





The Lay of the Land:


TRDL News (6)
- TRDL R3 Challenge (6)
100% Min Awesome:
Carbon
Character
Comic
comic art
Comic book
Commission
download
Film
Finit-e
interview
Movie
News
R3 Jam
Review
Reviews
RPG
Techniques
Third Rail Design Lab
Thom Chiaramonte
TRDL
Tribute
TV
Update TRDL News (6)
TRDL R3 Challenge (6)
WP Cumulus Flash tag cloud by Roy Tanck and Luke Morton requires Flash Player 9 or better.
Recent Updates
- TRDL 2012 Series No. 31 – Kitty Pryde
- TRDL 2012 Series No. 30 – Iron Man XIV
- TRDL 2012 Series No. 28 – Mixtlicoatl
- 2012 R3 Art Challenge No. 17 – Kitty Pryde
- TRDL 2012 Series No. 27 – Titanium Man UPDATED
- R3 Art Challenge 2012 No 16 – Russians
- TRDL 2012 Series No. 26 – Madame Hydra
- TRDL Commercial Project – TVIC Logo
- 2012 R3 Art Challenge No. 15: Viper (Madame Hydra)
Vintage!
- May 2012 (7)
- April 2012 (13)
- March 2012 (6)
- February 2012 (11)
- January 2012 (9)
- December 2011 (21)
- November 2011 (12)
- October 2011 (7)
- September 2011 (5)
- August 2011 (8)
- July 2011 (9)
- June 2011 (9)
- May 2011 (14)
- April 2011 (12)
- March 2011 (23)
- February 2011 (18)
- January 2011 (16)
- December 2010 (7)
- November 2010 (6)
- October 2010 (5)
- September 2010 (8)
- August 2010 (11)
- July 2010 (10)
- June 2010 (3)
- May 2010 (11)
- April 2010 (13)
- March 2010 (7)
- February 2010 (5)
- January 2010 (11)
- December 2009 (8)
- November 2009 (15)
- October 2009 (1)
- September 2009 (5)
- August 2009 (20)
- July 2009 (5)
- June 2009 (1)
- May 2009 (10)
- March 2009 (2)
- February 2009 (6)
- January 2009 (3)
- December 2008 (3)
- November 2008 (11)
- October 2008 (17)
- September 2008 (26)
- August 2008 (7)
- July 2008 (7)
- June 2008 (13)
- May 2008 (14)
- April 2008 (7)
- March 2008 (9)
- February 2008 (6)
- January 2008 (11)
- December 2007 (10)
- November 2007 (11)
- October 2007 (11)
- September 2007 (10)
- August 2007 (13)
- July 2007 (8)
- June 2007 (15)
- May 2007 (12)
- April 2007 (15)
- March 2007 (15)
- February 2007 (9)
- January 2007 (9)
- December 2006 (27)
- November 2006 (132)
- October 2006 (14)
- September 2006 (7)
- August 2006 (7)
- July 2006 (10)
- June 2006 (8)
- May 2006 (5)
- April 2006 (10)
- March 2006 (12)
- February 2006 (7)
- January 2006 (7)
- December 2005 (5)
- November 2005 (8)
- October 2005 (13)
- September 2005 (15)
- August 2005 (3)
- July 2005 (9)
- June 2005 (8)
- May 2005 (7)
- April 2005 (10)
- March 2005 (23)
TRDL Carbon RPG System Rules
23/11/08

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….
Follow this topic in the R3 Forum here!
Related posts:
- TRDL Game Mechanics FAQ
- Q: How does Armor work? How do Ballistic Weapons work?
- Q: How Does Range Work?
