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Gianlucca Rech (order #31333391)

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

Gianlucca Rech (order #31333391)


CONTENTS
CHAPTER 1: THE WORLD OF CARBON GREY 1
CHAPTER 2: RULES PRIMER 15
CHAPTER 3: COMBAT 31
CHAPTER 4: GEAR AND WEAPONS 45
CHAPTER 5: ALLIES, ENEMIES, AND EXTRAS 53
CHAPTER 6: OPERATION NURSEMAID 61

CREDITS
CREATIVE DIRECTOR/LEAD WRITER: ANDREW E.C. GASKA
GAME DESIGNER: E.L. THOMAS
EDITOR: MIKE OLSON
ART: HOANG NGUYEN AND KHARI EVANS
GRAPHIC DESIGN: JARED EARLE/NIGHTFALL GAMES
ANDREW E.C. GASKA

PUBLISHER: MIKE KENNEDY


MAGNETIC PRESS PLAY

CARBON GREY CREATED BY: HOANG NGUYEN


PAUL GARDNER
KHARI EVANS
KINSUN LOH

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

Gianlucca Rech (order #31333391)


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 Mitteleuropa and streaked to the ground,
fiction, the world of Carbon Grey is a burrowing into the chest of a peasant
dieselpunk setting that evokes a style shepherd. Rather than kill the boy, the
and period strongly reminiscent of star’s core lodged in his heart in the form
the First World War. The in-universe of a stone. And that stone called to him,
inclusion of anachronistic technology claimed him. It gave him the power of a
(including modern weaponry and star… and the nature of a god.
aircraft) is not a discrepancy—strange
stone shards cause reality shifts when As it happened, the first kaiser was
two strong-willed minds confront and hunting Fenris nearby. Distracted
clash with each other. The result are by the star-spectacle, he soon found
continuity fluxes and surges which can himself at a disadvantage—now the wolf
do as little as alter the appearance of an was hunting him. The star-powered
object to as much as bring items from shepherd-god leapt to his sovereign’s
the future to the present. aid, felling the wolf with a single blow.
The kaiser, driven by both gratitude and
This entropic energy can randomly alter greed, named the shepherd boy, now
any given confrontation for the better or his new champion, Gottfaust. Loyal to
the worse. The chaos and pandemonium the throne, Gottfaust brought about
can be both manipulated and held in the meteoric rise of the kaiser and his
check by an order of monkish acolytes— dominion over all of Mitteleuropa.
Marshals of Order and their Dharman
Adepts—with the ability to shape and For centuries, the legend of Gottfaust
influence different strands of time and ensured Mitteleuropa’s place as the
space. It is a world of escalation. As the world’s prepotent superpower. As the
Great War consumes one nation after world entered the 20th century, however,
another and more people seek to control the power of the Gottfaust myth
the chaos, reality collapses further in diminished. Myths and propaganda have
upon itself until the entirety of space, started to give way to science and truth,
time, matter, and energy is at stake. causing doubt and conflict to flourish
among Mitteleuropa’s neighbors. And
this situation, of course, has bred war.
THE STONE OF
GOTTFAUST THE POWERS THAT BE
In the universe before ours, in the These nations and more are covered in
time of giants, a star screamed from depth in the core rulebook.
the heavens. It burned the skies over

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THE MITTELEUROPEAN causing them to wonder if there is more
EMPIRE to the Gottfaust myth than the world
Ruled by a kaiser believed to be an believes...
ever-reincarnated god, Mitteleuropa has
a strong culture steeped in myth and
legend. A lasting vestige of the old world
THE WORLD AT WAR
hopelessly clinging to the old ways, the "The Western Front - where pawns are
Mitteleuropean Empire was once the given guns and sent to die."
single dominating power on the world - Freelady Frigga of House Leopold
stage. Over time, the Empire weakened
as each of its eight states turned its focus
THE WESTERN FRONT
to its own needs. Mitteleuropa was in
trouble long before the West grew strong This series of deep, zig-zagging furrows
enough to stand against it. The kaiser runs like a hundred-mile scar over the
made his move too late. face of the western world, fortifying
arbitrary battle lines scrawled across
Consolidating his power base, the kaiser a map. Mitteleuropean and Allied
sought to bring all the states’ industrial forces alike stand vigilant in these
and military might under one flag—an entrenchments, ready to charge across
obvious power grab that had its own No-Man’s Land and gut their opponents
consequences. The Allies took notice. at the first sign of weakness.
Now, Mitteleuropa is under siege from
without and within. Life in the trenches is miserable.
You’re up against rats, rain, mud, and
a sniper round to the head if you stand
THE ALLIES
up too straight. Survive all that, and
The Allies are a gathering of self- a tank might just roll over you while a
assured western nations determined cannon walker crushes your buddy. If
to keep Mitteleuropa and its kaiser in those fates weren’t bad enough, these
check. Their combined manufactured trenches have repercussions beyond
militaries, abundant economies, and the battlefield itself. They’ve devastated
new technologies represent a threat the lands around them, polluting fresh
to Mitteleuropean might. When the water, ruining farmlands, and displacing
kaiser asserted his dominance over the wildlife.
disparate states of the Empire, the Allies
were not about to let this world-altering
DOGFIGHTS AND AIR RAIDS
coup go unchallenged.
Open warfare blankets the skies as well
The result is the Great War. as the landscape of the Western World.
Warplanes and bombers out of sync with
As the conflict escalates, whispers our time, biplanes, and experimental
of fierce angels raging against jet fliers weave between juggernaut
Mitteleuropean forces reach the Allies, airships and hot-air balloons, and over

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Chapter 1: THE WORLD OF CARBON GREY

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 one-
woman 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 STONE DEMONS


The Goldmark is the gold Incidents of a carnivorous beast running
standard-based currency of the through Witchill have increasingly made
Mitteleuropean Empire. Coinage the front page of the Kernow Guardian.
and paper increments breakdown as What the papers aren’t saying is that
follows: there are more than one—a great many
more. These monstrous ape-like beings
PFENNIG (COPPER seem to erupt from common townsfolk,
COINS) = 1/100 MARK transforming human bodies like a
Comes in 1, 2, 5, 10, 20, 25, 50 disease, metamorphosing flesh and
Pfenning denominations bone into powerful sinew and jagged
fangs. Some say they were summoned
from the Stone of Gottfaust. Others
THE MITTELEUROPA
believe they were inside those people
GOLD MARK (COINS)
all along, and that the Stone merely
Come in: ½, 1, 5, and 20 Mark brought their inner beasts to the surface.
denominations To make matters worse, an army of these
demons is being assembled by Queen
BANKNOTE MARKS Vasilyeva for an attack on Ursa.
(PAPER NOTES)
Comes in 5, 10, 20, 50, 100, and 1000
Mark denominations

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Chapter 1: THE WORLD OF CARBON GREY

THEMES Darkness Within. Something sinister


stirs in all of us, and the bends and tears
Missions in Mitteleuropa will always in our reality can bring it to the surface.
involve one or more of these key The PCs can either feed the corruption
thematic concepts. or bring balance to existence.

Bloodlines. Nations are built on


family—the descendants of kings were LIFESTYLES OF
meant to be kings. But tradition is a THE RICH, THE
stranglehold on society’s growth. Will
the PCs further these royal bloodlines or FOOTSLOGGERS, AND
sever them? THE LAWBREAKERS
War is Hell. Nothing can ever prepare Three viewpoints help give some
you for the brutal savagery of war. Its perspective on the world of Carbon Grey.
horrors will haunt the PCs on the land,
in the skies, and in the battlefields of Aristocracy. Often, these are the
their minds. bastards at the top who just don’t get it—
using people as chess pieces to protect
Revolution. Might does not make right. their own self interests. Some nobility
The people need to rise up on their own actually do care, providing relief efforts
and take back what’s rightfully theirs. to those hurt by the war.
Will the PCs join the rebellion, or squash
it where it stands? Doughboy. The people in the heart of
the war—small-town villagers who have
Imperialism. The superpowers are seen wanton destruction that has ruined
expanding their territories through their lives for reasons outside the scope
whatever means necessary, be it of their day to day lives. They can be
diplomacy or by force, and the PCs are a villager who has lost everything, the
swept up in the repercussions of it. green soldier in the trench, or even a
veteran warrior.
Propaganda vs Truth. Truth is fluid—
dam it up and divert the flow where you Outlaw. Someone looking for an
want it most. At least that’s what the angle—a way to use the war to turn a
powers that be are pushing. Do the PCs profit or make themselves a better life.
buy into their lies, or expose them? 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 non-
player characters (NPCs).

PC or NPC, a character’s actions are


determined by way of a game-specific
rule set utilizing dice rolls, decision-
making, and play-acting.

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Chapter 1: THE WORLD OF CARBON GREY

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 role-
playing 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 HIGH-TENSION INITIATIVE
Combat order can change every round
VARIANT—CLASSIC through the application of new initiative
GAME PLAY WITH rules.
A HINT OF GREY NEW COMBAT OPTIONS
Over the years, various versions of the AND ATTACKS
D6 System have been developed by Auto-fire, pulling punches, and armor
West End Games and its affiliates for stacking round out the rules for a grittier
different types of game play. The Carbon combat experience. While auto-fire and
Grey Role Playing Game uses what we’re pulling punches are covered in the core
calling the “Magnetic Variant” of these rulebook, armor stacking is covered on
classic tabletop role-playing game rules page 48.
(D6MV). The Magnetic Variant rewinds
the D6 system back to its classic roots
SHAKE, RATTLE, AND ROLL
and streamlines it for a forward-thinking
modern audience. Here are some of the As its name suggests, the D6 system
rules variations unique to the Magnetic makes use of the same six sided dice
Variant of the system: you’d find in a typical casino or board
game. In addition to the special Wild
Die explained below, the Carbon Grey
GENRE DEFINED ATTRIBUTES,
RPG Deluxe Boxed Set comes with two
STREAMLINED SKILLS
differently colored sets of dice for two
The original D6 System utilized six gamers, but you might want to raid the
core attributes—Dexterity, Knowledge, closet for extra six-siders. The more
Mechanical, Perception, Strength, proficient in a skill your character gets,
and Technical. The Magnetic Variant the more dice they get to rattle and roll.
embraces this rule of six but melds the
Technical attribute into Knowledge
MANIPULATE, DIVINE,
and Mechanical to create room for
AND TRANSMOGRIFY
Willpower. Additionally, skill lists have
been reorganized and boiled down to Manipulate the threads of existence to
just six signature skills per attribute for fine tune your reality. Divine the ebbs
ease of play. and flows of space/time—discerning
the extant from the nonexistent.
Transmogrify continuity, bending and
STATIC DEFENSES
breaking it at your whim (these powers
To keep combat swift and action- are covered in the core rulebook). The
oriented, the Magnetic Variant moves fluctuating energies of the universe are
away from reaction skill rolls and expressed via classically-inspired powers
boils defenses down to an easy SRP— and a unique Wild Die that influences
Surprised, Readied, and Psyche. every exciting story arc.

