TEXT:  
   
  ADDITIONAL 
  Rules for Fantastic Medieval Wargames 
  Campaigns Playable with Paper and Pencil 
  And Miniature Figures 
   
   
  SUPPLEMENT 
  WARRIORS OF MARS 
  BY 
   “DOC” 
   
     NOT Published by 
   
      TSR RULES 
   
      Price $0.00 
  
   
   
   
  Supplement 
  WARRIORS OF MARS 
  BY 
  “DOC” 
  With Special Thanks and in tribute to E. Gary Gygax, Dave Arneson, and 
  Edgar Rice Burroughs 
   
  Based upon the original Warriors of Mars rules for miniature warfare by 
  Gary Gygax and Brian Blume 
   
  Illustrations by Dave Sutherland, Tracy Lesch & Gary Kwapisz 
   
  Proofing and Layout: The Grey Elf 
   
  Additional Monster Stats (Darseen, Malagor, Orluk, Thoat/Zitidar): The 
  Grey Elf 
   
  Additional Monster Text (Darseen, Malagor, Orluk, Thoat/Zitidar): Falconer 
   
  Cover by Frank Frazetta 
   
   
   
  
  2 
   
   
   
   
  
  3 
   
  CONTENTS 
  PART ONE: MEN AND MAGIC ....................................................................... 5 
  INTRODUCTION ........................................................................................... 5 
  CHARACTERS ............................................................................................... 6 
  FIGHTING MAN ........................................................................................ 6 
  BERSEKER ................................................................................................. 6 
  SCOUT ........................................................................................................ 6 
  ASSASSIN ................................................................................................... 8 
  PSION .......................................................................................................... 8 
  PSYCHIC POWERS ....................................................................................... 8 
  TELEPATH ................................................................................................. 8 
  MESMERIST ............................................................................................... 9 
  NECROMANCER ....................................................................................... 9 
  BEAST MASTER ...................................................................................... 10 
  HONOR ......................................................................................................... 11 
  RACES OF BARSOOM ................................................................................ 12 
  MONEY AND ECONOMY .......................................................................... 13 
  PART TWO: MONSTERS AND MAGIC ........................................................ 14 
  PART THREE: UNDERWORLD AND WILDERNESS ADVENTURES ...... 19 
  BARSOOMIAN COMBAT ........................................................................... 19 
  RELIGION..................................................................................................... 20 
  CITIES OF BARSOOM ................................................................................ 21 
  PERSONALITIES OF BARSOOM .............................................................. 24 
  BARSOOMIAN ADVENTURE HOOKS ..................................................... 26 
   
   
   
  
   
   
  4 
   
  
  PART ONE: MEN AND MAGIC 
  INTRODUCTION 
  Beginning in 1912, Edgar Rice Burroughs, the first (and arguably the greatest) 
  of what would be considered the pulp authors began his tales of adventure and 
  romance set on Mars, AKA Barsoom. John Carter, a man with a mysterious past 
  that even he cannot fully recall, finds himself transported from the fields of 
  Virginia to a bloody warrior world. Is Barsoom real, or is it merely a fleeting 
  dream from the mind of a man succumbing to death? 
  Barsoom, for all its technological wonders, is 
  more a feudal world than a cosmopolitan 
  society. Warriors travel great miles in lighter 
  than air sky craft, only to do battle with sword 
  and dagger. It is a dying world, far past its 
  prime, where the noble red men strive mightily 
  to live up to their world's legacy. Once a world 
  dominated by vast oceans, the remaining water 
  comes from streams and canals trickling down 
  from the northern pole, or from natural 
  caverns hidden deep within the earth. The 
  landscape of Barsoom consists largely of miles upon miles of desert and 
  wasteland, punctuated by gleaming cities that raise towards the heavens at 
  irregular intervals. For every occupied city, though, there are dozens of 
  abandoned ruins standing in silent tribute to a people long since dead and turned 
  to sand. 
  As much as battle is important to the lives and cultures of Barsoom, so too is 
  romance. Warriors of noble heart risk life and reputation to keep their true loves 
  safe; no mean feat in a world where beautiful women are abducted on a 
  frighteningly regular basis. No person, male or female, is truly complete unless 
  they have a soul mate. Even the lowliest serf refers to their beloved as "my 
  prince" or "my princess." John Carter spent years winning the hand of the 
  incompatible Dejah Thoris, battling giants, slaying monsters, and toppling 
  kingdoms in the process. Most women will, hopefully, not play quite so hard to 
  get. 
  5 
   
  As Edgar Rice Burroughs was very much a product of his times, the Barsoom 
  books are notoriously politically incorrect. Slavery is an accepted industry, black 
  people are portrayed as a race of thieves and pirates, and women are often 
  
