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Carnage MKII.3 The Completely Customizable RPG Carnage is a free-form, customizable, combat-oriented RPG.

You can play any character concept you like, and its all d6-based. Further, you can create your own equipment, weapons, armor, etc. Very customizable. Its also pretty balanced and playable at this stage, and that can only increase in the future. There are 7 base stats and 2 derived stats. The base stats are: Brawn! - How strong you are! Guts! - How brave you are! Smarts! - How smart you are! Fonzie! - How cool you are! Quickness! - How fast you are! Snap! - How fast you react! Toughness! - How tough you are! The derived stats are: Hit Points! - How much of a beating you can take! Your max HP score is determined by the highest roll possible on Toughness! Speed! - How much ground you can cover! Your max Speed score is determined by the highest possible roll on Quickness! The generic human being starts with a score of 1d6 in all of these stats. Therefore, he also has 6 HP and a Speed! of 6. A brief note about HP and Speed!: you dont need to roll to determine these. If you have a Toughness! of 1d6+1, ignoring exploding dice, the highest roll you can possibly make is a 7. Ergo, you have a max of 7 HP, until your Toughness! gets modified permanently or impermanently. Its the same thing with Speed!, except that it uses Quickness! The things you can do with your basic statistics are fairly limited. Without resorting to any skill rolls (more on these later), Brawn! is used for: -Picking heavy things up, or pushing them, or pulling them, or whatever! (A standard Brawn! test). -Carrying stuff! (Your maximum roll on Brawn! times ten is the total weight in pounds of stuff you can carry. Every ten pounds or fraction thereof over this total reduces your Quickness! by one. Remember to recalculate your Speed! if this happens). Guts! are used for: -Not running away from scary things, or working up the nerve to do dangerous/stupid things! (Standard Guts! tests). Smarts! are used for: -Solving puzzles, logic tests, doing math, breaking codes! (Standard Smarts! tests). Fonzie! is used for: -Looking cool, impressing people! (Standard Fonzie! tests).

Quickness! is used for: -Catching things! (Opposed Quickness! test against the skill roll of the thrower). Snap! is used for: -Reacting to things! (If surprised, a standard Snap! test determines if you can act or if you are caught flat-footed). -Initiative! Toughness! is used for: -Not getting hurt! (Toughness! is used as your base Armor Value if youre not wearing any armor. If no armor is worn and you successfully defend against an attack with just Toughness!, half the damage dealt is converted to Stun! damage and must be defended against again). -Resisting poisons and diseases! (Opposed Toughness! test vs. the damage of the poison or disease). As mentioned before, the average person has a score of 1d6 in each of the 7 stats, 6 HP!, and 6 Speed!. In addition to this, they have a total score of 1d6+1 (trained) in any skills related to their job or daily life. For example, your average 21st-century person would be Trained in Pilot Ground Vehicle with a specialization of Automobile, and have whatever skill and specialization necessary for him to do his job. All other skills default to their usual 1d6-1 score (untrained). The hero, however, is different. You have a total of 45 CV (Combat Value) points to spend when building your character. This total, of course, may be adjusted upwards or downwards depending on whether more or less starting power is desired. These CV points are awarded as rewards for completing adventures, killing enemies (or whenever else the GM desires) and are used to increase base stats, skills, and to purchase items. Therefore, caution should be exercised when building a character, as it is easy to spend all your points on statistic bonuses and be left nude and weaponless, though with a very handsome physique. Dont let this happen to you. Armor may be bought as an extension of Toughness!, with 4 CVs per +1 bonus, and 12 CVs per +1d6 bonus. Speaking of building a character, a +1 bonus to any base stat (thats Brawn! through Toughness!) costs a total of 4 CV points each. a +1d6 bonus to a base stat costs a total of 12 CV points. Reducing a base stat by 1 gets you 2 CV points back to spend on other things. Similarly, a +1 bonus to any skill (as described below) also costs 4 CV points, a +1d6 bonus costs 12 CV points, and, similarly, a reduction of 1 gets you 2 CV back. Skills are divided up into 6 sections, each one governed by a particular base statistic. The default skill level for each of these skills is untrained, which grants a skill value of the base statistics score minus one. I.e., your average civilian would roll 1d6-1 when firing a rifle, but roll 1d6+1 when driving a car. Each character comes with a total of +4 to be distributed any way the creator chooses at the start of the game. This equates to four +1 bonuses to a skill (making the skill value equal the statistic score), a +2 bonus and two +1s, or any other combination. Allocating more points than these four requires CV points to be paid. In addition, each skill has a number of subcategories which may be invested in,

called specializations. Each specialization grants you an immediate bonus to the skill involved, but only when using that particular area of the skill. For example, giving yourself a +1 to rifles allows you to fire any rifle with a skill value equal to your Quickness!. But taking a +1 to rifles and also a specialization of +1 in bolt-action rifles gives you a total of your Quickness! +1 when firing bolt-action rifles, but only your Quickness! when firing other types of rifles. If you take a specialization (by putting a bonus of 1 or more into it), you cannot add a further bonus to the main skill it was taken from. In the above example, you wouldnt be able to put any more points in the general rifle category. However, you can still put points into your specialization within the category, as well as put points into new specializations. As an additional prerequisite to getting specializations, you have to have put at least one point into the general category it comes from before you can put any points into specializations. However, points put in to specializations go at half the usual price, with 2 CV points for a +1 bonus and 6 CV points for a +1d6 bonus. Brawn! Skills: -Brawling! Brawling! covers your ability to fight in melee without the aid of any melee weapon. Brawling is only used when you are fighting in melee without any melee or improvised weapons, such as the butt of a weapon. Specializations: Various forms of martial arts (Karate, Savate, Kung Fu, etc.). Killing or incapacitating an enemy using a martial art Brawling! specialization grants you a temporary +1 to Fonzie! for the purposes of impressing or intimidating bystanders who saw you do it. -Melee Weapons! Melee Weapons! lets you fight in melee with melee weapons, improvised or not. If you dont have a weapon, its Brawling! Specializations: The many, many different types of melee weapons. -Light Automatics! This lets you fire automatic weapons with a Damage! of less than 1d6+3. It doesnt matter if its a pistol or something larger, if you want to fire it automatic and its Damage! is less than 1d6+3, it uses Light Automatics! Specializations: The many, many different types of light automatic weapons. -Heavy Automatics! Same thing as Light Automatics! but this covers the bigger weapons with a Damage! of 1d6+4 and up. Specializations: The many, many different types of heavy automatic weapons. Climbing! Make a standard Climbing! test in order to scale walls, cliffs, and other vertical objects. Your equipment and the state of the vertical object can help you - if you have a rope, ladder, grappling hook, antigravity boots or other apparatus, give yourself a +1 bonus to this test. Likewise, penalize yourself if the wall is especially slick or hard to scale. Specializations: Parkour! Almost a skill of its own, make a Parkour! check each turn (standard

