Attribute Dice: 12D
DEXTERITY: 3d/5d
KNOWLEDGE: 1d/3d
MECHANICAL: 1d/3d
PERCEPTION: 2d/4d
STRENGTH: 4d/6d
TECHNICAL: 1d/3d
Special Abilities:
Multi-limbed: Greens have 4 arms. They can use one set to increase their running speed by +1, make an extra attack without penalty, carry a shield, or perform any number of other actions.
Limited telepathy: Like all species on Barsoom, greens are mildly telepathic. This provides the greens with +2d on all languages checks.
Large: Greens are large creatures with considerable reach. Greens can strike opponents up to 3 meters away. Most equipment must be made to account for their large size. They usually cannot fit in vehicles or use equipment for smaller species.
Large: Greens are large creatures with considerable reach. Greens can strike opponents up to 3 meters away. Most equipment must be made to account for their large size. They usually cannot fit in vehicles or use equipment for smaller species.
Move: 12/14
Size: 4.2 to 4.7 meters
Sociologically, the Tharks are an interesting study in contradictions. On the one hand, they, like all Greens, are warlike and cruel, and there were serious considerations about the effectiveness of rape as a tactic for demoralizing female captives. On the other hand, they have a strong code of honor to which even Jeddaks (leaders) must adhere.
The Tharks have long been at war with the Warhoons, whose savagery is unparalleled even among the Green hordes.
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