Post by Vin Ahrr Vin on Aug 16, 2006 21:55:52 GMT -5
I've been running a T&T campaign using John Carter's Mars (Barsoom) for a while and thought I would share some of my notes.
For characters I have three main stats, all based on the MR concept. 1. Psyche - All things mental, including ESP or mind combat. Most characters (except for John Carter) don't have enough mental strength to worry about, so I default to 1d6 unless stated otherwise. 2. Strength - All things athletic, except for combat, but including martial arts. 3. Warfare - All things weapons based. Monsters with claws and teeth can classify them as weapons.
In general, conflict is resolved by comparing similar MR numbers and rolling dice as per usual T&T combat. (For example, a wrestling match could pit STR against STR.) Monsters are usually only given one MR value, so that would be matched up with whichever player value seems most appropriate. (A character who wants to wrestle an Apt would use STR, while a character using a sword against the Apt would use WAR.)
I should point out that large chunks of the monster list were taken from some message boards (Knights & Knaves Alehouse, I believe) and are not entirely my own. What I did was mostly to convert material to T&T and play from there.....
For monsters I have the following: * MR * Number appearing in a typical encounter * Armor rating (many critters get an AR) * Movement (I often do my game on a hex map) * Percent in lair & treasure type (from brown book D&D)
Post by Vin Ahrr Vin on Aug 16, 2006 21:56:11 GMT -5
Monster Rating (MR): 140 Number Appearing: 1 Armor Rating: 2 points per turn Movement: 3 hexes per turn Percent in Lair: - - Treasure Type: - -
A huge white furred creature with six limbs, four of which are short and heavy to carry it through snow and ice; a denizen of the Barsoomian north pole. The remaining two limbs grow forward from the shoulder on either side of the powerful long neck and terminate in white, hairless hands which it uses to capture and hold its prey. Its head and mouth are like that of the hippopotamus with two large, down-curving horns extending forward from the bottom jaw. Two huge eyes, each composed of hundreds of ocelli, are oval patches running downward from the center of the cranium to below the horns on either side of the head. Each ocelli is equipped with its own lid and the apt can, at will, close as many of the facets as desired. Curiously the creature goes without sleep for periods of up to a month, then sleeps for a whole day before beginning anew the hunt for food in the harsh north. The animal is domesticated by the Yellow men. Apt fur is generally worn by northern warriors.
Post by Vin Ahrr Vin on Aug 16, 2006 21:56:31 GMT -5
Monster Rating (MR): 77 Number Appearing: 2d6 Armor Rating: 3 points per turn Movement: 4 hexes per turn Percent in Lair: 25% Treasure Type: - -
This ten-legged beast is the most ferocious carnivore which roams the low hills surrounding the dead seas of Mars. It is almost hairless, having only a great, bristly mane about its thick neck. Its long lithe body is powerfully muscled, its enormous jaws are equipped with several rows of long needle-like fangs, and its mouth reaches to a point far back of its tiny ears. It has enormous protruding eyes of green.
Post by Vin Ahrr Vin on Aug 16, 2006 21:57:02 GMT -5
Monster Rating (MR): 35 Number Appearing: 5d6 Armor Rating: - - Movement: 6 hexes per turn Percent in Lair: 10% Treasure Type: - -
The Barsoomian dog. About the size of a Shetland pony, omnivorous, the calot has ten short legs. The head bears a slight resemblance to a frog, except that the jaws are equipped with three rows of long, sharp tusks. Described as "pop-eyed" meaning protruding eyes. The calot is endowed with extraordinary strength and stamina. only the thoat can cover more territory in a single day.
Post by Vin Ahrr Vin on Aug 16, 2006 21:57:26 GMT -5
Monster Rating (MR): 38 Number Appearing: 2d6 Armor Rating: 3 points per turn Movement: 5 hexes per turn Percent in Lair: - - Treasure Type: - -
Chameleon-like reptile based on the following: "... By the mother of the further moon, John Carter, how came you here, and have you become a Darseen that you can change your color at will?" And later, in the series: On Barsoom there is a little reptile called a darseen which changes its colors to harmonize with its background, just as do our earthly chameleons...
This is a generic term for Martian reptiles. There are small darseen, little chameleon-like lizards, and great reptiles capable of severing the head from a man in one bite. It is these latter sort which are considered in the rules. The largest mentioned is the monstrous albino lizard beneath Kadabra. The tables consider darseen to be about half again as big as a monitor lizard, and if larger ones are encountered it should be adjusted accordingly.
