Lords of Mars

Adventure on a dying world in the spirit of Edgar Rice Burroughs’ "A Princess of Mars." Explore the dead sea bottoms where ravaging tribes of green Martians lay claim to the cities of your ancestors. Delve into ancient tunnels in search of secret treasures or nefarious spies. Fly through the Martian skies on an airship, dodging sand storms and splider swarms! Lords of Mars features a rules light system that is easy to learn and quick in play. Requires only two six-sided dice per player. Also packed into this modest rulebook is a system for conflicts between airships and massive land battles between hundreds or even thousands of warriors. The game is yours! What will you do as one of the Lords of Mars?

Ashcan Edition. PWYW.

Author(s): 
Game Type: 
Roleplaying Game
Crunch: 
3 - Mildly Crunchy
Players: 
2+
GM?: 
Yes
Free?: 
Yes
Excerpt: 

When an action's success is uncertain, a player rolls 2d6 and adds points from the most relevant Trait, and a point for each relevant Load item or Special. If the total is equal to, or greater than the action's Difficulty Score (DS) it is successful. Note that plusses from items and Specials only stack if they make sense (MM's call), a character walking around with three swords does not get +3 from them when attacking (unless they have extra arms).

DS Guidelines
Easy: 6, Moderate: 8, Hard: 10, Heroic 12, Superheroic 14, etc.

Facing Danger
If an action has a risk of physical danger, the difference between the roll and DS (or opposing roll) is the amount of damage the character does or takes. After a round of conflict, the MM and players should pause to consider if things have changed (morale, timed/triggered events, etc.) before diving in again.