Showing posts with label RP2. Show all posts
Showing posts with label RP2. Show all posts

Monday, March 25, 2013

Character RACES


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Characters are a composite of background descriptions, abilities, skills and personality for an individual in the game simulation.  They are usually represented by a game piece such as pewter miniature or a plastic figurine. Each player takes on the role of a single character for whom he directs all actions and decisions; this is known as a player character (PC).  The player’s actions and decisions help to develop the personae of his PC, which should be consistent with the character’s background, abilities and skills.  

 
            Non player characters (NPCs) are used for supporting roles in the game drama and can be anything from loyal followers, to unbiased bureaucrats to sworn adversaries.  The Game Master (GM) may allow a player to actually move, fight, roll dice and make decisions for an NPC, but the final decision regarding a non-player character’s actions or obedience belongs to the game master.
 
            It is the task of the GM to balance the number of NPCs in the player’s adventuring group or party against the experience of the players and the difficulties of the challenges to be faced.  The more experienced the players and the fewer NPCs in the players’ party, the faster that game play will proceed.  Optimal party size is 3 to 5 player characters.  Because of their limited reasoning and intellectual capacity, beasts or monsters are not considered to be characters; however, they are handled by the GM  in the same manner as NPCs.

   The first step in generating a character is to determine the character’s background information. 
There are five basic background descriptions;  

 
Race,  Gender,  Class,  Level  and Age.

Race refers to a group of people related by birth who share a common appearance and culture. Although technically incorrect, many RPGs use the term race when species would be more precise, for convenience, we shall use the terms race and species interchangeably thru out this text. Members of different species produce either no or infertile   (horse + donkey = mule) offspring; while members of the same species, yet different race, produce fertile progeny.

            There are five principal races on the Red Planet.  The race of a player character may be selected by the player or randomly determined by rolling d12 and consulting the following table. There are other intelligent species which are small in number that might be found in isolated or exotic locations. 

 

                                                                                                                                                Table 2.1 

   d12            Character          

Result         Race                 Preferred Class

    2             choice/ exotic                       varies
         3- 7            Red                                        Scientist
   8              Green                                     Trooper
   9              Thern                                   Criminal                     
  10             Black Pirate                        Warrior
  11             Yellow                                   eXtra
  12             Kaldane/ exotic                 Psychic

Sunday, March 24, 2013

RED Martians

 

Red Martians are the dominate race upon Barsoom and comprise approximately 80% of the planet’s surface dwelling population.  The red men resemble Earth men physically except their skin is a light copper color and placement of internal organs is slightly different.  Adults are slender and sinewy with males averaging six sofads in height.   Eye color is typically brown and hair is dark or black.  Males are clean shaven and wear their hair short.  Hirsuteness and obesity amongst red Martians is so rare as to immediately attract attention. 

 
Unlike Earth men, Martians do not adorn themselves with layers and pieces of cloth.  Dress upon Barsoom is minimal, although the chill of the night usually requires the donning of a cloak or furs.   Dress for the beautiful red Martian females is similar to a bikini, but is fashioned from precious metals and fine silks. All males wear the trappings of the warrior; this consists of a leather harness with shoulder and waist straps for the attachment of weapons plus a pocket pouch for convenience.   Hats are not worn, footwear is either sandals or boots (, but  are not required socially).  Red men are fond of jewelry and ornaments which often indicate the wearer’s status or previous military heroics.

Prominently displayed on the warrior’s harness is the identifying metal of his home nation; gold for the empire of Helium, bronze for the empire of Ptarth, nickel for Dusar, silver for Zodanga, copper for the forest kingdom of Kaol, steel for Duhor, platinum for the wealthy city state of Gathol, brass for Amhor, iron for land bound Manator, aluminum for Toonol, and pyrite for Phundahl.
 
