SUPERNATURAL TRAITS: (ROLL 1D20)
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1) The Yellow Sign:
NOTE: If your character is Non-Human, re-roll this result. (Half-Humans are OK)
In your travels you encountered a pallid yellow robed & masked figure. The encounter seemed favorable enough, though you now have The Yellow Sign on the palm of your power hand. This will have a strong influence on how you are treated by those who recognize the symbol & in most situations should be hidden. You get a +10 to navigate the City of Carcosa & ignore up to 10 pts of SAN penalty to exposure to it's madness. You also get a +10 reaction modifier for Hastur cultists and Bleak Noble/Sycophants you encounter in the city of Carcosa. If you have "The Yellow Sign", you can start as a "Knight of the Hyades" when you reach first level if you wish.
2) Murder Addiction:
You feel the need to murder other sentient beings. Each day that you have not done so, your compulsion to murder increases which must be resisted anytime there is an easy kill nearby. Once this has been satiated, you will be back to normal for the day, until the need to kill arises again... (See Below)
Insanity: Murder Compulsion: (REFERENCE: Supernatural Background: Murder Addiction)
This is a conditional insanity from the Supernatural Background section of character creation. Such characters who have gone a full
day without murdering make an easy difficulty (5+) SAN check to avoid compulsion. Each day the difficulty level increases by one
level and penalty to Will saves to avoid acting upon desires increases by one.
At the beginning of each day the check is made. If it fails they DO NOT lose any SAN, however must then make a Will check any time
an easy target comes along or until a sentient creature is killed in combat. They receive a +3 to Will saves to avoid harming allies
they actually like. Such characters will generally be hermits or at least active Warriors or Mauraders if in a community.
3) Former Brain in Jar:
NOTE: If your character is Non-Human, re-roll this result. (Half-Humans are OK)
1D6x100 + D100 years ago your brain was removed by the Mi-Go & placed in a Jar that has been taken across the universe & back including Yuggoth. You've seen thing people wouldn't believe. Attack ships on fire off the shoulder of Orion. You've seen C-beams glitter in the dark near the Tannhäuser Gate. You've seen Carbon Stars with ancient satellites, colonized by sentient fungi. Gas Giants inhabited by vast meteorological intelligences. Worlds stretched thin across the membrane where dimensions intersect. They eventually brought you back & placed your brain in your current body. Roll for race/gender of your previous body, which must have been a Carcosan human or Half-Human.
For every full 100 years you get:
+1 Random Insanity
+1 INT
+1 Lore
+1 Science
+1 to any Mi-Go related skill roll
Bonus Language: Debase Yuggothic
Please note that if your character has psychic abilities as well, they will be able to telepathicly communicate with Mi-Go line of site and
cannot be surprised by Mi-Go. You receive a +3 to save against any Mi-Go related psychic attacks against you.
Upon death, if your character's brain is intact, there is a 50% chance, +5% per level of your character that 1D4 Mi-Go decend from the
heavens (if possible under the circumstances) and attempt to remove your brain, place it in a Brain Jar and fly off to Yuggoth. If none of
your companions attempt to interfere, the arriving Mi-Go will not harm them.
4) Undead!:
NOTE: If your character is Half-Human or Non-Human, re-roll this result.
You are some kind of undead creature. You look a bit off color for your race, gaunt and have somewhat sunken in eye sockets. You do not heal normally unless you have eaten fresh humanoid flesh. You are immune to: mind affecting powers/spells, poison, disease, aging, mutation & you do not breath. You do sleep. Sorcerous and Miracle healing will damage you. You can try to pass as a cannibal at best. Roll below for one Undead Power and one Undead Vulnerability.
5) Gender Morph:
NOTE: If your race does not have a gender, re-roll this result.
For some unknown reason you can change gender. This process takes 1D6 hours (minus your CON bonus). This gives you a +5 to any attempt to disguise yourself, unless searchers know you can gender morph. If you are impregnated, you cannot shift gender until giving birth/laying eggs or until 1D4 days following an abortion. You will have a default birth gender.
6) Can see the Fourth Moon:
You can see the living fourth moon, which is known as Byssa. On full moon of Byssa you recover hit points & power points twice as fast. All spell/powers are performed as if one level higher. Some rare rituals can only be performed if you can see Byssa. Most believe Byssa to be a myth & will think your insane if you see it. You get +2D4 extra PP (beyond your normal full PP amount) to spend only when Byssa is full in night sky.
7) Parallel Carcosan:
NOTE: If your character is Half-Human or Non-Human, re-roll this result.
You are not from THIS Carcosa, but some parallel version of it. As such you will have some different features determined between you & DM. These can be features of that race as they appear in other people's Carcosa games or can be invented with DM approval. Some may just assume you to have birth defects or minor mutations. You might have odd colored blood, extra/missing fingers, pointed ears, etc...
8) Yithian Conciousness:
NOTE: If your character is Non-Human, re-roll this result. (Half-Humans are OK)
You are not actually you, but the conciousness of a Yithian who has been stranded in this body. Other than some odd quirks you seem normal & still have the SAN attribute, but you make SAN checks at half the applied penalty. (If the race you are occupying has this as well, it becomes 1/3 SAN penalty)
Your true self is either in the distant future, past or parallel timeline. You may be searching for a way home. Yithians encountered will instictively know who/what you really are and react favorably. (+10 reaction roll.) You have no penalty to understanding/operating Yithian technology and get a +5 bonus when dealing with technology of other mythos races, such as Mi-Go, Primordial Ones, etc...
