Advent of Carcosa

At Last, an Update!

Hello All!

I took some time off to finish up a historical piece I was working on – if you have an interest, it’s available on Amazon:

Since finishing, I’ve had time to work on ‘Advent of Carcosa’ some more – the first draft is finished and I’ve starting typing out a second, but I’ve had a lot of ideas since beginning the project, so many changes need to be made!

This first new posting will deal with PC races in AoC – this isn’t all of them, but it’s enough to get us started. My next one will deal with the remainder. I encourage new readers and those returning to review my earlier entries about AoC if you have questions about terminology or the world in which these characters will play out their roles. For now, here’s the new content! Please feel free to comment with any ideas or edits you have, especially if you’re familiar with the Savage Worlds system.

Races/Morphs

Androids

These artificial lifeforms are uncommon due to their sophistication, but can be found anywhere humanity makes its home. They are most often encountered in high stress/high risk environments where their durability, stoic nature and ability to rapidly change out skill sets are all highly valued. All androids have five attachment points – one on each forearm for weapons, one on each lower leg and one skill module port on their upper spine.

Traits

Inorganic: Androids have no biological requirements/vulnerabilities. They can operate up to 150 meters underwater, are immune to poison,vacuum, arcane magic and disease and have no need to sleep, eat, or breathe. They can ignore one level of fatigue from cold or heat. They cannot heal naturally.

Reinforced Frame: Androids receive +2 to recover from being shaken and +4 to their armor rating.

Uncanny Valley: Androids look human, but are obvious artificial constructs. Their faces can mimic human expressions but these are subtly different, which frightens many organics. -2 to all social interactions inside the CU, -4 if encountered outside the CU.

Swappable Skill Module: All Androids have one attachment point for a skill module. Skills take 10 minutes per die type to fully integrate into the Android’s neural network. Skills acquired in this way cannot exceed the skill’s linked attribute. If the linked attribute is less than the skill module, the module operates at a die type equal to the attribute.

Batteries: Androids need batteries to function. Each battery uses one attachment point and is good for six hours. After the time has elapsed, the Android will suffer one level of fatigue for each extra hour until incapacitated.

Baseline Humans

While no longer the primary vehicle for sapience, hundreds of millions still exist and can be found in almost any inhabited location (although rare in CU controlled areas).All baseline humans have an innate magical ability due to the increased mana background count present due to increased inter-dimensional incursions. Unless suppressed, this ability will manifest in the untrained in moments of stress, while those schooled in its use will have more control over it. In addition, Baseline Humans start out with one extra edge. If they are encountered in the CU, they receive a -1 Charisma adjustment.

Edges: Arcane Background (limited – unless trained, roll randomly for one spell that will go off if the person is subject to a fear test).

Homo Superior (also know as G-Mods or just Mods).

This is the most popular conveyance for Sapients in Temple controlled areas, but are found most everywhere else as well. They are present in the CU but are extremely rare, being only used for synaptic templates that can’t be digitized (a rare genetic disorder). While they have gone through extensive genetic modification, Mods contain no cybernetic elements. Their modifications make them extremely confident – that combined with an unusual ability to inspire loyalty with each other as well as other humans make them ideal leaders.

Traits:

Sensitive System: The enhanced immune system of Mods will not tolerate further modification from nanoware or cybernetics. Replacement limbs or organs can be grown, but must be developed from a tissue sample.

Superior Genetics: Two attributes start at D6, with two linked skills also starting at D6.

Longevity: Average lifespan is 125 years with no physical or mental degradation. DNA can be re-set with a +2 bonus.

Edges: Attractive, Stalwart, Community

Efficient Gut Flora: Half of standard food requirement.

Resistance to pathogens, toxins and disease at +4.

Deep One Hybrid

While rare, these pairings of Human and Deep One genetics exist throughout the world, mostly concentrated in coastal regions. Unlike their more alien Deep One cousins, their synaptic patterns are human enough be mapped. This means their consciousnesses can be digitized and they can inhabit a morph or any other artificial construct, but their alien physiology won’t accept a cortical stack. These would only be usable if they acquired a morph.

They will usually have any number of Deep One physical traits, making them very unattractive to any member of Homosapiens. Despite this, their knowledge of the Deep One civilization, magic and technology guarantees their employment in any number of corporations or government organizations.

Traits

Immune to disease and aging

Dehydration: Must immerse themselves in salt water one hour out of every 24 or become automatically fatigued each day until incapacitated – the day after that, they die.

