To start playing, you will roll up one or more zero level characters. (At first level you select a character class.)
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1) Choose or Roll Character Race:
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* Roll For Race Category: (Roll 1D6)
1-4 Carcosan Humans
5 Half-Humans
6 Non-Humans
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* Carcosan "Humans": (Roll 3D10)
3 - 5 * Black Men (Blezarai)
6 - 8 * Blue Men (Bulisai)
9 - 10 * Bone Men (Skelosus)
11 - 12 * Brown Men (Bowasai)
13 - 14 * Dolm Men (Immatra)
15 - 16 * Green Men (Ganarji)
17 - 18 * Jale Men (Jhasite)
19 - 20 * Orange Men (Osorsai)
21 - 22 * Purple Men (Pahsari)
23 - 24 * Red Men (Rahjani)
25 - 26 * Ulfire Men (Ahnarru)
27 - 28 * White Men (Whytite)
29 - 30 * Yellow Men (Yasurii)
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Half Humans: (Roll 1D6)
3 * Half-Ape - (Conversion from "Realms of Crawling Chaos" by Goblinoid Games, see that book for more details.)
5 * Sea Blood (Half Deep-Ones) - (Conversion from "Realms of Crawling Chaos" by Goblinoid Games, see that book for more details.)
6 * Subhuman (Half Voormis) - (Conversion from "Realms of Crawling Chaos" by Goblinoid Games, see that book for more details.)
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Non-Humans: (Roll 1D4)
2 * Irrationalist (Space Aliens [Zetans])
4 * White Ape - (Conversion from "Realms of Crawling Chaos" by Goblinoid Games, see that book for more details.)
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2) Roll Attribute Stats and modify by Race modifiers:
In Hyadian Schism many of the attributes, hit points and other traits have been scaled up compared to D&D and other retro clones.
While attributes have much higher bonuses, they have very few penalties.
Hyadian Schism has all the usual D&D type attributes, plus BEA (Beauty). Why? Charisma and Beauty are two very different things in my book.
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STR (Strength) - Modifier affects melee hit rolls (not ranged/missle). Secondary modifier is the damage bonus to melee attacks.
INT (Intelligence) - Modifier affects number of starting languages.
WIS (Wisdom & Willpower) - Modifier affects Will saves and SAN (see below).
DEX (Dexterity) - Modifier affects ranged/missle to hit modifiers, Parry and Dodge.
CON (Constitution) - Modifier affects hit points up to level nine.
CHA (Charisma) - Modifier affects Influence checks and reaction modifiers.
BEA (Beauty) - Modifier is a conditional additional modifier for Influence checks. (Based on race and gender preference of those who interact.)
SAN (Sanity) - Rolled like other attributes, but gets a bonus/penalty to it's total by the WIS modifier and has no modifier of it's own. This fluctuates greatly during game, unlike other attributes.
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Attribute # Modifier STR Dmg Bonus
1 - 3 -1 -1
4 - 6 0 0
7 - 9 +1 +1
10 - 12 +2 +1D4
13 - 15 +3 +1D6
16 - 18 +4 +2D4
19 - 21 +5 +2D6
22 - 24 +6 +3D6
25 - 27 +7 +4D6
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3) Roll for Starting Tech Level:
Starting Tech Level: (Roll 1D20)
1 - 3) Primitive/Barbarians: Stunted development. You are so low tech that you are essentially a cave man/woman. All science, tech op, piloting, repair & mechanisms will have large starting penalties.
Mechanisms - 3, Tech Ops - 3, Pilot - 3, Science - 3, Repair - 3, Survival + 2, Physical + 2, INT - 1, STR + 2
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4 - 11) Carcosa Setting Standard: Still rather primitive, but the tech level of arms & armor tends to be that of early 6th century England. Science, repair, piloting & mechanisms have moderate starting penalties.
Mechanisms - 1, Tech Op - 2, Pilot - 2, Science - 2, Repair - 2, Survival + 1,
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12 -15) Fantasy/Medieval Standard: You have the goods, services & technology of a typical fantasy/medieval setting. Science, repair, piloting & tech ops have minor starting penalties. Simple mechanisms/locks are more common.