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Chapter 1: THE WORLD OF CARBON GREY

SURGE, FLUX, AND SERIAL PLAY


THE WILD DIE Similar to a streaming series, Serial Play
The Carbon Grey universe is unraveling, follows the same characters through a
leaving it rife with continuity errors and campaign of many adventures, telling
alternate outcomes. These space/time a larger “season-long” story arc through
effects are covered in the core rulebook. several sessions of play. This eventually
Each set of five dice included in the leads to a final adventure which brings
Carbon Grey RPG Deluxe Boxed Set closure to either the current season or
includes a special Wild Die. The Wild the campaign itself.
Die adds an element of chaos to the
game—a single Wild Die roll can change PREMIERE PLAY
the entire course of an encounter for Similar to a big-budget action flick,
better or worse, as explained on page 18. a Premiere adventure usually tells a
bombastic story with massive stakes.
MENTAL DEFENSE Premiere Play is often deadlier than
Between bomb blasts, demon hordes, Serial Play, and often uses pre-generated
and breaks in reality itself, Mittleeuropa characters for players to pick up if their
is a terrifying place. Luckily, your own should meet an untimely demise.
character comes fortified. These mental
defenses, called Psyche, will help protect SOLO PLAY
you from shell shock, torture, or the Solo Adventures can’t keep you warm at
supernatural. night, but they can keep you occupied
under quarantine. With Solo Play, you
CORRUPTION POINTS are the sole player, and your GM is the
The flux and flow of continuity takes adventure book—telling you what to
a toll on the mind, body, and spirit of roll and what page to turn to based on
living creatures. Too much exposure success or failure. A short Solo Play
will scar you forever, corrupting you adventure is included in the Carbon Grey
into a hideous mockery of life, hell-bent RPG Core Rulebook with others planned
on murdering everything around you. for future releases.
Corruption Points are covered in the core
rulebook. CHARACTER
CREATION
TYPES OF PLAY
The Carbon Grey RPG Core Rulebook
Carbon Grey gameplay missions
walks you through crafting your own
and adventures have a few distinct
character trying to survive in a war-torn,
approaches. Those listed here are
reality-damaged world.
covered in the core rulebook.

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You’ll start with a specific archetype help define them, and obligations that
template and then tailor your character affect the choices they make. Character
to your preferences and role within your Personas are teased below, but covered
team. As your character lives through in depth in the core rulebook.
more and more adventures, they gain
points that can be applied towards QUIRKS
increasing skill levels. Heroes are people too. Carbon Grey
characters have serious personality
CHARACTER ARCHETYPES quirks that are balanced with enhanced
The world of Carbon Grey is populated physical or intellectual abilities, making
with various military, aristocratic, and them ripe for dramatic roleplay. These
mystic archetypes. You can assume quirks have been designed to add
many different roles, including the flavor to your gaming table, giving
commando-like Royal Operative, the inexperienced or timid players a guide to
roguish Moonlighter, the ace pilot acting out their characters.
Dog Fighter, and the reality-shifting
Dharman Adept. You even have the OBLIGATIONS
option to take the role of a Fenris Wolf— Your character has lived a life before
an intelligent animal whose habitat has gameplay even begins. Often, you
been ravaged by war. will have to reconcile commitments
with your own beliefs and ambitions.
"Our virtues and our failings are There are several worldly obligations in
inseparable, like force and matter. the Carbon Grey RPG, contracts with
yourself or others that you must abide by
When they separate, we are no more."
to survive. Obligations are a pain in the
- Nikilina Elsa neck, but they enhance your character’s
story and offer some benefits as well.
CHARACTER PERSONA Fulfill these commitments and you will
Player characters may be larger than be rewarded—shrug them off and there
life, but they are still only human. Your will be blood.
character has personality quirks that

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Chapter 1: THE WORLD OF CARBON GREY

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 SELECT CHARACTER
CHARACTERS TEMPLATES
Chapter 6 of this Quickstart contains The Creator Creation chapter of the core
pregenerated characters for use with rulebook will help you use the templates
the included adventure Operation mentioned here to craft a unique
Nursemaid (page 61). Those characters character in the world of Carbon Grey.
are based on the archetypes described While there are a total of twenty-four
below. playable archetypes to choose from, here
is a sampling of five of them that offer
MASTER SPY a wide range of characteristics that can
The Master Spy is a shadow in the help make any mission successful.
night with the tools and skills to topple
nations from within. BRASH DOGFIGHTER
Combining crack military skills with the
MOONLIGHTER reflexes and know-how needed to pilot
An undisciplined scoundrel that lives by any number of aircraft, the Dog Fighter
his luck and wits rather than skills, the is a deadly ace in the sky.
Moonlighter walks the line between right
and wrong. DHARMAN ADEPT
An old soul trapped in a child’s body, the
ROYAL OPERATIVE Dharman Adept has the ability to divine
and manipulate continuity errors in our
Part intelligence officer, part assassin,
fragile reality
Royal Operatives are the aristocracy’s
warrior-elite.
FENRIS WOLF
These white wolves are sentient
FEVERENT REVOLUTIONARY
creatures that live in harmony with the
An uncommon commoner, the revenant environment. Grounded to reality, the
revolutionary has put their foot down— Fenris act as anchors against errors in the
its time their king and country stopped space time equation.
taking from them and started doing for
them.
FREE LADY/LORD
An aristocrat with no debt to the
TRENCH FIGHTER
government, the Free Lady swears no
The backbone of any armed force, the allegiance but to their own crest. The
Trench Fighter holds the line against ballroom and the dinner table are their
impossible odds to keep people safe from battlefields.
invaders both human and otherwise.

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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 Perception (PER). Sensory and


spatial awareness, attention to detail,
AND SKILLS insight, and deductive reasoning. Skills:
The capabilities of every PC, NPC, and Evaluate, Gambling, Instinct,Investigate,
creature are represented by its attributes. Marksmanship, Streetwise.
These represent natural physical and Strength (STR). Health, vitality, brawn,
mental ability. Each attribute is further and toughness. Skills: Brawl, Climb/Run,
defined by six skills that represent Lifting, Stamina, Swimming, Throwing.
familiarity or training with specific
applications of their attribute. All Willpower (WIL). Personality, social
characters have a die code for each aptitude, shrewdness, will, mental
attribute, but most won’t have a die code endurance, and fortitude. Skills:
for every skill. Bargain, Charm, Command, Con, Grit,
Intimidation.
The six core attributes and their skills
are:
In addition to all these are three skills
that allow a character to manipulate
Dexterity (DEX). A balance of grace, reality itself: the Temporal Reality skills.
reflexes, speed, hand-eye coordination, Most characters do not have die codes
and fine motor skills. Skills: Acrobatics, in these skills, and many never will! See
Melee, Reflex, Ride, Sleight of Hand, The Carbon Grey RPG Core Rulebook for
Stealth. more details.
Knowledge (KNO). Intellect, learning,
know-how, recall, and the theory or DIE CODES
practical application of what is known.
Skills: Espionage, Medicine, Scholar, Each attribute has a number listed
Sciences, Survival, Technical. next to it. This is its die code, and tells
you how many D6s (six-sided dice) to
Mechanical (MEC). Operating, roll when a character does something
repairing, and inventing vehicles and related to that attribute. The higher an
other machinery. Skills: Demolitions, attribute’s die code, the more powerful
Drive, Engineer, Gunner, Pilot, Repair/ the attribute is.
Disable.
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 task. After rolling a dice pool, add any
to determine whether the roll succeeds modifiers to the result and compare
or fails. the total to the DN. If the total equals
or exceeds the DN, it’s a success. If it
For example, a character with DEX 3D doesn’t, it’s a failure.
rolls three six-sided dice when using
their Dexterity attribute. If they had There are two ways the GM can establish
DEX 5D, they’d roll five six-sided dice the DN for a roll. Most of the time they
instead. choose a number corresponding to the
difficulty of the task, as shown on the
If you see a +1 and +2 after the die code, table below
like 3D+1 or 4D+2, that means you add
that modifier to your total after rolling
DN LEVEL OF DIFFICULTY
the dice pool. For instance, a character
with STR 3D+1 rolls three six-sided dice, 5 Very Easy
resulting in 2, 3, and 5, for a total of 10.
They then add that +1 modifier for a final 10 Easy
result of 11.
15 Average
When using a skill, add its die code to
the die code of the associated attribute, 20 Difficult
and roll that many dice. For example, a
character with DEX 2D+1 and Acrobatics 25 Very Difficult
1D rolls 3D+1 when using Acrobatics.
30 Extremely Difficult

DIFFICULTY Other times, a character’s attribute or


NUMBERS skill roll is compared to someone else’s,
usually someone who’s actively trying to
The Difficulty Number (DN) of a roll interfere with or stop them, and whoever
measures how easy or hard it is. The rolls higher wins.
higher the DN, the more difficult the

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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 improves the engine rather than just
include things like haggling over the fixing it, or the like. On a partial success,
price of a can of fuel, arm wrestling, or there’s some sort of Setback--the repair
convincing a notable NPC that you’re takes longer than expected, or will only
someone you’re not. hold for a couple hours before breaking
down.
In the event of a tie, the player always
wins. 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
SUCCESS AND FAILURE exceptional failure, some other bad thing
There are multiple degrees of success is about to happen--the engine’s about to
and failure in the Carbon Grey RPG, fall and make the repair more difficult,
ranging from exceptional success to or maybe two enemies with guns bust
catastrophic failure. through the door. But on a catastrophic
failure, the bad thing happens right
now--the engine explodes, or those two
TOTAL EQUALS RESULT enemies bust through the door and
immediately attack.
Exceptional
3X DN or better
Success
THE WILD DIE
Ordinary
DN+1 to 2X DN In every dice pool, there’s one special
Success
die that can have a dramatic effect on
DN Partial Success the situation. This is the Wild Die, and
it’s always part of the dice pool when
DN -1 to -9 Ordinary Failure making an attribute or skill roll, even if
no other dice are rolled.
Exceptional
DN -10 to -19
Failure For example, when making a 3D+1 DEX
(Acrobatics) roll, one of the three dice is
Catastrophic the Wild Die. If the die code for a roll is
DN -20 or worse
Failure 1D, then that one die is the Wild Die.