  6 
   
  portrayed as little more than prizes to be won. Although not as offensive as, say, 
  John Norman's Gor series, Barsoom does tend to have it's detractors. Keep in 
  mind that most of these folks were the same ones who raised a stink about Star 
  Wars because the criminal Han Solo was portrayed in a heroic light. 
  CHARACTERS 
  Characters in Barsoom start off at second level, since life itself on Barsoom is a 
  series of challenges that starts as soon as a child can walk. The highest level for 
  a Barsoomian in any class is 12th, although Jasoomians who find their way to 
  Barsoom may go as high as 15th level as a fighting men. 
  The classes available are as follows: 
  FIGHTING MAN 
  The prototypical Barsoom character, ready to redden his blade for honor, clan, 
  and family. A subtype of fighting man is the PANTHAN, a mercenary who 
  fights for a city not his own for money. Panthans are more often than not 
  criminals or outsiders in their home city. 
  BERSEKER  
  An option from OD&D, the berserker works himself into a bloody frenzy which 
  gains him +2 to hit and damage during melee. Once in melee, the berserker 
  cannot willingly leave and must stay to fight until either his opponent or himself 
  drops dead. Few right-minded warriors trust berserkers. 
  SCOUT  
  Essentially a thief, but on Barsoom this character type represents a military 
  recon scout who has been trained in the arts of stealth and subterfuge. While not 
  as mighty as a fighting man, the scout is skilled in sneaking up on 
  (dishonorable) opponents and dispatching them with a single stroke. Scouts gain 
  no ability to pick pockets, but gain an extra 5% to move silently and hide in 
  shadows 
  The scout is a skilled loner, used to operating alone behind enemy lines to gather 
  information or steal important items. Although he is no assassin, the scout is 
  skilled in using sneak attacks to dispatch opponents quickly and silently. Scouts 
  are usually trained and employed in the larger, more warlike cities, such as 
  Helium, Gathol, Jahar, and Zodanga. 
  
  7 
   
  Scouts use a 6 sided hit dice, as they are not meant to be stand-up warriors who 
  make a living of going toe-to-toe with the enemy. They use the same experience 
  table as the thief. Scouts prefer to travel light, and rarely carry the complete 
  warrior’s kit. Usually a short blade and dagger are all they will be found with, 
  taking flight if faced with opposition that might not be able to be taken out by 
  stealth.  
  Scouts are expert trackers. A scout can track an opponent who is no more than 
  one day ahead of him by rolling beneath a certain number on 2d6. 
  For every day beyond the first, the scout must add +1 penalty to the roll. A 
  natural roll of 2 will allow for a successful day of tracking no matter the number 
  of days head start of the prey.  
  A scout is specially trained in stealthy movement and keeping to the shadows. 
  The scout can move silently and remain unseen by rolling beneath a certain 
  number on 2d6. 
  Level 1-2.…. 5 or under 
  Level 3-4.…. 6 or under 
  Level 5-6.…. 7 or under 
  Level 7-8.…. 8 or under 
  Level 8-10.…9 or under 
  Level 11-12...10 or under 
   
  Out of necessity, the scout can dispatch an opponent quickly if they can take 
  them by surprise (by DM caveat, but often by making a successful stealth roll). 
  A scout of level 1-4 does double damage on a successful sneak attack. At levels 
  5-8 it increases to triple damage. By level 9 and beyond they can do four times 
  normal damage on a successful sneak attack. 
  Much like the Gorthan, the scouts of Barsoom are not as bound by the strict 
  codes of honor that permeate Martian society. A known scout is not expected to 
  adhere to the honor code as strictly as common warriors, for the very nature of 
  their profession implies that they must sometimes perform ignoble deeds in 
  behalf of their kingdom. It is considered impertinent to point out a scout’s lack 
  of honor. 
  If captured, a scout is expected to take his own life rather than confessing his 
  allegiance. 
  
  8 
   
  ASSASSIN  
  The dreaded Gorthans of the bleak city of Zodanga, the assassins are a dire and 
  dangerous lot. They care little for anything but money and their services are 
  always impartial to good or evil. Brainwashed by their cult leaders, the Gorthans 
  have no fear of death and will slay themselves if captured and unable to escape. 
  The assassin is also able to cloak his presence so that he cannot be detected 
  telepathically. He may do this for a number of rounds equal to his level per day.  
  The assassin class is identical to the Blackmoor assassin. 
  PSION  
  Based upon the Psionicist class in the OD&Dities zine, the psion is capable of 
  summoning powers far beyond that of cold steel. There are four basic psionic 
  powers on Barsoom (which will be expanded upon later): Telepathy, 
  Mesmerism, Necromancy, and Beast Mastery. A psion will have one of these 
  talents, modest at first, but eventually very powerful. 
  PSYCHIC POWERS 
  There are four types of psychic powers on Barsoom, the Telepath, Mesmerist, 
  Necromancer, and Beastmaster. All four classes are written to be played very 
  simply with the DM adjudicating their use as applies to his own campaign.  
  Let's start out with some basics. 
  ALL Barsoomians posses a low-level psychic awareness that allows them to tell 
  how many people are in their general area. In game terms, they have a 75% 
  chance to detect all humans (which includes Red, White, Black, and Yellow 
  Martians, but not Green Martians or beasts) within a 50' area around them. This 
  applies even if the other people are in another room, building, or in hiding. This 
  does not give the character any idea of the identity or the intent of these people, 
  merely that they are there. Also, the character MUST be concentrating to use 
  this detection. Assassins (Gorthans) have learned how to nullify their psychic 
  trace for short periods of time to render them invisible to this form of detection. 
  Regarding psychic characters, all four classes attack, save, and rise in level as 
  clerics.  
  TELEPATH 
  Telepaths gain the ability to read the minds of others, searching for information 
  that their opponent would much rather keep to himself. A telepath attempting to 
  wrest information from the mind of somebody who is aware of what they are 
  
