The Conan OGL varient seems like the perfect chassis onto which to bolt a Barsoom setting. John Carter's martian adventures are by far my fave of ERB's series, and my favorite of the "martian adventure" stories.
It strikes me as a really excelent RPG setting in the d20/OGL mode. In no particular order, some riffy ideas:
RACES
Like in Conan, races get bonus skills, ability bonuses, special abilities, and favored & restricted classes.
Earthmen
Greenmen
Redmen
Blackmen
Yellowmen
Whitemen
Kaldanes
(and offworld)
Masenas
Tarids
Morgors
Savators
CLASSES
Barbarian
Scout
Technologist
Mentalist
Noble
Soldier
Rogue
TELEPAHTY
A set of telepathic skills & feats. The mentalist gets bouns telepahtic feats and has all the telepathic skills as class skills. Latent telepahty seems like a normal and common thing on Barsoom, but some would develope it as a specialized art or science. Psychic powers on Barsoom are mostly 'soft' (no TK style effects) with mesmerism & telepahty being common. Some minor 'kinetic' powers available to dedicated Mentalists might be in order.
COMBAT
Since no one wears armor, the bouns for Dodge/Parry needs to be upgunned a step for each class & there needs to be lots of dodge/evasion special abilities and feats... otherwise it's death for all, especially with radium firing guns. Gun-related feats (Two-gun fighting, sharpshooter, fastdraw etc.)
OTHER
Codes of honor unique to Mars (A Greenman of honor will respond only in kind when attacked- if attacked with fist, he must respond with fist etc.)
Technology of mars (flying ships, radium guns, advanced medicine etc).
High Adventure- the 'flavor' of ERB's Mars... what it is to adventure there, and which metagame considerations need be accounted for with mechanics?
A good resource for any such conversion:
http://www.erblist.com/abg/index.html
Ideas?
-B
It strikes me as a really excelent RPG setting in the d20/OGL mode. In no particular order, some riffy ideas:
RACES
Like in Conan, races get bonus skills, ability bonuses, special abilities, and favored & restricted classes.
Earthmen
Greenmen
Redmen
Blackmen
Yellowmen
Whitemen
Kaldanes
(and offworld)
Masenas
Tarids
Morgors
Savators
CLASSES
Barbarian
Scout
Technologist
Mentalist
Noble
Soldier
Rogue
TELEPAHTY
A set of telepathic skills & feats. The mentalist gets bouns telepahtic feats and has all the telepathic skills as class skills. Latent telepahty seems like a normal and common thing on Barsoom, but some would develope it as a specialized art or science. Psychic powers on Barsoom are mostly 'soft' (no TK style effects) with mesmerism & telepahty being common. Some minor 'kinetic' powers available to dedicated Mentalists might be in order.
COMBAT
Since no one wears armor, the bouns for Dodge/Parry needs to be upgunned a step for each class & there needs to be lots of dodge/evasion special abilities and feats... otherwise it's death for all, especially with radium firing guns. Gun-related feats (Two-gun fighting, sharpshooter, fastdraw etc.)
OTHER
Codes of honor unique to Mars (A Greenman of honor will respond only in kind when attacked- if attacked with fist, he must respond with fist etc.)
Technology of mars (flying ships, radium guns, advanced medicine etc).
High Adventure- the 'flavor' of ERB's Mars... what it is to adventure there, and which metagame considerations need be accounted for with mechanics?
A good resource for any such conversion:
http://www.erblist.com/abg/index.html
Ideas?
-B