Assassin
Warrior
Thief or Spy
Soldier of Fortune
Tinkerer
Explorer
Noble
Priest
Scientist
Slave
Diplomat
The black Martians or "First Born" inhabit the area around the underground Sea of Korus called the Sea of Omean, which is located at the South Pole of Mars. Due to their hidden home, the First Born were thought, until disproven by John Carter, to inhabit Thuria, one of the moons of Mars. They are a handsome race with ebony skin and black hair. Their warriors are generally among the finest warriors on Barsoom and are known as the "Black Pirates" for their practice of raiding the Holy Therns. In contrast to this, they possess a singular aversion to work, and thus live through their raids on others who do. Black Martians are few in number when compared with the widespread red Martian population and are almost exclusively found in the South Polar area. While there is an isolated settlement of the First Born in Kamtol, they have little contact with other Martian cities.
Black Martians have ST +2 (+20 pts.) and HT +1 (+10 pts.). They have the advantages Attractive Appearance (+5 pts.), Combat Reflexes (+15 pts.), and Telepathy (untrained) Power 3 (+15 pts.). They have the disadvantages Bloodlust (-10 pts.), Code of Honor (Martian) (-10 pts.), Intolerance (-10 pts.), Laziness (-10 pts.), and Reputation -2 (Fierce, alien pirates, -10 pts.).
It costs 15 points to play a black Martian.
The green Martians are totally unlike the other intelligent inhabitants of Barsoom. They stand ten to fifteen feet in height and are six limbed. The lower set are used as legs and the upper set act as arms. The intermediary set of limbs are employed as arms when needed or as legs when the creatures desire to run on four limbs. However, throughout the Martian stories, the middle set of limbs are always used as a second set of arms. The skin coloring of the green Martians ranges from a deep olive green for mature males to a lighter shade for females and young. All have huge white tusks and red- irised eyes. Their ears are antennae- like projections from the tops of their heads.
Green Martians have ST +3 (30 pts.), IQ -1 (-10 pts.), and HT +1 (+10 pts.). They have the advantages: 1/2 level of Enhanced Move (+5 pts.), 2 Extra Arms (+20 pts.), 1 Extra Hit Point (+8 pts.), Extra Reach for all four arms (+40 pts.), Independently Focusable Eyes (+15 pts.) Striker (tusks, for swing/ cutting and thrust/ impaling damage)(+45 pts.), and Telepathy (untrained) Power 3 (+15 pts.). They have the disadvantages: Bloodlust, (-10 pts.), Bully (-10 pts.), Code of Honor (Martian) (-10 pts.), Hideous Appearance (-20 pts.), Inconvenient Size (-10 pts.), Intolerance (-10 pts.), Reputation -3 (-15 pts.), and Sadism (-15 pts.). All green Martians have the racially learned skills Brawling at DX (1 pt.) and Guns (Radium Rifle) at DX +1 (2 pts.).
It costs 81 pts. to play a green Martian.
The Kaldane are a race of intelligent creatures which have devoted their society to the promotion of the brain, as the logical (to them) end result of evolution. Their bodies are little more than brains themselves, being roughly spherical and squatting on top of six crustacean-like legs. The live in the isolated community of Bantoom, where they raise rykors and strive to perfect their brains. The rykors allow the Kaldanes to perform physical actions, and are owned collectively by each individual swarm. They are typically abandoned if they are injured or incapacitated, and the Kaldane will crawl to a different body.
Note that Kaldanes themselves have a ST of -7, Reduced Hit Points -7 (if you are using the HT for Hit Points; if you are using ST for Hit points, disregard this) and Reduced Move -3, but this does not count against their point cost since they typically ride their rykors and rely on their physical characteristics instead of their own (as per the Mindshare advantage, FF p. 28). Also note the base statistics for the rykors, on which all of their physical skills will be based while "riding" one.
Advantages and Disadvantages
Kaldanes have IQ +2 (+30 pts.). They have the advantages of a Mind Share/hive mind with their rykor bodies (the hive mind is touch only, the rykors are mindless allies worth 50 points, and most Kaldanes seem to have access to as many rykors as they need) (+15 pts.). In addition, they have Dark Vision (+25 pts.), Doesn't Breathe (+20 pts.), Dosen't Eat or Drink (+10 pts.), Reduced Sleep (+10 pts.), and Unfazeable (+15 pts.). They have the disadvantages Fanaticism (to Swarm King) (-15 pts.), Intolerance (-10 pts.), Megalomania (-10), Odious Racial Habit (Eat Other Sentients) (-15 pts.), and Unattractive Appearance (-5 pts.). They have the Quirk "Dislike Open Spaces" at one point. All Kaldanes have the skill Climbing (P/A) at DX (+2 pts.).
