Now back in the past I've written about using these two sources together in the past. This is kinda of a bit different.
The game presents a new attribute called Social Standings, which represents reputation, social-status and cultural relevance. Unfortunately, there is a lack of information on how it effects game-play.
Saving throws are listed as: Explosions, Mentalism, Energy, Poison, Falls and General.
There are five Races:
- The Ancients represent the type of once dominant, but now near-extinct race found in many classic pulp sci-fi, like the Lotharians from Barsoom or the Martians from Ray Bradbury's The Martian Chronicles. They are represent as being mentally stronger, but physically weaker to most humans. In MF, they could be humans form before the great war or cataclysm.
- The Elevated represent "uplifted" animals and plants, or animal-/plant-like alien creatures with human or near-human intelligence. The Coeurl is a prime example of the latter. In MF, they are basically Mutant Animals and Plants.
- Exotics represent more unusual types of humanoid aliens, like the green-skin Thark and Warloon tribes on Barsoom. In MF, they are basically Mutant Humans.
- Humans represent common human and human-like people, even if they are not earth humans, like the red-skin people on Barsoom, who look human, but live a long lifespan and are oviparous (lays eggs). In MF, they are Pure Humans.
- Unliving represent people created through artificial means, like Frankenstein's creation and the Synthetic Men from Barsoom. They are noted for having a distorted would view that can make them troublesome or unhinged. In MF, they are Androids.
There are four Classes:
- The Fighting-man is your standard warrior type, found in nearly all fiction.
- The Scoundrel is your rogue, thief, swashbuckler and scruffy-looking nerf-hearder.
- The Mentalist possesses psychic abilities.
- The Scientist is your classic "Mad Scientist" type.
Scientists are able to "invent" gadgets, who's effects are similar to D&D spells, with daily limits based on having to keep them powered or maintained. Than is, an irradium torch works like a D&D light spell, but gives off a green hue and can maintain power for one hour per level of inventor. (Or for 10gp, you can buy an irradium lantern from the Basic Gear list that shines brighter and lasts longer.) Mental powers also work like D&D spells.
Mentalists, Scientists and Sorcerers are good if one wants to play Mutant Future with the Mutants & Mazes conversion rules.
The book contains a large list of monsters and people to fight, as well as a great ideas on campaign and adventure design."
I'm thinking of reviving the Clark Ashton Smith Solar System campaign that my players were in about two years ago. At its heart there was a nasty Atomic War that the humans were responsible for! This world was a post Fifties or Sixties alternative Earth with advanced technologies that had bombed itself back to the Stone Age.
This campaign was a sort of cross between 'Thundarr The Barbarian' & Hanna Barbera 'The Herculoids' meets the video game Fallout in a dark alley. Here's the Hanna Berbera 'Herculoids' free AD&D files.
The real problem with this campaign is the fact that the players wanted to concentrate on Mars especially after downloading B/X Mars by Michael Gibbons.
Add in Grey Elf (Jason Vey)'s reformat of Warriors of Mars - Barsoom by "Doc" along with Jason's Conan Original Dungeons & Dragons Conan supplements & you've got literal Conan on Mars;
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