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Martian Races Character Guide

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100% found this document useful (2 votes)
172 views18 pages

Martian Races Character Guide

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020_92
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Retro Rockets

*All Wild Cards receive one Edge during character generation. Any race that includes 1 free Edge in the
Character Generation section of their description therefore receive 2 Edges during Character Generation.

Martian Beastman/Tigerman
A nomadic people closely related to the Red Martians living “free” on the vast arid steppes and
highlands south of the great northern cities as herders, hunters, traders and mercenaries. Beastmen are
large (about 7ft tall) with distinctly animalistic features (large upright ears, large eyes, a pronounced
“muzzle”) and rather shaggy “fur”/body hair.

Beastmen have a well earned reputation for violence and wildness. Status and authority among
beastmen is secured through ritualized combat/dueling, but violence (especially among themselves) is
mitigated through a complex web of social convention an (an idealized) code of honor.

Attributes:
Mars is considered a “Low G” world (about .33G) which effects some Traits.

 Strength maxes at d10

 Vigor Starts at d6

Edges and Hindrances:


 Large – Beastmen are much larger than average and are considered Size +1

 Retractable Claws – Strength + d6 damage. Extending (“Drawing”) and Retracting does not
incur a multi-action penalty.

 Pride – Beastmen are a proud race and do not suffer slights and insults lightly. Duels (to first
blood) are common among Beastmen and has lead to the death of many “outsiders” who do not
understand Beastman culture and honor. They receive the Vengence hinderance.

 Code of Honor – The vast majority of Beastmen ascribe to a strict code of honor that
emphasizes respect of hierarchy/status/elders, protection of kith and kin, hospitality and an
appropriate non disruptive (but rather demonstrative) expression of emotion.

 Lightning Reflexes – Characters with an Agility of d8 (or who raise Agility to d8) or better receive
the Quick edge free.

Skills
 Warrior People– Start with Fighting d4 at no cost
Character Generation:
 Attributes – Five (5) points

 Skills – Fifteen (15) points

 Derived Statistics – Pace = 8; Other Derived Statistics are as stated in the rules

 Edges/Hindrances – Beastmen may take up to 2 Minor and 1 Major Hindrances. Common


hindrances include: Big Mouth, Blood Thirsty, Deathwish, Heroic, Loyal, Mean and Vow.
Common edges include: Alertness, Berserk, First Strike, Frenzy, and Mighty Blow.

Red Martian
Basically human in appearance with a fine bone structure, high cheekbones and a reddish (or bronze)
hued complexion. Red Martians are an ancient and (highly) civilized race with a written history going
back to middle of the last ice age. Many Terrans consider Red Martian civilization to be decadent and
degenerate.

Red Martians live in the northern city-states along the multitude of canals in the old boreal ocean. Most
Martian city states are part of larger “federations” that cooperate to ensure the replenishment of
atmospheric gases and (liquid) water. Inter-city war is a constant fact of life, but conflict is moderated
by tradition and the federations into an almost chess-like exercise (some conflicts are resolved entirely
on a gaming board with living pieces).

Attributes:
 Strength maxes at d10

 Vigor starts at d6

Edges/Hinderances:
 Traditional – Red Martian society is (rather) rigidly divide into several castes (Philosopher-
Princes, Warriors, Scholars (includes professionals), Managers (the only meritocratic class),
Artisans, Workers, Untouchables). Minus one (-1) to all skill checks on skills outside of a
character's caste/profession.

 Attractive – A millennium long eugenics program resulted in an enhanced appearance for


average Red Martians. (Charisma +2).

Character Generation:
 Attributes – Five (5) points

 Skills – Fifteen (15) Points


 Derived Statistics – Pace 6. Other Derived Statistics as stated in the rules

 Edges/Hindrances – Red Martians may take 1 major and 2 minor hindrances. Common
hindrances include: Arrogant, Code of Honor, Greedy, Habit, Overconfident, Vengeful. Common
edges include: Charismatic, Connections, Natural Leader, Quick.

Terran/Tellurian Human
Or Earthlings… No special rule for humans.

Character Generation:
 Attributes – Five (5) points

 Skills – Fifteen (15) Points


 Derived Statistics –As stated in the rules

 Edges/Hindrances – Humans may take 1 major and 2 minor hindrances. Humans receive 1 free
edge

Venusian Dragonmen
Large “lizard-like” tailed bipeds with thick leathery skin, a hunched barrel like body a cylindrical head
reminiscent of a monitor lizard. A highly technological people, they have had atomic power for
centuries longer than Earth but have only recently applied it to rocketry and spaceflight and placed a
small colony in twilight zone of Mercury. Dragonman technology is massive, robust and highly reliable.

Venus is a vast corporate state and Dragonmen define themselves by their job and position within the
technocratic corp-state hierarchy. The Corp-State (“The Company”) has a very pragmatic culture and
controls Venusian society through education/indoctrination, control of all resources and
entertainment/leisure activities. Hobbies, club/society membership and allegiance to a specific sports
team are of vital importance to Dragonmen and ways they express themselves as individuals (within
limits set by The Company).