  9 
   
  doing and actively resisting must make this attempt at -20%. Additionally, a 
  victim with a WISDOM score of 16 or higher forces the telepath to gain his 
  information at an additional 10% 
  LEVEL and PERCENTAGE 
  1. 25% 
  2. 35% 
  3. 45% 
  4. 55% 
  5. 60% 
  6. 65% 
  7. 70% 
  8. 75% 
  9. 80% 
  10. 85% 
  11. 90% 
  12. 95% 
  MESMERIST 
  The Mesmerist is a feared specialist who is skilled at imposing his will upon 
  others. He may give commands to other characters or NPCs who will usually 
  follow them helplessly. If giving a command that the victim would not normally 
  carry out (go fight a rampaging banth armed with a yo-yo) the Mesmerist must 
  roll for success with a -20% penalty. If asking the victim to do something 
  completely dishonorable (betray his lord or his mate) he must make the attempt 
  at a -40% penalty! In addition, a victim with a Wisdom of 16 or higher requires 
  an additional -10%. 
  The Mesmerist's percentages are the same as the Telepaths. 
  NECROMANCER 
  The Necromancer is a psion who can communicate with the dead. As long as he 
  is gripping a portion of a deceased person's body, no matter how tiny a piece, he 
  can attempt to conjure forth the spirit of the dead person and ask him questions. 
  So he could ask a dead soldier about the military might of his city, a dead person 
  from 2000 years ago details about what was happening back then, a dead sage a 
  question about his specialty areas, etc. The spirit, bound by the power of the 
  necromancy, is compelled to answer the question and cannot lie, although they 
  may couch the answer in a riddle or story rather than being straightforward, 
  depending on what sort of intelligence or personality the spirit had in life.  
  
  The longer dead the body has been, the harder it is to summon the spirit. A spirit 
  that has recently departed it's body (within the last 24 hours) can be summoned 
  with a +25% bonus. A spirit that has been deceased for more than 100 years 
  requires a -10 penalty. More than 500 years requires a -20 penalty. More than 
  1000 years requires a -30 penalty. More than 2000 years requires a -40 penalty. 
  2500 years or more requires a -50 penalty or DM's fiat. 
  Percent chance is the same per level as the Mesmerist or Telepath. 
  BEAST MASTER 
  The beastmaster of Barsoom has an 
  inherent rapport with the animal kingdom 
  around him. He is typically accompanied 
  by one or two loyal beasts and most 
  Barsoomians give him a wide berth. The 
  military makes frequent use of 
  beastmasters, as they can get a pack of 
  calots to hunt down an escaped fugitive or 
  call upon white apes to batter down the 
  wall of an enemy fortress.  
  Beastmasters have three psionic skills: 
  Calm Beast, Befriend Beast, Command 
  Beast. Calm Beast will drain the fear or 
  anger from an agitated beast; a useful 
  power if you are about to be attacked. 
  Befriend Beast will gain the allegiance of a creature. Once befriended, the beast 
  is loyal to the beastmaster unless abused or otherwise treated cruelly. The 
  beastmaster can never have more than his level score in beasts befriended in 
  such a way (i.e., a 7th level beastmaster can have 7 loyal beasts). Command 
  Beast allows the beastmaster to give the beast an order and have it carried out. A 
  beastmaster attempting to command his charge to perform an obviously suicidal 
  act will result in the creature giving the beastmaster a mental middle finger and 
  departing, free from it's bond of friendship.  
  Calm Beast starts out at 50% and rises 5% per level. 
  Befriend Beast starts out at 40% and rises 5% per level. 
  Command Beast starts at 30% and rises 5% per level. 
  Now, here's the downside:  
  10 
   