Bonus Language: Yithian
Skills: Science + 2, Tech Ops + 2, Mechanisms + 2, Lore + 1
9) Earthling Conciousness:
NOTE: If your character is Non-Human, re-roll this result. (Half-Humans are OK)
You are not actually you, but the consciousness of an early 21st Century Earth human who has been stranded in this body via some weird reason determined below. As an Earth human you take twice the SAN penalty that is applied to any SAN check as your mind is not ready for such horrors. (If the race you are occupying takes half sanity loss, this is negated.) You have some/most memories of the possessed body.
Tech Level: 18
Bonus Language: Language of Country.
How Did It Happen: Roll 1D6
1) Dabbling with strange occult books/rituals. (+1 Arcane, Mechanisms + 1, Science + 1)
2) Strange ancient artifact you discovered. (Mechanisms + 1, Science + 1)
3) Your original body died. (Your character may not be aware of this...) (Mechanisms + 1, Science + 1)
4) Your original body is in a coma. (Your character may not be aware of this...) (Mechanisms + 1, Science + 1)
5) Scientific experiment gone wrong. (+2 Science, +1 Tech Op, +1 Mechanisms)
6) You possess this body only when you are asleep on earth, but when your body is awake on earth it has the conciousness of the Carcosan who's body you are currently possessing. 90% chance that your body has been institutionalized. You dream about each other's waking moments.
(Mechanisms + 1, Science + 1)
10) Dark Fate:
You have seen how you meet your demise in dreams. It always ends the same way, but the exact details are blurry. When you are within 10 feet of the potentially dooming environment, item or individual you will be at -5 to any combat, saves or skills related to defending against the doom.
11) Unsuitable Sacrifice:
NOTE: If your character is Non-Human, re-roll this result. (Half-Humans are OK)
For some reason if you are sacrificed in a ritual or any of your body parts are used as components in a spell, the Sorcery will go catastrophically wrong. Aside from the Sorcerer being affected by the Corruption & Critical Failure mishaps, if a ritual, something of epic proportion bad will happen. GM decides based on conditions, but massive sink holes, meteorite impacts, earthquakes, dimensional or time rifts and other anomalies are not out of the questions. Even spells that make use of your blood or hair to cast will be affected.
12) Frequent Omens/Visions/Dreams:
1 in 6 chance per day.These visions give you insight into possible future events. these will always be vague & sometimes they do not come to pass, though you always suspect that may be due to your vision somehow allowing you to avoid the situation.
13) Blade Breaker:
Any time you are struck by a bladed weapon, there is a chance that it breaks. It saves at base of 16 modified by the chart below based on material and condition of the blade.
*Shub/Artifact weapons do damage to themselves if they fail Will save, instead of automaticly breaking, if applicable.
14) Dreamgate:
When you sleep there is a 1 in 6 chance of a gateway to the Carcosan Dreamlands opening up near you. Something might try dragging an ally into the Dreamlands or it might try possessing a nearby individual to have a body in the waking world. Such creatures will not harm or awaken the dreamer for fear of being stranded in the waking world.
15) Friend Slayer:
Any time you roll a 1 on a combat strike, if your weapon can hit a nearby ally, it will, as if they had been struck by a natural 20 and is modified by any bonuses you receive for striking with a natural 20. This is not intentional, but some form of twisted dark curse that causes almost any fumble to harm or kill an ally. If no one in range, roll normal fumble.
16) Weirdness Magnet:
Crazy shit is just drawn to you. It's not always dangerous but damn weird & inconvenient. Extra dimensional creatures might walk out of a wall, Xenophobic cultists might make exceptions to try to recruit you, a local god might try to keep you as a pet, etc... Some will assume you to be a Sorcerer if you are not, due to the frequency of weird shit around you.
17) Unchainable:
For some reason chains & manacles cannot hold you for long. You get a +5 to any roll to escape them & they take triple damage from any attack while they are on you. Every hour there is a cumulative +10% chance that in someway reality will force a situation in which the chains break free from you, even somehow luring Rust Monsters & other crazy shit to remove them. If combat happens near you while you are chained/shackled, any missed attack roll will automatically hit your chains/shackles.
18) Nearby Ally:
For unknown reasons, once per adventure an ally, known or new will arrive when the odds are against the character. This could be as simple as a pteradactyl dropping a convenient shiny tool needed to pick a lock to a npc friend or enemy of your enemy shows up to assist. These are not complete game changers, but helps you a bit in your situation.
19) Daughter/Son of the Twin Suns:
On any day that the twin suns of Carcosa are eclipsing another you receive the following benefits:
* Minimum damage from fire and energy attacks.
* +1 to saving throws related to fire and energy attacks.
* Any energy attack you make will re-roll any results of a 1 or 2 on damage dice. Critical strikes do triple damage.
20) Chosen of the Three Moons:
On any day that any of the three known moons of Carcosa (Cassilda, Camilla & Elhalyn) are full you gain the following benefits:
* +1 to Will saves
* +2 extra PP available per full moon that day.
* Any Spell, Ritual or Psionic will be performed with a +5 bonus to the roll.