Tech Op - 1, Pilot - 1, Science - 1, Repair - 1
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16 - 17) Advanced: You see Alien tech often and you have a decent grasp of mechanical skills. Your culture probably had a number of unusual advances in science and basic/crude technology. Your people may even be the descendants of those who fled an a Space Alien monitored Arcology, aided the development of your culture as an experiment or your people may have rediscovered lost knowledge of ancient humans or pre-human civilizations. Mechanisms + 1
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18 - 20) High Tech: You either are or lived among the Space Aliens. (In some cases you came from another world.) You have been around enough advanced tech to have little difficulty understanding it. Mechanisms + 2, Tech Ops + 1, Science + 1, Pilot + 1, Survival - 1, INT + 1, BEA + 1, CON + 1
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4) Roll for Cultural Body Modifications:
Body Modifications:
The majority of the cultures in my interpretation of the world of Carcosa have cultural body modifications.
These body mods are the ones that everyone in your culture gets. Your character will most likely have other such traits but will be less severe than what is listed below, such as individual tattoos, ear ring or nose ring, face painting, etc...
Body Modifications Chart:
Roll 1D4: Number of Body Mods:
1 - 2 One Body Mod
3 Two Body Mods
4 No Body Mods
(Note: If Tech Level is 18+, the first body mod will be High Tech and second will be Low Tech, if applicable.)
[Low Tech] Body Modifications: Roll 1D12 (re-roll duplicate results)
1 - Head Elongation (see Artificial Cranial Deformation)
2 - Head Widening: -1 BEA (Looks like Stewie from Family Guy) (see Artificial Cranial Deformation)
3 - Head Coning (see Artificial Cranial Deformation)
4 - Dreamcatcher Face: -2 BEA
5 - Extreme Tattoos
6 - Extreme Scarification: -1 BEA
7 - Extreme Branding: -2 BEA
8 - Masks and/or Facewraps: -1 CHA
9 - Extreme Peircings: -1 BEA
10 - Ear stretching/modification: -1 BEA
11 - Nose stretching/modification: -1 BEA
12 - Lip stretching/modfication: -1 BEA
[High Tech] Body Modifications: Roll 1D4 (re-roll duplicate results)
1 - "Tron" Styled Glowing Tattoos
2 - Animated Tattoos
3 - Holographic Tattoos
4 - Enhanced Sexual Features/Implants: +2 BEA
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5) Cultural Mutations:
NON HUMANS SKIP THIS SECTION: (For Humans and Half-Humans Only)
Only one in ten cultures will have Cultural Mutations such as these. If your character's settlement is completely randomly determined, roll 1D10. If you get a result of a zero (or ten), roll on the Cultural Mutations list below. Otherwise ignore this section and move on to Family Background.
Please note if your character comes from a settlement that the GM has written up, consult that for if your culture has cultural mutations and what they are. Do not roll on this chart if that is the case.
Cultural Mutations:
In your culture everybody has this mutation. Outsiders of the same race who do not have this mutation is considered to be a freak to your kind. From your culture's stand point, they are the weirdos, not you. Unless you are well traveled, you will find such outsiders who refer to you as a mutant to be crazy.
Roll 3D12 for Cultural Mutation:
3 ) Dwarfism: You suffers from dwarfism, lowering your STR. (STR - 3) (Reroll if you already have Muscle Hulk.)
4 ) Muscle Hulk: You are a muscle rippled brute, big STR boost. (STR +3, minimum STR of 16.) (Reroll if you already have Dwarfism.)
5 ) Head Tentacle/Leku: You have 1D4 head tentacle/leku.
6 ) Forehead Bumps/Ridges: You have strange forehead bumps/ridges.
7 ) Stripes: Everyone in your tribe has (Roll Color) tiger-like stripes.
8 ) Spots: Everyone in your tribe has (Roll Color) leopard-like spots.
9 ) Freckle Pattern: Have (Roll Color) freckle pattern along your left & right sides of your body,
head to foot. (Like a Trill from Star Trek)
10 ) Secondary Voice Box: Have an exotic/strange voices & songs. (CHA + 2)
11 ) Infravision: You can see up to 120' away in the Infrared spectrum.
12 ) Ultravision: You can see up to 120' away in the Ultraviolet spectrum.
13 ) Long Pointy Ears: You have long pointed ears like an elf or an animal.
14 ) Very Large Eyes: You have very large anime style eyes.
15 ) No Hair on Body/Head/Face: You are completely hairless, everywhere.
16 ) Flat Nose: You have no nose or inverted nose, like Githyanki or Valdemort.
17 ) Elbow Spikes: You have elbow spikes that can inflict +1D6 damage in combat.
18 ) Short Clawed Finger/Toes: Short claws. Clawed hands do 1D4 damage & +3 to Climb (specialization of Physical.)
19 ) Snake-Like Tongues: You have snake-like tongue. (Talk like Cobra Commander.) (CHA - 1)
20 ) Pheromone Communication: Send simple ideas to same race/color, 30' radius.
