Speed: Pace: 10, +1d6 for running, +1d8 for four-legged running.Incurious: Green Men subtract 2 from their Smarts.Cruel: Green Men subtract 2 from their Charisma. Strong: Green Men start with D6 Strength instead of a D4.Agile: Green Men’s extra arms provide them with D6 Agility instead of a D4.Tough: Green Men start with D6 Vigour instead of D4.This can be overcome by taking the Martian Agility edge, which offsets the Agility penalty. If their Agility is already D4 then it becomes D4-2. Step down an Earth character’s Agility by one step due to their clumsiness in low gravity. EG: A character that started with d12 Strength would now have d12+4 Strength. If this takes them over a d12, each step counts as +2. Step up an Earth character’s Strength Dice twice while they are on Barsoom. Barsoom’s low gravity means that the men of Earth are approximately three times stronger than they otherwise would be and are able to leap three times as far and exert three times a much proportional strength. Men of Earth can sometimes reach Barsoom. Whether by mysterious gases, astral projection, cosmic telegraph or good old fashioned rocket ships. My concern here isn’t for balance, but rather to present some ideas for rules that are representative of the setting, a synthesis of the new movie version and the original book version. MARS isn’t Barsoom, but licensed property or not you can make it work with a bit of mangling.
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