Low Light Vision: Ignore penalties from dim and dark lighting.

Natural Weapon (teeth, claws): Never unarmed and do Str+D6 damage when making an unarmed attack.

Starts with Deep One language (Enochian), cultural knowledge and artifact skills at D6. They can increase this knowledge normally without Sanity loss and use any Deep One device at -2 if they can identify it.

Edges: Amphibious

Hindrances: Outsider: -3 to reaction rolls from Homo Sapiens, -1 in the CU.

Uplifts

Even the few Uplifts willing to work with humanity aren’t shy about letting their associates know exactly what they think of them and their so-called accomplishments as a species. The rest actively work toward mankind’s exile from the planet, or failing that, annihilation. Their only morality in pursuing their objectives is the preservation of the ecosphere and the network of non-sapient life that sustains it.

Uplifts don’t use cortical stacks – the technology could be adapted, but as far as it is known, no one has taken the time to do so since Uplifts consider them anathema – yet another example of mankind removing itself from the natural order. In rare cases, Uplifts have had their consciousnesses digitized so that they could inhabit morphs (although any who do so would want to keep it a secret, as others of their kind would take a dim view of it). They are more willing to use other technology, some it of it adapted or inspired by human examples, some created from scratch designed to meet a specific need of the species in question.

Uplifts have the same abilities and stats of their entries in the Bestiary, with no ‘A’ next to their Smarts stat. During character creation, their physical stats can be increased by a maximum of one die type, with no limit placed on their mental stats. Any technology specifically designed for their use will either be very rare or not exist at all.

Hindrance: Non-Human Physiology

Mala

As the inquisitors/enforcers of temple, Mala have been known to be sent out on detached duty to ETM and other organizations in order to provide them with aid against humanity’s common enemy. They are also there to represent the interests of Temple and to keep their superiors up-to-date on any new developments in their host organization. Despite these facts being something of an open secret, they are highly sought after for their abilities.

Most Mala have two forms – human and monstrous. In their human form, they can pass for homosapiens, albeit an example with unusual grace and intense affect. In addition, their presence can have uncanny effects, ranging from threat response behavior in animals to the room’s temperature dropping several degrees. Due to this, people tend to want to avoid them – as a result, they can only have three contacts, only one of which can be above level 1.

All Mala have the monstrous ability of Fearlessness. In addition, they do not suffer sanity loss from Outsider encounters or knowledge but can still suffer corruption from these effects. They can also regenerate, automatically healing one wound per combat turn if they focus solely on this and take no other damage while doing so. In addition, they are at +1 to recover from being shaken, +2 if in their monstrous form.

Because of their Outsider nature, Mala can have no artificial enhancements, including cortical stacks. Mala who have been slain can be resurrected through a complex summoning ritual but gain +1 corruption for each full day they are dead.

Sepharim

Sepharim are the elite soldiers and state police force of Temple. In the former role, they are formed into regiments and used in the spearhead of any conventional attack and given the best weapons and support. Some individuals may be attached as chaplains (a sort of religious commissar) to conventional units into order to lead and inspire them. They are also used in internal special forces ops, but seldom in unconventional ops outside of Temple as their use points directly to their SMM.

Seraphim stats start at: Strength D8 (+2), Agility D8 (+2), Vigor D8 (+1), Smarts D4, Spirit D8 (+1)

Edges: Attractive, Elan, Tough as Nails

Hindrances: Overconfident

Monstrous form: +1D to Strength, Agility, Vigor and Spirit. Armor (6). Claws do Str+D6 dam (AP3) and they can shoot diamond shards (2D6) that ignore class 1 armor and halve class 2 armor.

Edges: Command, Elan, Fear (+1) enemies only, Improved Tough as Nails

Hindrances: Overconfident

Shade

Shades are the spies and assassins of Temple and are also used by the military for long range reconnaissance and infiltration. While their professions aren’t considered dishonorable by Temple, their affect is considered unusual even by Mala standards, making socializing with them an uncomfortable experience. This being the case, they tend to congregate in monastic settings for companionship and training and go hooded and robed in public (which does not make them stand out in the religious SMM of Temple).

Shade stats start at: Strength D4, Agility D10 (+2), Vigor D8 (+1), Smarts D6 (+1), Spirit D8 (+1)

Edges: Assassin, Thief, Acrobat, Low Light Vision

Hindrances: Unsettling Affect (-4)

Monstrous form: +1D to Agility and Vigor. Can become ethereal for 2 combat turns. Armor (2). Claws tdo Strength +1D6 and secrete poison (vigor -2, flesh rot).