test, kids) to give yourself an addition +1 Speed! in an urban environment! This lasts until you fail a check, at which point you fumble and crash to the ground. And if you want to be boring, I suppose you could specialize in mountain climbing or hiking. Smarts! Skills: -Shoulder-Launched Weapons! Use this skill to fire single shots with rocket-launchers, particle beams, or any other nonautomatic gun that sits on your shoulder! Specializations: The many, many different types of shoulder-launched weapons. -Administration! This skill represents a general knowledge of law and bureaucracy. Want to talk to your senator face-to-face? Cut the line at the DMV? Sue people? Make an Administration! check (usually opposed tests). Specializations: Law, Government, the laws of specific countries, the governments of specific countries, etc. -Dealing! Use this skill to haggle! Make an opposed check and note the amount you beat the other guy by, then multiply that by 10% and subtract it from the price of whatever item you wanted. Oh? You didnt beat him? Looks like the price just got bumped up. Yes, this can result in people paying you to take stuff off their hands. Fun, aint it? Specializations: Christ, I cant think of any. -Chemistry! Make bombs, poisons, and chemicals! Bonuses apply for supplies and conditions (youre going to want to be in a lab). Specializations: Specific branches of chemistry, like biology, anatomy, etc.

-Weapons Systems! Repair your weapons, rechamber them, modify them further, stick a grenade launcher on the underbarrel mount, its all good. Again, youre really going to need specific supplies and tools for the task. This skill also works towards firing those really big guns, like artillery, SAMs, ICBMs, or other huge, overpowered things. Specializations: Specific kinds of weapons, like rockets, projectile weapons, artillery, lasers, etc. -Computers! Maintain computers, copy data, pirate music, cruise the internet, etc. Most people know how to handle a computer all right, but taking this skill means youre an expert. Specializations: Computer repair, hacking, security, etc. -Electronics! Maintain cell phones, music players, robots, and other electronic devices. Gives you a bonus to

repair computers equal to your bonus to Electronics!. Specializations: Various kinds of electronics. -Medicine! Repair and maintain people! Stick them (or yourself!) with syringes, use IVs, prescribe pills, perform surgery, etc. Make a Medicine! check with a UR of the damage suffered, and total the amount you rolled higher than the UR, and restore that many Hit Points to the victim. If you do this in the field or outside of a hospital, halve the number of Hit Points you restore (to a minimum of 1). If you roll within 2 points less than the UR, nothing bad happens. If you roll less than that, you deal 1 HP worth of additional damage to the victim for each point you missed the UR by. Thanks for breaking it, hero. Specializations: Oncology, Psychiatry, Paramedicine, Nursing, etc. -Mechanics! Repair and maintain vehicles, heavy machinery, and other complex devices! Follow the same procedure as Medicine to repair things. Specializations: Vehicle repair, other types of machines, etc. Fonzie! Skills: -Oratory! Make speeches! Use this skill to talk to large groups of people at once and convince them that what youre saying is the truth. Make one Oratory! opposed test and use your result for each person listening to you (if youre talking to a very large group of people, like a national audience on live TV, you can assume theyre probably defaulting). If you win, they think youre right, with a higher roll on your part determining how right they think you are. Specializations: None, really. Talk is talk. -Social! The individual form of Oratory! Use it when youre talking one-on-one with someone. Specializations: Again, none. Talk is talk. -Interrogation! Same thing as Social! and Oratory!, only with this, the guy youre talking to doesnt want to tell you. If you win, you get information, the amount given based on the degree of success. Bonuses can be given for any additional...persuasion youve got laying around, and if youre not afraid to get your hands dirty. Specializations: Physical, mental, emotional, etc. -Conning! Lie! (basically the same thing as Social! and Oratory!) Specializations: None I can think of. Guts! Skills: -Pilot Flying Vehicle! Fly helicopters, jets, gliders, spacecraft, and other flying vehicles.

Specializations: The various types of flying vehicles. Quickness! Skills: -Pilot Ground Vehicle! Drive cars, bikes, mopeds, semis, and much more! Specializations: The various types of ground vehicles. -Missile Weapons! Use this skill to fire nonconventional ranged weapons like bows, crossbows, atlatls, slingshots, etc. Specializations: The various types of nonconventional ranged weapons. -Wrestling! Use this skill to wrestle and incapacitate enemies! You roll Wrestling! + Brawn! - AV versus the same in typical melee fashion, with the winner achieving a pin on the loser, to do with what he wants. Combine with handcuffs or knockout patches for easy hostage-taking. Specializations: Sumo, WWE, MMA, etc. -Thrown Weapons! Throw grenades, knives, small rocks, and other aerodynamic (or not) items at your enemies! Use your Brawn! x2 for range, always scatters on miss. Specializations: Knives, spears, grenades, etc. -Handguns! Fire single shots with handguns! Specializations: Revolvers, specific types of pistols, etc. -Rifles! Fire single shots with two-handed ranged weapons! Specializations: Shotguns, sniper rifles, bolt-action rifles, other types of rifles, etc. -Grenade Launchers! Fire single shots with non-shoulder-launched explosive weapons! Specializations: Various kinds of grenade launchers. -Sleight of Hand! Pick pockets (opposed test between Sleight of Hand! and the victims Smarts!), do magic tricks, steal things! Specializations: Magic!, picking pockets, etc. -Stealth! Hide! Make a stealth check to move silently, sneak up on people, and do other sneaky stuff. Make a stealth check each turn to keep sneaking. Opponents have to roll Smarts! to notice

you, but if they do, its a fair chance theyll raise the alarm pretty quickly. Specializations: Tracking people, sneaking about, breaking and entering, etc. -Agility! Do gymnastics! Keep your balance! Polevault! Specializations: Various sports, etc. How Stuff Works Whenever youre called on to take a test of some kind, you roll the dice indicated, add whatever modifiers apply, and check to see if you beat a number. This number is called the UR: Usage Rating, and increases to signify a more difficult task. For most things, the GM will set a UR, you will roll, and either fail or succeed, and then move on with life. You may or may not be able to retry, depending on time, if you broke anything, or if you killed yourself when you failed. Further: dice always explode. Always. Sometimes youll need to take an opposed test. In this instance, roll whatever dice you need to and get your opponent or the GM to do the same, and compare your score to whatever your opponent in the test got. The winner usually reaps the benefits of the action, while the loser gets the shaft. Again, you may or may not be able to retry, depending on the situation. Rolling a natural 1 doesnt result in an automatic failure, its merely the lowest result possible in most conditions. In some cases, time permitting, you can default on a test. If you default, youre assumed to have rolled a 3 on any dice to be rolled for the test. Add whatever modifiers you have, and compare this roll to the UR. However, defaulting takes a large amount of ingame time and cannot be done on things that have to be rushed, like hotwiring cars, firing weapons in combat situations, or lifting buildings off of injured coworkers. Combat! Heres the fun part. First, were going to learn how to create our own weapons. These weapons, like other equipment, are paid for either before or after creating a character with CV points. Every ranged weapon has a basic stat block of the following: Usage Rating! 4 Range! 10 Damage! 1d6 CV! 2 This base CV value is the bare minimum cost for any weapon, no matter how many penalties it ends up being loaded down with. Usage Rating! is rolled against in order to hit your opponent. Range! and Damage! are described later in this section. A lower UR is better, since it means you need to roll less to get a successful hit. Therefore, reducing the UR by 1 costs 6 CV points. Increasing the Range! by 1 costs 2 CV points, while damage follows the regular rules for dice, with 4 CVs for a +1 increase, 12 CVs for a +1d6 increase, and +2 CVs for a -1 penalty. Likewise, increasing the UR by 1 gets you 3 CVs back, while reducing the range by 1 gets you 1 CV back. Finally, a non-automatic gun may be made

