of course, you can always make up your own, using the examples above as a guide.

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RANDOM ENCOUNTERS

At several points during this adventure, you’ll be asked to roll on the Random Foe Encounter Table below to determine what opposition the PCs will face. You’ll only roll 1D, but you may apply modifiers to the roll as explained after the table.

RANDOM FOE ENCOUNTER TABLE 1D

RESULT

Less than 1

1 Guard

1-2

2 Guards

3-4

3 Guards

5-6

1D Guards

7-8

1 Dog Handler, 1-3 Attack Dogs

9-10

1-3 Elite Guards

11-12

1D Elite Guards

13+

Main Guard Force

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The Main Guard Force consists of 1 Guard Officer, 12 Guards, 3 Elite Guards, 1 Dog Handler, and 3 Attack Dogs. The PCs will only face this main guard force once; every subsequent time you roll this result, substitute 1D Elite Guards.

TABLE MODIFIERS When rolling on the Random Foe Encounter Table, apply a +1 modifier for each of these conditions that applies. • Each previous encounter the PCs have had (cumulative) • One or more of the PCs or their allies fails a DEX (Stealth) roll • The PCs or their allies made loud noises in the previous round, such as gunfire or shouting

AREAS ON THE MAP

Each area on the map comes with its own features that may affect dice rolls. 1. CLEARING This area is open, as most clearings are. 2. CREEK Swift-flowing water and man-high mud banks make for good cover and concealment. In this area, the PCs get +2D to all Stealth rolls and a -3 on every roll of the encounter chart while in the creek. The PCs’ pursuers must succeed on a DN 25 PER (Investigate) roll to track them. However, anyone walking

64 Arnand Kularajah (Order #31312296)

in the frigid water must make a DN 15 STR (Stamina) or WIL (Grit) roll every 6 rounds (30 seconds). On a failed roll, they must either leave the area or become Fatigued. 3. ROLLING PINES The tall, widely spaced pines and hilly slopes of this area provide equal parts open terrain and usable cover. The terrain here does not hamper movement, though each pine can provide cover for two adults or four children. Cover is explained in the Combat section of the Quickstart rules. 4. SAPLING SWATH This mostly barren lowland shows signs of a recent fire. Pine saplings and patches low scrub dot the scorched landscape here and there. The saplings provide ¼ cover and the scrub provides ½ cover, but only for prone or crawling characters. Sound carries well here; any loud noise (gunshots, grenades, shouting, and the like) adds +3 to rolls on the Random Foe Encounter Table. 5. THICK PINES The pines grow thick and close here, slowing movement but offering many hiding places. In this area, a Basic move is only 4 meters, and the maximum range for ranged weapons is Short. The trees here can provide ¾ cover to even standing characters. This area imposes a -4 to rolls on the Random Foe Encounter Table. It’s also the location of the truck, marked on the map with an X.

THE CARBON GREY ROLE PLAYING GAME

CHAPTER 6: OPERATION NURSEMAID 6. ROAD The gravel road that runs through the forested area from the nearby village to the work camp is well-maintained and wide enough for two trucks to pass each other. Movement along the good footing of the road lets even the children run and increase a character’s Basic movement to 8 meters while on the road reach round. However, traveling on the road leaves one totally exposed--add +4 to the encounter chart each round anyone in the PCs’ group is on it.

7. THE GUARD POST One Guard Officer and six Guards are stationed at this small roadway guard post building. They will not leave their post, and will do everything they can to hold it.

KEEPING IT FUN Don’t measure every meter of the 2 kilometers the characters travel from clearing to truck. It will be very boring, and that’s not what we’re here for.

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Instead, treat it as a montage in a movie, zooming in on the parts of the journey that are exciting or dangerous, and glossing over the rest. If the players make good Stealth rolls or come up with some cool plans, let them get some distance out of it. To this end, use the scale on the map for when to make rolls—it’s roughly 16 rolls if the PCs move straight from the clearing to the truck. This will make for a faster-paced game, keep the tension high, and give you an action-movie feel.