  
  11 
   
  For every hit dice that the beast has above the beastmaster, the roll is done at a 
  cumulative -10%. So a 7th level beastmaster would have a base roll of 60% to 
  command a beast. But if he is trying to command an 11 HD banth, then his 
  attempt is only going to work with a roll of 20%. And if he fails, the banth will 
  almost certainly attack. This is why you don't see low level beastmasters 
  walking around with banth, apt, and white ape companions. 
  HONOR 
  Honor is a big deal on Barsoom. Even the most lowly wretch is afforded respect 
  if he displays that he has great honor. And even the wealthiest and most grand 
  Jeddek is looked upon with contempt if he conducts himself in a dishonorable 
  fashion. 
  Honor is reflected as a bonus or penalty to one's reaction bonus. Thus, a 
  character who is known to be honorable would gain a bonus to reaction rolls 
  when meeting NPCs and trying to influence others.  
  For every 50 points of Honor, the character gains a +1 to his reaction roll. If a 
  character had 203 honor points, he would get a whopping +4 reaction. If he was 
  a base villain and had -120 points, he would get a -2 reaction. The highest and 
  lowest reaction mod you can get through the tally of honor is +6/-6. Thus, even 
  an ugly, slovenly, ignorant mendicant could be seen as a man of great worth and 
  prestige if he was known to live his life in a true and noble way. 
  The general guidelines are: 
  Beating opponent in fair fight: +3 honor 
  Rescue of others: +4 honor 
  Swearing allegiance to a lord: +5 honor 
  Defending your good name: +5 honor 
  Defeating a great/powerful beast alone: +8 honor 
  Defending your lord's good name: +9 honor 
  Defending your mate's good name: +10 honor 
  Inappropriate public behavior -1 to -5 honor 
  Lose a fight to an inferior opponent: -4 honor 
  Cruelty or disrespect to a woman: -5 honor 
  Public cowardice: -8 honor 
  Attacking from behind: -10 honor 
  Slaying a woman: -10 honor 
  Betray your lord: -15 honor 
  
  12 
   
  Betray your mate/family: -20 honor 
  All characters begin with 0 honor, but usually swear allegiance to a lord within 
  the first couple of sessions for 5 honor points. 
  RACES OF BARSOOM 
  RED MARTIANS: Noble, fearless, and strongly tied to tradition and honor, the 
  Red Martians are the prototypical inhabitants of Barsoom. They are generally 
  fighting men, but can be any class. Red Martians gain +1 to any single stat of 
  their choice due to their general adaptability. They are aligned to Law. 
  BLACK MARTIANS (First Born): The First Born, Black Martians have jet 
  black skin and hair, and are arrogant and cruel. They make their living as pirates 
  and killers, swooping down in their sky galleons upon unsuspecting settlements. 
  They have +1 to dexterity, but -1 to charisma. They favor the fighting man and 
  berserker roles and are strongly aligned to Chaos. 
  YELLOW MARTIANS (Okarians): The Okarians are a cold and distant people, 
  separating themselves from the rest of Barsoom in great domed cities across the 
  planet's Northern point. They favor a variety of fighting that involves using two 
  curved swords to hook their opponents and drag them in for a close kill. They 
  are almost universally fighting men, and are Neutral in outlook. 
  WHITE MARTIANS (Thern): The Thern are a dire race that dwell in the Valley 
  of Issus and hold sway over a false religion. They are wiry and cruel-visaged, 
  with a fondness for tattoos and body markings. They are bald, but wear wigs to 
  conceal their true nature. The Thern are cannibalistic and consider all other 
  Martians to be fair game. Like Red Martians, they are likely to be any sort of 
  class. They are aligned to Law, but of a dark and unforgiving aspect. 
  WHITE MARTIANS (Orovians): The Orovians are the ancestors of the Thern, 
  and are on the verge of dying out. Tall and powerful, they were the first race on 
  Barsoom and were the undisputed masters of Barsoom's long-gone oceans. They 
  get +1 to strength and constitution, but -1 to wisdom, and are either fighting men 
  or berserkers They are aligned to Law, and the few that survive are considered to 
  be of noble race. 
  GREEN MARTIANS (Tharks): Huge (9'-12') green-skinned killing machines 
  with four arms, fangs, and large eyes, the Tharks are truly alien in thought, 
  possessing no understanding of emotion and no motivation beyond brutal 
  
  13 
   
  survival. They get +4 to Strength, -2 to intelligence, wisdom, and charisma and 
  use d10 hit dice. They are never anything but fighting men and berserkers. If 
  using more than a single weapon in battle, a Thark may attack twice per round. 
  MONEY AND ECONOMY 
  The standard unit of currency is the tanpi, an oblong gold coin. For smaller 
  transactions, there is the silver teepi, worth 1/10th of a tanpi. Most times, 
  currency is paid out in ornate jewelry instead. In general, most characters will 
  have 1d10 tanpi in their pouches. A noble will have immediate access to 
  1d10x100 tanpi, although their true worth might be a thousand times that. 
  THE WARRIOR'S KIT: Despite the class names, every character on Barsoom is 
  considered a "warrior." The warrior's kit consists of a harness that crosses across 
  the chest and contains sheaths for the weapons of a true Barsoomian. The 
  weapons are: 
  Long Sword: A long, slim fighting blade that is the primary weapon of 
  Barsoom. 
  Short Sword: A fast, slender weapon intended to be used in the off-hand. 
  Dagger: A back-up weapon and all-purpose tool. 
  Radium Pistol: This deserves a special explanation. The radium pistol resembles 
  a large, five-barreled revolver that is nearly the size of a sawed-off shotgun. 
  Each bullet is tipped with a bead that contains a drop of radium. While inert 
  during nighttime, radium becomes explosive if exposed to sunlight. Thus, when 
  a gun is fired the bead breaks upon impact and blast a a big hole through 
  whatever it hits. Normal damage of a radium pistol is 2d6 during the nighttime, 
  and 3d6 during the daytime. Due to the Barsoomian Warrior's Code (to be 
  explained at a later date), no true fighting man of Barsoom would ever use a 
  pistol at close distance. 
  In general, fighting men and assassins will use whatever weapons they can get 
  their hands on. Scouts favor smaller weapons such as the short sword and 
  dagger, and shun noisy firearms. Berserkers will likely fight with a blade in 
  either hand, unmindful of their own safety. Psions often attempt to conceal their 
  status, and will fight as fighting men. 
   