automatic for a cost of 6 CVs. The automatic UR may be adjusted up or down using the regular CV rules for UR. Melee weapons, which basically consist of just a Damage! die, may be purchased using the above costs for Damage!. In addition to playing with the stats of weapons, there are certain specialties that you can add to them in order to expand functionality or add a bit of flavor. All these specialties can be paid for at weapon creation with CV points. -Short Ranged! Due to a shorter barrel length, unstable ammunition, or bad sights, this weapon is better at shorter ranges than at longer ranges. Add 1 to the range modifiers to skill with this weapon. -2 CV. -Very Short Ranged! Due to a very short barrel length, very unstable ammunition, or having no sights, this weapon is much better at shorter ranges than at longer ranges. Double the range modifiers to skill with this weapon. -4 CV. -Long Ranged! Due to a longer barrel, good sights, or whatever, this weapon is easier to fire at long distances. Reduce the range modifiers to skill by 1 with this weapon. +4 CV. -Very Long Ranged! Due to a very long barrel, really good sights, or whatever, this weapon is even easier to fire at long ranges. Halve the range modifiers to skill with this weapon. +6 CV. -Explosive! Due to explosives, unstable energies, or whatever, shots from this weapon are Explosive! and follow the rules for explosions. +6 CV. -Scatter! Due to being a shotgun, this weapon fires a small swarm of bullets rather than just one big one. Add +1 to the targets AV for the shot, but instead of dividing by 3 to determine HP damage inflicted, divide by 2. +6 CV. -Arc! Shots fired by this weapon go in parabolic arcs, not in straight lines! Dont use indoors! +4 CV. -Thrown! This weapon has to be thrown by hand in order to be used. This weapon also has the Arc! specialty. -2 CV. -Heavy!

This weapon is especially heavy and follows all rules for heavy weapons. -3 CV. -Spray! This weapon fires in a 45-degree cone and is automatically Very Short Ranged! as well. It affects all targets in the cone; separate damage and armor rolls must be made for each target. +8 CV. -Armor Piercing! This weapon subtracts 1 from the AV or Toughness! of its target before rolling damage or armor. +6 CV. -Pistol! This weapon may be held and fired in one hand, but is automatically Short Ranged!. In addition, it may be fired while in melee range with no penalty. -1 CV. -Sticky! Whether due to fire, acid, electricity, disease, or whatever, this weapon deals additional damage over time! After a successful attack is made that deals at least 1 HP of damage, roll damage again. Continue this process until the weapon fails to cause at least 1 HP of damage. +10 CV. Once youve made a gun, youre ready to start your first firefight. At the very beginning, your Snap! score is your initiative. All players involved should roll Snap! with the highest roller going first, down to the lowest roller. In the event of a tie, the actual bonus to Snap! should be counted. If its still a tie, reroll the die. Another basic concept is that of Speed! usage. Spending a point of Speed! allows you to move one square, inch, hex, or whatever the kids call it these days. It also allows you to perform one relatively minor action, like reloading a magazine-based gun, pushing a button, removing pants, picking up an item, etc. Spending two points of Speed!, however, allows you to do much more: you can move 2 squares, inches, hexes, etc., fire a weapon, reload a non-magazinebased weapon (like a revolver, shotgun, rocket launcher, MGL, etc.), or perform two minor actions. These actions may be spent interchangeably - there is no move phase or action phase. When a weapon is fired, the first step is to measure the range to the target. The listed Range! characteristic for any weapon is the range increment. Shots fired within the Range! listed have no penalty, but shots fired outside it have a penalty of -1 to skill for every single multiple of Range! or fraction thereof between the firer and the target. In addition, shots fired by nonpistol weapons within 1 of a target garner an addition -1 point-blank penalty to skill. Once the skill penalty has been assessed, roll the appropriate skill, subtract the penalty from your roll, and compare your result to the weapons UR. If the modified roll is equal to or

greater than the UR, the shot has hit its target. Damage should be rolled and compared to a Toughness! roll by the target. If this damage roll is higher than the targets Toughness! roll, significant harm has been done. Subtract the Toughness! roll from the Damage! roll and divide the result by three, rounding up. This number is the amount of HP damage dealt to the target. When something has 0 HPs remaining, it dies. If a natural 1 is rolled on a to-hit roll, the weapon in question has run out of ammo, and must be reloaded (using 2 Speed! for a non-magazine weapon, 1 Speed! for a magazine weapon) before it can be fired again. If an automatic weapon is fired using its automatic function, the first attack is made as usual, against the Automatic UR of the weapon in question. When the next attack is made, a -1 penalty is imposed on the skill of the firer. This continues, with the attack after that getting a 2 penalty, etc., until a shot is missed, in which case the action is over and more Speed! must be expended in order to fire another automatic burst. In between these attacks, the firer may aim at a different target up to 1 away from the first target. If the firer wishes to fire at a new target that is further than 1 from the original target, each 1 away it is, or fraction thereof, counts as a shot from the automatic weapon and must be rolled for in order to determine the skill modifier of the next shot as well as the possibility that the gun will run out of ammo. Any die roll of a natural 1 on any of these attacks will cause the weapon to run out of ammunition and require it to be reloaded before it may be fired again. The shot that rolled a one will be fired as normal, and then the weapon must be reloaded. Explosive damage deal damage to all targets, friendly or not, in an area away from where the shot hit. Any damageable item within 2 of the point struck is dealt damage equal to the weapons damage value. For each 2 out from this first 2, or any fraction thereof, halve the damage the weapon deals (i.e., if a 1d6+2 damage explosive grenade detonates, targets within 2 will take 1d6+2 damage, those further than 2 but within 4 will take (1d6+2)/2, and so on and so forth). This halving of damage stops at 6 out from the point the explosive struck. Explosive weapons that miss must always use the nearmiss rules. Heavy weapons are especially bulky or have a lot of recoil (or both) and as such must be braced before they may be used effectively. Bracing a heavy weapon uses up 4 points of Speed! but will remain braced until the user moves. Heavy weapons fired without being braced inflict a -4 penalty to skill to their users. Any ranged weapon attack which misses may be tracked using the nearmiss rules. Note that not every shot which misses should be tracked - when firing at a target with no other interesting potential targets nearby, and you miss, customary behavior is to be momentarily disappointed and then to move on to the next action. However, when a different target of interest is in the area, or when a weapon deals damage over a large enough area that the original target may still be hit, the nearmiss rules should be called into effect. In order to determine the MissedBy#, subtract the actual skill roll which missed from the UR of the weapon. This is the MissedBy#. The controller of the target which was missed is allowed

