ie
Characters & CombatEvery manager works hard for the day when he too
will be able to live in the glittering pyramids of the
executives. Very few of them live to see that day.
Back in the deep tunnels behind the chasm walls
live the Workers—unintelligent slaves who take care
of the real grunt work of harvesting, planting, mining,
and waste disposal. The Martians have crafted other
types of gennies, mostly variants of the Worker that
are designed for specific purposes. The most feared of
all Martian gennies are the Terrines, elite soldiers man-
ufactured by RAM. Also formidable in their own way
are the Desert Runners who prowl the wide-open ex-
panses of the planet. (All three of these genie types
are described in detail later in this chapter.)
Far out on the high, chilly Martian deserts are the
various anarchists, lowlifes, and desert rats who
refuse to toady and won't fit into the corporate struc-
ture. They are tolerated by RAM only because they
can do some of the dirty jobs that require more intelli-
gence than Workers have. Whether tending the
food farms of the shallow Boreal Sea, maintaining
the obsolete and run-down spaceport on the ground,
at Pavonis, or monitoring the weather stations and
surveillance outposts sprinkled throughout the wil-
derness, these independents eke out 2 meager exist-
ence far removed from their corporate relations.
‘Advantages: Slightly more nimble and more char-
{smatic than normal humans; slightly less vulnerable
to radiation poisoning, cold, and suffocation. Able to
hear faint sounds that escape the notice of humans,
which makes them more difficult to sneak up on.
‘Able to make out images in dim light, which makes
them better at hitting a target in combat under that
condition. Aside from all of the above, the biggest
advantage of being a Martian is... being a Martian
A character who is backed by RAM could have ac-
cess to great amounts of technology and manpower
(specifically, gennie-power) that would enable him
to succeed where a non-Martian would fail
Disadvantages: Generally weaker and more frail
than humans because of their affinity for lower grav-
ity, which also makes them more susceptible to dam-
age from falls and other physical trauma. Vulnerable
to the effects of extreme heat. Sensitive ears cause
them to be hampered by loud noises, and sensitive
eyes give them problems in bright light. Last but far
from least, the disadvantage of being a Martian is
that most of the rest of the solar system identifies you
with RAM and thus sees you as an adversary. Itcan
be very hard for a Martian to make friends with non-
Martians, but a Martian in a player character group
that also includes members of other races might be
looked upon more favorably.
7
Role-playing Notes: A Martian player character is
not a RAM-type “bad guy.” (Characters of that sort,
such as the evil Simund Holzerhein, are NPCs whose
actions ave controlled by the referee.) There are
plenty of Martians—even some highly placed in the
organizaton—who don’t agree with everything
that RAM is doing, and it is from this group that a
Martian PC will come, Of course, this means that
you'll have to conceal your true feelings whenever
you're on Mars or in the company of RAM loyalists—
but that’s part of what makes role-playing a Martian
fun and challenging.
Lunarians
“Next to Power Deck Engineers, Lunarians
may be the toughest, stubbornest humans In the
solar system. And when a Lunarian becomes a
Power Deck Engineer .
—Badinger
Physical Size: 4 to 5 feet tall, 120-180 Ibs.
External Covering: Smooth, hairless skin, usually
white, tan or beige.
Eyes: Human-based, larger and more sensitive.
Ears: Human normal
Mouth Human normal.
‘Nose: Human normal
Genotype: Mildly altered human. Lunarians are
somewhat shorter than Terrans, with compact, sien
. Originally gene-altered to make their
sensitive, Lunarians have evolved further
ina few short centuries, to the point where their vis
ual ability exceeds even that of Martians.
Cultural
Descended from a combination of Swiss, French,
German, British and Central European colonists, the
Lunarians are a fascinating series of contradictions.
They are famed as fearless mercenaries, known for
their coo competence in battle. Yet they are are also
rabid isolationists who scrupulously avoid interplan-
etary conflicts on their own behalf. They will handle
the business transactions of any intersolar govern-
‘ment, but will allow no military ships to land on their
planet.
Lunar cities are mostly built beneath the Lunar sur-
face, around and under huge domes that cover some
Cf the moon's craters. Spaceports are always built
under domes {with retractable panels that allow
ships to enter and exit), since these are the principal
places where Lunarians must deal with traffic fromCharacters & Combat
Rules for Adventuring in the 25th Century
fee
i
ar
Credits
Game design: Mike Pondsmith
Development: Kim Mohan
Design consultants: Flint Dille,
Jon Pickens, Scott Haring,
James M. Ward
Editing: Kim Mohan
Cover paintings: Jerry Bingham
Interior art: Continuity Studios, Bur-
bank, Calif., and Rob Caswell
Maps and graphics: Dennis Kauth,
Diesel, John Knecht
‘Typography: Gaye O'Keefe, Kim Mohan
Graphic design: Stephanie Tabat,
Paul Hanchette, Dee Barnette
Playtesters:
David Schnur, Robert Bell, Chuck Jen-
nings, Josh Johnson, Kurt Rauchenberger,
Jim Shaw, Wayne Stewart, Ed Wilbert
William and Claire Brierton, Nate Ab-
ott, Rick Emrich, D.B. Hunt, Dan and
Linda Schnick
Norm Ritchie, Don and Linda Bingle,
Dewey Frech, Lou and Terry Wright,
Mary Zaiapi
Wayne Stratton, William Burger Jr., Jon
Machnicz, Michael Shea
Scott Buchignani, Mike Caldwell, Ray
Greer, Mike Hernandez, Paul Lidberg,
Greg Minter, Leon Ng, Dave Okamura,
‘Wayne Rasmussen, Steve Taylor
(The Library of New Testament Studies 89) Craig A. Evans - Word and Glory - On The Exegetical and Theological Background of John's Prologue-Bloomsbury T&T Clark (1993)