Campaign of the Month: January 2012
Star Trek Late Night
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.
Note: Yellow men all have the skill Arctic Survival. They also fight with special hooked swords and small, cup-shaped bucklers.
Yellow men in the game should be used sparingly. They will rarely, if ever, venture south from their polar hideouts (only three cities were named specifically: Marentina, Kadabra and Illal; clearly there is room for expansion here) and other cities may have defenses similar to Kadabra’s. The city of Kadabra, one of the three yellow cities named, also has a secondary defensive mechanism for capturing unsuspecting airborne explorers. Just outside the city, surrounded by a pile of wreckage, is an immense black spire. This spire is controlled from a secret underground chamber by a single on/off switch, and when activated, it acts as a giant magnet which attracts anything metallic. It is this device which enables the city of Kadabra to maintain both its secrecy and its slave population.
- Fitness 2(5)
- Coordination 2(5)
- Intellect 2(5)
- Presence 2(5)
- Willpower +1
- Psi 1(5)
- Force 0(5)
- Essence 0(5)
- Culture, Barsoomian 2(3)
- History, Barsoomian 1(2)
- Planetside Survival (Arctic) 1(2)
- Weapon, Any Barsoomian 2(3)
- World Knowledge, Barsoom 2(3)
- Projective Telepathy 1
- Receptive Telepathy 1
- Language: Barsoomian (Fluent/Literate) (+4)
- Extended Lifespan (+3)
- Code of Honor: Barsoomian (-3)
- Primitive (-3)