to place the shot onto any new target within MissedBy#, which the shot is assumed to have struck. Close combat is handled somewhat differently from ranged combat. In close combat, the participants roll whatever close combat skill theyre using (Brawling! or Melee Weapons!), add their Toughness! (plus whatever armor), add the damage of their melee weapon (if they have one), and compare the results. The winner has inflicted damage on the loser. Subtract the smaller roll from the larger, divide the result by three, and inflict that many hit points worth of damage on the target. If a melee weapon is not close at hand, not even an improvised one, players may either use Brawling! instead of Melee Weapons! or use the damage of a pistol theyre holding in place of the damage of the melee weapon mentioned above. Thrown weapons, such as knives, grenades, spears, etc. have a range equal to the users Brawn! roll multiplied by two. This isnt the range increment - this is the actual maximum range of the weapon. Such a weapon must also always be tracked via the nearmiss rules - it cant just land harmlessly somewhere. Stun Damage is dealt like regular damage, except that HPs lost from stun damage are not subtracted from the total, merely added up. When they equal a characters current number of Hit points, the character is stunned and takes a -2 penalty to all checks until they receive medical attention. If Stun damage equals double a characters current number of hit points, the character is knocked unconscious. If they equal triple, the character dies. Optionally, for even deadlier gameplay, add the margin of success from the skill roll of a weapon to the damage of the weapon. Vehicles are built in a slightly different way than characters. Vehicles intrinsically have a Toughness! value of 2d6 as default. This can be raised using the normal rules for character Toughness! They also have a Speed! value which depends on the way they move. Vehicles that use tank tracks or that walk on short, stubby legs have a Speed! of 8. Vehicles that move on wheels or on tall, spindly legs have a Speed! of 10. Vehicles that hover, whether via airskirts, antigrav, or even maglev, have a Speed! of 11. Actual bona fide flying vehicles, like jets, helicopters, and spacecraft, have a Speed! of 15. Each extra point of speed you want to tack on to something costs 6 CVs. Note that this Speed! can only be used by the vehicle to move, not to attack for itself - that is up to the driver and passengers. Vehicle hit points are determined the same way as a characters hit points. This rating, of course, is just the tactical speed of the vehicle. When on a highway/the open air, and not engaged in a firefight, they can go much faster. If necessary, a vehicle can move up to double its Speed! in a turn of combat, but this inflicts a -3 penalty to any piloting or weapon checks that are made in the turn by the vehicle or its passengers. Speaking of passengers, a vehicle is automatically capable of carrying 4 passengers

comfortably. Each extra person its capable of carrying costs an additional 6 CVs, but if it can only carry a smaller number of passengers than 4, each one less gets you 3 CVs back to spend on other things. Weapons can be mounted on a vehicle for 1 CV each for a pintle or hatch mount or something. Sticking them on a bona-fide 360-degree coverage turret will cost you 4 CV. Sticking them on a restricted turret (180, or even 90 degrees of coverage) will only cost 2 CV. These weapons may be manned by passengers, and one mounted non-turreted weapon may be fired by the driver at a -2 to skill. The golden rule in this situation is one passenger per weapon - if theres too few passengers, you cant fire all your vehicles weapons. When a vehicle takes damage, roll a d20, add the damage dealt, subtract the vehicles armor (or Toughness, or whatever the appropriate term is) and refer to the handy chart below. d20 + Damage - Armor <6 6-8 9-11 12-15 Result The paint is scratched a little. Shaken: vehicle moves at half speed next turn and is dealt half damage. Badly shaken: the vehicle may not move next turn and is dealt half damage. Shaken, not stirred: the vehicle may not move for the next two turns and is dealt full damage. Road rage: the driver swears a personal death vendetta agains the thing that just attacked the vehicle and will not stop until hes incapacitated or said thing is dead. Vehicle is dealt no damage. Bump: the driver bashes his elbow on the steering wheel and is at -1 to his piloting skill until he gets medical attention. Vehicle is dealt half damage. Smoke: the shot hits the engine, which spews forth a cloud of smoke around the vehicle. Enemies attacking the vehicle are at -1 to skill for 1d6 turns, at which time the smoke wears off. Vehicle is dealt full damage. Wrecked: the vehicle is incapacitated and cannot be moved until it is repaired. Vehicle is dealt full damage. Kaboom!: the vehicle explodes in a 3d6+2

16

17-19

20

21-25

26+

damage explosion attack! Full Damage! If a vehicle is incapacitated by losing all its hit points, it suffers the effects of a result of 21-25.

Carnage, by default, is designed to be completely generic - you can use it for your favorite setting, or no setting at all, or whatever. Some people have suggested having it ship with a setting in order to facilitate quicker out-of-the-box gameplay. Either way, Ive put together a very basic setting. What follows is a basic overview of the setting, and then game information for actually playing in the setting. MercuryAs lifeless and barren today as it was millions of years ago when the telescopes of the Fabricators were first trained on it, Mercury is mainly known for its mining and great underground passages. The outer surface of Mercury is completely inhospitable - blasted by the sun's rays, anything without heat protection melts down within minutes. Only very rare and expensive gear (diamondoid heatsuits, sunskimmers, etc.) allow inhabitants to move about the surface during daylight hours. Those brave few that have the means to do this are mostly prospectors, who routinely reap huge profits in molten metal. This occupation is not without its hazards, however: glimmersnakes, a species of lava adder with an immunity to the sun's lethal rays stalk unwary prospectors through the melting dunes of the surface, and much worse things are not far behind. Underneath the surface, Mercury is honeycombed by countless dark tunnels leading everywhere under the planet. Cities are carved out into the rock wherever needed, and mining colonies are formed and reformed ever deeper as the hierarchs of Mercury attempt to siphon more and more of the planet's resources. These hierarchs are the descendants of the first Fabricator colonists to land on Mercury. Still True Men (barely), they form a ruling elite class, along with any mutants with easily concealable mutations or who prove useful to the True Men. All other mutants are viciously oppressed via hideously superior firepower garnered from the Armory of Traxis, a prehistory weapons dump left over by the Fabricators and now made into a headquarters by the hierarchs. The rest of Mercury's inhabitants, all mutants and disfavored True Men, are forced into mining colonies and shantytowns and made to dig the living earth out of Mercury's bowels. However, giant mutated annelid worms with rudimentary levels of technology make repeated forays into these colonies, slaying some and capturing others before dragging them off into their hives deep below the levels that the True Men are capable of reaching. Their purposes are unknown, but the hierarchs seem to turn a blind eye to their raids, even as they grow more and more brazen each day. Attempting to stay above all this, the Cult of the Serrated Gear makes its base from the shores of the Mercurian city and spaceport of Fukido, leading the search for lost technology deep into the bowels of the planet, and coordinating the cult's activities around the rest of the solar system. In addition to this, the cult runs the spaceport and entanglement array, allowing them

to completely cut off Mercury from the rest of the system if they so desire.

