Showing posts with label carcosa. Show all posts
Showing posts with label carcosa. Show all posts

Wednesday, 6 May 2020

Sourdoughs of Carcosa





Alchemy, in the D&D sense, is practically unknown on Carcosa. Potions generally do not exist. What fills the same niche is baking - a complex, spiritual and potentially dangerous practice.

Fungi on Carcosa are imbued with magical properties, particularly the brain-parasitic fungi from Yuggoth. Another branch of the same family tree (or family mycelium, rather) are the magical yeasts. Baker-shamans jealously guard their yeast starters, passing them down through generations. Under rare moons they come together in a bakersmoot, to trade and breed new strains.

On Earth, wheat has had an incredible impact on human culture. Arguably, wheat domesticated humans rather than the other way around. Some ancient alien theorists even speculate that emmer wheat was given to humans by extraterrestrials to jump-start agrarian civilisation. But on Carcosa, wheat is rare. Most human tribes are hunter-gatherers or fungal agriculturalists. Wild wheatfields grow only in remote locations, and those who know them keep them secret.

Yeasts and wheat come together in the alchemical ritual of baking. The resulting loaves can be consumed for a variety of effects, depending on the particular strain of yeast. Unlike potions, loaves take around 10 minutes to consume and are typically shared between a group of characters. Here are six samples:


1. Purple Nutbread. Made from kamut wheat, nuts and the yeast strain "The Incomparable Scion". Those who eat this bread together will be fused into a fleshy monstrosity, with all the abilities of all characters plus 1d6 beneficial mutations. They will dissolve from each other under the new moon, although sometimes ending up with mismatched limbs, eyes, etc.

2. Loaf of Fealty. Orange bread made from spelt and the yeast strain "Son and Daughter". To activate this bread, one person must break the loaf and drip their blood onto it. Those who eat the bread become bound to serve the one whose blood was offered. The eaters grow stronger, faster and more hale, while the blood-offerer becomes weak and sickly in proportion. These effects are permanent.

3. Cavitaceous Loaf. Pale grey bread, made from einkorn wheat and the yeast strain "Lacuna". Looking into a slice caused disorientation; there seem to be more holes than there should be room for. Eating it temporarily grants the ability to see round holes in all solid objects. Allows one to shoot enemies through walls, extract organs without breaking the skin, or hide objects in places where nobody else can reach them. Some shamans have gone mad after heavy use, and just before disappearing, raved about "the little ones" and referred to the extradimensional holes as "burrows".

4. Bone Bread. Made from emmer wheat, bone powder, and the yeast strain "Knowing the Gate". The eaters will temporarily gain the powers and knowledge of whatever creature's bones were used in the baking. Mixing different bones together risks terrible psychic scarring.

5. Jale Rye. Made from rye, jale lotus seeds, and the yeast strain "The Eleventh Eye". The baker pours their thoughts into the bread, encoding a specific vision in each loaf. Whoever eats the loaf experiences the vision. Expert bakers can create complex psychic realms. All who partake of the bread can explore them together.

6. Azure Purgative. Blue bread with dolm mould in its cavities. Made from emmer wheat and the yeast strain "Dolm Retriever". All who eat this bread will vomit copiously. Curses, enchantments, parasites and memorised spells will be purged from the body and thrown up. Curses typically manifest as bezoars or unpleasant polyps. The curse can then be transferred to another if they consume its physical manifestation.

It's said that potions are unknown, but this is not entirely true. A few shamans have developed what we would call a symbiotic culture of bacteria and yeast, and which they more bluntly call "the infected fungus". They use this to create liquids with magical properties similar to the breads--a haunted kombucha for the wastes of Carcosa.

Saturday, 2 May 2020

Carcosa is a Lovecraft Mega-Crossover

In my review of Carcosa I mentioned that it was like a Kingdom Hearts or Super Smash Bros style crossover for Lovecraft and his associated universes. It's got cosmic horrors drawn from Chambers and Derleth, impossible colours from David Lindsay, a psychedelic vibe from Clark Ashton Smith, dinosaurs out of E. R. Burroughs, and flying-saucer aliens born from 50s' UFO culture.

 "Kingdom Hearts" isn't quite right though - a more accurate analogy would be Disney's Once Upon A Time or CLAMP's xxxHOLiC. The difference being that in Kingdom Hearts, the tonal dissonance between different franchises is played up as part of the fun, whereas in Carcosa there is some effort made to unify all the elements under a single aesthetic.