  
  14 
   
  PART TWO: MONSTERS AND MAGIC 
   
  Monster 
  Type 
  No. 
  Appearing 
  Armor 
  Class 
  Move 
  in 
  Inches 
  Hit 
  Dice 
  % in 
  Lair 
  Type or 
  Amount 
  of 
  Treasure 
  Apt 
  1-2 
  2 
  18 
  10 
  30% 
  H 
  Banth 
  1-10 
  1 
  16 
  11 
  25% 
  G 
  Darseen, 
  Monstrous 
  albino 
  1-6 
  4 
  6 
  6+1 
  40% 
  F 
  Malagor 
  1 
  4 
  6/48 
  6 
  20% 
  I 
  Martian, 
  Black, 
  Red, 
  White, 
  Yellow 
  1-100 
  All variable-------- 
  15% 
  A 
  Martian, 
  Green 
  3-18 
  4 
  9 
  5 
  30% 
  C 
  Orluk 
  2-12 
  3 
  14 
  5 
  30% 
  D 
  Plant Man 
  2-20 
  4 
  12 
  6 
  75% 
  D 
  Sith 
  2-20 
  0 
  24 
  6+3 
  50% 
  C 
  Thoat / 
  Zitidar 
  1-10 
  7 
  12 
  4 
  Nil 
  Nil 
  White 
  Ape 
  1-6 
  3 
  14 
  8+4 
  80% 
  B 
  Zitidar 
  2-20 
  2 
  14 
  10 
  Nil 
  Nil 
   
   
   
  
  APT: HD:10, AC:2, MOVE:18, 
  ALIGNMENT: Chaos 
  ATTACKS: two pummels or one bite. 
  DAMAGE: 1d8+4/1d8+4, 2d6+immobile 
  The apt is a huge, vaguely centaurlike 
  creature that dwells in the northlands of 
  Barsoom. It is covered in shaggy white fur 
  and runs across the frozen tundra on four 
  th it's corded arms and taloned paws twic
  round. It's head is broad and flat with a long snout and massive jaws. If it 
  manages to bite an opponent, that character must make a save vs. petrification 
  be unable to free itself from the apt's maw and is vulnerable to attack (AC:9) 
  until freed. The apt is a vicious predator with a dim intelligence that relishes 
  hunting Barsoomians as much as they relish hunting it. 
  stocky, powerful legs. It strikes wi
  e per 
  or 
  BANTH: HD:11, AC:1, MOVE:16, ALIGNMENT: Neutral 
  The ultimate predator of Barsoom, the 
  al 
  o the 
  nough to actively hunt for Banth. The same 
  DARSEEN: HD: 6+1, AC: 4, MOVE: 6, ALIGNMENT: Neutral, ATTACKS: 
  ATTACKS: claw/claw/bite, howl. 
  DAMAGE: 2d6+2/2d6+2/2d8, 
  Special 
  Banth is a gigantic six-legged lion 
  with a body of rippling muscle 
  beneath a tawny coat. It's physic
  attacks are nightmarish, but pale in 
  comparison to it's howl. Once per 
  combat, a Banth may let loose a 
  terrible howl. Everybody within 
  earshot must make a save vs. 
  petrifaction at -2 or be rooted t
  spot and unable to move for 1d4 
  rounds. Few people are powerful e
  cannot be said of the reverse. 
  (6) Claw or Bite, DAMAGE: 1d6 
  15 
   
  
  This is a generic name 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. 
  MALAGOR: HD: 6, AC: 4, MOVE: 6/48, ALIGNMENT: Law, ATTACKS: (6) 
  Talons or Beak, DAMAGE: 1d6+3 
  This giant bird is very rare.  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. 
  MARTIANS 
  For details on the various Martian races of Barsoom, see the CHARACTERS 
  section in part one of this volume. 
  ORLUK: HD: 5, AC: 3, MOVE: 14, ALIGNMENT: Neutral, ATTACKS: (5) 
  claws and bite, DAMAGE: 1d6+2 
  We are taking a few liberties with this monster, for ERB never really described 
  the Orluk, other than to say it was 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. 
  PLANT MAN: HD:6, AC:4, MOVE:12, 
  ALIGNMENT: Neutral 
  16 
   