Politically, the red Martians are divided into numerous city states or nations.  Each claims large areas of land which are dotted with small farming and mining communities. These armed settlements are connected to the capital city by a modern system of canals and white-paved highways.  Modern cities are surrounded by massive stone walls which are pierced by reinforced gates. Along the broad avenue that runs adjacent to the city’s walls lies the inns for travelers and the homes of the less affluent. Cities are laid out in quadrants for residential, commercial, industrial and military purposes. The city center will include public buildings such as libraries, museums, archives, zoos as well as the administrative offices and palaces of the nobility.

 
“Cruel to their enemies are the men of Mars; but the word ‘enemies’ is commonly interpreted to mean men only.” (TMM, XII)

The virtue of the lowest born women is respected, while ladies of noble birth are practically worshipped. Red males act with chivalry and refinement when dealing with women. Obtaining a spouse is fiscally and socially encouraged by government codes. Women have the right to change their mind regarding matters of the heart, but once the promise to marry is given, only death of the intended spouse releases a woman from her promise. Custom dictates that a woman may not marry a man who kills her fiancĂ© or spouse. (PM, XXII)  

“No sense of fear influenced her decision, for fear is seldom known to the children of Mars. It was rather a sense of the responsibility that she, the daughter of their Jeddak, felt for the welfare of her father's people.” (TMM I)
 
From youth, males are trained in the arts of warfare and all men are considered warriors in times of national emergency. Red males seldom venture outside their homes without their long-swords as “Few red men are good shots, for the sword is their chosen weapon.” (TMM, IV)
 
The basic government style of Barsoom remains unchanged for ages. A proud lineage of nobility governs the people by the dictates of the hereditary monarch or Jeddak who is restrained by the law and the quorum of lesser nobility. It is the duty of the red Martian nobility to set an example to their people of honor, courage, and chivalry both in times of prosperity as well as strife.
 
“Life is sweet,’ agreed Tara of Helium, ‘but honor is sacred.” (CM, XIII) The red men are a virtuous and proud people. Family lineage is esteemed and particularly honorable ancestors are remembered for generations. Red Martian justice is swift and fair. Trials are public and before one’s peers, a defendant is tried on the basis of his merits as well as the accusations.
 
In spite of the constant struggle for survival, red Martian nations often prosper and the people are content when ruled justly. The red men exceed the other races of the Red Planet in technology, character and artistic expression. In some aspects, their science and technology often exceeds that of modern Earthly nations. “All Barsoomians speak the same tongue from ice clad north to ice clad south, though their written languages often differ.” (PM, XV) 

 
When generating red Martian characters add +2 to charisma score.
Scientist is the  preferred class for red Martians.
 
Miniatures from bronzeAgeMiniatures dot com
 


Saturday, March 23, 2013

GREEN Martians

 
 
Green Martians are the hereditary enemies of all other races upon the Red Planet.  The most striking distinction of these equestrian barbarians is their massive size; adult males are typically 1.5 ads (or fourteen feet,) in height.  The following description of green Martian hatchlings was given by Captain Carter upon discovering an incubator:
 

“They seemed mostly head, with little scrawny bodies, long necks and six legs, or, as I afterward learned, two legs and two arms, with an intermediary pair of limbs which could be used as arms or legs.  Their eyes were set at the extreme side of their heads a trifle above the center and protruded in such a manner that they could be directed either forward or back and independently of each other, thus permitting this queer animal to look in any direction, or in two directions at once without the necessity of turning the head.

“The ears were slightly above the eyes and closer together, were small, cup shaped antennae, protruding not more than an inch on these young specimens.  Their noses were but longitudinal slits in the center of their faces, midway between their mouth and ears.

“There was no hair on their bodies, which were of a very light yellowish-green color.  In the adults, as I was to learn quite soon, this deepens to an olive green and is darker in the males than the females.  Further, the heads of the adults are not so out of proportion to their bodies as in the case of their young.

