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This adaptation copyright © 2001 Sean
K Reynolds. Back
to my Barsoom page.
Original creature created by Edgar
Rice Burroughs, and all rights to it belong to the Burroughs estate.
This adaptation is not a challenge to the rights of the Burroughs estate
over the original creation.
Illustration is a detail from the Michael
Whelan cover of the Del Rey Books
edition of Gods Of Mars, 1984 printing.
| Large Monstrous Humanoid
Hit Dice: 3d8-3 (16 hp) Initiative: +2 (Dex) Speed: 30 ft. (40 ft. when quadrupedal) AC: 14 (-1 size, +2 Dex, +1 natural, +2 leather) Attacks: 2 longswords +2/-2 melee; or longspear +1 melee; or automatical rifle +4 ranged Damage: Longswords 1d8+1; longspear 1d8+1; automatic rifle 1d12 Face/Reach: 5 ft. x 5 ft./10 ft. (5 ft. x 10 ft./5 ft. when quardrupedal) Special Qualities: Bonus feats, low-light vision Saves: Fort +0, Ref +5, Will +3 Abilities: Str 12, Dex 14, Con 8, Int 10, Wis 10, Cha 8 Skills: Handle Animal +3, Hide -2, Intimidate +3, Listen +5, Ride (thoat) +6, Spot +5 Feats: Multiweapon Fighting, Weapon Focus (longsword) ----------------------------------- Climate/Terrain: Temperte and warm land Organization: Patrol (5-8), squad (11-20), or horde (101-200) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral Advancement: By character class ECL Adjustment: +4 |
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Barsoomian green men are intelligent but savage four-armed humanoids
that roam the dead seas of Barsoom. They are feared by the other people
of Barsoom, especially in numbers.
A green man is built much like a human from the
legs up, except that sprouting from the shoulders is a second torso and
pair of arms, all topped with an inhuman head. A green manĖs blue eyes
are mounted on the side of his head, and the ears are small cuy-shaped
organs on stalks mounted at the top of the head. A pair of curving tusks
grow from the lower jaw to about the location of where the eyes would be
on a human. Green men have rich olive-green skin all over their bodies,
and average around nine feet tall when standing fully upright. Like most
civilized races of Barsoom, the green men do not wear armor, preferring
a light leather harness girded with metal clips, buckles, and rings, allowing
them to easily attach weapons, ropes, or other tools to themselves.
Barsoomian green men speak the common language of
Barsoom.
Combat
Barsoomian green men ride an aggressive breed of thoats (Barsoomian
riding animals) and use longspears or Huge longspears when mounted. They
use two-handed automatic rifles at long ranges when charging toward enemies
(in a non-Barsoomian setting, the green men should use heavy crossbows).
When on foot, they wield two longswords (and particularly skilled green
men are known to wield three or four weapons, although this is uncommon).
Many carry short swords, daggers, and automatic pistols (light crossbows
in a non-Barsoomian setting) in addition to their other weapons.
Green men can use their middle set of limbs as arms
or legs. When quadrupedal, they move faster and are shorter but have a
larger facing and lose their reach. They prefer to move on two legs, however,
unless their height is a detriment (for example, in short dungeon hallways).
Bonus Feats: Green men have Multiweapon Fighting
as a bonus feat. They may select Multidexterity as a normal feat if they
meet the prerequisites.
Green Man Society
The green man are nomads, wandering between the abandoned cities of
BarsoomĖs dry ocean beds. The males are responsible for hunting and warcraft,
the females for raising the young and maintaining the equipment of the
males. These racial roles have existed by custom for thousands of years,
but in times of need the women have been known to take up arms to defend
themselves. The green men are divided into many warring tribes, constantly
fighting each other and any other races of men that enter their homelands.
Like all Barsoomians, the green men are egg-layers,
placing their eggs in secret incubators on the barren sea floor. The eggs
are left to mature for five years, growing from fist-sized ovoids to something
capable of holding a five-year-old human child. The green men keep track
of the hatching schedule and know when to return to pick up their newly-hatched
young, which are assigned to females for training regardless of parentage.
After a few years, the young grow to their full height and maturity and
take their place among green man society.
Green Man Characters
A green manĖs favored class is fighter, and most leaders are fighters.
On Barsoom there are no spellcasters, but in a non-Barsoomian setting the
green men would choose two domains from the following list: Protection,
Strength, War.