So let's imagine - if McKinney had not been limited by copyright restrictions (and also, perhaps, his own taste for the classic and obscure) what else on the Lovecraft wavelength could have made it into the world of Carcosa?



D&D demon lords
The demon lords from early D&D seem like they could coexist quite easily with the Mythos deities. Demogorgon and Juiblex are particularly good candidates. On the other hand, more "human-seeming" characters like Iggwilv or even Orcus don't feel right to me. I think it's because they have too much agency. The cosmic entities imprisoned on Carcosa need to be either unconscious, unintelligent or uncaring about the fate of humanity. As soon as you add some schemers to the mix, they make the whole setting about themselves and wipe away that sense of potential I talked about in my last post.




Michael Moorcock stuff
It would be tempting to add Michael Moorcock's demon prince Arioch to the mix - after all, he was originally invented by R. E. Howard - but again there's the "schemer" problem. What I would love to use from Moorcock is the cursed sword Stormbringer. Just stick it in a rock somewhere on your map and see what happens!




STALKER/Roadside Picnic
The Zone (as it's depicted in the film) could be dropped into Carcosa. An area of spatial distortion that perhaps even the Snake Men didn't fully understand, left behind as trash by some paracosmic beings. Moving through it without proper precautions tends to get you cut in half by folds in the fabric of space.




Evangelion
My headcanon for Carcosa is that before humans were enslaved and bred into wacky colours by the Snake Men, they were the masters of a Dune-style space empire. Maybe they also built giant robots out of bits of dead Great Old Ones? And maybe some of these robots crashed on the surface of Carcosa? And maybe if primitive humans dig them up they could get them working again?




No Touch Kung Fu
The presence of psychic powers already gives Carcosa a thematic link to occultism and conspiracy lore. Follow the thread far enough and you can reach the world of wuxia movies and sham kung fu techniques. Humanity, who has forgotten their origins, can retrieve spiritual practices from the Akashic Records (with the help of psychedelic lotus seeds, of course). Techniques like water walking, sleeper holds and suspended animation are within reach of those willing to undergo punishing and bizarre training regimens.


The Book of Sand
I've always been interested in the relationship between Jorge Luis Borges and the pulp writers such as Lovecraft and Howard. They possibly weren't even aware of each other, and in some ways Borges is worlds apart - but some sense of a relationship remains, perhaps because of a shared influence from Poe. Anyway, here's a magic item from Borges:
He suggested I try finding the first page. I placed my left hand on the cover and opened the book with my thumb and forefinger almost touching. All my efforts were useless: several pages always lay between the cover and my hand. It was as though the pages sprouted from within the book.“Now search for the last page.” Again I failed; I only managed to stammer in a voice not my own: “This cannot be.”
The Book of Sand contains words in an unknown language and mysterious illustrations, resembling the Voynich Manuscript. Its pages are infinite, and turning to the first or last page is impossible. Those who own the book eventually go mad, reaching a state where they cannot think about anything other than the book.



Tlön
Also from Borges. If you have the time I highly recommend just reading the story, but here's the cliff's notes. Tlön is a fictional world, created by a conspiracy of philosophers to be enchantingly realistic, detailed with "the minute and vast evidence of an orderly plant". As humanity becomes obsessed with Tlön, it overtakes our own reality (metaphorically in Borges, more literally in Grant Morrison's take on the subject.)

How does this fit into Carcosa? Well, in such a violent and degraded world, the creation of a work of refined imagination is all the more challenging. Disciplines such as linguistics, sociology and geometry are just as arcane as the rituals of the sorcerors. The writers of the Encyclopedia of
Tlön rule over a city-state whose every activity is bent towards achieving the creation (or re-creation) of their masterpiece. Much like a cult, they inspire devotion in their followers who believe they will be able to escape Carcosa and enter the more refined imaginary world of Tlön.