To distinguish the Wild Die from the


If the result of a roll is any sort of other dice, use a die of a different size
success, the character gets what they or color. This is important, because
wanted. On an exceptional success, whether the roll succeeds or fails, the
they get a little extra--rebuilding the Wild Die’s result could add an Advantage
engine doesn’t take as long as expected, or Complication.

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ADVANTAGES the player still gains 1 Hero Point,


regardless of how many times the
If the Wild Die is a 6, something Wild Die was a 6.
advantageous happens, in the form of
an advantage. This advantage can take • The roll fails, but the player grants
many forms. 1 Hero Point to another player or an
ally in the scene.
If the roll is already successful, the player
can choose one of the following:
COMPLICATIONS
• An ordinary success becomes an If the Wild Die is a 1, something
exceptional success, and the player disadvantageous happens, in the form
gains one Hero Point. of a complication. A complication is a
penalty or narrative dilemma the GM
• The player gains 2 Hero Points can use to make the PC’s life more
• Another player or ally in the scene “interesting.”
gains 1 Hero Point.
If the roll succeeds, the GM can choose
If the roll fails, the player can choose one one of the following:
of the following:
• Introduce a setback--additional time
• The Wild Die is rolled again, and or resources are required.
the result added to the total. If this • An ordinary success becomes a
second roll of the Wild Die results in partial success, and the player gains
another 6, keep rolling and adding it 1 Hero Point.
to the total until you roll something • The roll fails, and the player gains 2
other than a 6 on the Wild Die. Hero Points.
Whether the roll succeeds or fails,

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If the roll fails, the GM can choose one of Deciding what kind of bonus or penalty
the following: to apply to a roll is part of the GM’s job,
but an easy part. For every favorable
• Introduce a setback. circumstance, the roll gets +1D. For every
unfavorable circumstance, it gets -1D.
• Turn an ordinary failure into an
exceptional failure, and the player The source of a bonus or penalty
gains 1 Hero Point. depends on the action being taken. Fog
• Turn an exceptional failure into a would impose a -1D penalty to spot an
Catastrophic Failure, and the player enemy soldier, but could also provide
gains 2 Hero Points. +1D when trying to sneak past them. Use
your best judgment and common sense.

BONUSES AND When there are bonuses and penalties


from multiple sources, subtract the total
PENALTIES penalty from the total bonus and apply
Circumstances can conspire to turn an the result. In the example used above,
easy task into a difficult one, or vice- a PC with +1D and -2D on a roll would
versa. To reflect this, a player may have a have a penalty of -1D.
bonus or penalty to a roll--or both! These
bonuses and penalties apply to the die If a penalty reduces a die code to zero or
code of a roll, such as a +1D bonus or -2D below, you’ll still roll one die--the Wild
penalty. 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 scenes. When time is of the essence,


such as during combat, time is measured
Players can acquire Hero Points from in rounds.
advantages and complications, as
described above, or as a reward from Scenes last as long as necessary to
the GM for ingenuity, creativity, or resolve the situation. A conversation
entertaining roleplay. A player can spend with Queen Raisa could be a scene, as
a Hero Point to do one of the following: could a montage of several conversations
at a palace ball. Think of it as a scene in
• Double the die code of a single roll a moving picture. Once the scene plays
after penalties are applied but before its role in the story, the action cuts to
rolling. something else.
• Reroll a failed roll. Rounds are much more concrete. Each
• When you gain the Wounded, round is about five seconds long. Combat
Incapacitated, or Mortally Wounded occurs in rounds, but other things can
condition, reduce it to Stunned as well, such as a prisoner picking their
instead. See Damage on page 39 for cell’s lock before the guard comes back,
more on what this means. or a mechanic repairing an airplane’s
engine before it crashes into the sea.

KEEPING TIME Most gameplay takes place in scenes,


The Carbon Grey RPG tracks time in only switching to rounds when the
two different ways. When how long it situation calls for it. One can turn into
takes to do something isn’t especially the other, as well--when a fight breaks
important, like having a conversation out in a scene, time is measured in
or fixing a mech, 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 find these in That Rules/Adventuring
Section. Each skill has several different
SLOW ACTIONS applications, each of which may require
A character can accomplish a lot in a more or less time to use, as indicated in
single five-second round. They might the skill descriptions below.
shout out a warning to a friend, leap over
a fence, and fire their pistol mid-air, for DEXTERITY SKILLS
example. But not everything a character
ACROBATICS
does takes the same amount of time.
Accordingly, every action a character (QUICK, BASIC, SLOW)
takes is Quick, Basic, or Slow. Balance, tumbling, and other sprightly
movement.
A Quick action happens in a split-
second. Quick actions include MELEE
remembering a fact, speaking a few (BASIC)
words, and dropping a handheld object.
Hand-to-hand weapon combat. See
A Basic action takes one round, or five Combat, page 31 for details.
seconds, to properly complete. Basic
actions include fast-talking an enemy REFLEX
sentry, firing a gun, and throwing a (QUICK, BASIC)
punch. Reacting to danger and determining
initiative in combat. See Combat on page
A Slow action is anything that takes
31 for details.
more than one round, from minutes to
weeks or longer. Slow actions include
dismantling a machine, conducting RIDE
research, and administering long-time (QUICK, BASIC)
medical care. Riding horses and other beasts of
burden.
Characters can take more than one
action in a round, as described in The SLEIGHT OF HAND
Carbon Grey Role Playing Game Core
(BASIC, SLOW)
Rulebook.
Lockpicking, palming or concealing
tiny objects, and other feats of manual
SKILLS IN BRIEF dexterity.
This overview of skills should give you a
good sense of what a given skill can do. STEALTH
Several of them, such as Medical and (BASIC, SLOW)
Disable/Repair, have some very specific Camouflaging, concealing, sneaking, and
rules governing their use; you can hiding.

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KNOWLEDGE SKILLS SCIENCES


(QUICK, BASIC, SLOW)
ESPIONAGE
(BASIC, SLOW) Basic and applied sciences, including
physics, chemistry, biology, geology,
Codebreaking, forgery, and any other
engineering, agriculture, and
spycraft not covered by other skills.
mathematics.

MEDICAL
SURVIVAL
(BASIC, SLOW)
(QUICK, BASIC, SLOW)
First aid, medical treatments, and
Surviving and thriving in the wilderness,
surgery. For details on treating injury, see
including navigation, orienteering, fire-
page 39.
making, tracking, foraging, and the like.

SCHOLAR
TECHNICAL
(QUICK, BASIC, SLOW)
(QUICK, BASIC, SLOW)
Fields of knowledge other than applied
Knowledge relating to industrial,
sciences, such as art, linguistics, history,
electrical, or information technology.
philosophy, religion, and tactics.

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MECHANICAL SKILLS PERCEPTION SKILLS
DEMOLITIONS EVALUATE
(BASIC, SLOW) (BASIC, SLOW)
Setting, making, and defusing explosives. Determining the value of an object,
course of action, or intention.
DRIVE
(QUICK, BASIC) GAMBLING
Operating any vehicle that moves on (QUICK, SLOW)
land or water, including bikes, cars, Playing games of chance and just how
tanks, trucks, boats, ships, and even lucky you happen to be in general.
wagons and carts.
INSTINCT
ENGINEER (QUICK, BASIC)
(BASIC, SLOW) Sixth sense or gut feeling, and
Designing, planning, evaluating, and determining initiative in combat. See
inventing structures, machines, and Combat, page 31 for details.
devices.
INVESTIGATE
GUNNER (BASIC, SLOW)
(BASIC) Gathering information, doing research
Ranged combat with vehicle-mounted and finding, compiling, and analyzing
weapons and artillery. See Combat on clues, data, and patterns.
page 31 and also the Carbon Grey RPG
Core Rulebook for details. MARKSMANSHIP
(BASIC)
PILOT Ballistic weapon combat, from bows to
(QUICK, BASIC) mounted guns. See Combat, page 31 for
Operating aircraft. details.

REPAIR/DISABLE STREETWISE
(BASIC, SLOW) (SLOW)
Repairing, modifying, and disabling Making contact with criminals and
machines. For details, see The Carbon locating places to acquire, sell, trade or
Grey Role Playing Game Core Rulebook. buy black-market or illegal goods and or
services.

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STRENGTH SKILLS WILLPOWER SKILLS


BRAWL BARGAIN
(BASIC) (SLOW)
Unarmed combat and grappling. See Bartering and haggling for goods or
Combat on page 31 for details. services. Bargain rolls can be made
against a flat DN set by the GM, or by the
CLIMB/JUMP opposing character’s Bargain Roll.
(BASIC)
CHARM
Scaling surfaces, leaping, and (BASIC, SLOW)
overcoming other similar physical
barriers. Convincing someone of your viewpoint
through diplomacy and demeanor.
LIFTING Charm is sometimes opposed by
(BASIC) Evaluate or Grit. See The Carbon Grey
Role Playing Game Core Rulebook for
Picking up, moving, bending, and
details.
breaking things.
COMMAND
STAMINA (BASIC)
(BASIC, SLOW) Inspiring and leading others.
Endurance and resistance to disease,
CON
pain, poisons, and toxins. See Fatigue on
page 42 for details. (BASIC, SLOW)
General dishonesty, including lying and
SWIMMING disguise. Con can sometimes be opposed
(BASIC) by Evaluate when lying, or possibly by
Moving through and under water. See Investigate when disguised.
Movement on page 38 for details. GRIT
(BASIC, SLOW)
THROWING
Shaking off mental and social
(BASIC)
manipulation, mental anguish, and fear.
Throwing any sort of object, whether for When suffering psychological hardship,
combat or sport. See Combat on page 31 Grit aids in getting you through it.
for details.
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 SCALE
As previously mentioned, these skills When two things of significantly
aren’t like the others. In addition to not different sizes interact, we compare them
being attached to any attributes, most using three Scales: Character, Vehicle,
characters probably won’t have a die code and Grand. There’s a broad range of sizes
in any of them. In brief, characters can within each Scale, but not so much that
use Temporal Reality skills to manipulate those differences affect die rolls.
reality itself to their own ends.
Character Scale covers everything
As you might expect, this opens up a the size of a typical adult human and
huge can of worms, so we’ll deal with smaller. Suitcases, rifles, car tires, cats—
Temporal Reality in full in the Carbon these are all Character Scale.
Grey RPG Core Rulebook.
Vehicle Scale covers most motorized
vehicles. Everything from automobiles to
USING MULTIPLE mechs to bombers are Vehicle Scale, as
SKILLS are structures like the average residential
house or a five-story office building.
Sometimes a character will want to do
two things at once, like talking an enemy Grand Scale covers everything larger
into surrendering while grappling them, than that, such as dreadnought
repairing an airship’s avionics while battleships, passenger airships, and even
avoiding gunfire, or just trying to stab an bases. If it’s larger than Vehicle Scale, it’s
enemy more than once. That’s great--but Grand.
trying to do too many things in a round
means that each of them is less likely to Differences in Scale between people,
succeed. vehicles, and other objects can affect
how they interact in combat, as
Every Basic action in a single round explained in the Carbon Grey RPG Core
beyond the first reduces the die code of Rulebook.
each roll by 1D, whether using the same
skill for each roll or a different one.
RULES MISCELLANY
In other words, taking two Basic actions,
The Carbon Grey RPG Core Rulebook
like running and shooting, imposes -1D
provides guidance for just about
to all rolls. Taking three Basic actions,
anything a player might want to do in a
like running, shooting, and stabbing,
game. Here’s a sample of some of those
means -2D to all rolls, and so on.
rules you can use right away.

