Colored races of man

Roll 1d100 on the table below to determine what color a character is.

RollColorRollColor
1‑7Black50‑56Orange
8‑14Blue57‑63Purple
15‑21Bone64‑70Red
22‑28Brown71‑77Ulfire
29‑35Dolm78‑84White
36‑42Green85‑91Yellow
43‑49Jale92‑100Roll Again
Random color (source: Geoffrey McKinney’s Carcosa & The Carcosan Grimoire)

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.)

RollColorDescriptionRe‑roll statBonusWeakness
01‑07BlackKnown for their martial prowess and unwavering resolveSTRCan shrug off one failed save per dayMust save to yield ground even tactically
08‑14BlueNatural diplomats who excel at mediating conflictsCHAOn a positive reaction roll can converse freely in any languageMust save to tell a direct lie
15‑21BoneTheir transparent flesh reveals inner truths; uncanny prophetsCONCan see invisible creatures and objects with successful INT checkHealing dice are rolled with disadvantage
22‑28BrownSteadfast and reliable; excel as builders and craftsmenDEXOnce per day can take one turn to construct a simple tool from available materialsMust save when witnessing an object break or be compelled to fix it
29‑35DolmStrange folk who bend and twist the laws of natureINTOnce per day can negate one natural force affecting a single creature or object for one turnNatural phenomena near them cause -2 to all rolls
36‑42GreenRenowned healers with power over physical regenerationCONCan reroll 1s on healing diceMust save when refusing to help the injured
43‑49JaleChannels of divine power; interpreters of celestial omensWISCan detect evil/good at will once per dayMust save to resist following omens
50‑56OrangeAdaptable and energetic; found in all walks of lifeChoiceCan reroll one failed ability check per dayMust save to maintain repetitive tasks
57‑63PurpleNatural leaders who command through force of presenceCHA+1 to follower morale checksMust save to avoid giving commands in crisis situations
64‑70RedPassionate warriors driven by intense physical energySTR+2 to damage when below half HPMust save to avoid frenzy when taking damage in combat
71‑77UlfireWielders of impossible geometries and spatial distortionDEXCan move through spaces half their sizeMust save to perceive exact distances correctly
78‑84WhiteArbiters of justice who embody purity of purposeWIS+2 bonus on saves vs. charm effectsMust save to resist enforcing any law they witness being broken
85‑91YellowMasters of abstract thought and technological innovationINTAuto-succeed one comprehension roll per dayMust save when plans fail or spend next turn explaining it away
92‑00Reroll

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