RENDEZVOUS

Read or paraphrase the following: You were sent on what was supposed to be a routine courier mission--over the river and through the woods near an enemy checkpoint we go. You have instructions to rendezvous with your contact in a secluded grove, and all you have to do is bring back whatever valuable intel she has to The Schwein in Decke—an alehouse that serves as a front for the local arm of the resistance

66 Arnand Kularajah (Order #31312296)

fighters and their leader Dachs. It all seemed sweet as grandma’s strudel… until the other shoe dropped. You stashed your getaway truck safely in the woods right off the main roadway, and hiked two clicks east. The pristine spruce forest and crisp autumn morning almost let you forget the war and enjoy the scenery. You arrived at the rendezvous clearing without incident, only to be greeted by a gaggle of weeping eyes and runny noses, all looking at you for food, help, or hugs. It turns out the valuable intel your contact Greta churned up is a dozen scared kids—who, according to a note pinned to one’s jacket, recently escaped from a work camp that happens to be building a new fighter plane that’s set to change the war. Greta herself is badly wounded and barely conscious, and the bad guys that shot her can be heard pushing their way toward your position. Welcome to the frontline of the fight. Hope you packed a lunch and extra ammo because it’s going to be a long day.

THE CARBON GREY ROLE PLAYING GAME

CHAPTER 6: OPERATION NURSEMAID

ALL THE LITTLE CHILDREN The twelve kids are split evenly between boys and girls, and all between five and eight years old. They’re also all malnourished, sick, and as scared as you’d expect them to be.

For the most part, the children act as one, following each other’s leads. For convenience, you can make one roll for all the children in the scene rather than making individual rolls, unless you really want to.

Girls: Anna, Emma, Mia, Lea, Lena, and Julia Boys: Gunter ,Hans, Jurgen, Karl, Stefan, and Klaus

CHILD (EXTRA)

ROLEPLAYING THE CHILDREN

KNO

1D

MEC

1D

Here are a few important points to keep in mind when it comes to the kids.

PER

2D +2

The kids have been threatened daily and are kind of numb to it. As a consequence, any attempt to intimidate them is a DN 20 skill roll, while gentle, kind persuasion is a DN 10 skill roll.

STR

The kids are in poor health and have -1D on all DEX and STR rolls, except STR rolls to resist damage. Also, because of their condition, they can’t move more than 6 meters in a combat round until they’ve had a good meal and at least 8 hours’ sleep. If the players don’t think of it themselves, you may want to remind them that carrying the kids is always an option!

DEX Stealth

Instinct Stamina WIL Grit

1D

1D 1D+1 1D 2D+2 1D

SRP DEFENSES

Surprised

6

Readied

9

Psyche

6

Weapons: — ARM: 0D Gear: —

THE CARBON GREY ROLE PLAYING GAME Arnand Kularajah (Order #31312296)

3D +1

67

In addition, communicate the following information to the players, either by discovery through roleplaying or just telling them outright to get things started.

the PCs have before the first enemies reach the clearing. And don’t forget to roll for Greta’s Mortally Wounded condition each round if she hasn’t been treated.

The PCs have limited supplies--just what gear their character templates have listed. This was supposed to be no big deal, and they’re not prepared for anything else.

What happens next depends on what the PCs do. The sections that follow account for the most likely situations, but players will often throw you for a loop. If they come up with an idea we didn’t cover, good! Use what we’ve provided here to help you sort it out.

The kids trust Greta and won’t willingly leave her behind. If the PCs agree to help Greta, the children will cooperate, within reason. Otherwise, they’ll make all kinds of trouble. The PCs may find it difficult to sneaking through the woods with a dozen wailing children. When the PCs arrive, Greta is Mortally Wounded (For Greta,use the Resistance Spy stats on page 54). Explain to the players what that means, then roll 2d6 to show them you mean business. If doesn’t receive treatment, she will die. Overwhelming forces—camp guards, war dogs, and a very vicious officer and his loyal sharpshooter—are currently closing in on three sides, so the clock is ticking. Tension is the name of the game here. Danger is closing in and there’s little time to think. Play up the sounds of muffled speech and cracking twigs as the searching guards and dogs begin closing in on three sides of the clearing. Roll 1D3+1 to determine how many rounds

