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The Martians (they call their planet "Barsoom") are a technically advanced but magically inept people. They use no magic whatsoever, and have no mages or priests. They are able to do incredible work in designing technological weapons and ships, but do not devote their skills do other fields. Mars is a dry planet. Long ago it had water, but almost all of that dried up. Now most of the planet is great dry ocean basins, the bottoms of which are covered in edible moss. Mars is a planet that is slowly dying - its air is becoming thin, its water is very rare, and its resources are almost depleted. The creatures of Mars have learned to survive these situations very well, breathing fouled air as if it were good air and being able to go for extended times without water or food. Most of the intelligent races on Mars are constantly combating each other - this keeps the population under the maximum level that the planet can support, and also allows the victors to claim spoils of food, art, and slaves. Slaves are not badly treated, especially if they are owned by wealthy or prestigious families (or were themselves members of such households in their home cities).
The two main intelligent races on Mars are the red men and the green men (see individual entries below). While the red men build cities and create art and poetry, the green men only pillage, destroy, and kill, living in ancient abandoned cities which they periodically leave to raid other green tribes or lost bands of red men. Red men living in different cities are almost never friendly - usually the competition becomes intense over resources.
Note that all creatures of Mars are egg-layers - even the red men. The eggs of red or green men, when laid, are about as large as two fists put together. The eggs grow and develop for approximately five years, at which time the new red or green man is born, almost fully grown (the red men are physically equivalent to 16-year-old Terran humans when hatched).
Units of Distance
Unit It's Their... Equal To...
sofad inch 1.17 inches
ad foot 11.7 inches
haad mile 2339 feet
karad degree 1 degree
10 sofads = 1 ad
200 ads = 1 haad
100 haads = 1 karad
360 karads = circumference of planet at equator
Units of Time
Unit It's Their Equal To
tal second .8 seconds
xat minute 80 seconds
zode hour 2.25 hours
100 tals = 1 xat
100 xats = 1 zode
10 zodes = 1 day
dawn is zode 0
Woods
Skeel - a precious hardwood
Sompus - a beech-like tree
Sorapus - a heavy hardwood
Military Units
utan = 100 soldiers - led by a dwar, who is assisted by padwars
umak = 100 utans = 10,000 soldiers - led by an odwar
dwar = captain (7th level and up)
jedwar = "5 star" general (15th level and up)
odwar = general (10th level and up)
padwar = lieutenant (5th level and up)
panthan = soldier of fortune, mercenary
Natives
Red Men
Height: 5'7" - 6'1"
Weight: As per human
Hair: Black
Eyes: Black/Brown
Skin: Red-brown (like Native Americans)
Ability Minimums and Maximums
Str 13/17
Int 3/18
Wis 3/18
Dex 9/18
Con 3/18
Cha 12/18
All red Barsoomians must accept a -1 penalty to STR, but get a +1
bonus to DEX
Red men can be warriors or rogues (assassins). They do not use magic, and only worship their ancestors (somewhat). They speak the language common to all Barsoomians. Having lived for generations on a magic-free world, they have no resistance to magic. The only time they are allowed a saving throw versus magic-type effects is if it involves dodging (such as lightning bolts, wand rays, etc.).
Red men, being trained from birth (hatching) with weapons, can automatically specialize in one of the three blade weapons commonly used (longsword, short sword, dagger) without using an extra proficiency slot. Therefore, all red warriors are proficient in longsword, short sword, dagger, and pistol, and is specialized in one of the blade weapons. Red men are able to survive for several days without food and water before suffering penalties, and are used to breathing thin air. They do not like heavy armor, but their harnesses provide AC 9.
Green Men
Height: 8'8" - 9'4"
Weight: 200-300 lbs
Hair: None
Eyes: Blue
Skin: Olive green
Physical notes: Their eyes are on the sides of their head, their ears are antennae with cups on the end, and they possess 2 large upward-protruding fangs which end where their eyes ought to be. They have 4 arms (the middle set of arms is sometimes used as a set of legs for added stability or to reduce their height).
Ability Minimums and Maximums
Str 10/17
Int 12/17
Wis 3/15
Dex 12/18
Con 3/15
Cha 3/12
All green men are warriors. Regardless of level, they have at least 3 hit dice. They use longswords, short swords, daggers, pistols, rifles, and great spears (20' long, d12/2d8 damage). They speak the Barsoomian language. Having lived for generations on a magic-free world, they have no resistance to magic. The only time they are allowed a saving throw versus magic-type effects is if it involves dodging (such as lightning bolts, wand rays, etc.).
Unlike the red men, green men do not get a "free" specialization. Rather, they automatically have 2-handed fighting. Warriors who reach 3rd level have 3-handed fighting (-0 on right arms, -2 on left), and those that reach 6th level have 4-handed fighting (meaning that they may use a 4th weapon at the normal penalty for that side). Large weapons, such as their rifles and great spears require 2 hands to use (both on the same side of the body). Like the red men, they forbear the use of armor, but their harnesses also provide AC 9 protection.
Weapons
Pistols:
Cost 1000 gp
Weight 2 lb
Size S
Type P
Damage d6+spec
Range 4/8/12
Rifles:
Cost 2500 gp
Weight 7 lb
Size L
Type P
Damage 2d6+spec
Range 8/20/32
Ammunition:
Cost: 50 gp/shot
Weight 1 oz
Rifles & pistols are made of skeel and aluminum steel. They are strong and light. The ammunition is interchangeable. Only green men use rifles (they are 6' long). For damage, if the die/dies is/are rolled and a 6 is rolled, that die is rolled again, with the result added to the total. This can continue indefinitely, so long as a 6 is rolled each time. Rifles and pistols have a rate of fire of 1. Pistols hold one shot, but a new bullet can be replaced in that round so long as the firing and reloading are the only actions being taken. Rifles hold 2 bullets, and reloading is as for a pistol. Therefore, for one round the rifle can be fired and another action taken with no penalty to action or ROF. Bullets work because the chemical (element?) inside the bullet absorbs energy from the Terraspace sun. The firing pin imparts enough kinetic energy to the chemical to cause it to explode, which makes the bullet travel along the barrel. Because of this need for this particular solar energy, the bullets lose the necessary energy to fire after 1 hour of being shielded from the sunlight. This means that these weapons are useless outside of Terraspace. One minute in sunlight will recharge it.
The red and green men normally carry 2 doses of medical salves that greatly reduce wounds and accelerate healing. Each dose will cure 7 points of damage from one wound. If no wounds are "worth" 7 points, the extra points are lost.
Most transportation on Mars is with the large propeller-driven airships that they have mastered the construction of. The ships range from sleek (and fragile) one-man scouts to huge battleships capable of holding 100 men or more. The sizes of these ships are comparable to Spelljamming ships of equivalent crew, but without the spikes and fins (which increase air drag). The ships are able to float due to tanks of buoyant gas; damage to these tanks is the primary cause of forced landings. Since the ships work by rapidly turning propellers, they do not function well in space, where the only air to push against is within the ship's own (rather small) air envelope. In space, these ships can only move at tactical speed, with an SR of 1 (like all non-magical engines). On-planet, however, the smaller ships are capable of reaching incredible speeds - up to 96".