EarthA mere shadow of its former self, the Earth is slowly beginning to recover from the great pillaging of millenia ago, when the Fabricators drew every last resource from its crust in their efforts to take to the skies and leave what had been their cradle since the dawn of time. Today, the Earth is a backwater. There is no centralized government. Isolated villages band together in an effort to defend themselves from the gangs of raiders which routinely roam about the land, pillaging and plundering as they wish. The single spaceport for the entire planet lies in the relatively cosmopolitan city of Salak City, which lies next to the Salak, an inland salt-water sea. A minor outpost of the Cult of the Serrated gear rules the city, and quests over the hills and valleys of Earth to recover any lost technology which might be lying around. They haven't had any luck so far, but they keep trying with the remarkable zeal that is characteristic of their order. Far to the east, the order of the Curators Noctis, a cult of mutated avian doctors holds sway over a whole continent, with notable bases and outposts throughout the ancient lands of Jermia and Ruzya. These Curators journey over the surrounding countryside, rounding up the inhabitants of the smaller villages and leading them back to the Curators' hospital-monasteries, where they are never seen again. Still, since they don't harm the various merchants and Cultists roaming through that area, there is little reason for the Cult or the merchants to do anything about them, and the folk of the countryside have little to do but wait to be taken. VenusA mess of steaming jungle, the planet Venus remains as much an unexplored frontier today as it did when the Fabricators first terraformed it and seeded it to produce new and strange life. Biosculpted monstrosities roam freely through the rainforests and jungles of Venus, and the enclaves of men in the land are few and far between. Freebooters and corsairs wander through the jungles with wild abandon, competing to bring down the largest and rarest beasts, and looking for hidden treasure and technology on the side. The spaceport of Deus Secundus lands ships each day, bringing adventurers from all over the system who can't resist the allure of the unexplored land of Venus. The capitol city of Deus Primus (sister city to Deus Secundus) lies, quite literally, in the middle of nowhere, half a Planetary Diameter from Deus Secundus and accessible via flight only, since the jungles are too thick to forge a road for a caravan, not to mention the constant danger of attack from chitinous pumas and other predators. The rulers of Venus, the Biosculptors of Unx, rule from Deus Primus, constantly paying off mercenaries to capture the mutated wildlife indigenous to the area and bring them back to the labs and arenas of Deus Primus at great cost. Named after a famed Fabricator Biometrician, the Biosculptors seek to refine and improve on their namesake's designs and release even stranger life unto Venus, no matter the cost to the ecosystem. Meanwhile, the vast untamed jungles of Venus, the Greenlands, are home to the most vicious mutants this side of the Asteroid Belt, a tribe of mostly indescribable beings who waylay travellers to the city and are hunted with great prejudice by the Biosculptors, but have for the

most part managed to evade capture so far. The Cult of the Serrated gear has no place here on Venus, having been claimed centuries ago by the Merchant Corporation Lham Kha Alif of Uranus. Lham Kha Alif keeps a fairly tight lid on things on Venus, but the Biosculptors pay second to none, and the Corporation is mostly happy to look the other way. Nevertheless, in the more secluded areas of Venus a vast logging effort is under way, and the ships bearing the shimscale mangrove and dogwood logs leave daily for Uranus. LunaThe first world colonized and terraformed by the Fabricators, Luna remains much as it did before: cold, dusty, and lifeless. A thin atmosphere is strung about the world, but when it came to the soil, the terraforming failed, leaving the colonists to raise crops in vast hydroponic gardens lined with mirrored domes to catch and reflect the sun's light. Luna is perhaps the most cosmopolitan world in the system today, its cities ringed with vast discussion halls and forums for the airings of grievances and for public discussion and politicking. In theory a true democracy - every citizen gets a vote, each city votes on an issue, and the votes are tallied at the planetary capitol of New Jariko - but in reality a true theocracy, Luna is ruled by the Cardinal Dominic of the Word, who leads the faith of the Word from the capitol. Nonbelievers are ferreted out daily through the unceasing toil of the Inquisition, and the pogroms never cease in the depths of the slums and ghettoes of Luna. The Cardinal talks occasionally of a great crusade, of unifying the whole solar system in the name of the Word, but this could never happen. The other planets, divided as they are, would fight tooth and nail to preserve their ideologies and beliefs and only a truly magnificent force, of a caliber that the system has never seen since the ancient, bygone days of the Unification, would be able to enforce this. As far as anyone knows, the Theocracy is completely incapable of mustering such a force. However, in some of the freer and less monitored discussion halls and talking areas, whispers abound about the curious black ships which dock daily in the Cardinal's personal spaceport, which is cordoned off to almost everyone else on Luna. These ships, it is said, bear no insignia, and are painted a hue so dark that light itself doesn't reflect off them. These ships land and take off again daily, with no sign as to their destination or their mission. Their crew never exits, and nothing - supposedly - is loaded on to them. Nevertheless, the popular view is that they must be up to something. As on Venus, the Cult of the Serrated gear is not welcome on Luna - the keepers of the Word prefer that they remain as the only religion venerated on the world. Several centuries ago, Lham Kha Alif moved in, and that was that. Now, the Cardinal and Lham Kha Alif work hand-inglove. Whatever LKA couldn't get away with on Uranus, they can on Luna.

MarsOver the last ten centuries, the red wastes of Mars have undergone a frightening change in rulership. For untold millenia, the unquestioned leaders of Mars were the Khai Templar, an

