Tuesday, 19 November 2019

Carcosa: Character Backgrounds Chart

artist unknown??

An Into the Odd-style backgrounds chart for Carcosa characters. Reference your starting HP (x-axis) and highest ability score (y-axis) to find your background. Or, choose your background first, thus setting your starting HP and putting a cap on your ability scores.

Note that these numbers are based on the assumption of 3 stats, as in ItO or Maze Rats. If you are using 6 stats, then the table will be weighted more heavily toward the lower half.

Ability score vs hit points
Moon Witch
lotus powder
Masked Assassin
Akashic power
bone club
Alien Android
wooden club
inhuman strength
secret identity

Tribal Shaman
fetish staff
flash powder
Dinosaur Tamer
dinosaur musk
loyal gallimimus (3hp, 1d6dmg)
Ruin Raider
Iron axe
weird tech
Medieval Adventurer
scale mail (1 armour)
10' pole
Outcast Esper
psionic power
Sorceror's Apprentice
ceremonial knife
hooded robe
Desert Nomad
filtration mask
compass that points to Lake Hali
Wasteland Hunter
flint spear
bow and arrows
19th Century Occultist derringer
psionic power
iron ladle
bad lungs
smoke bomb
Fish-Human Hybrid
bone trident
mysterious jale stone
Delta Green Operative
9mm pistol
dossier on a random elder god
Fungus Farmer
oil lamp
hallucinogenic mushroom
Carcosa City Dweller
black iron sword
yellow sign
Cave Dweller
stone club
ADV in darkness
DISADV in sunlight
Deposed Chieftain
orichalcum necklace
1d6 loyal flunkies (2hp)
blasphemous idol
heterodox beliefs (DISADV on reactions from other cultists)
Alien Test Subject
ray gun (1d6 charges) vivisection scars
wooden staff
hunted by master
Lotus Eater
silver needle
jale lotus powder
addiction to jale lotus powder
missing limb
Escaped Sacrifice
Iridium sickle
noxious herbs
flesh is desirable to eldritch horrors
reviled by all

Monday, 18 November 2019


Vespiform demons who cloak themselves in human shape. Cultured, perverse and deeply cruel. Masters of deception who manipulate minds with delicate pheromones.

In its natural form, the ichneumon has a humanoid body and a wasp's head. Few will ever see this form, which is constantly cloaked in illusion. This is not a magical glamour nor a distortion of light. It is caused by a pheromone that operates beyond the perceptual level; no matter what you really see, the pheromone says human and your mind fills in the gaps.

The ichneumen have other scents as well. They know far more about human neurochemistry than humans know themselves. They can drive a mind into abject rage or wrap it in a blanket of pure maternal love. They use these powers to enthrall victims, scapegoat enemies, or escape when cornered.

Being parasites they have no world-sense of their own, and so take on human culture with affected irony. They like to think of humans as cattle, but at the same time they are perversely obsessed with us. Their lairs are shrines to obscure human traditions, decadent art, dead religions.

They breed by laying eggs in the human psyche. The larval stage of the ichneumon is a notional being waiting to grow into physical form. It begins as a tiny sting on the back of your neck. The next day you won't even remember it. Then, growing over weeks and months, you have intrusive thoughts about wasps. You cannot stop picturing them - it is both pleasant and painful. Slowly the thoughts spread to every part of your brain - memories, self-image, visual processing. At last you die from an encephalic fever that ends with the wasp-child bursting from your forehead. It eats your corpse and wears your identity.

How can the ichneumen be detected, let alone stopped? Their worst foe is simply a human with a defective sense of smell. Such people are unaffected by the ichneumon's pheromones and sees them as they truly are. Ichneumen go to great lengths to eliminate such people from the population.

Mammals are just as susceptible to the ichneumen's powers as humans, but other orders of life see through their guise and abhor them. Birds, insects and reptiles will flee or sometimes attack the ichneumon. Demon hunters often carry small snakes in jars for this purpose.