Rykors have a base DX-3 (-20 pts.) and HT +2 (+20 pts.), and up to 50 points can be spent to allocate the rykor's ST, DX, and HT. Rykors will not possess any skills or advantages/disadvantages, and cannot fend for themselves if abandoned (an abandoned rykor has an IQ of 1 and DX of 2).
It costs 71 points to play a Kaldane.
The red race is the dominant race on Barsoom. These red men are the result of centuries of interbreeding between the ancient white, black, and yellow races. They are generally similar to North American Indians in appearance with coppery complexions and black hair. They wear little clothing other than a simple cloak when in cold climates. Their harness is their primary garment, composed of leather belts with areas to put their weapons and a simple pouch inlaid with the "metal" of their home city. As with all Martian races, red Martians have a life expectancy of approximately one thousand years and they only begin to age at the very end of this life span. However, few Martians live their full one thousand years due to the incessant wars and dangers of Barsoom.
Red Martians have the advantages: Attractive Appearance (+5 pts.) and Telepathy (untrained) Power 3 (+15 pts.). They have the disadvantage: Code of Honor (Martian) (-10 pts.).
It costs 10 pts. to play a Red Martian.
There are but few Terrans on Barsoom, and none whatever before the time of John Carter. As a rule, these wandering souls are warriors, to whom the appeal of Mars as a sort of Patron has a special meaning, and they have thus been blessed by their relocation to a world which still holds honor and martial spirit in high standing. Their natural abilities are greatly enhanced by the relatively low gravity, and they are almost as superbeings among the native Martians.
Terrans have DX +1 (+10 pts.) and HT +2 (+20 pts.) on Mars. Their advantages are: Increased Strength (+50 pts.), the single Psionic Ability Mind Shield at Level 5 (+9 pts. since it is Always On, which is a -10% disadvantage), 1 level of Superjump (+10 pts.) and Unusual Background (+250 pts.). They have the disadvantage: 7 levels of Short Lifespan (-70 pts.)
It costs 279+ points to play a Terran.
The Therns are descendents of the older Orovar race, which was the original white strain of Martian. They have retained the white skin of their ancestors, but have lost the flowing blond hair, and now wear wigs to supplant this deficiency. They inhabit the area around the Valley Dor, surrounded by the mountains of Otz, at the South Polar region of Barsoom. This arrogant race consider themselves to be demigods of sorts, servants to the Goddess Issus, and they have appointed themselves as priests and guardians of all Barsoom. Of all the Martian races, only the Therns can be expected to violate the Martian Code of Honor, since they have always felt superior to the other races.
Therns have IQ +1 (+10 pts.). They have the advantages: Reputation +1 (Priests of Issus, +5 pts.), and Telepathy (untrained) Power 3 (+15 pts.). They have the disadvantages: Intolerance (-10 pts.) and Overconfidence (-10 pts.), as well as the racial quirk Always Wear Wigs (-1 pt.). They have the racially learned skill Theology at IQ (4 pts.).
It costs 13 points to play a Thern.
The Yellow Martians live at the North Pole, shielded from the world by a great barrier wall of ice which entirely surrounds their territory. The only means of entrance is through The Carrion Caves, which are every bit as unpleasant as the name suggests. Air travel over the barrier is discouraged through the use of a great magnetic pillar called "The Guardian of the North," which draws fliers of all sizes inexorably into their doom as they collide with the massive structure. Their cities are domed hothouses which keep out the cold, but outdoors they favor orluk furs and boots. Physically, they are large and strong, and then men wear bristling black beards as a rule. They are the only race of martians to use shields, favoring a concave buckler attached to the wrist while they fight with hooked and straight swords. They show no evidence of using radium rifles, but instead maintain the use of javelins as their primary ranged weapon.
Yellow Martians have +1 to their Strength (+10 pts.), and get the advantage: Telepathy (untrained) Power 3 (+15 pts.). They have the disadvantage: Code of Honor (Martian) (-10 pts.).
It costs 15 pts. to play a Yellow Martian.
Virtually all of the inhabitants of Barsoom subscribe to the same basic code of honor. This code covers many aspects of life, but is best known for its application to personal combat. In this case, honor demands that a warrior can only respond to a personal attack with a weapon considered equal or inferior to that used by the attacker. Thus, a warrior attacked with a long sword may use his or her longsword, shortsword, dagger, or even a hatchet, but may not emulate Indiana Jones by drawing a pistol and thus dispatching his or her foe.
Other applications of the code of honor are many and varied, and I can only recommend reading the novels for a thorough understanding, but it might otherwise be said to resemble a chivalric code in many respects.
curious Banth-snacks since 1/20/99