Post by Vin Ahrr Vin on Aug 16, 2006 21:57:47 GMT -5
First Born (Black Martian)
Monster Rating (MR): 58 Number Appearing: 3d10 x 10 Armor Rating: - - Movement: 4 hexes per turn Percent in Lair: 15% Treasure Type: A
The black race is perhaps the single finest type upon all Barsoom, for its members are above average in both height and musculature. They are handsome in appearance and brave beyond compare. Furthermore, their bravery is matched by their fighting ability. They claim to be the “First Born” of all Barsoomian humans, and this is what they call themselves. Others, however, know them as the Black Pirates because of their propensity for raiding and plundering. They comprise about 5% of the population. The Black Martians inhabit the underground world of Omean and the “Rift” in the northern part of the Western Hemisphere.
Post by Vin Ahrr Vin on Aug 16, 2006 22:00:26 GMT -5
Monster Rating (MR): 32 Number Appearing: 5d4 Armor Rating: 6 points per turn (constitution) Movement: 3 hexes per turn Percent in Lair: - - Treasure Type: - -
Hormads are synthetic beings created from vats of undifferentiated humanoid tissue. They tend to be ugly, asymmetrical, and stupid, but strong and hard to kill. Hormads were created by Ras Thavas, a scientific genius of the Barsoomian race of red men. In a fantasy setting, their origin is alchemical rather than scientific. The hormads are "born" in great vats of bubbling liquid. Chemicals are added to the mixture and occasionally seeded with chunks of humanoid or hormad flesh. Spontaneously these chemicals cause the chunks of tissue to grow into full humanoid form, which crawl out of the vat and tend to attack anything near them. These young hormads are quickly subdued by others and dragged off for a basic education in behavior and training with weapons.
Hormads are ugly and poorly formed. Their facial features are often distorted or misplaced, their limbs are often of unequal lengths, and their brains are very crude in construction. Most have deep red skin and black hair like the original red men from which they were formed, but hormads can be made from any humanoid flesh and so some might resemble elves, halflings, dwarves, and so on.
Sometimes a completely monstrous hormad forms, missing limbs or with extra limbs, internal organs growing on the outside. Such things are slain and burned lest their misshapen flesh contaminate other samples in the vat. Ras Thavas keeps refining the procedure and uses better and better hormads to seed the birth of new ones; some jest that if the vats ever birth a perfectly-formed hormad, Ras Thavas would cut it up and drop the pieces in the vat in hopes of creating more like it.
Hormads are poor thinkers and work best as base soldiers in an army. Even those with a reasonable intelligence tend to think too highly of themselves and make poor leaders because of overconfidence in their own plans.
Post by Vin Ahrr Vin on Aug 16, 2006 22:00:56 GMT -5
Monster Rating (MR): 105 Number Appearing: 1d2 Armor Rating: 5 points per turn Movement: 1 hexes per turn walk speed 10 hexes per turn flying speed Percent in Lair: 10% Treasure Type: C
Giant Martian bird. Flying creature thought extinct by the general population of Barsoom, the malagor is domesticated as transportation in areas surrounding the Tonoolian Marshes, specifically there are 500 domesticated malagors in Morbus; Able to fly great distances at speeds up to 60 miles per hour, though prefers to fly by day because the creature does not see well at night.
It is of great size with a wing spread of about 20’. It can fly at a speed of about 60 miles per hour carrying a passenger, and it can carry two persons with little loss of speed. They can fly all days without tiring, although they need a night to rest thereafter. They are hawk-like, and their disposition is quite ferocious.
Post by Vin Ahrr Vin on Aug 16, 2006 22:01:20 GMT -5
Monster Rating (MR): 128 Number Appearing: 1d12 Armor Rating: 2 points per turn Movement: 5 hexes per turn Percent in Lair: - - Treasure Type: - -
A black and yellow striped artic-dwelling carnivore. It is weasel-like in appearance, being about the size of a jaguar. The orluk has four legs, great fangs, and a lust for blood like the little Jasoomian animal it resembles in form. Although it has a keen sense of smell, it has rather weak eyes or else it would be far more deadly than it is.
Common to the northern pole region of Barsoom, fur is exported to all parts of Barsoom. Orluk fur is gnerally worn by northern officers.
Post by Vin Ahrr Vin on Aug 16, 2006 22:01:41 GMT -5
Monster Rating (MR): 100 Number Appearing: 1d10 Armor Rating: 5 points per turn Movement: 4 hexes per turn Percent in Lair: 25% Treasure Type: D
The plant men inhabit the Valley Dor exclusively. They are ten to twelve feet in height when standing erect, with short arms fashioned after the manner of an elephant's trunk, supple and sinuous. The body is hairless and a ghoulish blue except for a broad band of white which encircles the single, protruding eye, the pupil, iris, and ball of which are dead white. The nose is a ragged, inflamed circular hole in the center of the blank face, resembling an open wound. There is no mouth in the head. With the exception of the face the head is covered by a tangled mass of jet-black hair, some eight or ten inches in length. Each hair is the thickness of a large angle worm. The body, legs and feet are of human shape, but of monstrous proportions, the feet being fully three feet long and very flat and broad. The method of feeding consists of running their odd, dual purpose hands over the surface of the turf, cropping off the tender vegetation with razor-like talons and sucking it up through the two mouths, one in each palm. They are equipped with a massive tail about six feet long, quite round where it joins the body, but tapering to a flat, thin blade toward the end, which trails at right angles to the ground.