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CHAPTER 2: RULES PRIMER

COMMON TASKS • Implausible lie: +5 to +10


Below are some guidelines for setting • Unbelievable lie: +15
and modifying the DN of some common
tasks. • 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 • You have a contact: -5 to -10
investment of money or time: +10 to
+20 • You know the area: -5 to -10

• Giving an NPC Orders (DN10 • You don’t know it: +10


Command) • Acquiring Illicit Goods or Services
• You’re total strangers: +10 (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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CHAPTER 2: RULES PRIMER

THE CARBON GREY ROLE PLAYING GAME 29


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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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CHAPTER 3: COMBAT
5 - End of Round. Resolve any ongoing
THE COMBAT effects, environmental elements,
SEQUENCE bookkeeping, and preparing for the next
When combat begins, the action unfolds round, if needed.
in this order: 6 - Wash and Repeat. Repeat the
process as a new combat round begins.
1 - Set the Scene. The GM describes the Combat continues until one side runs
situation—backdrop, foes, and other away, surrenders, or is defeated.
details—to the players and establishes
who’s on whose side. Usually, there are
only two sides, the PCs and the NPCs. ROLLING INITIATIVE
Initiative is a key part of the combat
2 - Determine Order. Everyone rolls
sequence. It’s a useful way to keep
initiative. Combatants who are expecting
the chaos of battle organized enough
a fight roll DEX (Reflex). Combatants
to manage while allowing for the
who aren’t expecting a fight or are
unpredictability that chaos brings. When
otherwise unaware roll PER (Instinct).
you roll initiative, you’ll use one of two
Whichever side has the highest
skills, depending on the circumstances.
individual initiative total goes first. In
the event of a tie between a PC and an When your character is ready for trouble,
NPC, the PC’s side goes first. like when they’re in the middle of a fight,
you roll Reflex. When they’re not, such
3 - Decision Time. The GM decides
as when a fight hasn’t broken out yet,
what the NPCs will do and each player
you roll Instinct. Because of this, the
decides what their character will do.
first initiative roll in a combat almost
4 - Action Time. The side with the always uses Instinct, and all subsequent
highest initiative declares and completes initiative rolls use Reflex.
its actions, including movement,
Combatants are typically on one side or
attacking, and so on, in any order they
another of a fight--for example, the PCs
wish. Then the side with the next-
and their allies on one side and their
highest initiative acts. This continues
enemies on the other. Only the character
until all sides have declared and taken
with the highest Reflex or Instinct on
their actions.
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 CATEGORIES
RANGE There are four range categories: Point-
Blank, Short, Medium, and Long. Most
When accurate distance matters, such as hand-to-hand weapons are only effective
a weapon’s effective range or the ground at Point-Blank range, which is less than
a character can cover in a one-round 3 meters. For ranged weapons, the range
sprint, it’s measured in meters. You category sets the base DN for the attack,
won’t be literally measuring the distance although the distance encompassed
between one point and another, but a by each range category depends on the
fair estimation is important for a few weapon class.
reasons.

For one, it helps everyone at the table RANGE CATEGORY DN


agree on what the physical environment
looks like and enables tactical thinking. Point-Blank 5
It’s also useful for things like weapons
and vehicles when figuring out how far Short 10
away your target is or how much of a lead
you have on your pursuers. Medium 15

Moreover, many RPG players like using Long 20


gaming miniatures and maps to further
aid visualization. Without a proper sense
of space, that becomes very difficult. WEAPON CLASSES
If you’re not sure and you’re the GM, AND RANGE
your best guess will be fine. If you’re a Every weapon belongs to a weapon class,
player, ask the GM! 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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Chapter 3: COMBAT

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.

EFFECT ON
SITUATION
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 Your Psyche defense applies whenever


someone tries to bully or scare you. It
There are two main types of attacks: can also come into play when you’re
hand-to-hand and ranged. confronted with the terrifying or
supernatural, such as suffering shell-
Hand-to-hand attacks require the
shock on the battlefield or facing a horde
attacker to be within reach of their target
of snow demons.
(less than 3 meters) and attack with bare
hands using Brawl or a melee weapon • Surprised = PER x 3
using Melee. The difficulty is set by the
• Ready = DEX x 3
target’s defense, as explained later in this
chapter. • Psyche = WIL x 3

Ranged attacks use Marksmanship for When calculating these defenses, drop
ranged weapons, Thrown for thrown any modifiers to the attribute. For
weapons, and Gunnery for artillery, example, the defenses of a character with
vehicle-mounted weapons, and the like. DEX 3D+2, PER 2D+1, and WIL 3D are
The difficulty of a ranged attack is set Surprised 6. Ready 9, and Psyche 9.
by a combination of the target’s defense
modified by the range of the attack. The
further away the attacker is, the more
FULL DEFENSE
difficult it is to score a hit. When a character’s prime concern in a
combat round is not getting hurt, they
can go Full Defense as a Basic action
SRP DEFENSES on their turn. This lets them add their
Every character has three defenses: a Reflex or Instinct die code to any STR
Surprised defense, a Ready defense, roll they make to resist physical damage,
and a Psyche defense. The first two or add their Grit die code to any WIL
are for avoiding physical attacks, such roll they make to resist mental trauma.
as in combat; the third is for resisting For example, if a character with STR 3D
intimidation or fear. The relevant and Reflex 2D goes Full Defense against
defense sets the DN for the attack roll. an attack, they’d roll 3D+2 to resist its
damage.
Your Surprised defense applies when
you don’t see an attack coming. Whether In practice, Full Defense is rolling with
you’re being ambushed or simply a hit to avoid the worst of the damage,
stabbed in the back by a “friend,” this is or gritting your teeth and enduring
your attacker’s target number. fear, toture, or other mentally taxing
situations. Full Defense has no effect on
Your Ready defense applies when you a character’s Surprised, Ready, or Psyche
do see an attack coming. Whether you defenses. If the character takes another
started it or the other guy did, the higher Basic action in the round, they lose the
this defense, the harder you are to hit. benefits of Full Defense.

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MOVEMENT STANDING OR PRONE
IN COMBAT A character is either considered standing
or prone, and can voluntarily fall prone
Walking or running typically isn’t cause as part of their movement, or at the end
for rolling dice unless there are other of their turn.
factors at play, like running across
a frozen lake or struggling through Prone characters are more accurate
underbrush. However, walking or when attacking with firearms (+1D)
running in combat can have an effect on and are harder to hit at range (-1D), but
your skill rolls. have difficulty with thrown and muscle-
powered ranged weapons (-1D) and make
Quick movement is anything up to for easy targets in hand-to-hand combat
six meters in a single round, whether (+1D). A prone character’s movement is
walking, tumbling, or using a wheelchair. limited to crawling, which is considered
Quick movement has no effect on die Basic movement of two meters or less.
rolls.
Getting up from prone is a Basic move
Basic movement is more than six meters, as well, and prevents any further
to a maximum of twelve meters, and movement. In other words, you can
imposes -1D to all skill rolls that turn. stand up, but you can’t go anywhere just
yet.

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Chapter 3: COMBAT

DAMAGE to 29, Incapacitated if DMG is 30 to 44,


and Mortally Wounded if DMG is 45 or
The amount of damage a weapon can more.
inflict is dictated by its Damage (DMG)
die code, as shown on the Weapons See Recovering from Damage, Disease,
Table. For muscle-powered weapons and Trauma on page 40 for information
like swords and clubs, DMG is the on recovering from damage.
attacker’s STR plus modifiers from the
weapon, while the DMG of firearms
is independent from the attacker’s INJURY LEVELS
attributes. However, hitting doesn’t Each injury level carries its own effects
automatically mean wounding--the on the target, as described below.
defender has a chance to resist some of
that damage.
STUNNED
Roll DMG opposed by the defender’s The defender can’t take any Basic actions
STR. This is a Quick action for the target, for the rest of the combat round.
so there’s no combined action penalty for
this roll.
WOUNDED
Compare the DMG and STR totals, then The defender must succeed on a DN 15
consult the table below to determine the STR (Stamina) roll or fall prone. Even if
degree of injury, if any. 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
DMG TOTAL INJURY LEVEL
longer Wounded. A Wounded character
Less than STR total Stunned who is Wounded again becomes
Incapacitated.
Between STR total
Wounded
and STR total x 2 INCAPACITATED
Between STR total The defender falls prone and
x 2 and STR total Incapacitated unconscious, and can’t take any actions
x3 until no longer Incapacitated. An
Incapacitated character who is Wounded
STR total x 3 or Mortally or Incapacitated again becomes Mortally
more Wounded Wounded.