68 Arnand Kularajah (Order #31312296)

• If the PCs are still at the clearing when the guards arrive, go to Make A Stand. • If some of the PCs go out to hold off the guards to give everyone else a chance to get away, go to I’ll Hold ‘Em Off. • If they try to just distract them instead, go to Dangerous Distraction. • If all the PCs, kids, and Greta have already left the clearing when the guards arrive, go to We Move Like Ghosts. During this section, the PCs may try to pass through The Creek (Area 2) and or may just risk The Rolling Pines (Area 3), as shown on the map. Whether they use the cover of the creek as far as they are able, risk the road, or just cut thrrough the rolling pines, eventually they will get to Sapling Swath (Area 4). Move to the next section, Shooting Gallery.

THE CARBON GREY ROLE PLAYING GAME

CHAPTER 6: OPERATION NURSEMAID

MAKE A STAND This plan is straightforward, but extremely risky. The PCs will have to weather wave after wave of guard and dogs and are likely to be overwhelmed. Make three rolls on the Random Foe Encounter Table and arrange the results around the clearing in three cardinal directions. Roll once on the table at the start of each subsequent round until the PCs run or are defeated. If the PCs flee, their foes will follow. Continue to roll for a random foe at the start of each round. Should the PCs change their tactics, go to the relevant section (I’ll Hold ‘Em Off, Dangerous Distraction, or We Move Like Ghosts) and proceed from there.

I’LL HOLD EM OFF This strategy is actually one of a few related plans. The players may split the party, using some PCs to hold off the incoming foes others escort Greta and the kids to the truck. This will entail both fight and

flight, and may end with the guards and dogs pushing past those PCs attempting to hold the line and chasing the others as they race to their getaway. Alternately, that forward force of PCs might go hunting, pulling the pursuing guards and dogs in opposite directions and allowing the other PCs to get their charges back to the truck with minimal risk and fewer foes to encounter. Finally, the players might think to use some or all of the PCs as a roving perimeter around the kids and Greta to protect them on all sides as they move. If the PCs deal with threats they encounter quietly, the group could make it back to the truck without too much trouble. Obviously, it shouldn’t be easy for them to do this, especially with barking dogs and signal whistles in the mix, but as the GM it’s good practice to reward clever thinking with a fighting chance.

DANGEROUS DISTRACTION Instead of fighting, in this plan a detachment of PCs splits off from the kids to make noise and draw the guards in the wrong direction. While brave, it

THE CARBON GREY ROLE PLAYING GAME Arnand Kularajah (Order #31312296)

69

buys time but doesn’t necessarily solve the problem. Unless the PCs go on the offensive at some point, it’s only a matter of time before the guards get wise. The dogs, too, are especially difficult to fool with this tactic once they have the scent. The guards’ target is the kids, and they’ll deal with anyone who stands in the way of recovering them--namely, Greta and the PCs--as quickly as possible.

WE MOVE LIKE GHOSTS The wisest course of action for the PCs is probably to get Greta and the kids moving as quickly and stealthily as possible. They’re unlikely to engage the enemy unless found, and try to do so as discreetly as possible so as not to give away their location. Odds are this is their best bet.

SHOOTING GALLERY Read or paraphrase the following:

The taller pines give way to a wide strip of openness caused by a fairly recent fire. The swath of open ground is broken up only by a few sprouting pine saplings and tangles of low scrub. You can see the wall of pines that marks the eastern forest.

70 Arnand Kularajah (Order #31312296)

Not far beyond it lays the dense thicket where you left the truck concealed from the roadway. Just a bit more and the mission is almost over.

SNIPE HUNT The Bloodthirsty Sniper has taken up a position at either the northern edge or southern edge of Sapling Swath (Area 4) in an attempt to try and cut off the children’s escape. He’ll use his Shoot to Wound ability to down Greta or any PC he sees in an attempt to make the crossing the open area too dangerous for the children and, hopefully, delaying them long enough for other forces to arrive. If he’s discovered or has no shot, he will stealthily move until he is hidden again at a better position. The sniper is a nasty piece of work, using the wounded as bait, shooting downed targets, and generally being villainous. If cornered or found the sniper will fight to the death and try to take as many PCs with him as he can.