Edges: Assassin, Thief, Acrobat, Thermal/Low Light Vision, Light Shifting (notice checks at -4), Improved Dodge

Hindrances: Hideous (-1)

Raptor

Raptors have a wide variety of applications given their unmatched flying skills. What makes them truly special, however, is their ability to navigate and move through a vacuum in much the same way the Mi-go do, traveling even interplanetary distances in a matter of days. This, along with their small radar signature and low thermal emissions, make them perfect for reconnaissance or infiltration of orbital facilities.

Raptor stats start at: Strength D6, Agility D10, Vigor D6, Smarts D6, Spirit D8

Edge: Quick

Hindrances: Unsettling Affect (-2)

Monstrous form: +1D+2 to Strength, +2 to Agility, +1D to Vigor, +2 to Spirit, +2 to flight rolls

Hooked tentacles with 10” reach do Strength +1D6 damage

Plasma breath does 1D6+2 (AP 2) using cone template. Using this power requires a vigor check, failure of which causes one level of fatigue – damage can be increased by one die for every -1 modifier to the vigor check.

Can travel through interplanetary space – can reach inner planets out to Mars in one day, outer planets out to Saturn in two days, outer planets to Pluto in three, outer reaches of the Oort Cloud in four. Raptors who have gone farther than this have not returned. Each unit of distance traveled costs one level of fatigue.

Edges: Stealthy, Thief, Tough as Nails, Quick

Hindrances: Hideous

Megalodon

Megalodons are employed by Temple to patrol their extensive coastlines and protect their underwater habitats. A pod of Megalodons was able to hold off an attack by Deep Ones against a facility in the Aegean for hours, allowing the population to evacuate, though at the cost of the entire pod and the facility itself. Reconnaissance drones, submarines and even small warships stand little chance against a concerted attack, leading SMMs to write off such assets if sent into Temple waters without getting permission beforehand. Unlike other Mala, Megalodons don’t have complete control of their transformation process, undergoing metamorphosis if angered or hurt. Due to this, they tend to isolate themselves in monasteries much as Shades do. These places are always underwater, well hidden and contain terrifying and beautiful pieces of artwork the Megalodon create when their insatiable energy isn’t being used for fighting.

Megalodon stats start at: Strength D10, Agility D8, Smarts D4 (-1 to knowledge rolls), Spirit D6, Vigor D10

Inherent skill: Notice D8

Edges: Brawler, Amphibious, Berserk

Hindrances: Unsettling Affect (-2)

Monstrous Form: +2 to Strength, +1 Agility, +1D Spirit, +2 Vigor, pace underwater x5

Jaw can extend out to 2” to bite: Strength +2D6 (AP6)

Edges: Brawler, Amphibious, Improved Tough as Nails

Hindrances: Bloodthirsty, Hideous (-1), Food requirement x2

Brainz

Brainz are simultaneously the most innocuous and terrifying of Mala. Their function first and foremost is to locate dangerous or useful artifacts and entities, their enhanced senses being keyed in to detect them. Once they find them, they can begin to understand their nature and purpose with great speed. Their affect isn’t disturbing per se, but can resemble the emotional flatness of a corporate spokesperson. They don’t have a monstrous form, but do have the ability to mold their flesh in numerous ways, growing sensory organs, tentacles or other limbs as needed. Anyone witnessing this takes a Fear check at -3.

Brainz stats start at: Smarts +2, Spirit +2

Brainz have a +2 to detect Outsiders or their artifacts within 500 meters. They have +2 to understand an artifact’s function or an Outsider’s nature and habits. They can use Outsider tools without penalty (although they will often have to use their ability to modify their bodies to do this). Brainz can also grow sensory organs to help them sense and perceive, giving them a +2 to notice rolls and no penalty for darkness or other visual hindrances – these organs can be deployed up to 2 meters away from the Mala on narrow stalks, allowing them to peak around corners etc.

They can also deploy tentacles out to 3” to grasp object or fail about with blinding speed, causing Strength +1D6 +1 damage. Due to the inconstant nature of their physical form, they can’t be hurt by projectile or mundane fighting attacks.

Edges: Investigator, Jack-of-all-Trades, Charisma +1 (Outsider entities only)

Hindrances: Curious