order of knights claiming distant relation to the Fabricators. True Men all, the Khai ruled the plains of Mars with an iron fist, killing and burning mutants and disfavored True Men wherever they could be found. Entire cities were put to the sword - the ruins of Krom, Adonai, and Binde Shan-Tegoth are still popular attractions for arconauts and other adventurers. The Khai Templar raiding parties journeyed out further and further from their fortress at Ekhumiye Planus at the Southern Tip, ravaging all. But there was one boundary they feared to cross: the mountain chain to the north, commonly called Glimmerpeaks for the strange iridescent tips of the mountains, plainly visible at a distance. Over all other portions of Mars, the Khai ruled. There were practically no mutants or villagers left anymore, having all been slaughtered in an effort to appease the bloodlust of the Khai. Then, from deep within the Glimmerpeaks, a race of mechanical men dating back to the time of the Fabricators, the Maridi, awoke. Marching in formation from their arsenal-caves, the obsidian-black towering Maridi razed the entire hemisphere, erasing the Khai Templar from existence and turning that side of Mars into a dense mechanical hell. Pistons the size of trees continually pump up and down, up and down, channelling some nameless fluid into engines deep within the earth. Pockmarked acidic chutes leading into the bowels of Mars are everywhere, tempting the unwary trespasser. Maridi and other mechanical beings - chromelings, monolithic aesthetes, and more - roam freely, preying on each other in an unceasing quest for Upgrade. This mechanical kingdom is ruled by an Ayi (say it out loud) called Alexander, who is present (in part) in every single machine in the kingdom, every cog, gear, and Maridi. In addition, it's taken over the repeater array recently, and has begun broadcasting obscenities in every language directly to Luna. While the Lham Kha Alif personnel in the Luna repeater array have been diligent about blocking its frequencies, every now and then Alexander will switch to a different frequency without warning and the public loudspeakers dotting the streets on Luna will scream curses for hours. Despite this, Alexander seems relatively benign - a flyer runs daily along the edge of the mechanical forest, stopping and inviting any passersby it sees aboard. Any that take it up on its offer are flown directly to the Temple of the Rock, where Alexander's main seat of consciousness is, and are free to stay for as long as they want, with the flyer on hand to take them back to where they were. On the other side of the planet, life is relatively normal. Small villages and hamlets spring up rapidly, and life is much as it is on Earth - if a little more arid and red. The Asteroid BeltTo live in the asteroid belt is to take your life into your own hands. A motley collection of clans, mining conglomerates, pirates, and much worse, the belt is a hotbed of sedition and anarchism. Despite being wealthier than most (a vac-suit and personal ship, or berth aboard one is practically necessary to survive), the belt is rapidly tearing itself apart in minor brushfire wars between miners. Still, there is an uneasy truce on the asteroid Opopis, the de facto capitol of the belt. Freelancers swarm over Opopis daily, providing virtually everything anyone could want without the hassle of dealing with Lham Kha Alif or the other Merchant Corporation. Such anonymity costs, however.

SaturnHome to the Fair Men, a race of spacers, Saturn's moons and ring bear some of the most beautiful architecture in the whole system. All glittering arches and spindly beams, the space stations and arcologies of the Fair Men are a sight to see. Ruled from the fibrous halls of Ur-Quand by the king Gehalel, the Fair Men run and navigate ships all over the solar system. Fay and facetious, the Fair Men are not the easiest to get along with. Passage on their ships, vitually the only option to get to Pluto, cannot be bought with the ubiquitous silver Drachmas used elsewhere in the system, the Fair Men prefer other, more unusual forms of currency, such as slaves, servitude, or favors. However, once bought, they're loyal to a fault, and will take their passenger wherever he wishes to go. Aside from this bond to their customers, the Fair Men are fairly intolerant of other races. They often refuse to serve mutants of all kinds, and look down on those who don't hail from Saturn, though not enough to not take their 'money'. JupiterThe moons of Jupiter are home to the squat, four-legged Dark Men, a warlike race. The warlords of the Dark Men continually vie with each other for control of the moons and the resources of Jupiter, using strange anti-gravity technology not found elsewhere and guns which accelerate rocks to truly ridiculous speeds. These Dark Men speak a strange babbling language and are completely incapable of comprehending or being comprehended by the more mainstream races. The Dark Men are inordinately fond of strong drink, often deciding the leadership of a tribe via a no-holds-barred drinking competition. Indeed, some outsiders have even been accepted into the confidence of the clans after winning such a drinking competition, though they haven't stayed long. The Dark Men, besides fighting each other over the moons of Jupiter, have an uncanny hatred of the Fair Men of Saturn, and frequently make raiding and pillaging forays on the moons and stations of the Fair Men, fighting untill either the Fair Men are wiped out or they are. The Fair Men return the favor occasionally, but for the most part are completely terrified of the Dark Men and avoid them as best they can.

NeptuneCovered by a Fabricator-constructed Dyson sphere millenia ago, Neptune is uninhabited. The surface of the Dyson sphere is home to a few colonies which make a living scraping the valuable verdigris off the chrome plating of the Dyson sphere. Why exactly the Fabricators deigned to construct a Dyson sphere around Neptune is unknown, as it is not a star, and is not a gas giant that could have been induced into starhood via a lost technology of the Fabricators. The most popular theory floating around out there is that the Fabricators encased the planet in the sphere in order to contain something - something even the Fabricators, at the peak of their might, were afraid of.

Lham Kha Alif is currently engaged in an expedition to bore into the sphere at one of the poles, but are currently stymied due to the unexpected resilience of the chrome alloy the sphere is made of. UranusThe moons of Uranus are home to the sprawling headquarters of the Lham Kha Alif Merchant Corporation, a company with strong ties to spaceflight and other transportation, in addition to many consumer goods. Gradually taking over from the Cult of the Serrated Gear, Lham Kha Alif is spreading in influence across the whole solar system, bringing with it a new prosperity and culture that is very, very seductive to some people. The labs on the moons of Uranus constantly make new breakthroughs in technology, at an rate not seen since the time of the Fabricators. It is fairly certain that Lham Kha Alif is a new and vibrant force of change in the solar system today - after all, who doesn't wish for a return to the prosperity of the Fabricators during the time of the Unification? Nevertheless, the Cult of the Serrated gear is fighting furiously against the encroachment of Lham Kha Alif into its traditional grounds: spaceports and repeater arrays on all the planets. PlutoA dark wasteland, most of the activity on Pluto occurs underground. There, the sluglike, mute, and pale astronomers of the Gnahi peer through autonomous telescope arrays linked to the surface at the nearest star systems to ours. The Gnahi, a race of stable mutants with an intense interest in the cosmos. The Gnahi have raised several interesting points about the area of space the solar system lies in, as well as the vague possibility of the colonization of the Oort Cloud sometime in the distant future. Behaviorally, the Gnahi are obsessive-compulsive and unpleasant to be around, but are brilliant scientists and astronomers. When making a character in this setting, there are several new options to choose from. All characters can either be Mutants or True Men - Mutants have access to mutations, but have weaker stats, and True Men have no mutations but have better stats. A Mutant character has the basic number of 45 CVs to spend during character creation. Mutants also come with a number of mutation points equal to their hit points. These mutation points will be spent later in the character creation process. True Men start with 50 CVs to spend on their character, instead of just 45. However, they gain no mutation points or mutations. After choosing whether to be a True Man or a Mutant, the next step is to choose a nationality. Optionally, the character can choose to forgo a nationality, instead hailing from a place not important enough to give statistic benefits. Each nationality has a CV cost that is deducted from a characters CV total. Mercurian

-Hierarch - 1 CV cost. +1 Smarts and Fonzie -1 Fonzie when dealing with mutants 1-point mutations only The total number of mutation points for a Mutant Hierarch is halved -Miner - 1 CV cost. +1 Brawn and Toughness -1 Fonzie when dealing with True Men Must be a mutant, never a True Man +1 bonus to skill when using improvised weapons of any kind Terran -Curator Noctis - 0 CV cost. +1 to Medicine +1 to skill with bladed melee weapons Must be a mutant and take the Hideous Beak mutation. -1 Brawn, +1 Guts Venusian -Biosculptor - 16 CV cost. +2 Smarts, -1 Fonzie and Guts +2 to Chemistry, +1 to Medicine +1 to Dealing -Greenlander Tribesman - 8 CV cost. +1 Brawn, +1 Guts, -1 Fonzie and Smarts Mutants get double mutation points -1 to skill rolls with firearms -1 to Fonzie when dealing with True Men Lunan -Consul - 8 CV cost. +1 Smarts and Fonzie +1 to Oratory -1 to Guns and Brawling +1 to Administration -Slummer - 8 CV cost. +1 Guts, Fonzie, -1 Smarts +1 to Stealth, Athletics, and Dealing +1 to Melee Weapons -1 to Medicine, Chemistry, Computers

