'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'
Welcome back to Starships and Steel!
It has been a little while since the last post, but I want to assure everyone that I am still here and I am still playing and creating my own personal RPG experiences. Most recently I ran a game of Conan 2d20 and a game of Vaesen at the RPG Alliance Convention (online) up here in Calgary. It was a solid weekend of gaming, playing in two other games.
I have never been a large fan of the original roll20 Conan sheet. Although functional I always felt it wasn't the best way to go about things, and that combined with its creation during the quickstart rules has directly lead to this John Carter project.
Moving forward to run a Conan 2d20 game for all experience levels I elected to write a new Conan sheet that ended up leveraging the Roll20 API. This means it is not exactly user friendly, but it is functional (It has not support for Alchemy or Sorcery at the moment) and I will most likely make it available in another format for Pro level Roll20 accounts.
After playing Conan 2d20 the sheet was tweaked and the result left me with, what I think is, a decent framework for 2d20. Of course in creating this sheet for John Carter I have ripped out all the API functionality, basically the sheet no longer tracks momentum and threat, leaving that to the players and GMs.
Edgar Rice Burrough's John Carter of Mars: Adventures on the Dying World of Barsoom transports you to the Red Planet of Barsoom, an arid, dying land of ancient civilizations and fearsome creatures. Begin your adventures of romance and heroism using a pulp-action inspired variant of the 2d20 System. Take on the role of heroes as you travel, battle, and romance your way across the wondrous and dangerous world of Barsoom. Play as John Carter, Princess Dejah Thoris, the fearsome Thark warrior Tars Tarkas - or create your own heroes from an exciting variety of options.
- Create a wide variety of characters such as a Dashing Red Martian Duelist, a Brilliant First Born Scientist, a Savage Beastmaster, a Courageous Airship Officer, even Earthborn characters, so players can follow in the bounding footsteps of John Carter himself!
- Three eras of play based on the adventures of John Carter himself. Adventure during the Dotar Sojat era, or adventure during the time where Carter became a Prince of Helium and in the years after when he was believed dead, or fight alongside Carter and his allies during the later Jeddak of Jeddaks era.
What you get: Your EUR 49,99 or USD 55,99 or GBP 41,99 will buy you the luxurious, full-colour 280-page hardcover Edgar Rice Burroughs' John Carter of Mars: Adventures in the Dying World of Barsoom Core Rulebook, a rulebook and world book in one that kicks off the John Carter of Mars: Adventures in the Dying World of Barsoom game line, along with its pdf edition. In contrast to almost all RPG books out there, the book comes in a landscape orientation. The book boasts an integrated red cloth bookmark.
The pdf version alone costs EUR 17,99 or USD 20,99 or GBP 14,99. The electronic version is comprised of two different pdf files: one 432-page Core Book identical to the physical version, and the same Core Book in a printer-friendly version. A third, separate pdf, names the changes that have taken place since the initial pdf was published. In my case, the only change has been the black and white coloration that apparently did not display properly in all monitors.
In the interest of full disclosure, and even though I was aware of their existence, I had never read nor had I ever watched any John Carter material before playtesting the present product. Thus, I refreshingly approached it as a total newbie, more than 100 years after the character's first appearance.
Contents: For those not acquainted with John Carter, here is what Wikipedia has to say about him: 'John Carter was the lead character in the first novel by Edgar Rice Burroughs, set on a fictionalized version of Mars known as Barsoom. Written between July and September 28, 1911, the novel was serialized as Under the Moons of Mars in the pulp magazine The All-Story from February to July 1912. It later appeared as a complete novel only after the success of Burroughs' Tarzan series. For its October 1917 hardcover publication by A.C. McClurg & Company, the novel was retitled A Princess of Mars.
Carter stands 6feet 2inches (1.88m) and has close-cropped black hair and steel-grey eyes. Burroughs describes him as immortal. In the opening pages of A Princess of Mars, it is revealed that Carter can remember no childhood, having always been a man of about thirty years old. Many generations have known him as "Uncle Jack," but he always lived to see them grow old and die, while he remained young.