21 ) Eyes Glow in the Dark: Eyes glows bright (Roll Color) in the dark.
22 ) Prehensile Tail: Long hairless tail that can pick up & use weapons/tools. (+1 attack with tail.)
23 ) Dense Body Structure: Provides a bonus to +2 Damage Resistance.
25 ) Extra Thumbs: Extra set of thumbs on same side or other side of hands.
26 ) Extra Set of Eyes: Extra set of eyes right below your regular set.
27 ) Third Eye in Forehead: Extra eye right in the center of your forehead.
28 ) Skin Glows in the Dark: glows bright (Roll Color) (Roll Pattern) pattern in the dark.
29 ) Impact Resistant Bones/Flesh: Flesh/bone flexes. (1/2 dmg vs crush/Falling.)
30 ) Very Large Hands/Feet: Tool working difficult, +1D4 to punches & kicks. (-1 to Craft/Art, Tech Op & Mechanisms.)
31 ) Unnaturally Beautiful: Super enhanced features make you unimaginably beautiful.
BEA + 5 (If it's still below 16 after bonus, raise it to 16.)
32 ) Extra Arm: You have one extra arm (+1 attack per melee.)
33 ) Exra Finger/Toe: You have extra finger/toe per hand/foot.
34 ) Eyes Shape are not normal for your race. (Re-Roll if your character is a Gaunt Man/Woman)
35 ) Blood Color is not normal for your race. (Decide how it looks.
Will also not have same alchemical effects & have odd effects on spells/rituals using it.)
36 ) Roll for Two Cultural Mutations, (Re-Roll any further results of #36)
Random Color: (Roll 1D20)
Random Pattern: (Roll 1D20)
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6) Roll for Family Background:
Note: Starting equipment availability is determined based on Family Background and your Tech Level.
Roll for family background: (Roll 1D20)
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1-2) [Background] Born into Slavery:
Your mother was captured by (insert) men & you were born into slavery. You have been abused & forced into heavy labor by your masters. You escaped by killing your owner & fled into the night. Any body mods you have will have most likely been inflicted on
you by your former owner. These will be different from your owner's culture and either signify your character as slave status to that tribe or to differentiate one owners slaves from another. You also possess 3D4 various property & shaming brand marks on your skin.
(+1 STR, bonus language of race who enslaved you.)
25% chance your character was kept as a Concubine, +1 BEA (Player can ignore rolling this option.)
Weapons & Armor:
Starting Equipment:
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3) [Background] Freed Slave:
Your mother was captured by (insert) men & you were born into slavery. You have been treated well & proved yourself as an almost equal member of your tribe. If you have body mods, they are those of your adopted culture.
(bonus language of race who enslaved you.)
Weapons & Armor:
Starting Equipment:
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4) [Background] Indentured Servant:
For some reason you had been a servant to a tribe of (insert) Men in a debt of bondage, though you are treated better than a slave. This may have been part of a deal to avoid conflicts or to save your life. If you are not on the run you may still be serving another character for 1D4 years, if there is a (insert from above) character in the group (optional). If you have body mods they can be from your original culture or culture you are currently serving.
Weapons & Armor:
Starting Equipment:
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5) [Background] Agriculture:
You participate in a little known/practiced art on this world. Examples: Grub farmer, Tube worm harvester, Bronar herder, you domesticate bugs & lizards as pack animals/mounts, Root or Fungi Farmer, etc... You get a +5 specialization (based on Lore) for which ever agricultural form you practice. If you got a cool idea ask GM. (Dino training covered elsewhere.)
(Skills: LORE + 1, CRAFT + 1)
Weapons & Armor:
Starting Equipment:
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6) [Background] General Labor:
Before your life of adventure, you performed the usual general labor of your tribe. Perhaps you were not initially considered suitable as a warrior or skilled as a craftman, or you were limited by your culture/family in what you could do in your tribe.
(Bonus: STR + 1)
Weapons & Armor:
Starting Equipment:----------------------
7) [Background] Craftsman/woman:
You have been brought up by your family to be your best in some form of craft or artform. You are good at a few but in your specific field you receive a +5 specialization (based on Craft skill). You also receive a +3 bonus when you attempt to sell/trade/buy or appraise something in your field.