ALMOST HOME

When the PCs reach Thick Pines (Area 5), read or paraphrase the following:

THE CARBON GREY ROLE PLAYING GAME

CHAPTER 6: OPERATION NURSEMAID

It wasn’t hard to lose your pursuers in the thick pines where you stashed the truck. You can still hear the shouts and whistles of the guards mingled with the growling yelps of their vicious canine counterparts. After pushing branch after branch of the close-set pines, there it is--the truck! The vehicle looks just as you left it earlier today. It’s time to load up as quickly as possible before you are discovered… and hope the road back isn’t as full of enemies as the woods you’re leaving behind. At this point, the scenario is over (see Earned Rewards), but you are free to expand it. To that end here are a few ideas. • The PCs have to shoot their way through guards along the road without the truck being blown up in the process. • Upon arriving at the village to deliver the kids to safety, the PCs find it occupied by a large force of soldiers. They have to sneak the kids in without exposing the alehouse as a resistance base.

• The PCs discover that the resistance sold them out! Now they have kids to protect while trying to fight their way clear of an ambush from turncoat resistance fighters and concealed soldiers. • The PCs get the kids back safely, but are asked by the resistance to help free the other children from the work camp in a daring moonlight raid while the resistance fighters bomb the manufacturing facility.

EARNED REWARDS At the end of a Carbon Grey RPG session, the PCs earn Skill Points to advance their characters. A good guide for awarding skill points is as follows: Did the PCs accomplish their goals? (1-5 Skill Points) For each question below you can answer with a “Yes,” give each player 1 Skill Point. • Did all the kids get to the truck safely? • Did Greta get to the truck safely?

• The resistance fighters have been discovered and are fighting for their lives in the village against overwhelming forces from the work camp. The PCs need to either help or make a run for it and figure out what to do with the kids.

• Did all the PCs get to the truck safely?

• Greta isn’t Greta, but a Kaiser loyalist or double-agent using the PCs to uncover the resistance base.

• Did the players portray their characters well? (1-3 Skill Points each)

• Did the PCs take advantage of the terrain and use sound tactics? • Did the PCs defeat or kill the Bloodthirsty Sniper?

THE CARBON GREY ROLE PLAYING GAME Arnand Kularajah (Order #31312296)

71

Evaluate each player separately and award them Skill Points accordingly. For each of these questions you can answer with a “Yes,” award one Skill Points. • Did the player make an effort to roleplay? • Did the player stay in character? • Did the player make heroic choices for their character?

BONUS POINTS! Give everyone a bonus Skill Point each if: • The group worked well together. • Everyone had a good time. HERO POINTS If all the kids made it to the, award 6 Hero Points to each PC.

PREGENERATED PCS

Use the following ready-made PCs to get your group up and playing in minutes!

72 Arnand Kularajah (Order #31312296)

THE CARBON GREY ROLE PLAYING GAME

CARBON GREY REGISTRATION CARD

Royal Operative

11 4 7

SERIAL NUMBER

HERO POINTS

6

DEX

3D+1

KNO

2D

MEC

2D+1

PER

4D

STR

3D+1

WIL

4D

Melee 2D Survival Stealth 1D Marksmanship 2D Brawling SRP DEFENSES

Surprised Readied Psyche

1D 1D

PERSONALITY: You were trained from an early age to be the best, and now you make sure everyone knows you are. Unfortunately for your targets, the thing you're best at is assassination, and it quickly earned you a reputation for getting things done no matter the odds. However, you do have a code: no killing children. Never children. Someone tried to

12 9 12

make you break your code. It did not go well for them. Now you work for yourself. WEAPONS: Submachine gun, sword ARM: 1D (combat harness +2, heavy clothing +1) OTHER GEAR: Small arms ammo (3 magazines of 30 rounds each), 3 field bandages

CARBON GREY REGISTRATION CARD

SERIAL NUMBER

Master Spy

114 8

HERO POINTS

6

DEX

3D

KNO

3D

MEC

3D

PER

4D+2

STR

2D+1

WIL

3D

Melee Stealth Investigate Marksmanship SRP DEFENSES

Surprised Readied Psyche

Arnand Kularajah (Order #31312296)

1D Espionage 1D 1D 1D 12 9 9

1D

PERSONALITY: You've been told that your curiosity would be your undoing, but in the spy game it only seems to aid you in plying your trade. With you, no secret is safe, and that includes your own. Now you're under someone else's thumb on threat of blackmail. You'd do anything to keep those secrets from getting out.

