Roll 1d100 on the table below to determine what color a character is.
Roll | Color | Roll | Color |
---|---|---|---|
1‑7 | Black | 50‑56 | Orange |
8‑14 | Blue | 57‑63 | Purple |
15‑21 | Bone | 64‑70 | Red |
22‑28 | Brown | 71‑77 | Ulfire |
29‑35 | Dolm | 78‑84 | White |
36‑42 | Green | 85‑91 | Yellow |
43‑49 | Jale | 92‑100 | Roll Again |
Expanded colored races of man table
The table below includes a brief description of what each colored race is known for, an ability score (“stat”) to re-roll at character creation, and a bonus and a weakness. (Note: This is experimental content that needs playtesting.)
Roll | Color | Description | Re‑roll stat | Bonus | Weakness |
---|---|---|---|---|---|
01‑07 | Black | Known for their martial prowess and unwavering resolve | STR | Can shrug off one failed save per day | Must save to yield ground even tactically |
08‑14 | Blue | Natural diplomats who excel at mediating conflicts | CHA | On a positive reaction roll can converse freely in any language | Must save to tell a direct lie |
15‑21 | Bone | Their transparent flesh reveals inner truths; uncanny prophets | CON | Can see invisible creatures and objects with successful INT check | Healing dice are rolled with disadvantage |
22‑28 | Brown | Steadfast and reliable; excel as builders and craftsmen | DEX | Once per day can take one turn to construct a simple tool from available materials | Must save when witnessing an object break or be compelled to fix it |
29‑35 | Dolm | Strange folk who bend and twist the laws of nature | INT | Once per day can negate one natural force affecting a single creature or object for one turn | Natural phenomena near them cause -2 to all rolls |
36‑42 | Green | Renowned healers with power over physical regeneration | CON | Can reroll 1s on healing dice | Must save when refusing to help the injured |
43‑49 | Jale | Channels of divine power; interpreters of celestial omens | WIS | Can detect evil/good at will once per day | Must save to resist following omens |
50‑56 | Orange | Adaptable and energetic; found in all walks of life | Choice | Can reroll one failed ability check per day | Must save to maintain repetitive tasks |
57‑63 | Purple | Natural leaders who command through force of presence | CHA | +1 to follower morale checks | Must save to avoid giving commands in crisis situations |
64‑70 | Red | Passionate warriors driven by intense physical energy | STR | +2 to damage when below half HP | Must save to avoid frenzy when taking damage in combat |
71‑77 | Ulfire | Wielders of impossible geometries and spatial distortion | DEX | Can move through spaces half their size | Must save to perceive exact distances correctly |
78‑84 | White | Arbiters of justice who embody purity of purpose | WIS | +2 bonus on saves vs. charm effects | Must save to resist enforcing any law they witness being broken |
85‑91 | Yellow | Masters of abstract thought and technological innovation | INT | Auto-succeed one comprehension roll per day | Must save when plans fail or spend next turn explaining it away |
92‑00 | Reroll | – | – | – | – |
Ulfire? Jale? Dolm?
The sense impressions caused in [an observer] by these two additional primary colors can only be vaguely hinted at by analogy. Just as blue is delicate and mysterious, yellow clear and unsubtle, and red sanguine and passionate, so he felt ulfire to be wild and painful, and jale dreamlike, feverish, and voluptuous.
David Lindsay, A Voyage to Arcturus, chapter 6: “Joiwind”
[Dolm] stand[s] in the same relation to jale as green to red.” It is “a compound of ulfire and blue.
David Lindsay, A Voyage to Arcturus, chapter 18: “Haunte”
Colors are vivid
Skin color is pronounced and vivid. A Green Man’s skin, for example, is as green as grass. Black Men have inky black skin. Bone Men are transparent, with only their bones opaque. White Men are white as bleach.
Black, Brown, and White Men have dark brown to black hair and eyes. Bone Men have transparent hair and eyes. The other nine races of Men have black hair and eyes, with tints in direct light of the same color as their skin.
The thirteen races tend to regard each other with suspicion, and the Bone Men are especially shunned by others. None of the thirteen races can interbreed with the others. Jale men are reputed to be the most adept at sorcery.
Geoffrey McKinney, Carcosa