Tuesday, May 10, 2011

Mars Landscapes

For something a little different, here are some purely landscape images of Burrough's Mars. One of the things I find most interesting about his descriptions of the terrain are the vivid colors. He even describes colors that don't exist here on Earth. While that is impossible to convey visually, I do like the idea of painting the environment with very non-conventional colors, like yellow rocks, orange mountains and so on.
 And here is a page of Mars landscape rough marker drawings from my sketchbook.

Tuesday, May 3, 2011

Princesses

I've reread Princess of Mars a couple of times in order to fully grasp the awesomeness that Burroughs created in his fantastic creation. The dress of the main characters is often characterized as completely nude, but when you read the narrative carefully there is a lot of discussion of armor, silks, and furs. It is true that John Carter arrives butt-naked to Mars, but he quickly gets armor. In several passages the armor and dress are mentioned, I just don't picture the characters as running around nude through most of the book.
I've done several sketches of Deja Thoris with various amounts of dress. Here is a page from my sketchbook.

Thursday, April 7, 2011

My favorite Mentalist power


I got to use this on the guinea pigs, er, players in a recent playtest:

Spiders!
Level 1
Range 120'
Duration 1d6 rounds
This power allows the Mentalist to cause up to four victims to hallucinate that they are covered in fearsome, biting insects, which will typically cause them to drop whatever they are holding, flail their arms around, and shriek in terror for the duration.

"Ahhh! Get 'em offa me!"

Tuesday, March 15, 2011

WotRP: Zodangan battle ship sketches

Work continues on art for Warriors of the Red Planet. Fresh from my sketchbook are these concepts for Zodangan battleships. Note, these are just rough sketches - I'll take the best designs and do more polished drawings for the book.

Excerpt: Sorcerers of the Black Gate


Ongoing playtesting for Warriors of the Red Planet has been set in my Omegea campaign setting, which you'll be familiar with if you follow my main blog, Beyond the Black Gate. Omegea has a little of everything genre-wise: Sword&Planet, Dying Earth, Pulp Sword&Sorcery. I originally used the Magic User class from Swords & Wizardry, but as the classes of WotRP evolved, this just didn't mesh very well them.

So it became clear that in addition to the standard classes of WotRP, it would be helpful to include a bit of magic as well, though very firmly planted in the tradition of Vance's Dying Earth as opposed to the more ubiquitous wizards of "high fantasy" literature and gaming. While I felt it should be included, I also didn't want to make it a focus or even standard option of WotRP, but rather something the Referee could decide whether or not to include if it fit his or her own setting. Thus, the Sorcerer class has its own appendix (called "Sorcerers of the Black Gate") at the back of the book, and includes all-new spells (some of which were previewed by a certain Hot Elf Chick recently) and magic items as well as some other goodies. In this humble position, you are free to ignore it or include it, as you will.

Here's an excerpt from this short, but hopefully helpful, appendix:

APPENDIX V: SORCERERS OF THE BLACK GATE

Sorcerers are weavers of mystical energies and practitioners of Dark Arts. They are typically obsessed with the acquisition of lore and lost knowledge, be it through esoteric research or physical exploration. Beware a Sorcerer – their minds do not move in the same directions as normal folk!

Sorcerers may use any weapon (some are actually quite accomplished fencers!), but typically carry little more than a belt knife. They almost never wear any sort of armor.

Features:


Magic Sense: With one minute of uninterrupted concentration, a Sorcerer can determine whether an item, location, or creature has been sorcerously enchanted. While this sense will give a vague impression of the nature of the enchantment, specificity requires more intense and lengthy research.

Esoteric Knowledge: This percentile chance represents a Sorcerer’s ability to decipher ancient languages or magical script, to research lost knowledge, and to learn new spells. Sorcerers with high Intelligence (13+) may add +5% to this chance.

Spells: Legends purport that, in the distant past, thousands of sorcerous spells were once known. Today, fewer than a hundred are known to remain. The more spells a Sorcerer is able to acquire, the greater his infamy and renown! Sorcerers begin their careers with 1d3 spells in their spellbook, and may copy new ones into their book as they find them. While a character automatically knows how to use their "starter" spells, newly acquired spells require an Esoteric Knowledge roll to learn. If the roll is a failure, special instruction must be sought to to help them learn the spell.

At their essence, spells are a refined combination of materials, incantations, geometric patterns, quantum equations, and arcane physics. A spell must be memorized and held captive in the Sorcerer’s mind, like a caged beast screaming for release, until cast out. A Sorcerer may only memorize and cast a limited number of spells each day. Sorcerers of unusually high Intelligence (13+) may memorize one additional first level spell per day.

Corruption: The use of Sorcery is often damaging to the mind and body of the arcane practitioner. Upon attaining each level after the first, the Sorcerer must roll on the RANDOM CORRUPTION TABLE and suffer the result!

Wednesday, March 9, 2011

Excerpt: "Sample Character Generation"




SAMPLE CHARACTER GENERATION

Carl rolls the following abilities (rolling 4d6, adding up the best three dice) and records them in order on a piece of paper:

Strength 16

Intelligence 13

Wisdom 8

Dexterity 14

Constitution 10

Charisma 11

With strength as his greatest ability, and inspired by ERB’s martian tales of John Carter, Carl elects to become a Fighting Man, and chooses his race as Human. As a Fighting Man, Carl may select a combat bonus to either melee or ranged attacks, and, with visions of flashing swords running through his imagination, selects melee. He then rolls a d6 for Hit Points, getting a “4”, and as a Fighting Man, gets to add three to that number for a total of 7 hit points!

Carl then rolls 2d6, getting a result of “9”, and multiplies this result by 10, which grants him a total of 90gp to purchase his starting equipment with. Scanning over the lists of basic gear, weapons, and armor, he selects a longsword (15gp), an Irradium pistol (20gp), ten bullets (5gp), a basic weapons harness (5gp), as well as 50’ of rope, a grappling hook, and an Irradium torch for illumination (17 more gp). He then subtracts his expenditures from his money, records his equipment on his paper, and figures out his armor class.

Carl decides on the name Parth Parthus as evocative of the tone of the campaign, and hands his character sheet off to the Referee to review:

Parth Parthus

Fighting Man, 1st Level (Veteran)

Str 16 (+2)

Int 13 (+1)

Wis 8 (-1)

Dex 14 (+1)

Con 10 (0)

Cha 11 (0)

AC 6 (Harness, Dex)

HP 7

+1 to-hit and damage with Melee weapons

Unstoppable (free attack with kill)

Saves: Explosions13, Mentalism15, Energy15, Poison13, Falls12, General14

Equipment

Longsword (d8 damage, +1 two-handed)

Irradium pistol (d8 damage, 30’ range)

10 bullets

Basic Harness (AC7)

50’ Rope

Grappling hook

Irradium torch

The Referee confirms the math on Carl’s sheet, reviews the other players’ sheets, and the game is ready to begin!