  ATTACKS: Unarmed strike 
  DAMAGE: 1d6+3 
  The plant men of Barsoom are towering, 
  gangling monstrosities with rubbery blue 
  flesh and limbs that are too long for their 
  bodies. Their faces are a horror: ringed 
  with wormlike hair and devoid of all 
  
  features except for a single huge, unblinking all-white eye. Their hands are 
  tipped with heavy, curved claws and their mouths are located upon their palms. 
  A plant man has a special leaping ability, allowing him to, once per round, leap 
  up to 30 feet in any direction. A typical tactic is for a group of plant men to lay 
  in ambush for prey, then leap from out of nowhere and batter their prey into 
  submission and then devour them once they are unconscious.  
  SITH: HD:6+3, AC:0, MOVE:24, ALIGNMENT: Chaos 
  ATTACKS: Sting 
  DAMAGE: See below 
  The Sith are jet black wasps the size of a bull. 
  They cannot walk upon the ground, but can fly at 
  speeds far greater than a man can run. They hunt 
  in packs of 2d4 and are relentless in their pursuit 
  of fresh meat. The Sith possess a powerful sting 
  that is nearly always fatal. If a character is stung, they must save vs. poison or 
  perish instantly. If they save, they merely take 2d6 damage. A Sith's gigantic 
  eyes take up 90% of it's head, making it impossible to sneak up on them. 
  Contrary to popular belief, there CAN be more than two Sith at a time. 
  THOAT: HD: 4, AC: 7, MOVE: 12, 
  ALIGNMENT: Neutral 
  ATTACKS: Charge, Trample, Bite 
  (See below) DAMAGE: 3d6 
  (Trample) 1d6+2 (Bite) 
  Thoats are a common riding animal 
  of Barsoom, resembling a sort of 
  reptilian horse.  They are foul-
  tempered but respond well to care 
  and compassion by their owners. 
  The Thoat gain a +2 on the dice roll 
  to attack with a trample on any turn 
  which they charge into combat. 
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  WHITE APE: HD:8+4, AC:3, MOVE:14, ALIGNMENT: Chaos 
  ATTACKS: 2 Punches, Toss, Rend 
  DAMAGE: 1d6+4 (x2), 2d6+4, 4d6+4 
  The white ape is the only creature actually 
  feared by the barbaric green Martians. A 
  towering shaggy monster standing some 15' 
  tall with four massive arms, it is almost 
  certainly a primitive version of green 
  Martian. When in ruins or similar areas, the 
  white ape can move silently and hide in 
  shadows with a base 70% chance. It's 
  preferred attack is to catch a single opponent 
  alone, then rush in silently and batter them 
  to death before they realize the danger. It 
  normally attacks twice per round for 1d6+4 
  damage each attack. However, it can also (upon a successful grapple check) hurl 
  an opponent against the ground or a wall for 2d6+4 damage. Finally, if it 
  successfully grapples, it can attempt to rend the opponent limb from limb for 
  4d6+4 damage. It prefers to attack young and inexperienced prey, be it green 
  Martian, red Martian, or any other. 
  ZITIDAR HD: 10, AC: 2, MOVE: 14, ALIGNMENT: Neutral, ATTACKS: 
  Charge, Trample DAMAGE: 3d6 
  Another riding animal of Barsoom, the Zitidar is nothing less than a wooly 
  mammoth, just like those found on prehistoric Jadoom. Like the Thoat, when the 
  Zitidar charges, it gains a +2 to attack rolls to trample opponents. 
   
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  PART THREE: THE UNDERWORLD AND WILDERNESS 
  ADVENTURES 
  BARSOOMIAN COMBAT 
  The complex moral codes, desert environment, and light swords of the Red 
  Planet have all contributed to giving Barsoomian combat a feel that is somewhat 
  different than that of the traditional OD&D world.  
  To start with, there is the 
  warrior's honor code to deal 
  with. When attacked, the 
  defender MUST defend with a 
  weapon that is equal or less 
  than the attacker's weapon. If 
  attacked with a short sword, the 
  defender must defend with a 
  short sword or dagger. The 
  ladder looks like this: Radium 
  Pistol ---> Long Sword ---> 
  Short Sword ---> Dagger ---> 
  Bare Hands. If a person 
  attacked with, say, a long sword 
  draws a radium pistol and fires 
  away, he suffers a massive loss 
  of honor (as does his clan and 
  city by association). So, if a 
  Red Martian is attacked by a First Born who is using a long sword and the Red 
  Martian has only a pistol on him, he must attempt to defend with his bare hands 
  or lose honor. 
  There is no armor on hot, dry Barsoom. Chain or plate armor would ultimately 
  lead to the death of it's wearer as heatstroke and fatigue claim the heavily 
  equipped warrior. The traditional battle harness of Barsoom acts as light armor 
  (AC:7). In addition, a Barsoomian armed with two weapons may count his off-
  hand weapon as a shield and gain +1 to AC (so a warrior with a long sword and 
  short sword is considered to have a +1 parrying bonus when fighting with both 
  weapons).  
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  As all classes are expected to be warriors, all receive the AC bonus for high 
  dexterity that a fighting man would gain. Since Barsoomian swordplay is based 
  