His character and courtesy exemplify the ideals of the antebellum South. A Virginian, he served as a captain in the American Civil War on the side of the Confederacy. After the war, Carter and his companion Powell, who was also a captain in the Civil War, became gold prospectors. Carter and Powell struck it rich by finding gold in Arizona. While hiding from Apaches in a cave, he appears to die; leaving his inanimate body behind, he is mysteriously transported by a form of astral projection to the planet Mars, where he finds himself re-embodied in a form identical to his earthly one. Accustomed to the greater gravity of Earth, he finds himself to be much stronger and more agile than the natives of Mars.'
The book starts off with an introduction about what John Carter was and the source material this RPG pays tribute to: the rationalist, romantic pulp tales of Barsoom. There is no 'evil' in the world, no matter how alien or repulsive many things look from a human point of view. Like in Conan: Adventures in an Age Undreamed Of, the players will incarnate larger than life characters in one of the setting's three different eras: the Dotar Sojat (when Carter appears in Mars), the Prince of Helium (John Carter's most adventurous period), and the Jeddak of Jeddaks (when Carter has become the great unifying warlord of Mars). If the players do not want to play the eponymous character himself along with his friends, they can create their own characters through the nine-step character creation.
First comes the General Concept which should be as interesting as it is vague. There are six listed (e.g. wandering princess, adventuring scientist, lost explorer etc), these are however nothing but suggestions, and players are prompted to create their own. The second step sets the character's attributes, of which there are six (Daring, Cunning, Empathy, Might, Passion, Reason), ranging from 4 to 12. These are deliberately more broad and result-focused than attributes in other RPGs, different iterations of 2d20 included. A player then picks his character's Race between Green Martians, Red Martians, Earthborn, First Born and Okar. The air-dominating Red Martians are the most common, followed by the six-limbed Green Martians. All Martians have telepathic powers to a certain extent. Earthborn, no matter how powerful they are on Mars, are extremely rare. Characters of mixed race may exist. Depending on the choice of race, the player adjusts his Attributes as well as the things he knows and he doesn't know, and the things he can overall do. The fourth step is about selecting an Archetype from the fifteen on offer (like airship officer, healer and soldier). These offer Attribute bonuses, talents, and additional point of what a character knows and what he doesn't. If none of these Archetypes suit you, you are provided with guidelines to create yours. The game does not use skills; high competency is presumed. A player then chooses a Descriptor like bold, charming, driven etc. There are 15 Descriptors overall, each increasing two of the Attributes by one point. Choosing Talents comes next. There are four grades of Talents, with each grade being roughly equivalent to spending one Momentum on a roll. Each grade stacks additional dice, bonus results, ignoring bad results etc. There are only a handful of Talents per grade (e.g. only 7 grade one and only 2 grade two) in that section of the rules, others howeve can be found later in the book and players however are prompted to create their own. A character then sets his starting Renown. This will increase during the game depending on a character's exploits, to the point that characters will be recognized no matter where they go anywhere on the planet. Renown can be used to purchase accolades, social or political advantages in the guise of allies and titles. These are not mere bonuses, they often come with responsibilities as well. Characters also claim their core equipment (which work much more abstractly than in any other RPG), choose a Flaw (there are five on offer, but the players can create their own), and finally pick their name and finalize their concept and attributes. The system caters for even more powerful characters, should the players wish to explore the setting with already accomplished heroes.
John Carter uses Modiphius' acclaimed 2d20 system adapted for the needs and the theme of this particular gameline. The present iteration is by far the lightest and most cinematic of them all. The system uses a roll-under mechanic, with the target number being the total of the two relevant attributes that define the test. Tests can be assigned difficulty ratings (from simple-0 to epic-5), denoting the number of successes needed. Should a character equal to or less than the weakest Attribute, the result counts as two successes. Successes above the required number become Momentum, an in-game meta-currency that can be used on benefits and bonuses. Rolling 20 is the absolutely worst thing that can happen and results in complications, even if the character ultimately succeeds in the roll. Complications may be something embarrassing, something that will bite the player in the future, or even the addition of Threat on the narrator's pool. Players have some meta-gaming weapons in their arsenal, like failing voluntarily, succeeding at a cost, or improving the odds (e.g via Momentum expenditure, adding to Threat, using Luck, etc).
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