Friday, 15 November 2019

Carcosa: Mutant Dinosaurs

Simon Dominic

Dinosaur species:
1. Tyrannosaurus rex (vicious, solitary, territorial, fearless)
2. Brontosaurus (huge, herbivorous, unconcerned)
3. Ankylosaurus (herbivorous, territorial, armour plated, attacks with club tail)
4. Velociraptor (pack hunter, vicious, cold intelligence)
5. Triceratops (herbivorous, protects nest, fearsome charge)
6. Pterodactyl (flying, predatory)
7. Pachycephalosaurus (herbivorous, aggressive, territorial, headbutt attack)
8. Compsognathus (dog-sized, predatory, pack hunter, fast, relentless)

1. Rainbow scales
2. Neon green
3. Purple
4. Jet black, glossy
5. Blue and red feathers
6. Cancerous bone growths
7. Eyes all over
8. Transparent skin revealing organs
9. Jale and ulfire scales
10. Phosphorescent

1. Symbiotic fungus grows between scales (when hit, releases toxic spore cloud)
2. Telepathic and highly intelligent
3. Extra head grafted on by Space Aliens
4. Flesh constantly regenerating, unless exposed to fire
5. Glowing stone in forehead can fold space, allowing short-range teleportation
6. Floats using inflatable helium sacs
7. Very long body, eight pairs of legs
8. Can be controlled via cockpit implanted in top of skull
9. Radioactive breath
10. Can transform into ooze at will
11. Hypnotic pattern on skin
12. Urine transforms other creatures into dinosaurs


Jaime Jones

Thursday, 14 November 2019

Carcosa: Hijacking Space Alien Spaceships


When you are stranded on the savage planet Carcosa and you fight some Space Aliens and steal their spaceship, what can you do with it?


There are four stations inside the spaceship, each of which requires one character to operate.
Navigation: Control the ship's flight. Make a test to take off, land safely, or perform evasive maneuvers.
Laser Cannon: Fire the laser cannon for d20 damage. Make a test each time you fire.
Tractor Beam: suck up anything smaller than a T-rex and trap it in the cargo bay. Make a test for each object you want to suck up.
Mutagenic Bombs: Drop bombs that cause random mutations (the Space Aliens just use these to entertain themselves). Make a test to hit a specific target.

You can operate each station manually, or you can plug in your mind using the psionic helms provided (some minor cranial penetration may be involved).

If operating manually, 'make a test' means roll under DEX to succeed. If operating psionically, you always succeed at tests, but take 1d6 WIL damage each time you do so.

Expedition to the Barrier Peaks


For travel between star systems you must engage the WARP DRIVE. Using the WARP DRIVE is complex and prone to failure. If using it with plenty of time, roll 4d6, or if using it in a hurry roll 4d4. You can gain additional dice by getting more information about the WARP DRIVE, for example by interrogating Space Aliens.

Each die that shows 1-3 is a failure, 4+ is a success. For each failure, choose one:
- Other Space Aliens become aware of your hijacking and come to punish you
- The spaceship is damaged and can't warp again until it's repaired
- You don't get to choose your destination, it is rolled randomly
- You left the window open! Everyone loses 1d6 WIL permanently as they witness the indescribable horrors of warp space

Possible destinations (you can scan these before warping to get a name and a vague picture of what it looks like)

1. Betelgeuse IV (apparently the homeworld of the Space Aliens)
2. Mars (a red desert world inhabited by green four-armed humanoids)
3. Shaggai (a world of pyramids inhabited by loathsome insects)
4. Earth (a world of dead cyclopean cities)
5. Celephais (a golden city in another dimension)
6. Ghroth (living planet with a giant red eye)
7. Greyhawk (a verdant green world dotted with large stone structures)
8. Cykranosh (world of mercury lakes and crystalline forests)

Junji Ito but recoloured by someone else maybe??

Review: Bone Marshes

This is a review based on a read-through, not a playtest. Bone Marshes is a 45-page sandbox setting for Knave. It focuses on a salt-ma...