Character Generation on Carcosa
Attributes
Roll 3d6 six times, recording the rolled numbers in your character's attributes, in order. Class 1 Physical Mutations d10 1 2 3 4 5 6 7 8 9 10 Mutation Aberrant Form Dwarfism Echolocation Epidermal Photosynthesis Gigantism Night Vision Prehensile Tail Spiny Growth Thermal Vision Ultraviolet Vision Level 1 1 1 1 1 1 1 1 1 1
Race
Roll 1d30 and consult the following table. d30 1-2 3-4 5-6 7-8 9-10 Race Black Blue Bone Brown Dolm Benefit +1 bonus to saving throws versus poison or disease +1 bonus to unarmed attacks +1 CON +1 bonus to saving throws versus magic +1 bonus to melee attacks +1 STR +1 bonus to learning rituals
Class 2 Physical Mutations d00 Mutation Level 3 1 1 1 1 1 5 1 5 1
11-12 Green 13-14 Jale
01-11 Energy Retaining Cell Structure 12-22 Fragrance Development 23-33 Increased Balance 34-44 Increased Physical Attribute 45-55 Increased Sense 56-66 Natural Armor 67-77 Optic Emissions (bright eyes) 78-88 Shriek 89-95 Toxic Weapon 96-00 Unique Sense Class 2 Mental Mutations d12 1 2 3 4 5 6 7 8 9 10 11 12 Mutation Ability Boost Acute Hyper Healing Combat Empathy Empathy Increased Willpower Intellectual Affinity Know Direction Mental Barrier Mental Phantasm Metaconcert Mind Thrust Neural Telepathy
15-16 Orange +1 INT 17-18 Purple +1 WIS 19-20 Red 23-24 White +1 bonus to missile attacks +1 DEX 21-22 Ulfire +1 CHA 25-26 Yellow +1 bonus to saving throws versus fear or psionics 27-28 Roll again 29-30 Roll again Gain a mutation (see Mutant Future p.21 50% physical or mental). Additional rolls of 27-28 stack. Gain a psionic power (see Carcosa p.18). Additional rolls of 29-30 stack.
Level 1 3 1 1 1 1 1 1 5 1 1 3
Psionics
If your INT, WIS or CHA are 15 or greater, there's a chance you have psionic ability, as per the Carcosa book (p.18).
Mutations
For each attribute you have which is below 9, you gain a beneficial mutation from the list in the Mutants & Mazes section of Mutant Future (p.145). A 7 or 8 grants a class 1 mutation, a 5 or 6 grants a class 2 mutation (50% physical or mental), a 3 or 4 grants a class 3 mutation (50% physical or mental). Not all mutations are active from 1st level. Those which start functioning at higher levels may exhibit a less powerful echo manifestation, at the Referee's discretion.
Class 3 Physical Mutations d12 1 2 3 Mutation Chameleon Epidermis Complete Wing Development Density Alteration (Self) Level 1 1 7
4 5 6 7 8 9 10 11 12
Dermal Poison Slime Dual Headed Energy Ray Metamorph Optic Emissions (gamma eyes) Parasitic Control Quickness Reflective Epidermis Regenerative Capability
1 1 4 7 5 7 5 3 1
3. Climb (DEX) in treacherous situations. 30' per roll, penalised by 1 per point of AC below 8. 4. Break stuff (STR) noise. usually makes a lot of
Special Skills
Choose three of these skills for your character. 1. Lockpicking (DEX) 2. Pick pockets (DEX) roll of 6. one turn per attempt. target notices on a
Class 3 Mental Mutations d00 Mutation Level 1 11 5 5 10 5 7 11 1 5 7 9 10 9 9 9 3 7 7 9 5 12
01-04 Accumulated Resistance 05-08 Ancestral Form 09-13 Body Adjustment 14-18 Control Light Waves 19-22 Control Weather 23-26 Damage Turning 27-32 Density Alteration (Others) 33-36 Disintegration 37-41 Dual Cerebellum 42-46 Flight, Psionic 47-50 Force Screen 51-54 Force Screen, Greater 55-58 Killing Sphere 59-64 Neural Telekinesis 65-69 Plane Shift 70-74 Possession 75-78 Precognition 79-82 Mind Reflection 83-86 Quick Mind 87-92 Teleport 93-96 Temperature Control 97-00 Vampiric Field
3. Tracking make a search roll to find & follow tracks. 4. Languages INT score. know additional languages per
5. Climb sheer surfaces (DEX) automatically succeed at climbing (see above), roll to climb sheer surfaces. 6. First aid spend one turn up to 1 hour after a battle to heal 1d3 hp. 7. Move silently (DEX) automatically succeed at moving quietly (see above), roll to move absolutely silently. 8. Weapon specialist specialised weapon. +1 to hit with
9. Heavy armour specialist 25% less encumbrance from metal armour, reduces AC penalty to climbing by one. 10. Slayer enemy. +1 to hit & damage against special
11. Tech lore (INT) one turn per attempt to identify technological items. +4% to use artefacts. 12. Arcane lore (INT) one turn per attempt to identify magical effects or creatures. Learn rituals (required time varies). 13. Awareness +1 bonus to searching. Only surprised on a 1. 14. Poisons (INT) use poisons safely, one turn per attempt to identify substances. 15. Backstab +4 to hit, double damage.
Standard Skills
Usable by all characters. All skill rolls have a base 2 in 6 chance of success, modified by the specified attribute (if any). A 1 always succeeds, a 6 always fails. The Referee will often secretly roll for you, depending on the situation. 1. Move quietly (DEX) point of AC below 8. penalised by 1 per
2. Search one turn per attempt. Used for situations where you simply say I search for traps , or whatever. Specifically describing what you do ( I poke the floor in front of me with a pole , for example) will generally be more successful, perhaps automatic, depending on the situation.
The Rest
Everything else (Hit Dice, saving throws, attack rolls) is as the standard D&D fighting man class. You are 1st level.
Compiled by Gavin of the City of Iron blog.