“The iris of the eyes is blood red, as in albinos, while the pupil is dark.  The eyeball itself is very white, as are the teeth.  These latter add a most fearsome and terrible countenance, as the lower tusks curve upward to sharp points which end about where the eyes of earthly human beings are located.  The whiteness of the teeth is not that of ivory, but of the snowiest and most gleaming of china.”        (PM, II)  

                
 
   Harnesses and weapons of green warriors are similar to that of red men, but firearms and lances have been adapted to accommodate their large hands.  They are excellent swordsmen and uncanny marksmen.  So adept are green Martians with the use of their large rifles, they can even pose a serious threat to enemy warships.

             From birth, green Martians live a dour, loveless existence.  Youth do not know their parents and are wards of their community.  There is no true family structure; breeding is based upon practical necessities such as resources available and physical attributes.  More established males are given charge over greater numbers of women and children.  “In one respect at least the Martians are a happy people; they have no lawyers.”    (PM, IX).  
  
            The green men are governed by tradition as much as the dictates of their leaders.  There is no wealth in green Martian society as excess property is divided amongst the community.  They seldom break command and are loyal and honest.  A green warrior is allowed to gain status within his tribe by making kills amongst his superiors. Upon slaying his superior in fair combat, the warrior will inherit the weapons, ornaments, position and charges of the vanquished. This violent system of societal advancement does not encourage wholesale slaughter of leadership, because as authority to be gained increases; likewise, increases rules and regulations that determine an appropriate trial by combat.
“The ideas of humor among the green men of Mars are widely at variance with our conception of incitements to merriment.  The death agonies of a fellow being are, to these strange creatures, provocative of the wildest hilarity, while their chief form of commonest amusement is to inflict death on their prisoners of war in various ingenious and horrible ways.  (PM, IV)              
            Green Martians are almost entirely without fear and delight in combat.  The five million (PM, VI) members of this equestrian race haunt the dead sea bottoms and ancient ruins of the Red Planet. They are organized into numerous belligerent tribes which are further subdivided into nomadic communities.  Each community consists of about 500 troopers, 250 women and 250 youths.  
Their regular military units are organized into squads of twenty each lead by a lieutenant or padwar.   Five squads equals a company which is commanded by a chieftain. A community has 10 - 15 chieftains whom are overseen by a jed. Four large tribes  dominate the Red Planet’s southern hemi-sphere; Thark, Thurd, Torquas and Warhoon.  Each of these tribes is ruled by a Jeddak who rules 20 – 50 communities. These green tribes derive their name from the deserted seaport that serves as their capitol.
 
 
When generating green Martian characters add +2 to constitution
and subtract two from intelligence.

Trooper  is the  preferred class for green Martian males.


Thursday, March 21, 2013

Therns



 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 




 
Therns are the degenerate descendants of the auburn-haired, fair-skinned ancient race.  Therns are integral to the pandemic Cult of Issus.  “The therns for their part have temples doted along the entire civilized world.  Here priests whom the people never see, communicate the doctrine of the Mysterious River Iss, the Valley Dor and the Lost Sea of Korus to persuade the poor deluded creatures to take the voluntary pilgrimage that swells the wealth of the Holy Therns and adds to their number of slaves.”  (GM, XIII)   The Valley Dor is not the promised land of peace and happiness, but a nightmare of cruelty and exploitation.      
                                                                                                                                                                                                                                                                                                                                                                                               