MORTALLY WOUNDED
For example, the defender gets a 15 on
their STR roll. They are Stunned if the As Incapacitated, but until they are no
DMG is 14 or less, Wounded if DMG is 15 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
ATTACK TOTAL TRAUMA LEVEL
number of rounds that have passed
since they became Mortally Wounded, Between Psyche
the character dies. If they’re Wounded, Stunned
and Psyche x 2
Incapacitated, or Mortally Wounded
again, they are instantly killed. Between Psyche x 2
Shaken
and Psyche x 3
MENTAL TRAUMA Between Psyche x 3
Traumatized
Because attacks against a character’s and Psyche x 4
Psyche are of a less tangible nature and
more variable nature, they’re handled a Severely
Psyche x 4 or more
little differently. Traumatized

If the defender is an average NPC and the


attack succeeds, it’s usually enough to See Recovering from Damage, Disease,
say that they are appropriately affected and Trauma below for information on
by whatever form the “attack” took. They recovering from damage.
back down when threatened or collapse
in the face of horror. RECOVERING FROM
If the defender is a PC or an NPC that’s DAMAGE, DISEASE,
more important to the story, then things
get a little more interesting. The severity
AND TRAUMA
of the penalty depends on the attack’s The Medical skill is used to provide both
margin of success. In addition to the immediate and long-term medical care.
effects shown below, the source of the The severity of the patient’s condition
trauma may impose a secondary effect, determines both how difficult they are to
such as panic, delusions, irrational treat and what kind of action is required
behavior, or worse. to treat them (but it’s almost always
Slow).

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Chapter 3: COMBAT

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 10
labor, eating rotten food

Enduring a harsh
15
environment for an hour

Enduring a harsh
environment for several 20
hours

Treading icy water for an


25
hour

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)

None (automatically recover at end of


Stunned --
round)

Shaken 10 Slow (2D minutes)

Traumatized 15 Slow (1D hours)

Severely Traumatized 20 Slow (1D days)

THE CARBON GREY ROLE PLAYING GAME 43


Gianlucca Rech (order #31333391)
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 DAMAGE (DMG) RANGES (S / M / L) NOTES

Highborn Defender 3D+2 3-4 / 5-8 / 9-12 Ammo 2, hold out

Ammo 10 (box
Emissary’s Sidearm 4D 3-10 / 11-30/ 31-120
magazine)*, pistol

Reliable Revolver 5D 3-10 / 11-30 / 31-120 Ammo 6, pistol

Ammo 8 (box
Officer’s Pistol 5D 3-10 / 11-30 / 31-120
magazine), pistol

Ammo 30 (box
Submachine Gun 5D 3-25 / 26-60 / 61-250
magazine), SMG

Ammo 5 (box
Huntsman Bolt- 3-30 / 31-100 / 101-
4D+2 magazine), sporting
Action Rifle 300
rifle

Ammo 6 (box
Zuverlässig Z93 3-30 / 31-100 / 101-
5D magazine), assault
Infantry Rifle 300
rifle

Ammo 5 (box
Witwenmacher 3-100 / 101-300 / 301-
9D magazine), sniper
Sniper Rifle 900
rifle

Pump-Action
8D* 3-6 / 7-14 / 15-30 Ammo 5, shotgun
Shotgun

Fragmentation
5D 3-7 / 8-20 / 21-40 Scatter
Grenade

*See Ammunition and Reloading, page 49.

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HAND-TO-HAND Club/Trench Mace. This includes
heavy tree branches, lead pipe, cricket
WEAPONS bats, rifle-butts, billy clubs, and the like.
These weapons are meant to snap bones
WEAPON DAMAGE (DMG) and crush skulls, even in untrained
hands.
Unarmed Attack STR
AVAILABILITY DN5, PRICE: FREE TO 5 MARKS.
Knife STR+1
Sword. Swords come in a wide array of
Brass Knuckles STR+2 designs, from ornate, masterfully crafted
dueling sabers and well-concealed sword
Bayonet STR+1D canes to crude but effective blades from
another age. Some are designed for
Club/Trench Mace STR+1D piercing, others for slashing, and some
for hacking off limbs. Sometimes the old
Sword STR+1D+2 ways are the best ways.
WEAPON DESCRIPTIONS AVAILABILITY DN15, PRICE: 25 MARKS.

Knife. Whether folding knives, lock- Highborn Defender. These pocket


blades, switchblades, daggers, or dirks, pistols are favored by courtly gentlefolk
knives are as varied as their owners. The as “polite protection,” but also see use
one thing they all have in common is the by criminals as dispute-settlers when
pointy end goes in your enemy. a back-alley deal goes bad. The over-
AVAILABILITY DN5, PRICE: 1 MARK. under double-barreled design provides a
serviceable form of protection, and if any
Brass Knuckles. It doesn’t get more ne’er-do-well is not deterred by the first
up-close-and-personal than a knuckle shot, there’s a second to drive the point
duster. From crude versions cast from home.
melted bullets to finely polished brass AVAILABILITY DN10, PRICE: 4 MARKS.
used by upper-crust bodyguards, brass
knuckles have one job—amplifying the Emissary’s Sidearm. The combination
force of a blow while sparing the fist that of short recoil, high ammo capacity,
delivers it. semiautomatic action, and accuracy
AVAILABILITY DN5, PRICE: 1 MARK. provided by the unwavering-once-set
V-notch rear tangent sight make this
Bayonet. Typically affixed to a rifle, the sleek, lightweight sidearm the weapon
bayonet is the knife’s big brother. When of choice for bodyguards, couriers, and
not used with a rifle or other similar purveyors of spycraft.
implement, treat it as a knife. AVAILABILITY DN10, PRICE: 15 MARKS.
AVAILABILITY DN5, PRICE: 2 MARKS.

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Chapter 4: GEAR AND WEAPONS

Reliable Revolver. This heavy-caliber Zuverlässig Z93 Infantry Rifle.


wheel-gun from Reliable Arms has Zuverlässig Fabrikant’s flagship military
earned the nickname “skull-buster” for rifle has taken Mitteleuropa by storm.
its reputation as an improvised melee This well-made, bolt-action soldier’s
weapon when the enemy’s too close for weapon is easy to clean, easy to load,
lead. It sees such common usage that and easy to shoot. It also functions well
“Reliable” has become a colloquialism for as an improvised melee weapon, with or
any revolver. without a bayonet.
AVAILABILITY DN10, PRICE: 12 MARKS. AVAILABILITY DN5, PRICE: 18 MARKS.

Officer’s Pistol. This weapon’s Wirwenmacher Sniper Rifle. Made


impressive ammo capacity, considerable for attacks at extremely long ranges,
stopping power, and accurate iron sights the Wirwenmacher, or “Widowmaker,”
have made it the officially adopted has earned its name. Individually
sidearm of the Mitteleuropa military. handcrafted and unrivaled in range, this
A battlefield prize for corpse-robbers sniper rifle has the stopping power to
and trophy-hunters, this weapon has, make every shot count.
ironically, cost many an officer their life. AVAILABILITY DN30, PRICE: 250 MARKS.
AVAILABILITY DN15, PRICE: 30 MARKS.
Pump-action Shotgun. A devastating
Submachine Gun. Though its accuracy weapon at close range in almost any
and reliability leave something to be hands, the shotgun is favored by trench
desired, this mass-produced firearm was fighters for its reliability and trench
hailed as a modern marvel of ballistic clearing ”slamfire” technique, which
engineering upon its introduction. The entails holding down the trigger and
most common model\bears a strong quickly cycling round after round. The
resemblance to a common mechanic’s DMG given in the table is for shot shells.
tool and is known as a “grease gun.” AVAILABILITY DN10, PRICE: 12 MARKS.
AVAILABILITY DN5, PRICE: 15 MARKS.
Fragmentation Grenade. This time-
Huntsman Bolt-Action Rifle. The fused anti-personnel ordnance couldn’t
preferred weapon of game hunters, be easier to use. Pull the safety pin to
scouts, shepherds, and civilian militia, start the fuse, switch the lever, and throw
Huntsman’s best-selling model sports a it at the enemy.
solid wooden stock, reinforced barrels, AVAILABILITY DN10, PRICE: 4 MARKS.
and smooth bolt action. A sturdy
longarm good for any environment.
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

Thick, layered materials such as wool,


Basic Uniform/Heavy Clothing +1
canvas, or leather.

Stacks with any armor that doesn’t already


Helmet +1
include a helmet.

Heavy canvas battle harness, with metal


Combat Harness +2
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.

Overlapping plated armor covering the


Trench Armor +2D
torso while leaving the arms and legs free.

ARMOR LIMITS & STACKING TOTAL ARM EFFECTS


Multiple armor pieces can be, and
frequently are, worn together. When 1D or less None
“stacking” armor like this, add their ARM
1D+1 to 2D -1D
die codes together. For example, wearing
a ballistic long coat (ARM +2) and a -2D, Quick
helmet (ARM +1) results in a total ARM 2D+1 to 3D
movement only
of 1D, while wearing a basic uniform
(ARM +1) and trench armor (ARM 2D) -3D, Quick
together would give you ARM 2D+1. 3D+1 or more
movement only
However, there are limits. A character’s
ARM can’t exceed their STR. Anything The armor penalties above apply to all
greater than that is just too heavy for DEX attribute and skill rolls, as well as
them to handle. Even if their STR is to Brawl, Climb/Jump, Drive, Gunnery,
sufficient for their armor, it can still Marksmanship, Pilot, Repair/Disable,
interfere with their movement and skills. Swimming, and Throwing. Of course,
there may be some form of high-tech

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Chapter 4: GEAR AND WEAPONS

armor out there that mitigates these a lot. Every firefight feels even deadlier
penalties, but for the standard armor a when you know there are only so many
character is likely to encounter, these times you can pull that trigger.
penalties apply.
RELOADING
AMMUNITION Ammo comes in many different forms,
AND RELOADING from arrows and loose bullets to spring-
loaded magazines and drums. Some
As you might expect in the Carbon Grey weapons on the Firearms and Grenades
RPG, firearms are commonplace, and table (page 45) are listed as using box
bullets even more so. magazines that store rounds and feed
them into the gun’s chamber for rapid
AMMO STYLES firing. The rest have to be loaded a round
at a time, or, in the case of a revolver like
There are two ways to handle
the Reliable, using a speedloader that
ammunition and reloading in
quickly loads six rounds at once.
your games: Unlimited Ammo or
Quartermaster Ammo. It’s up to the GM For simplicity’s sake, the guidelines for
to pick the one that best fits the playstyle reloading are broken down into general
of the group. types and their corresponding actions, as
shown below.
UNLIMITED AMMO
Lead sprays freely, revolvers rarely seem
ACTION
to run low on bullets, and only when it is RELOAD TYPE
REQUIRED
pivotal to the story does a hero need to
reload. With Unlimited Ammo, ammo Nocking an arrow or
is a state of mind. A PC’s gun only runs Quick
readying a sling
out of bullets when the player rolls a 1
on their Wild Die, or when the GM gives Loading a single
them a Hero Point in exchange. bullet, shell, or Basic
crossbow bolt
QUARTERMASTER AMMO
Changing out a
They put ammo capacities into the magazine or drum, or Basic
game for a reason, you know. With using a speedloader
Quartermaster Ammo, every player
tracks their ammunition expenditures, Basic, and
and when they’re out, they’re out. This Changing an ammo
adds an
means a bit more bookkeeping, but not belt or loading a
additional
black-powder weapon
-1D penalty