Attributes

 Strength starts at d6

 Agility raises cost double above d10


Edges/Hindrances
 Dragonmen are Large (+2)

 Rational: Dragonmen have difficulty accepting the existence of the supernatural/extrasensory


(like psionics) experience and receive the hindrance Doubting Thomas

 Thick Skinned: The thick leathery skin of the Dragonmen provides Toughness +1

 Tail: The Dragonman's long semi-rigid tail can be used as a weapon against opponents to their
rear for Str+d4 danage.

 Indoctrination: Dragonmen are extremely loyal to the Company and its interests. They have
the Loyal hindrance as relates to the Company.

Character Generation
 Attributes – Five (5) points

 Skills – Fifteen (15) Points


 Derived Statistics – Pace 8 otherwise as stated in the rules

 Edges/Hindrances – Dragonmen may take 1 major and 2 minor hindrances. Common hidrances
include: Big Mouth, Curious, Habit (Minor), Pacifist. Common edges include: Brawny,
Command, McGyver, Mr. Fix It, Scholar.

New Hidrances and Edges


Hindrances

 Glass Jaw (Minor): Your hero has a glass jaw and can’t take a solid hit. He suffers a –2 penalty to
Soak rolls.

 I’m With Him (Major) Not everyone is cut out for the heroic lifestyle. The character lacks what
it takes to be a true hero and chooses to play second fiddle and stay out of the limelight.
Characters with this Hindrance are still Wild Cards—they’re just the Dale Arden to other
characters’ Flash Gordon. The character may not purchase Combat Edges or allocate any skill
points into Fighting, Shooting, Throwing or take the Heroic Hindrance during character
generation.

 Sheep (Minor) Some people are happy being followers. The character receives a –2 penalty to
Intimidation and Persuasion rolls. The character may not take any Leadership or Social Edges
until he reaches Seasoned.
 Xenophobic (Minor/Major) Whether because of simple racial intolerance or past dealings, the
character has a dislike of all races other than his own and finds dealing with them unpleasant at
best. He suffers a –2 penalty to Charisma when dealing with aliens with the Minor version and –
4 with the Major Hindrance. Openly voicing his xenophobic beliefs, something he finds hard to
control, may lead to confrontation or ostracism.

Edges

 Bump for Languages (Requirements: Novice, Smarts d6) Your hero has a knack for languages,
and an ear for accents and dialects. He starts with an additional two known languages and can
make a standard Smarts roll (-2) to understand and speak (brokenly) any language he has heard
spoken for 1d6 days.
Combat Edges

 Bring ‘Em On (Requirements: Seasoned, Agility d8+, Notice d8+) Sometimes a hero finds himself
outnumbered in a fight. Fortunately, the character has the perception and agility to handle
multiple foes. Opponents gain no Gang Up bonus against the hero.

 Improvisational Fighter (Requirements: Seasoned, Smarts d6+) Heroes often find themselves
fighting with pieces of equipment or furnishing not designed for combat. A character with this
Edge has a knack for using such improvised weapons, and does not suffer the usual –1 attack
and Parry penalty when wielding them.

 Iron Jaw (Requirements: Novice, Vigor d8+) The hero can take a hit with a baseball bat like he
was a brick wall. He gets +2 to Soak rolls.

 Martial Arts Training (Requirements: Novice, Fighting d8) Even when your hero fights unarmed,
he is considered armed. Inaddition, opponents in melee combat reduce the “gang-up” bonus
against your hero by 1.
 Improved Martial Arts Training (Requirements: Seasoned, Martial Arts Training) When
doing unarmed damage, you roll both your Strength and your Agility dice and combine
them.
 Scamper (Requirements: Seasoned, Agility d8+, Small) Opponents of man-size or larger subtract
1 from attack rolls against characters with this Edge. The benefit only applies when the character
knows the attack is coming, is unbound and able to move freely, and has no encumbrance
penalty.

 Slugger (Requirements: Novice, Fighting d8+) Sluggers rely on their fists to see them through
scrapes. A hero with this Edge does not count as an Unarmed Defender when engaged in melee
with armed opponents.

Power Edges
 Chemist (Requirements: Novice, Arcane Background (Weird Science), Smarts d8+, Weird Science
d8+) This Edge allows a Weird Scientist to manufacture drugs as one-shot devices. To create a
drug, the chemist needs access to at least a small lab ($1000 and weighs 20 lbs), ingredients, and
time. Creating a drug takes a number of hours equal to the Power Powers being invested. The
monetary cost of the ingredients is equal to $100 per Power Point. At the end of the required
time, the chemist pays the relevant Power Points and monetary costs, and rolls his Weird
Science skill. Power Points invested in the drug recharge at the usual rate (normally one per
hour). A chemist needn’t take the drug to get his Power Points back—given enough time, he can
build up a supply of drugs for when he needs them. If the skill roll is successful, the drug is
complete. It can be imbibed or injected as a single action by any living being, who then gains the
benefits of the power. A basic combat drug, for example, might contain the boost trait power
affecting the user’s Vigor. The effects of the drug are the same as the power. This includes any
additional effects from raises on the original skill roll and any Power Points put in to extend the
Duration. The GM has the final word on whether a power can be invested by a Chemist.