 
Therns are deceived by superstitions of their own; “As man may eat the flesh of beasts, so may gods eat the flesh of man.  The Holy Therns are the Gods of  Mars.”   (GM, VIII)   In addition to this, and other delusions, therns worship the plant men and white apes as reincarnations of fellow therns who have died before completing the 1000 year life cycle.  Therns who die a dishonorable death are thought to forever inhabit the slimy body of an aquatic reptile, the silian. They are an immoral race given to conceit, debauchery and greed. Telepathic, but not oviparous; they fear deep water, black pirates and banths. 
                                                                                                                                                                                                                                                                                               Therns are similar in appearance to red men except for their alopecia and milk-white skin. To conceal their bald pate, both males and females wear long, yellow wigs which they revere.  It is a disgrace for a thern to be seen without this wig. An impressive, jewel encrusted diadem identifies a Holy Thern; otherwise, harness and weaponry are very similar to that of the red Martians. They are infamous as “the least honorable and most treacherous fighters upon Mars.”  (WM,IV) 
                                                                                                                                                                                                                                                                                                                                   In their subterranean home under the Otz Cliffs dwell millions of slaves, hybrids and ferocious banths. The therns are ruled by a theocracy that sometimes receives written revelation from their goddess, Issus. The thern navy consists of some 2,000 battleships (TLVII), and one million warriors guard their surface temples, courts and gardens.  Minimal level for a thern character is two.
 
            "The arm of the Holy Thern is long. It reaches to every nation of Barsoom. His secret temples are hidden in the heart of every community. Wherever we go should we escape, we shall find that word of our coming has preceded us, and death awaits us before we may pollute the air with blasphemies."  (GM III)
 
When generating thern characters add +2 to wisdom and subtract two from constitution.
Criminal is the  preferred class for therns.
 
Illustration is from Neal Hoffman

Black Pirates of Barsoom


Black Pirates are “men six feet and over in height.  Have clear cut and handsome features; their eyes are well set and large, though a slight narrowness gives them a crafty appearance.   The iris is extremely black while the eyeball itself is quite white and clear.  Their skin has the appearance of polished ebony.”  (TMM, glossary)  The harnesses of the black pirates or first born are lavishly adorned with gold, silver, platinum and precious gems.

            Just like the yellow Martians, the First Born from the Tree of Life are neither telepathic nor oviparous.  Minimal level for an adult warrior is three. Black pirates neither labor nor invent.  They have a healthy respect for the Green Martian.  Fearless and reckless, black pirates prefer to take weapons, ammo, fliers and gems as plunder.  They frequently enslave red Martians and female therns.

            “There is no peasantry amongst the First Born.  Even the lowest soldier is a god, and has slaves to wait upon him.  The First Born do not work. The men fight- that is a sacred privilege and duty; to fight and die for Issus.  The women do nothing, slaves wash them, slaves dress them, slaves feed them.”   (GM, XI) 

                The First Born were ruled by a twisted charlatan posing as a goddess.  This bloated, toothless megalomaniac has lived for millennia and has unquestioned authority.  Black pirate princes or dators had the privilege of gazing upon the visage of their goddess, Issus.  If a captive was allowed to gaze upon Issus, their mandated life expectancy was less than one year.

            In the center of the lush Valley Dor is the Lost Sea of Korus. Upon the shores of Korus (the Red Planet’s only open body of water) is the sacred temple of Issus. The sheer perpendicular Otz Cliffs circumscribe the oval Valley Dor. Beyond the bejeweled Otz cliffs are the frozen and treacherous Otz Mountains of the south pole which are inhabited by furred beasts. 


When generating black pirate characters add +2 to strength and subtract two from wisdom.

The preferred class of black pirates is warrior.

Wednesday, March 20, 2013

Yellow Martians


Yellow Martians are an ancient race that were thought to have become extinct more than twenty thousand years ago.  They now dwell in the forbidden land that lies beyond the ice barrier of the Red Planet’s north pole.  Since the Guardian of the North (GM, XIII) destroys all aircraft that approach the yellow Martian’s homeland, a complex series of 27 caverns underneath the ice cliffs provides the only entrance to their artic nation of Okar.   The corpses of deceased yellow Martians are brought to these fabled Carrion Caves where both the putrid smell and ferocious apt block egress.