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VEHICLES
Fighter planes, flying wings, and airships Like PCs, all vehicles have attributes, but
all play a major role in the action of unlike PCs, they only have three. All of
Carbon Grey, not to mention roadsters, them range from a minimum of 1D to a
motorcycles, battleships, and many maximum (usually) of 6D.
other vehicles typical (and atypical) of
the era. We don’t have room to cover Frame (FRM). How sturdy a vehicle is.
vehicles in depth here--that’s in the The higher the die code, the harder it is
Carbon Grey RPG Core Rulebook--but to damage. Vehicles use FRM to resist
here’s a taste. 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 by another vehicle, or any other time
vehicle can perform complex maneuvers. getting from one point to another as
The higher the die code, the more agile it quickly as possible is the primary factor
is. Add the vehicle’s MVR die code to any of the roll. A lumbering bulldozer has
skill roll the operator makes that involves SPD 1D, but a future-tech fighter plane
quick or precise positioning. The typical could have SPD 6D!
tugboat has MVR 1D, while a typical
motorcycle has MVR 3D or 4D. Vehicles are further defined by a few
other traits, including payload (how
Speed (SPD). How fast a vehicle can much it can carry), assets (upgrades or
travel and the power of its engines. improvements for special vehicles), and
The higher the die code, the higher scale. All of these can affect a vehicle’s
the horsepower. Add the vehicle’s SPD attributes and performance. For more,
die code to any skill roll the operator check out the core rulebook.
makes when pursuing or being pursued

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52 THE CARBON GREY ROLE PLAYING GAME
Gianlucca Rech (order #31333391)
CHAPTER 5: ALLIES, ENEMIES, AND EXTRAS
In the Carbon Grey RPG, NPCs are played mastermind, an enemy doesn’t need to
by the GM. If the PCs are the stars of know the PCs personally to seek their
the show, the NPCs are the antagonists, downfall. Some enemies are major NPCs
allies, and extras that populate the that warrant statistics on par with a
world and make it a dramatic, dynamic, PC, but most are cannon fodder—Any
and dangerous place. In other words, Injury suffered—including Stunned, the
however cool an NPC may be, they Cannon Fodder is eliminated.
shouldn’t overshadow the PCs. Part of
the GM’s job is making the PCs look Extras. This category is for everyone
good, and part of that is not having an else--the minor NPCs the PCs interact
NPC upstage them at every turn. with once or twice and never see again.
Extras can easily be promoted to
Above all, the GM should play the NPCs either ally or enemy, depending on the
more or less as real people, making circumstances.
decisions based on their interests and
perspectives. Every NPC falls into one of Of the three, enemies usually need game
three categories: statistics, because they’re most likely to
engage the PCs in conflict. Most allies
Allies. As you might expect, allies and extras can be handled freeform,
are NPCs who are on good terms with without any attributes, skills, or other
the PCs. They can be anything from numbers.
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. SAMPLE NPCS
Allies tend to be weaker than the PCs, to The Carbon Grey RPG Core Rulebook has
keep the spotlight on the stars. game statistics for many NPCs, along
with guidelines for creating them. Below
Enemies. Any NPC that wants to see is just a sample to give you an idea of
the PCs fail or die should be considered what they look like.
an enemy. They can be even more varied
than allies; whether a footsoldier or a

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RESISTANCE SPY
DEX 3D
Stealth 1D
KNO 3D
Espionage 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 2D+2
Melee 1D
KNO 2D+2
Medical 1D
MEC 2D+1
Demolitions 1D
PER 2D+1
Marksmanship 1D
STR 3D+2
Stamina 1D
Throwing 1D
WIL 2D+1
Grit 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)

THE CARBON
CARB GREY ROLE PLAYING GAME 55
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INFANTRY OFFICER THUG (CANNON FODDER)
DEX 2D+2 DEX 2D
Melee 2D Melee 1D
KNO 3D+2 KNO 1D
Scholar 1D MEC 1D
MEC 1D+1 PER 3D
PER 2D+1 Investigate 1D
Marksmanship 2D Marksmanship 1D
Evaluate 1D STR 3D
STR 2D+2 Brawl 1D
WIL 3D+1 WIL 2D
Command 3D
SRP DEFENSES
Grit 3D
Surprised 9
SRP DEFENSES Readied 6
Surprised 6 Psyche 6
Readied 6 Weapons: Reliable Revolver, brass
Psyche 9 knuckles
ARM: 0D
Confident Leader: Once per round,
Other Gear: Illicit goods worth 1d6
the Infantry Officer can take a Quick
Marks
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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Chapter 5: ALLIES, ENEMIES, AND EXTRAS

WAR DOG DOG HANDLER


DEX 2D DEX 2D
Reflex 1D Melee 1D
KNO 1D KNO 2D
MEC 1D Survival 1D
PER 3D MEC 1D
Instinct 1D PER 2D
Investigate 1D Marksmanship 1D
STR 3D STR 2D+2
Brawl 3D WIL 2D+1
Stamina 1D Command 2D
WIL 2D Intimidate 1D
Grit 1D
SRP DEFENSES

SRP DEFENSES Surprised 6


Surprised 9 Readied 6
Readied 6 Psyche 6
Psyche 6 Beast Mastery: As an Action, the Dog
Bloodhound: The War Dog gains a +2 Handler may grant a +1D bonus to any
bonus to all scent-based skill rolls. roll made by a War Dog that can see or
hear them.
Weapons: Teeth (Brawl attack, DMG
STR+1D) Weapons: Reliable Revolver, baton
(club)
ARM: +1 (war harness)
ARM: 2D (helmet +1, uniform +1)
Other Gear: war harness
Other Gear: Dog whistle, extra revolver
ammo (32 rounds loose in an ammo
pouch)

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GUARD (CANNON GUARD OFFICER
FODDER) DEX 2D+1
DEX 2D Melee 2D
Melee 1D KNO 3D
KNO 1D Scholar 1D
MEC 1D MEC 2D
PER 3D PER 3D
Investigate 1D Investigate 2D
Marksmanship 1D Marksmanship 3D
STR 3D STR 3D+1
Brawl 1D Brawl 1D
WIL 2D WIL 4D+1
SRP DEFENSES Command 4D
Surprised 9 Grit 2D
Readied 6 Intimidate 3D
Psyche 6 SRP DEFENSES
Watchful: Guards gets +1D on all Surprised 9
initiative rolls.
Readied 6
Weapons: Zuverlässig Z93 infantry rifle,
baton (club) Psyche 12
ARM: +2 (helmet +1, uniform +1) Bark Orders: As a Basic action, Guard
Other Gear: Signal whistle, extra rifle Officer may grant one ally that can hear
ammo (8 magazines of 6 rounds each) and hear them +1D to one skill roll.
Weapons: Officer’s pistol (semi-
automatic 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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Chapter 5: ALLIES, ENEMIES, AND EXTRAS

ELITE GUARD BLOODTHIRSTY


DEX 2D
SHARPSHOOTER
Melee 2D DEX 3D+1
KNO 1D Melee 2D
MEC 1D Reflex 1D
PER 3D Stealth 4D
Investigate 1D KNO 2D+1
Marksmanship 2D Survival 2D
STR 3D MEC 1D
Brawl 1D PER 4D+2
WIL 2D Instinct 1D
Investigate 1D
SRP DEFENSES
Marksmanship 5D
Surprised 9
STR 3D+2
Readied 6
Climb/Jump 1D
Psyche 6
WIL 3D
Watchful: Elite Guard gains +1D bonus
Grit 1D
to all initiative rolls.
Weapons: Zuverlässig Z93 infantry rifle, SRP DEFENSES
baton (club)
ARM: +2 (helmet +1, uniform +1) Other Surprised 12
Gear: Signal whistle, extra rifle ammo (8 Readied 9
magazines of 6 rounds each)
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),

THE CARBON GREY ROLE PLAYING GAME 59


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60 THE CARBON GREY ROLE PLAYING GAME
Gianlucca Rech (order #31333391)
CHAPTER 6: OPERATION NURSEMAID

A QUICKSTART SETUP
ADVENTURE FOR THE The PCs are sent on a supposedly easy
courier mission that turns into a running
CARBON GREY RPG rescue-and-escort mission real quick
This short adventure is meant to thrust when they find a bunch of crying kids
players into the Carbon Grey RPG. It and a wounded contact.
starts off right in the action and takes off
from there. BACKGROUND
The events of the adventure are divided Horst Hahanentritt, a lesser lord seeking
into a few sections, with random higher standing with the Kaiser, offered
encounters to fill in the gaps, as follows: his glorious leader the promise of a state-
of-the-art warplane—a promise beyond
Setup. Here you present the players with what his wealth and landholdings
the immediate backstory, give everyone could truly provide. In an effort to
a chance to introduce their PC, and sort fulfill his obligation, Herr Hananentritt
out each PC’s motivations for being conscripted the folk of several remote
here in the first place. The PCs find their villages to construct and staff a hastily
contact more dead than alive in a pine erected factory facility and work camp.
forest, leaving them with a dozen scared To ensure the conscripted workers’
children to look after and several guards cooperation, the misguided nobleman
to deal with. Will the PCs make a mad held their children hostage at a nearby
dash to the getaway truck with a gaggle location.
of kids in tow, or turn and fight… with a
When the local arm of resistance fighters
gaggle of kids in tow?
got wind of the remote facility and began
Shooting Gallery. The PCs traverse to investigate, the conscripted workers
dangerous territory while being hunted had already suffered through months
by a merciless sniper. of hard labor and separation from their
children. By the time Greta, a resistance
Almost Home. The PCs reach their operative posing as a cook, managed to
truck and face one final obstacle to get herself onto the workcamp kitchen
getting their charges to safety. 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

THE CARBON GREY ROLE PLAYING GAME 61


Gianlucca Rech (order #31333391)
compliant. The children’s unhealthy CHARACTER MOTIVATION
condition, and the fact that without
There are any number of reasons a PC
them work on the warplane might slow
could get involved in this adventure,
or halt, has expedited the need to get the
including:
children out and provide proof of the
evils of the work camp to the resistance.
• Someone they care about is tied up
Unfortunately, Greta was discovered in all of this—and they need to find
while helping the children through a gap out where they are. They could be
in the fence, and only managed to escape a relative, a lover, a close friend, a
with a dozen of the forty-odd children. mentor, or whomever you and the
As she herded the twelve children deeper player decide.
into the woods, she was shot by a guard. • They’ve been sent by a superior
The children left behind were rounded to make contact with the local
up and recaptured. resistance—to spy on them, or to
gain them as allies, or get close
Wounded and unable to stop the
enough to disrupt their operations.
bleeding, Greta managed to guide the
rescued children to the rendezvous site • Their business is killing anyone loyal
and scrawl a rudimentary message to to the Kaiser—and business is good!
pass on to the resistance before losing • They owe a debt to Dachs, the leader
consciousness mere moments before the of the local resistance—she did them
appointed meeting time. a big favor, they cheated her on a
deal or failed to deliver on a previous
THE PLAYER promise, or whatever you and the
player work out. Whatever the case,
CHARACTERS doing this mission will even the
Give each player a chance to introduce score.
their PC to the group. Ask each of them • They volunteered for this—to
a few questions to help everyone get a prove yourself a worthy asset to the
sense of what kind of person they are. resistance, or because they have a
These could be anything from “What vendetta against the despised Herr
was your childhood like?” to “What was Hahanentritt.
the last meal you ate, and where did you
• They’ve heard that people are
eat it?” They probably haven’t thought
missing—and they feel it’s your duty
about these facets of their characters yet,
to find them, possibly on someone
but their answers will make the PCs feel
else’s behalf.
more like real people.

