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2008 11 23 1213 TRDL Carbon RPG System Rules

Third Rail Design Lab Carbon System

TRDL Carbon is a simple, open-source character descriptor system for role-playing game purposes. It has it’s origin in a popular, long-dead superhero RPG, which illustrated the simplicity and fluid ease of gaming when using a percentage-dice based system for fast, dynamic adventuring with a minimum of complicated game mechanics. The primary function of the Carbon system is to describe character attributes and abilities so that they may be easily converted to other game systems as desired by interested GMs. Obviously, the characters can be played within the Carbon Rules themselves as-is, or with the Marvel RPG on which this system was based. GMs should feel free to modify Carbon to their own desired specifications as house-rules, or to adapt TRDL characters for their own campaigns in the system of their choice.

The TRDL Carbon System is based on the use of a percentile die roll as the primary random number generator, with use of other common gaming die for other types of rolls, where needed. All attributes and abilities are described as a two digit number between 0 and 100, and can be thought of as a percentage of maximum possible. Within the normal constraints of the System, stats will not be less than 0 or greater than 100, though certain exceptions can be made at GM’s discretion for godhead characters. And if they aren’t Lovecraftian, I don’t want to hear about it. Each attribute and ability power ranking is provided as a set number, according to the following values, in increments of 5: 0, 5, 10, 15…100, 1000. These values will be familiar to those that played the Marvel system in the past. As the range of values possible in an attribute represent a percentage of max, a baseline of ‘normal human’ is needed, with the exceptions that the demigod-level 1000 stat is not normally available to player characters and falls outside of the percentage paradigm, and the 0 value, while not technically meaning NO measurable quantity, merely means a bare minimum, which does not count towards the calculation of Life or Influence; Assume a normal, fit but unremarkable human to have values either 5 or 10. Below 5 and we’re talking about exceptional weakness, and above 10, we’re talking about significant athletic condition. Unlike the Marvel rules, there are no strict limitations as to how a normal human may be configured in terms of attribute levels. It should be assumed that Olympic level athletes may achieve physical attributes in the 10 and 20 levels, and exceptionally educated or unique individuals may see non-physical attributes even higher, at GM discretion. But the TRDL Universe is based on the concept of the supernormal: posthumans in this world are super soldiers with, in most cases, additional latent abilities. Virtually all posthumans have a base physical attribute level above that of a normal human, as a result of the primary posthuman development process: the evolution of this science was physical aptitude first, and special enhancements second. There are no strict rules about power level alignment. Individual GMs may choose to use much more powerful characters than those they see in the TRDL Mythology, and they may adjust TRDL characters accordingly, to match the power level of their campaign. Stats provided on thirdraildesignlab.com are merely the unified power levels for the TRDL Universe as we envision it.

While attributes are of set numerical values as shown above (0, 5, 10, 15…100,1000) Action rolls will be necessarily of any numeral between 01 – 100. An Action Result table may be used to determine the result of a particular Action; The original Marvel table can be used, any of the post-Marvel open-source RPG tables as well, or our own admittedly familiar table may be used, which we will review later, in the Game Mechanics section.

Attributes:

TRDL Carbon attributes are split into physical and cognitive values:

Physical values:

Melee: represents the character’s fighting ability; their training, natural instincts and combat sense. Martial arts, physical combat techniques, etc.

Reflex: measures the character’s natural or enhanced agility; their flexibility, balance, reaction times and ability to move with deliberate control.

Power: represents the character’s physical strength; not only dead lifts, but physical blows, feats of strength and effort, etc.

Vigor: describes the character’s endurance level; a measure of sustained physical effort under extreme conditions.

Cognitive values:

Acumen: represents the character’s cognitive intelligence. Education, problem-solving, process learning and natural ability.

Observation: describes the character’s intuitive sense: their ability to not only absorb information through their senses, but to interpret instinct as well.

Will: represents the character’s sheer resistance, and ability to maintain control of their thoughts and concentration, under duress.

Characters described under the TRDL Carbon System are given a physical value representing their health, and another representing the intangible ‘luck’ factor.

Life: represents the character’s physical health; a numerical measure comprised of the total of all physical values (Melee, Reflex, Power and Vigor)

Influence: a wild-card value, representing the character’s ability to influence events based on pure desire. This is not a true attribute, but a player’s resource, usable to modify extremely important Action rolls in their favor. It is a numerical measure, comprised of the Cognitive values (Acumen, Observation, Will) and can only be applied to Actions at GM discretion.

Latent Abilities and Enhancements:

Intensity: Under TRDL Carbon, latent abilities (powers made possible through the posthuman process) and enhancements (artificially or technologically derived abilities) are assigned a numerical value again representing their intensity against a total maximum value of 100 points. The power levels of latent abilities and enhancements are also assigned values based on the same integers as used in the Attributes stats (0, 5, 10, 15… 100,1000); these represent the degree to which the given ability is effective, though not necessarily the amount of damage done by its use. An incendiary ability, for example, of 50 Intensity [50 IV] ranking would be much more controllable, with a finer level of precision and greater range, than one of a 10 point ranking. This intensity value is used to determine the success or failure of a power-based Action.

Damage: Each latent ability or enhancement that may cause physical or psychic damage is assigned a value or a die-combination to randomly determine that value. This damage is applied as per the ability’s function, on a successful Action, with efficacy based on the opponent’s ability to resist the attack, use of armor, etc. Damage is applied against the Structure of physical objects (also known as Core when that object has Armor,) the physical integrity of Armor itself, measure in Armor Points [AP,] and most importantly, to an opponent’s Health. Damage is measured in Damage Points [DP.]

The application of Attributes and judicious ass-kicking through the use of Latent Abilities will be discussed further in the Game Mechanics section. We will take a gander at the various forms of Attacks, defenses against them, review the Action Resolution Table, and run some examples. Those of you familiar with the Marvel system already have everything they need to know to get started converting or using TRDL characters….

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