Tuesday, 28 April 2020

Review: Carcosa, by Geoffrey McKinney


Carcosa is my favourite RPG book that I actually don't like at all. I am obsessed with it, but really I am obsessed with the idea of it. I love the premise, the overall aesthetic of the thing. I love the uneasy mixture of genuine horror and pulp nonsense, of grotesque violence and gonzo comedy. I love that it's basically a Kingdom Hearts/Super Robot Wars-style crossover of every Lovecraft-adjacent author ever. I love the sense of intense potentiality in the setting, the feeling that over the course of a few sessions your players could very easily seize godlike power, or trigger an eldritch apocalypse, or just die of sepsis in a ditch.

What I don't love is anything that's actually in the book.

Once you start reading the details, all you find is one limitation after the other. McKinney created a wonderful playground for the imagination, but it seems like he didn't actually want to play there. Consider this quote from the section on "Artifacts of the Great Race":

Humans, however, find it almost impossible to use these outré objects. Only humans with an intelligence of at least 17 can even possibly do so. After each month of continuous study, such a human has a 5% (non-cumulative) chance of understanding the item well enough to make some use of it.
In other words - here's a bunch of cool stuff, but it's statistically improbable that any of your characters will ever be able to use it.

Or the section on sorcerous rituals, most of which require expensive treasures, human sacrifices, or quests to extremely dangerous locations. Even if all the requirements are met, the cosmic entity still gets a saving throw, and:

The Referee must make the being’s saving throw in secret. If a ritual does not work, the Sorcerer does not know why:
The ritual might be defective and thus will never work.  
The Sorcerer might have performed the ritual incorrectly. 
The entity might have made its saving throw.
How is this conducive to any kind of entertainment at the gaming table? If the PCs are trying to complete a ritual, it's just an exercise in frustration. If the PCs are trying to prevent an evil sorceror's ritual, it opens the door to a sad anticlimax: "You failed to stop him in time... but luckily Cthulhu made its saving throw so nothing happens."

Once you get past the long and pointless list of rituals (most of which don't do anything useful even if you go to the trouble of completing them) you reach what should be the real meat of the book: the hex descriptions. But here, too, McKinney seems to have little interest in the possibilities of his own material. So many hex entries are literally just a monster name and a number, as if rolled right off a wandering monster table. But the really baffling ones are things like this: "Tens of thousands of ancient stone burial vaults dot these barren plains. Every one of them has been broken open and emptied." Or: "A shadowy figure lurks at the edge of the forest, watching intently. Though it may be a Black Man or a Purple Man, it is impossible to tell for sure, and he disappears deeper into the trees if pursued. No amount of searching or pursuit will result in finding him."

In other words: "Something here appears to be interesting, but on further investigation, it isn't. At all." 

I know some people praise this kind of brief hex description because "it can serve as a starting point for the DM's imagination". But most of Carcosa's hexes are so brief that they give you nothing at all to work with, or worse, actively stifle imagination by negating possibilities.


The monster descriptions are similarly low-effort. Most of them boil down to generic blobs or crazed mutants that attack on sight. Many Lovecraft deities are listed, and although there's a certain goofy charm in learning that Azathoth, "the monstrous nuclear chaos beyond angled space", has 19 armour class and 60 hit dice, ultimately the descriptions of them are so brief as to make each one indistinguishable. McKinney's attitude seems to be: "You've read the original stories, so I don't need to put in any effort here."

Yet even that is too kind because McKinney has managed to make a lot of the Lovecraft monsters less interesting than in their source material. For example, Carcosa claims that creatures as diverse as shoggoths, mi-go and Deep Ones are all numbered among the "six main spawn of Shub-Niggurath". This attempt to systematise the unruly hodgepodge of the Lovecraft cosmos is reminiscent of the misguided efforts of August Derleth, who notoriously tried to fit Lovecraft's pantheon into neat boxes based on the classical elements of Earth, Air, Fire and Water. But cosmic horror really only works when the uncanny defies logical classification. The fact that Lovecraft's meta-universe is crowded with beasties and barely held together is part of its allure.

A review of Carcosa, especially a critical one, can't be complete without talking about the rape content. Because it created such controversy at the time of release, I'm always surprised to find how little there actually is in the book: I think it's just two or three rituals and one monster description. I absolutely think it should not be included in the book. Any reasonable DM won't use it anyway, and it makes it much harder to talk about the setting when you have to preface any discussion with "but I'm not into the rape stuff".