Charm Con

1D 1D

WEAPON: Semi-automatic pistol, holdout derringer ARM: +1D (ballistic long coat +2, helmet +1) OTHER GEAR: Small arms ammo (4 magazines of 10 rounds each), firstaid kit

CARBON GREY REGISTRATION CARD SERIAL NUMBER

Moonlighter

1145

HERO POINTS

6

DEX

4D

KNO

2D

MEC

3D

PER

3D+1

STR

3D

WIL

3D+2

Sleight of Hand 1D Stealth 1D

Marksmanship 1D Brawling SRP DEFENSES

Surprised Readied Psyche

Drive

1D Charm Con

PERSONALITY: Self-entitled, untrustworthy, impulsive, pathologically defiant, dirtbag--of all the things people have called you, you like "roguish" the best. You don't worry about boring stuff like plans, the odds, or collateral damage. When you get an idea, you

9 12 9

1D 1D 1D

just act on it. Sure, this gets you into trouble more times than not, but what's life without a little mayhem? WEAPON: 2 revolvers ARM: 1D (ballistic long coat +2, heavy clothing +1) OTHER GEAR: Small arms ammo (30 rounds, loose in pockets), first-aid kit, satchel

CARBON GREY REGISTRATION CARD SERIAL NUMBER

Trench Fighter

11 4 6

HERO POINTS

6

DEX

3D+1

KNO

1D

MEC

3D

PER

3D+1

STR

4D+2

WIL

3D+2

Melee

1D

Marksmanship 2D Brawling Stamina SRP DEFENSES

Surprised Readied Psyche

Arnand Kularajah (Order #31312296)

9 9 9

Gunner

1D Grit 1D

PERSONALITY: Some soldiers follow the chain of command--you strangled your superior officer with it. You may be a bad soldier, but you're an even worse enemy. Whether using a gun, a knife, a fist, or your trusty shovel, if someone stands in your way, you take them down. As far as you're concerned, fight makes right.

1D 1D

WEAPONS: Pump-action shotgun, folding shovel (club), brass knuckles, 3 fragmentation grenades ARM: +2 (heavy clothing +1, helmet +1) OTHER GEAR: 3 field bandages, satchel, 30 shotgun shells

CARBON GREY REGISTRATION CARD

Fervent Revolutionary

11 4 7

SERIAL NUMBER

HERO POINTS

6

DEX

3D+1

KNO

4D

MEC

2D

PER

3D+1

STR

3D

WIL

3D+1

Melee 1D Medical Stealth 1D Marksmanship 1D Brawling SRP DEFENSES

Surprised Readied Psyche

1D

1D Con Grit

PERSONALITY: You are kind of a follower--down with the monarchy!-but if the cause is just you will give it your all. There is always another wrong to be righted, a fight to be fought, or a regime to be overthrown, and you are always ready to heed the call. As such, your attention can be scattered at times. You’re often too

9 9 9

1D 1D

busy figuring out how something is happening to actually worry about what is happening. WEAPONS: Hunting rifle, knife ARM: +1 (heavy clothing +1) GEAR: Rifle ammo (4 magazines of 5 rounds each), first-aid kit

CARBON GREY REGISTRATION CARD

SERIAL NUMBER

114 8

HERO POINTS

DEX

1D

KNO

1D

MEC

1D

PER

1D

STR

1D

WIL

1D

SRP DEFENSES

PERSONALITY:

WEAPON: ARM: OTHER GEAR:

Arnand Kularajah (Order #31312296)

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