Friday, May 31, 2013

Diadem


  
 
Worn by therns that are  members of the nobility, this is an ornamental head piece;  in the center of the circlet of gold upon the brow of Lakor proclaimed him a Holy Thern, while his companion, not thus adorned, was a lesser thern, though from his harness I gleaned that he had reached the Ninth Cycle, which is but one below that of the Holy Therns. (WM III)

  Of all the holy of holies which the thern venerates and worships none is more revered than the yellow wig which covers his bald pate, and next thereto comes the circlet of gold and the great diadem, whose scintillant rays mark the attainment of the Tenth Cycle.  (WM IV)

Thursday, May 30, 2013

Duhor




 

“Hereditary enemies were Duhor and Amhor, but (their Jeddak) Jal Had came disguised into the city of Duhor, having heard of the great beauty of the only daughter of Kor San, Jeddak of Duhor, and when he had seen her (Valla Dia) he had determined to possess her.  Returning to Amhor, he sent ambassadors to the court of Kor San to sue for the hand of the Princess of Duhor; but Kor San, who had no son, had determined to wed his daughter to one of his own Jeds, and so the offer of Jal Had was declined.


“This so incensed the Amhorian Jeddak that he equipped a great fleet and set forth to conquer Duhor and take by force that which he could not win by honorable methods.  Duhor was at the time at war with Helium and all her forces were far afield in the south, with the exception of a small army that had been left behind to guard the city.  Jal Had, therefore, could not have selected a more propitious time for an attack.  Duhor fell, and while his troops were looting the fair city, Jal Had, with a hand picked force, sacked the palace of the JJeddak  and searched for the princess; but the Princess , Valla Dia had no mind to go back with him as Princess of Amhor”   (MM V) 

 
Valla Dia fled the city and was later captured by agents of Ras Thavas and had her brain transplanted into the hideous body of Xaxa, Jeddera of Phundal.  Duhor is nestled within  the snow-peaked Artolian Hills.  Located in Barsoom’s NE hemisphere, Duhor is an ally of Ptarth and entered diplomatic relations with Helium when Valla Dia married Captain Ulysses Paxton of WWI's US Army (MM XIV).


Artwork from
Michael Whelan

Wednesday, May 29, 2013

DUSAR

 

 A mighty red Martian nation located in Barsoom’s Northwest hemisphere; it has a navy of about 4,000 battleships. Their Jeddak is the cruel and unscrupulous Nutus, who is father to the cowardly Prince Astok.  A friend of Ptarth, Dusar has an uneasy truce with Helium.

 “For many years Dusar and Ptarth had been at peace with each other. Their great merchant ships plied back and forth between the larger cities of the two nations. Even now, far above the gold-shot scarlet dome of the jeddak's palace, she could see the huge bulk of a giant freighter taking its majestic way through the thin Barsoomian air toward the west and Dusar.”  (TMM I)

Miniatures from
BronzeAgeMin

Tuesday, May 28, 2013

FANTASY




 

“These rules are strictly fantasy. Those wargamers who lack imagination, those who don’t care for Burroughs’ Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard’s Conan saga, who do not enjoy the de Camp and Pratt fantasies or Fritz Leiber’s Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find Dungeons and Dragons to their taste. But those whose imaginations know no bounds will find that these rules are the answers to their prayers.”

E Gary Gygax, 1 Nov 1973
 
 
miniatures from
BronzeAgeMin.com

Friday, May 24, 2013

Farms


Farms upon the Red Planet are located adjacent to the Martian waterways or canals.
“There were many trees, methodically arranged, and some of them were of enormous height; there were animals in some of the enclosures, and they announced their presence by terrified squealings and snortings as they scented our queer, wild beasts and wilder human beings.”  (PM XVI)    

“The concrete buildings I had been hammering at in the early morning were occupied only by stock and farm produce, the house proper standing among a grove of enormous trees, and, like all red-Martian homes, had been raised at night some forty or fifty feet from the ground on a large round metal shaft which slid up or down within a sleeve sunk in the ground, and was operated by a tiny radium engine in the entrance hall of the building. Instead of bothering with bolts and bars for their dwellings, the red Martians simply run them up out of harm's way during the night. They also have private means for lowering or raising them from the ground without if they wish to go away and leave them   . . .   

“The water which supplies the farms of Mars is collected in immense underground reservoirs at either pole from the melting ice caps, and pumped through long conduits to the various populated centers. Along either side of these conduits, and extending their entire length, lie the cultivated districts. These are divided into tracts of about the same size, each tract being under the supervision of one or more government officers.  Instead of flooding the surface of the fields, and thus wasting immense quantities of water by evaporation, the precious liquid is carried underground through a vast network of small pipes directly to the roots of the vegetation. The crops upon Mars are always uniform, for there are no droughts, no rains, no high winds, and no insects, or destroying birds.”  (PM XXI)
 

Thursday, May 23, 2013

Gathol


 


 Gathol:    This is an exceeding wealthy city state located in the NW hemisphere thought to be the oldest inhabited city upon Barsoom.  

"Your ancient history has doubtless told you that Gathol was built upon an island in Throxeus, mightiest of the five oceans of old Barsoom. As the ocean receded Gathol crept down the sides of the mountain, the summit of which was the island upon which she had been built, until today she covers the slopes from summit to base, while the bowels of the great hill are honeycombed with the galleries of her (diamond) mines. Entirely surrounding us is a great salt marsh, which protects us from invasion by land, while the rugged and ofttimes vertical topography of our mountain renders the landing of hostile airships a precarious undertaking . . .