That said, I don't believe that the depictions of cruelty and torture in the ritual section are entirely gratuitous. It does add something new to the Cthulhu mythos. The traditional theme of cosmic horror has been "the universe is full of powerful beings that don't care if something horrible happens to you". Carcosa's rituals twist this a little: here, the powerful beings do care about horrible things happening to you, but they care for alien reasons beyond comprehension. But I really question whether this theme can be ably explored in a roleplaying game, much less in a game of gonzo hack-and-slash D&D.

Conclusion... look, I would be an asshole if I didn't give credit where it's due to a book that I've written a bunch of blog posts about. McKinney has definitely created a world that is fundamentally compelling on some level. But if you're reading this review to decide whether to buy it, I'd say... maybe don't bother?

Even aside from the fact that it's published by a guy who stands up for (alleged) rapists - the book doesn't give you anything you can't get yourself. Instead, I recommend you read the source material (Chambers, Smith, Lovecraft, Lindsay, and uh... Burroughs but maybe just watch the movie instead). Look at the artwork associated with Carcosa and read what other D&D bloggers have written about it. Then just imagine what's inside the book itself, and you will probably come up with something better than the disappointing reality.

Monday, 27 April 2020

Seasons of Carcosa

Bruce Pennington



Carcosa's solar year lasts for nine months, each of fifteen days' duration. The seasons are as follows:

Hot Dry (or "Dustfall") (2 months): The driest and hottest portion of the year. Crops wither and creatures seek shelter. Humans go about in full-body cloaks to avoid exposure to solar radiation. Some flora and fauna hibernate during this period. Dust storms, brushfires and solar flares are common.
Black Rain (1 month): As the temperature decreases, noxious clouds rise from Lake Hali and fall on the landscape as black rain. Creatures and plants mutate to survive the rain's toxins. Humans hoard clean water.
Sporing (3 months): Coldest and wettest season. Freshwater storms wash away the black rain and life blossoms. The fungal forests sporulate during this time. Humans wear filter masks to avoid fungal infections. Floods and thunderstorms common, but overall a time of bounty.
Hot Wet (3 months): Storms give way to humidity. Fungal forests grow. Humans retreat into caves, which offer respite from the relentless heat. Overland journeys are difficult because exhaustion sets in quickly.




There are two major moons, Yuggoth and Pnakotoi. The former rises at night and the latter during the day.
Yuggoth has a fifteen day cycle and is associated with the nine months. When it is full, it projects eldritch energy that increases the power of spells and stimulates uncanny beings. 'Werethings' transform under a full Yuggoth.
Pnakotoi has a sixty-day cycle. It normally achieves fullness at the same time as Yuggoth, creating a double full moon once every four months. Full Pnakotoi augments the effects of full Yuggoth.
Bruce Pennington


The nine months of Yuggoth:

- Dust Moon: For the heavy dust clouds that rise at the beginning of the dry season. The full moon stimulates the spawning of giant dust worms.

- Ulfire Moon: the ulfire tint reflects the heat on the planet's surface. Creatures of invisible flame walk the land on the full moon.

- Black Rain Moon: A moon often obscured by thick black clouds. When its pale light strikes the ground, horrors spawn from the mud.

- Thunder Moon: A welcome moon that heralds the end of the black rain season and the coming of fresh water. Sorcerors perform rituals of renewal under this moon.

- Spore Moon: Spore clouds rise in this month and turn the sky greenish-white. When the full moon shines, spells spontaneously cast themselves from the minds of spellcasters.

- Hunt Moon: A bright moon, beloved by predators, who use it to hunt the young prey spawned during the Sporing season. Old beasts stir under its light and warriors make sacrifices of blood.

- Yellow Moon: A sickly moon, presiding over humidity and infection. Madness flares up in this month, and at full moon Hastur walks the earth far beyond his demesne in Lake Hali.

- Fruiting Moon: In this month, the fruiting bodies of fungi grow wildly, sometimes so fast as to coat a sleeping victim overnight. Fungal forests become nigh impassable. Spellcasters sprout mushrooms from their facial cavities. At the full moon, the fungi walk and perform strange rituals, while humans and beasts are rooted to the ground.

- Moth Moon: Named for the dolm moths that swarm in this month. Men and beasts store food jealously as the last supplies are depleted before the coming of the dry season. On the full moon, the moth swarms reach their peak and humans feel restless, a desire to travel.