(Skills: CRAFT + 2)
Weapons & Armor:
Starting Equipment:
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8-10) [Background] Warriors:
Your family has had some of the greatest warriors in the history of your tribe. Even if you were not a Warrior, you will have had the influence from your family. (Bonus: STR + 1 ,CON + 1 ,Hit Bonus Melee + 1)
Weapons & Armor:
Starting Equipment:
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11) [Background] Merchants:
Your family & most likely culture is of the less common trade settlements, or your people are nomadic. You have experience haggling for best deal on goods you trade as well as appraising goods. You may have been from a Nomadic Caravan or a Chaos Carnival if your culture travels.
(Specializations: Haggle + 3 [Influence Based], Appraise + 2 [Lore Based])
Weapons & Armor:
Starting Equipment:
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12) [Background] Cultists:
You are related to high ranking members of the cult of your people. As such you will have been brought up with the dogma of the cult. You may have embraced it or have denied it. Perhaps you became an adventurer to escape from the clutches of the family cult.
(Bonus: Lore + 1, Influence + 1, WIS + 1, CHA + 1, PP + 2)
Weapons & Armor:
Starting Equipment:
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13) [Background] Alchemists:
You come from a long line of Alchemists (or Witch Doctor, Shamans, etc...). Either way you have gained a number of specialized skills, such as Fungi, Plant & Mineral lores, as well as a bonus to the Alchemy specialization itself. This is a big bonus if you are of the Artificer or Sorcerer class. It will prove useful for other classes as well. (You can attempt Formulae at a -5 penalty if not an Artificer.)
(Bonus: Specialization: Alchemy + 1[Lore Based], Plant Lore + 1 [Lore Based], Fungi Lore + 1 [Lore Based], Mineral Lore [Lore Based] )
Weapons & Armor:
Starting Equipment:
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14) [Background] Sorcerers:
You come from a long line of Sorcerers. This may have been a family secret, or your culture may have openly accepted Sorcery as a way of life. As such you will have gained a number of Sorcery related bonuses due to this. If you are a Sorcerer, you get a +1 to Will save to avoid effects of a critical fumble on spell casting (or a standard save if save is normally not available for that critical fumble) & you may subtract five from any difficulty of performing Free Form sorcery at 5th lvl. (Bonus: Lore +1, Arcane +2, WIS +1, PP +3)
See listed exceptions in the "Non-Sorcerers attempting to learn/cast spells & rituals" section under * Sorcery (Spells & Rituals)
Will know at least one Sorcerous Cantrip of choice. (+5% chance of an additional one multiplied by IQ bonus, if any.)
Weapons & Armor:
Starting Equipment:
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15) [Background] Psychics:
You come from a long line of Psychics. This may have been a family secret, or your culture may have openly accepted Psychics. As such you start with a psychic ability & have bonuses associated with psychics. At first level you may choose the Ascendant character class if you wish.
You may also roll normally on the chance of Psionics chart to see if you start with an additional psychic power.
(Psyke +2, PP +3, WIS +1)
Weapons & Armor:
Starting Equipment:
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16-18) [Background] Mauraders:
Members of your family are of a long line of Mauraders. These are the hunters, trackers and raiders of competing settlements. WIP
Weapons & Armor:
Starting Equipment:
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19) [Background] Adviser:
You are a trusted adviser and possibly friend of the village leader, unless you have become outcast at some time. This gives you some advantages when dealing with the ruler of your settlement. You may choose to take a +1 bonus to either INT, WIS or CHA, choose only one. If you are still in good graces with the ruler you advised, you will have a +5 bonus to any influence checks to persuade, bargain or lie to her/him.
Note: In high tech societies, such as in an Arcology run by Space Alien Overlords, you directly communicate with Aliens and will gain Space Alien Language.
*If the tech level of your culture is below 18 and you take the Warrior or Maurader class, you will also be a Juskar (sub class kit) at first level.
*If the tech level of your culture is above 18 and you take the Warrior or Maurader class, you will also be a Arbitrator (sub class kit) at first level.
*This background allows you to take the sub class for free only if you become a Warrior or Maurader at first level.
Weapons & Armor:
Starting Equipment:
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20) [Background] Nobility:
You are from some ancient line of Nobility still recognized by your tribe. You and others of this bloodline may not actually be in charge of your settlement, but you will have a recognized place of status and limited power. Your character will start with a 2D4x10 gp value decorative headdress, crown, etc...
Weapons & Armor:
Starting Equipment:
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7) Roll for Other Background:
1 - 4 * [Click] Cultural Backgrounds
5 - 6 * [Click] Supernatural Backgrounds
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8) Equipment:
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9) At 10 xp your character becomes 1st level and can choose a character class if you have located an appropriate teacher/organization related to that occupation.
*Note: If you intend your character to become an Unclean at first level, roll your afflictions at zero level.
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