 "Our natural barriers, while they have doubtless saved us from defeat on countless occasions, have not by any means rendered us immune from attack," he explained, "for so great is the wealth of Gathol's diamond treasury that there yet may be found those who will risk almost certain defeat in an effort to loot our unconquered city; so thus we find occasional practice in the exercise of arms; but there is more to Gathol than the mountain city. My country extends from Polodona (Equator) north ten karads and from the tenth karad west of Horz to the twentieth west, including thus a million square haads, the greater proportion of which is fine grazing land where run our great herds of thoats and zitidars.

"Surrounded as we are by predatory enemies our herdsmen must indeed be warriors or we should have no herds, and you may be assured they get plenty of fighting. Then there is our constant need of workers in the mines. The Gatholians consider themselves a race of warriors and as such prefer not to labor in the mines. The law is, however, that each male Gatholian shall give an hour a day in labor to the government. That is practically the only tax that is levied upon them. They prefer however, to furnish a substitute to perform this labor, and as our own people will not hire out for labor in the mines it has been necessary to obtain slaves, and I do not need to tell you that slaves are not won without fighting. We sell these slaves in the public market, the proceeds going, half and half, to the government and the warriors who bring them in. The purchasers are credited with the amount of labor performed by their particular slaves. At the end of a year a good slave will have performed the labor tax of his master for six years, and if slaves are plentiful he is freed and permitted to return to his own people. . . 
 
 “Gahan laughed. ‘We are a vain people," he admitted, good-naturedly, ‘and it is possible that we place too much value on personal appearances. We vie with one another in the splendor of our accoutrements when trapped for the observance of the lighter duties of life, though when we take the field our leather is the plainest I ever have seen worn by fighting men of Barsoom. We pride ourselves, too, upon our physical beauty, and especially upon the beauty of our women.”  (CM I)

Miniatures from
BronzeAgeMin

Wednesday, May 22, 2013

SKILLS



 

A skill is the ability to do something well that arises from finesse, adroitness, and experience.  There are 20 basic skills available to characters.     Not all skills are available to every character vocation, and your game master (GM) might allow or create skills not described in this chapter.

 
Total number of skills acquired by a character may not exceed the average of his current level and his intelligence score. All skills require time for training (about four weeks for swimming and one year for scroll) whether formal or self-taught.


A character’s skill rank in a known skill is based upon his current level within his vocation or class regardless of when he acquired the skill. Admittedly, this is not a realistic approach, but this method greatly facilitates ease and speed of play.   Skill checks and saving throws are made against a Difficulty Class (DC) whose value is determined by the GM; often  DC = 10 + current encounter level.

 

DC                       Description   



 8                          Easy
10                        Routine
12                             Hard                         
15                           Challenging
18                        Impressive
24                         Formidable            
30                         Preposterous
       40              Impossible              

 

            When rolling skill checks, ADD character’s Key Ability modifier, skill rank,  and Armor Penalty and other GM/ situational modifiers to the die result.     

 

To succeed with a skill throw; the result of your die throw plus skill rank plus key ability modifier must exceed the assigned DC.   

 

If the total is exactly equal to the assigned difficulty level, the character succeeds at the task, but with minor reservations as determined by the GM (usually you drop an item/ piece of equipment; aka evidence).  

 

If this total is less than the assigned difficulty class, the character fails at the attempted task without injury or negative consequences.

A newly-generated 2nd level PC selects one    (two skills iff criminal) skill allowed to his vocation.  AFTER each game session, a skill may be increased either randomly or by player choice as determined by the Experience Table (p.19).  If a character rolls a skill that he already possesses, the character may opt to be cross-trained.

 

 Cross trainING allows a character to select a skill not usually allowed to his class (p.45).  Skill rank is calculated in the usual manner; however, cross-trained characters roll d12 instead of d20 when determining skill resolution. To distinguish between class OR RACE skills and cross-trained skills on the character sheet use Capital and small letters, respectively.


            Certain races have an natural aptitude with certain skills as indicated on Table 6.1.  To reflect this natural or innate ability, when that character is cross-trained with the designated skill, he rolls d20 for task resolution.  One still rolls d12 for task resolution with a racial skill when making an untrained check.

            A character’s skill rank is zero for those skills in which he has received no training. Regardless of whether a skill belongs to a character’s class or racial allotment; if a character is attempting to use a skill which he is not trained with, then to determine outcome; roll d12 ADDing  appropriate Key Ability modifier, and Armor Penalty and situational modifiers to the die result, but skill rank equals zero.     

 

concentration:  If a character allots sufficient time (1 xat), removes his helmet, and acts in a prudent manner, roll 2d10 instead of the d20 for skill resolution.  If using a cross-trained or untrained skill, then the character would roll 2d6 instead of d12 when concentrating.  If character is injured during the same time period he is attempting a skill throw, then DC is increased by the number of hit points of damage received while attempting the task or skill.
 

     Red Planet has greatly simplified character generation; therefore, there are no modifiers to skill throws based upon species.  The character’s race and class determines which skills are available without the cross-training penalty (d20à d12).  There is no need for multi-classed characters or switching classes as it is easy for players to customize their player characters (PCs).
 
 
 
miniatures from REAPER
painted by MidwestMiniatureGuy