            The skin of the yellow Martian is the color of a ripe lemon and males will have prominent black beards and mustaches.  Aside from their skin color and hirsuteness, they are physically almost identical to the red Martian.  The artic cold of their nation requires wearing furs when traveling or hunting.  Their fur lined cloaks and boots are commonly obtained from the black and yellow hide of the orluk (an enormous predator, WM IX); however, officers and nobles might wear distinguishing garments of pure white fur harvested from the ferocious apt fur. 

            Yellow Martians worship the pantheon of deities of ancient Barsoom as well as the apt.  In some places, the cult of Issus still has strong influence. 

            Eight cities are located in Okar, the nation of the yellow men.  Each city is covered with a rounded and domelike crystal, which when combined with the scientific and engineering skill of the yellow Martians, serves to kept their homes and gardens warm and humid in a landscape of perpetual ice and snow.  Kadabra, the capital city of Okar, has an outer wall that is one hundred miles in circumference.  Maretina, the next largest city in Okar has its own atmosphere plant which “will maintain life indefinitely in the cities of the north pole after all life on the balance of dying Mars is extinct through failure of the air supply.”  (WM, IX) 

            The population of Okar is about three million, plus about one million slaves which have been captured from the outer world.  Their main weapons are the javelin, long-sword and the distinctive hook-sword.  Nobles and officers may use other weapons; however, since they live in glass cities, firearms are forbidden.  Most yellow Martian forces are infantry; however, after the death of Salensus Oll, their new jeddak, Talu acquired a small, but respectable navy. 
 
When generating Yellow Martians  add  +2 to Dexterity .
The preferred class of Yellow Martians is eXtra.
 
 
Miniature was from
Heritage Models from Waco, TX.

Tuesday, March 19, 2013

Kaldanes

 
   Kaldanes are an exotic race of hyper-intelligent arachnoids that are only found in the hidden Valley of Bantoom. The pedantic kaldanes are not capable of expressing emotion with their facial features, but will whistle when excited or angry.  They are creatures of the hive that have disdain for the sun, growing things and all other species upon the Red Planet. Kaldanes are sexless drones and only the King of any given swarm is capable of reproduction.  Not much larger than a human head, to facilitate work and travel, Kaldanes use their chelae to form a neuronal link with a bipedal headless creature called a rykor.

            “The rykors are but brainless flesh. They neither see, nor feel, nor hear. They can scarce move but for us. If we did not bring them food they would starve to death. They are less deserving of thought than our leather. All they can do for themselves is to take food from a trough and put it in their mouths."  (CM V)  The life span of a rykor is about a decade. Although mainly used to tend the farms or mine the burrows of Bantoom, some rykors are fattened up as food as banth flesh is not appealing to the kaldane’s palate.

            If a rykor is injured or sick, the kaldane will abandon it, remaining unharmed and don a new body.  Their grotesque skull is poorly protected, such that almost any significant blow will be fatal. Creatures that pride themselves on logic thought, kaldanes have no emotional attachment to their rykors or to other members of their swarm. Most kaldanes view all other life upon Barsoom as mere fodder.

            “With us brain is everything. Ninety per centum of our volume is brain. We have only the simplest of vital organs and they are very small for they do not have to assist in the support of a complicated system of nerves, muscles, flesh and bone. We have no lungs, for we do not require air. Far below the levels to which we can take the rykors is a vast network of burrows where the real life of the kaldane is lived. There the air-breathing rykor would perish as you would perish. There we have stored vast quantities of food in hermetically sealed chambers. It will last forever. Far beneath the surface is water that will flow for countless ages after the surface water is exhausted. We are preparing for the time we know must come—the time when the last vestige of the Barsoomian atmosphere is spent—when the waters and the food are gone. For this purpose were we created, that there might not perish from the planet Nature's divinest creation- the perfect brain." (CM V)

 

The kaldane/ rykor combination has a
+2 INT and -2 CHA.

The preferred class of kaldanes is priest.
 
 
Illustration above is from Frank Frazetta