Bruce Pennington

Thursday, 26 December 2019

Carcosa: Random Community Generator

Dogon dancers


One of the biggest gaps in Geoffrey McKinney's Carcosa setting is the lack of cultural or social details about the people of the world. There is basically nothing there except a vague sense that they are "savage" and "degraded", plus a weird assertion that their culture resembles "pre-Columbian Mesoamerica" which doesn't really make any sense (hint: in the year before Columbus arrived in the Americas, Tenochtitlan was the largest city in the world.)

Here's a set of tables to generate Carcosan communities that are a bit more interesting and textured, while maintaining the themes of desperation and brutality.

Economy
  1. Semi-nomadic dinosaur herders
  2. Fungal forest slash and burn farmers
  3. Bandits, raid other villages or extort them for tribute
  4. Make sacrifices to eldritch god in exchange for food
  5. Nomadic hunter-gatherers
  6. Semi-nomadic, raid ruins for ancient technology, tinker with it and trade it
  7. Slave hunters and traders
  8. Lake fishers; have specialised knowledge that allows them to safely prepare the mutated lakelife

Dwelling place
  1. Cave complex
  2. Walled town
  3. Abandoned snake men ruin
  4. Mud huts
  5. Wood huts on stilts
  6. Inside an ossified dinosaur carcass

Cultural quirks*
  1. Widow sacrifice - when a woman is widowed she calls on her sons to strangle her; when a man is widowed he calls on his daughters to prepare a poison meal
  2. Obsession with feasting - the leader who gives the best feast is given prominence
  3. Men and women strictly segregated except during annual courting season
  4. Corpses' brains must be eaten by their relatives or their soul cannot pass on
  5. 'Unclean' tasks are relegated to a servile underclass
  6. Polygamy: men take many wives or women take many husbands. The surplus unmarried population are disposed of through 1. long pilgrimages with low chance of survival 2. Castration 3. Ritual murder
  7. Sub-economy revolving around brass rods. Brass rods can be used to pay important social costs, such as bride-price (to 'buy' a bride from her family) or blood-price (to pay compensation for murder). They cannot be exchanged for other goods.
  8. Believe themselves to be haunted by the ghosts of everything they have ever eaten. Perform banishing rituals before each meal, with the ritual growing more elaborate as one grows older.

Religious beliefs
  1. Worship Azathoth; a nihilistic religion that embraces the pointlessness of existence
  2. Worship the snake men and await their resurrection
  3. Worship Nyarlathotep. He rewards the strong and devious, punishes the weak and honest
  4. Worship a derelict robot, interpreting its error messages as scripture
  5. Worship animist spirit
  6. Worship a minor god that dwells in a noxious pit

Leadership
  1. Council of elders
  2. Powerful sorcerer, rules through constant threat of summoning an eldritch god that will devour everyone
  3. Warrior-chief and retinue
  4. Priestly caste interprets the wishes of 1. a holy child 2. a sacred book 3. the sun and moon
  5. Caste of bigender shamans
  6. Society is egalitarian, decisions reached by consensus

Adornment
  1. Naked except for string belts
  2. Embroidered robes and niqabs
  3. Dinosaur leather and dino-feather headdresses
  4. Filthy rags
  5. Furs and skull helmets
  6. Loincloths and iridescent tattoos

*Many of these are taken from real hunter-gatherer societies. I recommend Debt: The First 5000 Years by David Graeber and The World Until Yesterday by Jared Diamond as sources for inventing nuanced hunter-gatherer societies.

'Imperial Lancer', Viktor Titov

'Dopesmoker', Arik Roper

Star Wars: Rogue One

Yanomamo man

Thursday, 19 December 2019

Spells for Carcosa, or, The Fungi From Yuggoth



The Last of Us

Spells are alien lifeforms native to the jale moon Yuggoth. They exist alternately as memetic information and fungal growths. Spells are not intelligent, but they have evolved a symbiotic relationship with intelligent beings.

In its memetic form, a spell can be encoded as writing, numbers, images, musical tones or many other formats. When an intelligent creature memorises the spell, it grows as a fungus inside their brain.
At the host's command, the spell is ejected from their brain through the nasal cavity and becomes pure magical energy. The actual effects of the spell are, in biological terms, its spores. By proving itself useful to its host, the spell ensures that it will be copied again and again.