  more on dodging and nimble action, Barsoomians actually engaged in combat 
  get double their normal DEX bonus, if they have any. So a Barsoomian with a 
  +2 Dex bonus to AC with a harness and off-hand weapon would have a 
  complete AC of 2. This makes up for the lack of heavy armor on the Red Planet. 
  It also means that the AC for a player character or NPC is going to be from 7 to 
  0, which gives a nice range without getting crazy. 
  Again, due to the fact that their fighting style relies more on finesse than bashing 
  away, Barsoomian characters gain their "to hit" bonus based on dexterity, not 
  strength. A high strength still gives a damage bonus, though.  
  The exception to this rule, of course, is the battle tactics used by the hulking 
  Green Martians. With their great strength, their battle strategy is usually based 
  upon hacking with their huge weapons, using strength to hit rather than 
  dexterity. 
  Special note must be made of the fighting style of the Okarians. They fight with 
  twin curved blades that are used to ensnare an enemies weapon. An Okarian 
  may make a decision to try to attack his opponent's weapon rather than do 
  damage. If he hits, the opponent must roll THACO or his weapon is useless that 
  round and other warriors may attempt to strike him. The Okarian who has snared 
  him may also attack if he is holding another blade, although at a -2 to hit. He 
  must roll each round until he rolls his THACO, or remain ensnared. Obviously 
  he could also drop his weapon, although if he has no backup weapon he is in 
  deep Bantha poodoo. 
  RELIGION 
  Most Barsoomians practice 
  ancestor worship as their 
  primary religion. Over the past 
  100,000 years, though, the 
  worship of Issus has become 
  common. Issus is the goddess 
  of Life and Death, which makes 
  her pretty damned all-
  encompassing. When a 
  Barsoomian becomes over the 
  hill (at around age 1000 or so), 
  he takes a trip to the Valley of 
  Dor to become one with the 
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  21 
   
  goddess. The entire religion was discovered by John Carter to be an enormous 
  sham. The Tharn who presided over the religion and who lived in the valley 
  actually captured and ate all the elderly Barsoomians who came to meet the 
  goddess. When nobody ever returned from the valley, the myth of becoming one 
  with the goddess became reinforced in the minds of all Barsoomians. 
  Needless to say, membership of the Temple of Issus has dropped somewhat in 
  recent years…. 
  CITIES OF BARSOOM 
  Once Barsoom contained thousands of cities, all opulent and teeming with life. 
  Now, though, the vast majority of these cities are empty and uninhabited, their 
  populations long since gone to dust. Almost all cities on Barsoom are built by 
  canals or close to what were once great lakes, now vast craters. The greatest of 
  the Red Man kingdoms is mighty Helium, containing the cities of both Greater 
  and Lesser Helium and many smaller towns. The two cities in particular are a 
  grand sight, with their tiled villas and golden spires. The Jeddak (emperor) of 
  Helium is Tardos, grandfather of Dejah Thoris. 
  Other cities or empires of note on Barsoom during the time of John Carter 
  include: 
  DUSAR: A small merchant city known for it's exquisite honey. 
  GATHOL: A major, opulent, and ancient city of millions, famous for its endless 
  diamond mines. 
  HASTOR: A prominent, though largely undescribed, city. 
  JAHAR: A dark empire of cold iron, the ancestral enemy of Helium. 
  OKAR: A very large territory incorporating several cities located in the arctic. 
  PTARTH: Another merchant city with a strong warrior caste. 
  SHADOR: An island with an impenetrable fortress used as a prison. 
  THARK: One of the few true cities of the Green Men. 
  VALLEY OF DOR: Located at the south pole, the home of the Issus Cult 
  (see religion section). 
   
  
   