Of course, you can always make up your


own, using the examples above as a
guide.

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CHAPTER 6: OPERATION NURSEMAID

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

1 Dog Handler, 1-3


7-8
Attack Dogs

9-10 1-3 Elite Guards

11-12 1D Elite Guards

13+ Main Guard Force

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Gianlucca Rech (order #31333391)
The Main Guard Force consists of 1 in the frigid water must make a DN 15
Guard Officer, 12 Guards, 3 Elite Guards, STR (Stamina) or WIL (Grit) roll every
1 Dog Handler, and 3 Attack Dogs. The 6 rounds (30 seconds). On a failed
PCs will only face this main guard force roll, they must either leave the area or
once; every subsequent time you roll this become Fatigued.
result, substitute 1D Elite Guards.
3. ROLLING PINES
TABLE MODIFIERS The tall, widely spaced pines and hilly
When rolling on the Random Foe slopes of this area provide equal parts
Encounter Table, apply a +1 modifier for open terrain and usable cover. The
each of these conditions that applies. terrain here does not hamper movement,
though each pine can provide cover for
two adults or four children. Cover is
• Each previous encounter the PCs
explained in the Combat section of the
have had (cumulative)
Quickstart rules.
• One or more of the PCs or their allies
fails a DEX (Stealth) roll 4. SAPLING SWATH
• The PCs or their allies made loud This mostly barren lowland shows signs
noises in the previous round, such as of a recent fire. Pine saplings and patches
gunfire or shouting low scrub dot the scorched landscape
here and there. The saplings provide ¼
cover and the scrub provides ½ cover,
AREAS ON THE MAP but only for prone or crawling characters.
Each area on the map comes with its own Sound carries well here; any loud noise
features that may affect dice rolls. (gunshots, grenades, shouting, and the
like) adds +3 to rolls on the Random Foe
1. CLEARING Encounter Table.
This area is open, as most clearings are.
5. THICK PINES
2. CREEK The pines grow thick and close here,
Swift-flowing water and man-high slowing movement but offering many
mud banks make for good cover and hiding places. In this area, a Basic move
concealment. In this area, the PCs get is only 4 meters, and the maximum
+2D to all Stealth rolls and a -3 on every range for ranged weapons is Short. The
roll of the encounter chart while in the trees here can provide ¾ cover to even
creek. The PCs’ pursuers must succeed standing characters. This area imposes a
on a DN 25 PER (Investigate) roll to -4 to rolls on the Random Foe Encounter
track them. However, anyone walking Table. It’s also the location of the truck,
marked on the map with an X.

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CHAPTER 6: OPERATION NURSEMAID

6. ROAD 7. THE GUARD POST


The gravel road that runs through the One Guard Officer and six Guards are
forested area from the nearby village stationed at this small roadway guard
to the work camp is well-maintained post building. They will not leave their
and wide enough for two trucks to pass post, and will do everything they can to
each other. Movement along the good hold it.
footing of the road lets even the children
run and increase a character’s Basic KEEPING IT FUN
movement to 8 meters while on the road
reach round. However, traveling on the Don’t measure every meter of the 2
road leaves one totally exposed--add kilometers the characters travel from
+4 to the encounter chart each round clearing to truck. It will be very boring,
anyone in the PCs’ group is on it. and that’s not what we’re here for.

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Instead, treat it as a montage in a movie, fighters and their leader Dachs. It all
zooming in on the parts of the journey seemed sweet as grandma’s strudel… until
that are exciting or dangerous, and the other shoe dropped.
glossing over the rest. If the players make
good Stealth rolls or come up with some You stashed your getaway truck safely
cool plans, let them get some distance in the woods right off the main roadway,
out of it. and hiked two clicks east. The pristine
spruce forest and crisp autumn morning
To this end, use the scale on the map almost let you forget the war and enjoy
for when to make rolls—it’s roughly 16 the scenery.
rolls if the PCs move straight from the
clearing to the truck. This will make for You arrived at the rendezvous clearing
a faster-paced game, keep the tension without incident, only to be greeted
high, and give you an action-movie feel. by a gaggle of weeping eyes and runny
noses, all looking at you for food, help,
or hugs. It turns out the valuable intel
RENDEZVOUS your contact Greta churned up is a dozen
Read or paraphrase the following: scared kids—who, according to a note
pinned to one’s jacket, recently escaped
You were sent on what was supposed from a work camp that happens to be
to be a routine courier mission--over building a new fighter plane that’s set
the river and through the woods near to change the war. Greta herself is badly
an enemy checkpoint we go. You have wounded and barely conscious, and the
instructions to rendezvous with your bad guys that shot her can be heard
contact in a secluded grove, and all pushing their way toward your position.
you have to do is bring back whatever
valuable intel she has to The Schwein Welcome to the frontline of the fight.
in Decke—an alehouse that serves as a Hope you packed a lunch and extra
front for the local arm of the resistance ammo because it’s going to be a long day.

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CHAPTER 6: OPERATION NURSEMAID

ALL THE LITTLE CHILDREN For the most part, the children act as
one, following each other’s leads. For
The twelve kids are split evenly between
convenience, you can make one roll for
boys and girls, and all between five
all the children in the scene rather than
and eight years old. They’re also all
making individual rolls, unless you really
malnourished, sick, and as scared as
want to.
you’d expect them to be.

Girls: Anna, Emma, Mia, Lea, Lena, and CHILD


Julia (EXTRA)
Boys: Gunter ,Hans, Jurgen, Karl, Stefan,
and Klaus DEX 3D +1
Stealth 1D
ROLEPLAYING THE KNO 1D
CHILDREN MEC 1D
Here are a few important points to keep PER 2D +2
in mind when it comes to the kids.
Instinct 1D
The kids have been threatened daily STR 1D+1
and are kind of numb to it. As a
consequence, any attempt to intimidate Stamina 1D
them is a DN 20 skill roll, while gentle, WIL 2D+2
kind persuasion is a DN 10 skill roll.
Grit 1D
The kids are in poor health and have -1D
on all DEX and STR rolls, except STR SRP DEFENSES
rolls to resist damage. Surprised 6
Also, because of their condition, they Readied 9
can’t move more than 6 meters in a Psyche 6
combat round until they’ve had a good
meal and at least 8 hours’ sleep. If the Weapons: —
players don’t think of it themselves, you ARM: 0D
may want to remind them that carrying Gear: —
the kids is always an option!

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In addition, communicate the following the PCs have before the first enemies
information to the players, either by reach the clearing. And don’t forget
discovery through roleplaying or just to roll for Greta’s Mortally Wounded
telling them outright to get things condition each round if she hasn’t been
started. treated.

The PCs have limited supplies--just What happens next depends on what the
what gear their character templates PCs do. The sections that follow account
have listed. This was supposed to be no for the most likely situations, but players
big deal, and they’re not prepared for will often throw you for a loop. If they
anything else. come up with an idea we didn’t cover,
good! Use what we’ve provided here to
The kids trust Greta and won’t willingly help you sort it out.
leave her behind. If the PCs agree to help
Greta, the children will cooperate, within • If the PCs are still at the clearing
reason. Otherwise, they’ll make all kinds when the guards arrive, go to Make A
of trouble. The PCs may find it difficult Stand.
to sneaking through the woods with a
dozen wailing children. • If some of the PCs go out to hold off
the guards to give everyone else a
When the PCs arrive, Greta is Mortally chance to get away, go to I’ll Hold
Wounded (For Greta,use the Resistance ‘Em Off.
Spy stats on page 54). Explain to the • If they try to just distract
players what that means, then roll 2d6 to them instead, go to Dangerous
show them you mean business. If doesn’t Distraction.
receive treatment, she will die.
• If all the PCs, kids, and Greta have
Overwhelming forces—camp guards, already left the clearing when the
war dogs, and a very vicious officer and guards arrive, go to We Move Like
his loyal sharpshooter—are currently Ghosts.
closing in on three sides, so the clock is
ticking. During this section, the PCs may try to
pass through The Creek (Area 2) and or
Tension is the name of the game here. may just risk The Rolling Pines (Area 3),
Danger is closing in and there’s little as shown on the map. Whether they use
time to think. Play up the sounds of the cover of the creek as far as they are
muffled speech and cracking twigs as the able, risk the road, or just cut thrrough
searching guards and dogs begin closing the rolling pines, eventually they will get
in on three sides of the clearing. Roll to Sapling Swath (Area 4). Move to the
1D3+1 to determine how many rounds next section, Shooting Gallery.