Martian -Maridi - 12 CV cost. +2 Brawn, +1 Smarts, Toughness, -3 Fonzie +1 to Mechanics, Computer May not be a Mutant -Wastelander - 4 CV cost. +1 Guts, Quickness, Toughness, -1 Fonzie +1 to Rifles, Mechanics -1 to Social, Oratory Belter -Belt Miner - 0 CV cost. +1 Brawn, Toughness, -1 Quickness +1 to Melee Weapons, Climbing -1 to Pilot Ground Vehicle, Rifles, Heavy Automatics -Clanner - 0 CV cost. +1 Brawn or Quickness, -1 Smarts, Fonzie +1 to Handguns, Light Automatics, Thrown Weapons -1 to Rifles, Pilot Ground Vehicle Saturnian -Fair Man - 4 CV cost. +1 Quickness, Smarts, -1 Brawn, Toughness +3 to Pilot Flying Vehicle, -2 to Social Jovian -Dark Man - 4 CV cost. +1 Brawn, Toughness, -1 Quickness, -3 Fonzie +1 to Rifles, Light Automatics, Heavy Automatics, Weapon Systems Must be a mutant with the Quadrupedal mutation Plutonian -Gnahi - 16 CV cost. +2 Smarts, -1 Fonzie +2 Chemistry, +1 Electronics After a nationality has been chosen, Mutants may select mutations from the list below, divided by mutation point cost. Not all mutation points must be expended, but seeing as there is no bonus to not spending them, you might as well go all out. When using a mutation, a successful Toughness check with a UR equal to the MP cost of the mutation plus one must be made before it can be used again, unless it is a mutation that is an innate ability, like Thick Fur or Night Vision.

1-MP mutations: Night Vision: You can see perfectly in the dark. Take no penalties to skill when firing weapons or performing other tasks at night or in darkness. Slime Glands: You produce a viscous slime, which you may spit at things. As a thrown weapon attack with a UR of 5, you slime a target, granting a -1 penalty to skill when firing weapons until it gets cleaned off. Thick Fur: You are covered in a coat of thick fur, which grants you a +1 bonus to Toughness when making checks against extreme cold or heat. Kindle: You ignite a small fire with your mind. As a UR 5 Smarts check, you can make any flammable substance burst into flame. Sense: With a UR 5 Smarts check, you can determine the relative location of any nearby organic creature. Telepathy: You can talk to anyone within your line of sight using your mental powers. 3-MP mutations: Burrowing Claws: Your spadelike hands allow you to dig through earth with ease. They add +1 to your Brawling skill and allow you to, with enough time, dig through earth and rock via Brawn checks. Electromagnetic Pulse: With a UR 4 Guts check, you send out a 2d6 Damage Stun attack in an explosive radius around you. This attack only deals damage to mechanical beings and objects. Heightened Hearing: Your hearing is much more acute than normal and can detect any movement or noise within 5 of you. Horns: Horns jut out of your head, granting you a constantly present 1d6+1 damage closecombat weapon. Photosynthetic Skin: Instead of ingesting regular food, you get your nutrition from the suns rays. Sleep Gas Generation: With a UR 4 Guts check, you send out a 3d6 Damage Stun attack in an explosive radius around you. This attack only deals damage to living creatures. Two-Headed: You have two heads, granting you +1 to Smarts and allowing you to withstand Stun damage of up to the regular thresholds plus two, i.e., your current hit point total plus two to be stunned.

Winged: A pair of wings juts from your back, allowing you to fly. Beguiling: With a contested Smarts check on a target within LOS, you beguile a living creature into serving you. Each turn, the creature may make another Smarts check against your original result on the opposed check in order to shake off the effect. If you beguile another creature while one is beguiled, the first one is set free. Burgeoning: With a UR 4 Guts check, you cause rampant plant growth to spring up around a 5 radius within 15 of you. This effect can only work on ground that would support plant life. Clairvoyance: With a UR 4 Guts check, you have a vision of the current activities occurring in a place youve visited before. Confusion: With an opposed Guts check, you deal 1d6 points of stun damage to a target within LOS. Force of Will: With a UR 4 Guts check, your strength of mind allows you to double your result on a Brawn check. Force Field: With a UR 4 Guts check, you create 9 contiguous squares (or hexes, or whatever) of immobile force field. Another Guts check must be made each turn or the force field will collapse. It blocks all movement but may be fired through. Light Manipulation: You constantly radiate light. You may suppress this ability through a successful UR 5 Guts check. You may also concentrate light into a laserlike beam from your eyes, with a UR of 4, Range of 10, and damage of 1d6. Teleport Other: With an opposed Guts check, you teleport a creature within LOS to a random location within 120. 4-MP mutations: Adrenal Control: As a 1-speed action, you add 1d6 to your Quickness. Make a UR 3 Toughness check each turn - when this check is failed, the effect ends. Each turn this effect is active, take a 1d6 Stun Damage hit, which can be resisted with Toughness only. Carapace: You are covered in a tight carapace which gives you a +2 bonus to Toughness, counting as armor (which doesnt add hit points). With a successful UR 3 Toughness check, you may tighten your carapace, adding +1d6 to your armor bonus but reducing your Quickness by 2. This effect ends after a number of turns equal to a Brawn roll. Corrosive Gas Generation: With a UR 4 Guts check, you emit a burst of corrosive gas around you. This is a 2d6 Damage explosive attack which hits you for half damage.

Double-Muscled: You are very strong, but not so quick. Add 3 to your Brawn, but subtract 2 from your Quickness. Electrical Generation: With a UR 4 Guts check, you send a strong burst of electricity into a target within 6. This first target takes 2d6 Damage. A secondary target adjacent to the first one will take 1d6 Damage. A tertiary target adjacent to the secondary target, but not the original first target, will take 1d6 Stun Damage. Heightened Speed: You are very fast, but not so tough. Add 3 to your Quickness, but subtract 2 from your Toughness. Multiple Arms: You have an extra set of arms and can wield an additional 2 one-handed or 1 two-handed weapon. Quills: With a UR 4 Guts check, you send forth a burst of spiny quills from your body. These quills are treated as thrown weapons and attack every target within range that has LOS to you. They deal 1d6 Damage. After a quill burst, roll 1d6. On a 1, you have run out of quills and must wait for them to regenerate, which takes about a day. Spinnerets: You bear a pair of spinnerets, which you can use to weave webs. Weaving a web takes a UR 4 Quickness check, and covers a 5-square foot area. Any creature which wanders into a web must succeed on a Quickness check with a UR equal to your Margin of Success when weaving the web or be stuck fast, incurring a -3 penalty to any attacks or checks made while in it. A UR 5 Brawn check may be made to break free of the web. Stinger: You bear a large scorpion-like stinger, which you may use in melee combat. When purchased, select either paralyzing, confusing, or poisonous venom for your stinger. Poisonous venom deals 1d6+2 Sticky damage with a successful melee attack. Confusing venom deals 1d6+2 Stun damage. Paralyzing venom subtracts 1d6-1 points from your opponents quickness, an effect which wears off after he gets medical attention. Triple-Jointed: Your joints are very stretchy. Add +2 to Quickness but subtract 1 from Brawn. Two-Hearted: You have two hearts. Add 2 to Toughness but Subtract 1 from Quickness. With a UR 4 Toughness check, you may heal 1d6 HP worth of damage. Analytical Genius: Youre very smart, but you are unsociable. Add 2 to your Smarts but subtract 1 from Fonzie. Disintegration: As a UR 5 Guts check, you may disintegrate nearby matter. If you succeed, you deal 3d6 Explosive damage to everything around you, and leaving you standing in a smoking crater. Mass Mind: With a UR 4 Fonzie check, you tap into the mass mind and rejuvenate your powers.