Post by Vin Ahrr Vin on Aug 16, 2006 22:02:08 GMT -5
Monster Rating (MR): 12 Red Martian 70 Red 2nd Rate Jed 93 Red 2nd Rate Jeddack 117 Red 1st Rate Jeddack Number Appearing: 3d10 x 10 Armor Rating: - - Movement: 4 hexes per turn Percent in Lair: 15% Treasure Type: A
The red race is the most numerous upon Barsoom, and its members run the gambit from the most superb fighters to the most abject cowards. It is this race which maintains most of the inhabited cities upon the planet, and, excluding the Green Martians, they account for perhaps 75% of the population.
Roll Martian Type 1-9 Red Martian 10-17 Red 2nd Rate Jed 18-19 Red 2nd Rate Jeddack 20 Red 1st Rate Jeddack
Post by Vin Ahrr Vin on Aug 16, 2006 22:02:40 GMT -5
Monster Rating (MR): 47 Number Appearing: 1d20 Armor Rating: 5 points per turn Movement: 7 hexes per turn flying speed Percent in Lair: 25% Treasure Type: Q x 20
Hornet like monster of the forests of Kobal, bald faced and about the size of a hereford bull. Has frightful jaws in front and a poison stinger behind. The eyes, of myriad facts, cover three-fourths of the head, permitting the creature to see in all directions at the same time.
Post by Vin Ahrr Vin on Aug 16, 2006 22:03:09 GMT -5
Thark (Green Martian)
Monster Rating (MR): 58 Green Female 70 Green Martian 117 Green Chieftain 128 Green Jeddack Number Appearing: 3d10 x 10 Armor Rating: - - Movement: 4 hexes per turn Percent in Lair: 15% Treasure Type: A
These strange creatures are all nomadic, roaming about the dead sea bottoms of Barsoom. There are many tribes of Green men, the largest being the Tharks, the fiercest the Warhoons. They typically take their tribal name from the abandoned city which they have chosen to house their Jed or Jeddak. Of all their warlike abilities, their marksmanship with the Radium Rifle is by far the most outstanding. They are not prone to use their 40’ lances against humans, except in large battles against many times their own number of Red men for example. They do, however, employ them extensively against other Green peoples. The sword is undoubtedly their favorite weapon! There are perhaps two millions Green tribesmen on Barsoom, with a total population of perhaps five million when females and children are considered.
Roll Martian Type 1-9 Green Female 10-17 Green Martian 18-19 Green Chieftain 20 Green Jeddack
Post by Vin Ahrr Vin on Aug 16, 2006 22:03:33 GMT -5
Thern (White Martian)
Monster Rating (MR): 58 Number Appearing: 3d10 x 10 Armor Rating: - - Movement: 4 hexes per turn Percent in Lair: 15% Treasure Type: A
This category includes the almost extinct Orovarions who have blonde or auburn hair and the bald Terns who wear yellow wigs. Although the latter are somewhat ignoble, both types are among the staunchest of fighters. They regard all races as beneath them, although they are somewhat in awe of the First Born. All terns are not of equal ability, the best of the type being awarded the title of Holy Therns. These latter constitute perhaps a third of the type. The white race comprises perhaps 10% of the Barsoomian population, with the Orovarions having only about 3%. Orovars are found only in lost cities; Therns inhabit the Valley Dor at the South Pole and some colonies within Red Martian cities.
Post by Vin Ahrr Vin on Aug 16, 2006 22:04:06 GMT -5
Monster Rating (MR): 35 Red domesticated 70 Green domesticated Number Appearing: 5d8 Armor Rating: - - Movement: 8 hexes per turn Percent in Lair: - - Treasure Type: - -
The martian horse, which comes in two sizes. The Green Martian Thoat is about ten feet high at the shoulder with four legs to either side; a broad flat tail, larger at the tip than the root which is held straight out behind while running; a mouth splitting the head from snout to long massive neck. It is entirely devoid of hair and is of a dark slate colour and exceedingly smooth and glossy. It has a white belly and the legs are shaded from slate at the shoulders and hips to a vivid yellow at the feet. The feet are heavily padded and nailless. The Red Martian rides a similar beast, though smaller. The animal is a food source as well.