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CHAPTER 6: OPERATION NURSEMAID

MAKE A STAND flight, and may end with the guards and
dogs pushing past those PCs attempting
This plan is straightforward, but
to hold the line and chasing the others as
extremely risky. The PCs will have to
they race to their getaway.
weather wave after wave of guard and
dogs and are likely to be overwhelmed. Alternately, that forward force of PCs
might go hunting, pulling the pursuing
Make three rolls on the Random Foe
guards and dogs in opposite directions
Encounter Table and arrange the results
and allowing the other PCs to get their
around the clearing in three cardinal
charges back to the truck with minimal
directions. Roll once on the table at the
risk and fewer foes to encounter.
start of each subsequent round until the
PCs run or are defeated. Finally, the players might think to
use some or all of the PCs as a roving
If the PCs flee, their foes will follow.
perimeter around the kids and Greta to
Continue to roll for a random foe at the
protect them on all sides as they move. If
start of each round. Should the PCs
the PCs deal with threats they encounter
change their tactics, go to the relevant
quietly, the group could make it back
section (I’ll Hold ‘Em Off, Dangerous
to the truck without too much trouble.
Distraction, or We Move Like Ghosts)
Obviously, it shouldn’t be easy for them
and proceed from there.
to do this, especially with barking dogs
and signal whistles in the mix, but as the
I’LL HOLD EM OFF GM it’s good practice to reward clever
This strategy is actually one of a few thinking with a fighting chance.
related plans.
DANGEROUS DISTRACTION
The players may split the party, using
some PCs to hold off the incoming foes Instead of fighting, in this plan a
others escort Greta and the kids to the detachment of PCs splits off from the
truck. This will entail both fight and kids to make noise and draw the guards
in the wrong direction. While brave, it

THE CARBON GREY ROLE PLAYING GAME 69


Gianlucca Rech (order #31333391)
buys time but doesn’t necessarily solve Not far beyond it lays the dense thicket
the problem. Unless the PCs go on the where you left the truck concealed from
offensive at some point, it’s only a matter the roadway. Just a bit more and the
of time before the guards get wise. The mission is almost over.
dogs, too, are especially difficult to fool
with this tactic once they have the scent. SNIPE HUNT
The guards’ target is the kids, and they’ll
deal with anyone who stands in the way The Bloodthirsty Sniper has taken up a
of recovering them--namely, Greta and position at either the northern edge or
the PCs--as quickly as possible. southern edge of Sapling Swath (Area
4) in an attempt to try and cut off the
children’s escape. He’ll use his Shoot
WE MOVE LIKE GHOSTS to Wound ability to down Greta or any
The wisest course of action for the PCs PC he sees in an attempt to make the
is probably to get Greta and the kids crossing the open area too dangerous
moving as quickly and stealthily as for the children and, hopefully, delaying
possible. They’re unlikely to engage the them long enough for other forces to
enemy unless found, and try to do so as arrive. If he’s discovered or has no shot,
discreetly as possible so as not to give he will stealthily move until he is hidden
away their location. Odds are this is their again at a better position.
best bet.
The sniper is a nasty piece of work, using
the wounded as bait, shooting downed
SHOOTING GALLERY targets, and generally being villainous.
Read or paraphrase the following: If cornered or found the sniper will fight
to the death and try to take as many PCs
The taller pines give way to a wide strip with him as he can.
of openness caused by a fairly recent fire.
The swath of open ground is broken up
only by a few sprouting pine saplings and ALMOST HOME
tangles of low scrub. You can see the wall When the PCs reach Thick Pines (Area
of pines that marks the eastern forest. 5), read or paraphrase the following:

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CHAPTER 6: OPERATION NURSEMAID

It wasn’t hard to lose your pursuers in • The PCs discover that the resistance
the thick pines where you stashed the sold them out! Now they have kids to
truck. You can still hear the shouts and protect while trying to fight their way
whistles of the guards mingled with the clear of an ambush from turncoat
growling yelps of their vicious canine resistance fighters and concealed
counterparts. After pushing branch after soldiers.
branch of the close-set pines, there it • The PCs get the kids back safely, but
is--the truck! The vehicle looks just as are asked by the resistance to help
you left it earlier today. It’s time to load free the other children from the work
up as quickly as possible before you are camp in a daring moonlight raid
discovered… and hope the road back isn’t while the resistance fighters bomb
as full of enemies as the woods you’re the manufacturing facility.
leaving behind.

At this point, the scenario is over (see EARNED REWARDS


Earned Rewards), but you are free to At the end of a Carbon Grey RPG
expand it. To that end here are a few session, the PCs earn Skill Points to
ideas. advance their characters. A good guide
for awarding skill points is as follows:
• The PCs have to shoot their way
through guards along the road Did the PCs accomplish their goals? (1-5
without the truck being blown up in Skill Points)
the process.
For each question below you can answer
• Upon arriving at the village to deliver with a “Yes,” give each player 1 Skill Point.
the kids to safety, the PCs find it
occupied by a large force of soldiers.
• Did all the kids get to the truck
They have to sneak the kids in
safely?
without exposing the alehouse as a
resistance base. • Did Greta get to the truck safely?
• The resistance fighters have been • Did all the PCs get to the truck
discovered and are fighting for safely?
their lives in the village against • Did the PCs take advantage of the
overwhelming forces from the work terrain and use sound tactics?
camp. The PCs need to either help or
make a run for it and figure out what • Did the PCs defeat or kill the
to do with the kids. Bloodthirsty Sniper?

• Greta isn’t Greta, but a Kaiser • Did the players portray their
loyalist or double-agent using the characters well? (1-3 Skill Points
PCs to uncover the resistance base. each)

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Evaluate each player separately and BONUS POINTS!
award them Skill Points accordingly. For Give everyone a bonus Skill Point each if:
each of these questions you can answer
• The group worked well together.
with a “Yes,” award one Skill Points.
• Everyone had a good time.
• Did the player make an effort to
roleplay? HERO POINTS
• Did the player stay in character? If all the kids made it to the, award 6
Hero Points to each PC.
• Did the player make heroic choices
for their character?
PREGENERATED PCS
Use the following ready-made PCs to get
your group up and playing in minutes!

72 THE CARBON GREY ROLE PLAYING GAME


Gianlucca Rech (order #31333391)
CARBON GREY REGISTRATION CARD
SERIAL
NUMBER
11 4 7 Royal Operative HERO
POINTS 6
DEX 3D+1 KNO 2D MEC 2D+1
Melee 2D Survival 1D
Stealth 1D
PER 4D STR 3D+1 WIL 4D
Marksmanship 2D Brawling 1D
SRP DEFENSES PERSONALITY: You were trained from make you break your code. It did not

Surprised 12 an early age to be the best, and


now you make sure everyone knows
go well for them. Now you work for
yourself.

Readied 9 you are. Unfortunately for your


targets, the thing you're best at is
WEAPONS: Submachine gun, sword
ARM: 1D (combat harness +2, heavy

Psyche 12 assassination, and it quickly earned


you a reputation for getting things
done no matter the odds. However, you
clothing +1)
OTHER GEAR: Small arms ammo (3
do have a code: no killing children. magazines of 30 rounds each), 3 field
Never children. Someone tried to bandages

CARBON GREY REGISTRATION CARD


SERIAL
NUMBER
114 8
Master Spy HERO
POINTS 6
DEX 3D KNO 3D MEC 3D
Melee 1D Espionage 1D
Stealth 1D
PER 4D+2 STR 2D+1 WIL 3D
Investigate 1D Charm 1D
Marksmanship 1D Con 1D
SRP DEFENSES PERSONALITY: You've been told WEAPON: Semi-automatic pistol, hold-

Surprised 12 that your curiosity would be your


undoing, but in the spy game it only
out derringer
ARM: +1D (ballistic long coat +2,

Readied 9 seems to aid you in plying your


trade. With you, no secret is safe, and
helmet +1)
OTHER GEAR: Small arms ammo (4

Psyche 9 that includes your own. Now you're


under someone else's thumb on threat
of blackmail. You'd do anything to
magazines of 10 rounds each), first-
aid kit
keep those secrets from getting out.

Gianlucca Rech (order #31333391)


CARBON GREY REGISTRATION CARD
SERIAL
NUMBER
1145 Moonlighter HERO
POINTS 6
DEX 4D KNO 2D MEC 3D
Sleight of Hand 1D Drive 1D
Stealth 1D
PER 3D+1 STR 3D WIL 3D+2
Marksmanship 1D Brawling 1D Charm 1D
Con 1D
SRP DEFENSES PERSONALITY: Self-entitled, just act on it. Sure, this gets you

Surprised 9 untrustworthy, impulsive,


pathologically defiant, dirtbag--of
into trouble more times than not, but
what's life without a little mayhem?

Readied 12 all the things people have called


you, you like "roguish" the best.
WEAPON: 2 revolvers
ARM: 1D (ballistic long coat +2, heavy

Psyche 9 You don't worry about boring stuff


like plans, the odds, or collateral
damage. When you get an idea, you
clothing +1)
OTHER GEAR: Small arms ammo (30
rounds, loose in pockets), first-aid
kit, satchel

CARBON GREY REGISTRATION CARD


SERIAL
NUMBER 11 4 6 Trench Fighter HERO
POINTS 6
DEX 3D+1 KNO 1D MEC 3D
Melee 1D Gunner 1D
PER 3D+1 STR 4D+2 WIL 3D+2
Marksmanship 2D Brawling 1D Grit 1D
Stamina 1D
SRP DEFENSES PERSONALITY: Some soldiers follow WEAPONS: Pump-action shotgun,

Surprised 9 the chain of command--you strangled


your superior officer with it. You may
folding shovel (club), brass
knuckles, 3 fragmentation grenades

Readied 9 be a bad soldier, but you're an even


worse enemy. Whether using a gun, a
ARM: +2 (heavy clothing +1, helmet +1)
OTHER GEAR: 3 field bandages,

Psyche 9 knife, a fist, or your trusty shovel,


if someone stands in your way, you
take them down. As far as you're
satchel, 30 shotgun shells

concerned, fight makes right.

Gianlucca Rech (order #31333391)


CARBON GREY REGISTRATION CARD
SERIAL
NUMBER
11 4 7 Fervent Revolutionary HERO
POINTS 6
DEX 3D+1 KNO 4D MEC 2D
Melee 1D Medical 1D
Stealth 1D
PER 3D+1 STR 3D WIL 3D+1
Marksmanship 1D Brawling 1D Con 1D
Grit 1D
SRP DEFENSES PERSONALITY: You are kind of a busy figuring out how something is

Surprised 9 follower--down with the monarchy!--


but if the cause is just you will give
happening to actually worry about
what is happening.

Readied 9 it your all. There is always another


wrong to be righted, a fight to be
WEAPONS: Hunting rifle, knife
ARM: +1 (heavy clothing +1)

Psyche 9 fought, or a regime to be overthrown,


and you are always ready to heed the
call. As such, your attention can be
GEAR: Rifle ammo (4 magazines of 5
rounds each), first-aid kit
scattered at times. You’re often too

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:

Gianlucca Rech (order #31333391)


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Gianlucca Rech (order #31333391)

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