GREEN ONE 4 (12)

The Strange

"Violence was more than their code—it was a mental elixir that colored their every waking thought." ~Jad Mathew, Old Mars explorer

Green ones are a warrior race in the recursion of Old Mars. The green-skinned adults stand around 15 feet (5 m) high. They sport large eyes, tusks, and two fully functioning sets of arms. The green ones wage war across the face of Old Mars, tribe against tribe. The most well known is the green ones' "kingdom" of Sharnak, which takes its name from the deserted city they use as a capital.

Green ones are an egg-laying species, but like turtles on Earth, the hatchlings are left to fend for themselves inside low-walled incubators that soak in sunlight by day and keep the eggs moderately warm at night. When born, hatchlings with any obvious abnormality are slain to keep the race strong.

Motive: Gathering resources, eliminating competitors

Environment (Old Mars | Weird Science): Anywhere, usually in groups of four or more

Health 22

Damage Inflicted: Moderate wound (4 points)

Movement: Short

Modifications: Perception and attacks as level 5.

Combat: In melee, a green one can attack with both a spear and its tusks as a single action. Many green ones are also armed with rifles that deal 8 points of damage to one target within long range on a successful attack. After each shot, preparing for the next is a minute-long process. (Particularly important green ones might have special rifles that can fire every other round using radium pellets that deal 10 points of damage, with a range of a mile or more.) Creatures other than green ones who fire a green one rifle suffer a one-step penalty.

Sometimes a war party of green ones ride multilegged, vicious mounts. A green one riding a mount defends as a level 6 creature and can move a long distance each round. Their mounts are level 3 creatures with 9 health and 1 point of Armor.

Interaction: Green ones are typically warlike and cruel, but they count honor as the highest virtue. So it's possible to convince some that honor is best served not by slaying enemies and parading the resulting heads around on spears, but instead by seeking a more diplomatic solution to differences.

Use: A band of green ones called warbloods, whose vicious savagery exceeds that of all other tribes, has been recruited through an inapposite gate to Ruk, where they are being used to bring down Zal-operated grey harvesters and kill any crew found. The Zal faction is putting together a group of contractors to discover what's been happening to their harvesters.

Loot: A band of green ones has a couple of rifles, dried food and water, knives, and maybe a single cypher between them.

GM Intrusion: The force of the green one's physical attack pushes the PC down a nearby pit, through a door, or into another character.