If you have used another mutation power and have not yet passed the Toughness check necessary to use it again, you are instantly ready to use it again without needing to pass the check. You may not rejuvenate Mass Mind in this way. Psychometry: With a UR 5 Fonzie check, you gain a knowledge of the history of an object youre holding. The amount of information that is revealed is determined by your margin of success. Stunning Force: With a UR 4 Guts check, you cause an 2d6 Explosive Stun Damage detonation to occur in any space within 30 of you that is also in LOS. Siphon Life Force: With an opposed Fonzie check, you may drain 1d6 Hit Points from a creature within LOS and gain these as Hit Points (or temporary hit points if youre at full. Temporary hit points go away after 10 minutes.) Quadrupedal: You have four legs instead of the normal two. This increases your speed by 2 points. 5-MP mutations: Flaming Hands: With a successful UR 5 Guts check, you emit a 2d6 Sticky Damage 8 Spray of fire. Phasing: With a successful UR 4 Guts check, you become insubstantial and can pass through solid objects. You also cannot be damaged while phasing. Make another UR 4 Guts check each turn after this power is activated. On a failure, you have stopped phasing. If you are in the middle of something solid when this happens, every die on the table should be rolled, the number totalled, and this sum dealt to you as damage. Regeneration: With a successful UR 5 Toughness check, you instantly restore a number of hit points equal to your margin of success of the check, minimum of 1. Cryokinesis: With a UR 5 Guts check, you cause an explosion of freezing energy within 10 of you. This is a 2d6 Damage Explosive effect that also deals 1d6 Stun Damage to all targets damaged by the first explosion. Force Bubble: With a UR 4 Guts check, you cause a bubble of force to pop into place around you. This bubble moves with you and prevents enemies from entering a 5 radius around you. In all other respects, it is identical to the Force Field mutation listed earlier, including the consecutive Guts checks required to keep it running. Some mutations actually give you mutation points back to spend on other mutations. These mutations have negative effects on you, but are well worth it. You may select a maximum of one of these bonus mutations.

+2-MP mutations: Albino: You have hideous white skin, causing you to lose 2 Fonzie. Analgesia: You lack a developed sense of pain. The GM is not required to inform you how many hit points you lose or gain, he is merely required to tell you your state of being after a successful attack: either Perfect, Fine, Wounded, Injured, Dying, or Dead. Cold-blooded: In colder climates, your Speed is halved. In warmer climates, your speed is increased by half. Electromagnetic Impulse: Whenever you roll a 1 on a check, skill roll, or other die roll, you unconsciously activate an electromagnetic pulse, identical to the Electromagnetic Pulse mutation listed above. Myopia: You are very nearsighted. Any ranged weapon you operate without appropriate glasses has its Range reduced by three. +3-MP mutations: Hideous Beak: Your face has a hideous beak instead of a mouth, causing you to lose 3 Fonzie. Ravenous: You consume as much food as two men. Spontaneous combustion: Whenever you roll a 1, you burst into flames, dealing you a 1d6+2 Sticky Damage hit. Amnesia: Whenever you roll a 1, you forget the events that occurred during the last 1d6x10 minutes and take a -1 Confusion penalty to your skill rolls until you can be told what has happened. Blinking Tic: Whenever you roll a 1, you teleport yourself to a random location within 60, as determined by the GM. Evil Twin: Whenever you roll three ones in a row, your evil twin appears out of thin air and attacks you. Your evil twin has stats and equipment exactly the same as yours except he is at full health and repair. +4-MP mutations: Amphibious: You require constant immersion in water in order to survive. However, you cannot drown in water. Brittle bones: Whenever you take more than 6 points of damage in one turn, you have broken

a bone, granting you a -2 penalty to one randomly-determined base statistic until cared for. Hemophilia: You bleed very easily, causing every attack which deals damage to you to be counted as Sticky. Narcolepsy: Every time you roll a 1, you fall asleep, allowing your enemies to automatically hit you. Any attack that deals 2 or more points of damage to you wakes you. You may also be woken via slaps to the face or any kind of stun damage. Pack Rat: Every time you are confronted with loot, be it money, statues, art, whatever, you must succeed on a UR 6 Guts check or be forced to carry it along with you. After mutations have been selected, it is time to choose a profession. Professions work similarly to your nationality, except they are completely free - you get a small stat and skill boost for nothing. Apostle: +2 Fonzie, +1 to Oratory and Interrogation Arconaut: +1 Quickness, +1 to two out of Mechanics, Computers, or Electronics (your choice), or +2 to one of those. Greybeard: -1 Brawn, +1 Guts, +2 Fonzie, +1 to Social and Oratory Gunslinger: +2 Quickness, +1 to Handguns and Light Automatics Marauder: +2 Brawn, +1 to Melee Weapons and Brawling Pilgrim: +2 Guts, +1 to Athletics and Climbing Nomad: +2 Toughness, +1 to Rifles and Athletics Scholar: +2 Smarts, +1 to two Smarts skills (your pick). Tinker: +2 Smarts, +1 to Mechanics and Electronics Warden: +2 Brawn, +1 to Rifles and Melee Weapons Merchant: +1 Smarts, +1 Fonzie, +2 to Dealing Pilot: +1 to Guts, +1 to Quickness, +2 to either Pilot Flying Vehicle or Ground Vehicle The random technology table:

Changelog - Carnage Mk. II.3 6/14/2011 - Added rules for thrown weapons, added the Pilot Ground Vehicle skill that was mysteriously missing. Also added vehicles. Next update: examples, maybe a setting. 6/23/2011 - Added setting and rules thereof, tweaked automatic fire. Next update: examples, more tweaking. Carnage is, of course, the idea of Joe Byrd, but is completely free to use and modify. Make copies, edit them, whatever. My only request is that you keep my name on it somewhere. Questions/comments/suggestions? Send an email to birdmanjoe@gmail.com.

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