Dedicated magic-users undergo training to increase their spellcasting capacity - literally creating cavities in their brains for the fungus to take root.

A O Spare


Rules
- The first time you try to memorise a particular spell, make a Will/Wisdom save. On a success, your brain is incompatible with the spell and you will never be able to learn it.
- You cannot memorise multiple copies of the same spell. Either you have it or you don't. After you cast a spell, you can't memorise it again until the next day.
- Once you have memorised a spell, you can only get rid of it by casting it. 
- When you eat the brain of another magic-user, their memorised spells will be transferred to you. Any spells they recently cast (within the last 10 minutes or so) have a 50% chance of being transferred as well.
- Spells cannot be written in cipher or otherwise concealed by translation. A spell is always a spell no matter what form it has been transcribed into.

Spell Slots
- All PCs begin with spell slots = 0. Gain spell slots through whatever system of character advancement you are using.
- Anyone can memorise any number of spells, regardless of their spell slots.
- When you cast a spell, if the number of spells in your brain exceeds your spell slots, you must roll on the Spell Misfire Table. Roll one die for each spell that exceeds your spell slots, and take the highest die.

Spell Misfire (d10)
1. Spell is cast successfully.
2. Spell works only for a moment, or is at half strength.
3. Spell refuses to come out. Choke on spores for 1 round, but the spell stays in your brain.
4. Spell fuses with another spell in your brain, creating a new hybrid spell which is cast immediately.
5. Spell is not cast, but instead copied into the brains of everyone else in the area.
6. Spell fails and is lost.
7. You give birth through your forehead to a child, half-spell and half-human. Has the same hit dice as you and abilities based on the spell's effects. Roll reaction to see how it regards you.
8. Spell succeeds, but comes out through your face. Take 1d10 damage and permanent facial scarring.
9. Spell possesses your body permanently, while your spirit becomes a spell.
10. Your head explodes as the spell is cast with incredible potency.

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
1
2-3
4-5
6
3-10
Moon Witch
chakram
spell
lotus powder
Masked Assassin
mask
knife
blowgun
Akashic power
Mutant
bone club
cloak
mutation
Alien Android
wooden club
inhuman strength
secret identity

11
Tribal Shaman
fetish staff
flash powder
spell
Dinosaur Tamer
whip
dinosaur musk
loyal gallimimus (3hp, 1d6dmg)
Ruin Raider
Iron axe
Rope
weird tech
Medieval Adventurer
Longsword
scale mail (1 armour)
10' pole
12
Outcast Esper
knife
lantern
psionic power
Sorceror's Apprentice
ceremonial knife
hooded robe
spell
Desert Nomad
spear
filtration mask
compass that points to Lake Hali
Wasteland Hunter
flint spear
bow and arrows
13
19th Century Occultist derringer
psionic power
pocketwatch
Alchemist
iron ladle
bad lungs
smoke bomb
Fish-Human Hybrid
bone trident
net
amphibious
Amnesiac
spear
torch
mysterious jale stone
14
Delta Green Operative
9mm pistol
dossier on a random elder god
Fungus Farmer
Hoe
oil lamp
hallucinogenic mushroom
Carcosa City Dweller
black iron sword
yellow sign
madness
Cave Dweller
stone club
ADV in darkness
DISADV in sunlight
15
Deposed Chieftain
scimitar
orichalcum necklace
1d6 loyal flunkies (2hp)
Cultist
flail
blasphemous idol
heterodox beliefs (DISADV on reactions from other cultists)
Alien Test Subject
ray gun (1d6 charges) vivisection scars
madness
Slave
wooden staff
chain
hunted by master
16-18
Lotus Eater
silver needle
jale lotus powder
addiction to jale lotus powder
Scavenger
knife
rope
missing limb
Escaped Sacrifice
Iridium sickle
noxious herbs
flesh is desirable to eldritch horrors
Cannibal
club
garotte
reviled by all


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)

Skin:
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

Mutation:
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

Rampage

Jaime Jones

Thursday, 14 November 2019

Carcosa: Hijacking Space Alien Spaceships



X-Com


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?

NORMAL OPERATION

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


WARPING

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)

Prometheus
Junji Ito but recoloured by someone else maybe??

I have a new blog about weird old SFF novels

 Well, as you can see I haven't updated this blog in quite some time. I still play D&D but I don't get creative ideas for it in ...