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  ZODANGA: A major city known for it's ruthlessness. The Guild of Assassins is 
  housed here. 
  Of the dead cities of Barsoom, the most prominent is Horz, once home to the 
  mighty Orovar mariner civilization that ruled Barsoom's distant past. Now it is a 
  land of ghosts and shadows. Other dead cities include Aanthor, Korad, and 
  Torquas. The Green Men often claim abandoned cities as their own, setting up 
  clans there for centuries built on the bones of the Red Men's ruins. 
  PERSONALITIES OF BARSOOM 
  JOHN CARTER Jasoomian Fighting Man, Level 15 
  John Carter has lived for countless centuries, although he has no memories that 
  go further back than 1786. He has been a soldier of one form or another for as 
  long as he can recall. In 1866, following an Apache attack, he mysteriously 
  found himself on the warlike planet of Barsoom, which he believes to be the 
  world that humans call Mars. Barsoom has given him the opportunity to live the 
  life of daring adventure that has called to him since time immemorial. He is 
  respected by the warrior society of Helium and has married the incomparable 
  Dejah Thoris, granddaughter of the Jeddek of Helium. 
  Carter's Jasoomian heritage provides him with 
  several advantages on the low gravity world. 
  He is far stronger than any other person of his 
  size, and gains +2 to all tests of physical power. 
  He can easily leap 10 feet in the air, and as 
  much as 20 feet with a running start. Finally, 
  although he can telepathically detect others, 
  nobody can detect him. 
  John Carter is a tall, well-formed man who 
  looks to be no older than 30, built for both 
  power and quickness. He is dark haired with 
  steady gray eyes and a square jaw. At times he 
  is haunted by his barely remembered past 
  existences, but he does not allow himself to 
  dwell on the; he is a man of action. Carter's overwhelming motivation is the 
  safety and happiness of his wife, Dejah Thoris. He would risk anything in her 
  name. 
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  DEJAH THORIS Red Woman Fighting Ma… 
  Woman, Level 6 
  The incomparable Dejah Thoris is the epitome 
  of Barsoomian femininity. She is skilled in all 
  manners pertaining to etiquette and command, 
  as well as all womanly pursuits and charms. She 
  is a true daughter of Helium, having risked her 
  life in defense of her homeland time and time 
  again. 
  Dejah Thoris has flawless bronzed skin, jet 
  black hair, and a sleek, perfect figure that she 
  does not attempt to conceal. Hardened warriors 
  tremble at her mere proximity. Such is her 
  incredible beauty that she gains an additional +2 
  on all tasks against males involving charm, 
  persuasion, or seduction. She remains cool and 
  aloof, unfazed by anything other than the 
  thought of her husband in peril. 
  TARS TARKAS Green Man Fighting Man, 
  Level 12 
  The towering Tars Tarkas is the chieftain of 
  the Thark tribe. First John Carter's captor, he 
  has since become a friend and ally of the 
  Jasoomian. Such has been his service to the 
  people of Helium that he has been awarded 
  citizenship and is the only green man allowed 
  to freely walk it's streets. 
  Tars Tarkas is a typical green man, tall and 
  alien in appearance. He fights with a great 
  sword wielded two-handed and two smaller 
  blades. He is very literal with no sense of 
  humor. Tars Tarkas often finds himself 
  caught between his loyalty to his red man comrades and his duty to his green 
  man followers. 
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  26 
   
  TARZAN OF THE APES Jasoomian Beastmaster, Level 12 
  John Greystoke was orphaned along the coast of Africa as an infant and raised 
  by great apes, not even becoming aware of his human nature until adulthood. 
  Although highly intelligent and multilingual, he still often seems to be more 
  beast than man. He is uncomfortable in civilization, preferring the wilds. 
  Tarzan is tall and powerful. He bears a very strong resemblance to John Carter. 
  Except for his feral eyes and low, growling voice, they are virtually identical. He 
  prefers to fight with his father's hunting knife, although he can use many 
  weapons. He is deathly afraid of firearms and shuns them. For all of his bestial 
  nature, he possesses nobility and honor equal to any Barsoomian warrior.  
  JONAH HEX Jasoomian Scout, Level 11 
   Born under a bad sign in 1836, Jonah Woodson Hex was abandoned by his 
  mother as an infant and sold to an Indian tribe by his father in exchange for a 
  bottle of whiskey. He enlisted as a tracker for the Confederacy during the Civil 
  War. Following that, Hex was a bounty hunter for many years, shunned 
  wherever he traveled. 
  Jonah Hex is a lean, sinewy man with shaggy red hair and horrific burn scars 
  across the right side of his face. Hs is short tempered, hard edged, and thinks 
  nothing of taking drastic actions to achieve what he believes to be the right 
  thing. He has no friends, this Jonah Hex, but he has two constant companions: 
  the smell of gunpowder and the ever present specter of Death. 
  Jonah Hex has nothing to do with Barsoom, however he was my favorite comic 
  book character all throughout my childhood. Since he and John Carter both lived 
  and fought in the same time period, it isn't terribly hard to imagine him making 
  his way to Barsoom and blowing green men and Thern to hell. 
  BARSOOMIAN ADVENTURE HOOKS 
  1. A flier containing a princess of Helium crashes over an ancient ruined city 
  held by green men. The party nobly volunteers to enter the city to rescue the 
  princess. Things become complicated when night falls, and white apes prowl the 
  city hunting red and green men alike. 
  2. Your benefactor has been slain by a warrior bearing the mark of the Gorthan, 
  but the assassin kills himself before he can reveal his employer. The party must 
  
  travel to Zodanga and infiltrate the Assassin's Guild in order to discover who 
  ordered your benefactor's death, and why. 
  3. Jahar and Helium are at war (yet again)! The characters enlist in the Navy and 
  are sent out across the sands to battle the foe. Will they win glory as expert 
  pilots? Sneak behind enemy lines and gather vital information? Attempt to take 
  the great Citadel of Jahar against overwhelming odds? Perhaps they discover the 
  warriors of Jahar are not that different from those of Helium. 
   
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  NOTES 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Warriors of Mars (Revised).pdf