 Super Scientist (Requirements: Heroic, Smarts d10+, any two Knowledge (science related) skills
d10+, Repair d10+, Weird Science d10+) Super Scientist allows a weird scientist to create gizmos
which are “always on,” no longer requiring Power Points to use (infinite points), and can be used
by anybody. When he first takes this Edge, he may try to “promote” one of his existing gizmos to
permanent status. From then on, any time he buys a New Power, the gizmo may use these rules
in addition to acquiring a new power. When the device is created, the creator makes a Weird
Science roll at –4. Failure means the device works as a regular gizmo (so the hero doesn’t lose
out). A success means the gizmo has the regular power and can never gain any bonuses from an
activation raise, but it no longer requires power points to use. A raise means the power forever
activates with a raise (if desired by the user). Gizmos which are always on (an armored suit or
chameleon cloak), don’t require a Weird Science skill roll to activate—but may require an action
to “ready”—the suit must be put on, the cloak pulled over the wearer, and so on. Thus a
chameleon cloak, which uses invisibility, could always be worn and require no activation roll—
but the wearer would always be invisible. Alternatively, such items could be easily activated and
deactivated with the flick of a switch (no trait roll required). The cloak mention above, for
instance, could have its chameleon powers activated by pressing a button concealed in the
clasp, allowing the wearer to disappear at will. The GM has the final word on whether items are
truly passive or if they require some sort of minor user input. Gizmos requiring activation, such
as an atomic bazooka (blast) or rocket boots (fly), require a suitable skill roll (Shooting for guns
and Piloting for rocket boots, for example).

 Tinkerer (Requirements: Seasoned, Repair d8+, Weird Science d10+) On taking this Edge, the
scientist may craft (or modify) an item that adds +1 to the user’s relevant trait roll, increases the
damage of a weapon by +1, or increases the bonus of armor by +1. No activation roll is required.
Assuming the artificer is always “fiddling” with devices (not locked in prison, for example), and
has adequate tools, he may make a Weird Science roll at –4 at the end of any session in which
he advances. If successful, he adds another +1 to any item of his choice. This could be his own
gun (bonus to Shooting), the clothing of another (bonus to Armor), or any other item of his
choice. The item now adds that bonus to the user’s relevant trait or damage roll, or armor
rating. No item may have more than a +3 bonus. Stacking: Bonuses from items don’t stack, so a
laser pistol +3 (Shooting) wielded by someone with targeting goggles +3 (Shooting) gets only the
highest of the two.

Professional Edges

 Explorer (Requirements: Novice, Vigor d6+, Survival d8+) There are two extremes of climate in
the world, and this character has survived them both. He gains a +2 to Survival rolls. In addition,
he adds +2 to resist the effects of hot and cold environments.

 Merchant (Requirements: Novice, Smarts d8+, Persuasion d8+, Streetwise d8+) The character
understands the mercantile process and laws of supply and demand. +2 to Streetwise rolls
when buying or selling goods/cargo and if a successful Persuasion roll is made increase the
number of units for sale/purchase by 1d6.

 One Man Crew (Requirements: Seasoned, Agility d8+, Pilot d6+, Repair d6+, Shooting d6+)
Operating multiple systems usually means moving about a rocket. The character may operate
two different rocket systems (flying, gunnery, performing repairs, opening doors, activating
artifacts, or using the radiophone) each round without incurring a multi–action penalty.

 Improved One Man Crew (Requirements: Heroic, One Man Crew) The character may
operate three different rocket systems each round without incurring a multi–action penalty.

 Rocket Academy Graduate (Requirements: Novice, Smarts d8+, Spirit d6+, Piloting d6+, Repair
d6+, Shooting d6+) The character attended one of the many national rocket academies and
received specialist training in one of the areas below.
Bridge Crew: The character has learned advanced piloting skills and has +2 to all
Piloting rolls. Additionally the Wild Die for Piloting rolls is increased to d8

Command Staff: +2 Knowledge (Battle) rolls involving space combat and may spend a
bennie each round to reroll any rocket based skill roll made by a member of the crew.

Engineering: +2 to Repair rolls and may take the Mr. Fixit edge without meeting the
Weird Science requirement.

Gunnery: +2 to Shooting rolls for vehicle/heavy weapons and gains the edge Steady
Hands when firing a rocket’s weapons.
As an academy graduate of a “national” academy the character earns a commission in the
appropriate military or merchant service and can start play as active duty, reservist, or retired
from service (except for Patrolmen see below).
 Advanced Coursework (Requirements: Rocket Academy Graduate) The character
completed additional academy training after graduation. Select another specialty
from the academy list but reduce the roll bonus to +1 and take the Command edge.

 Patrolman (Requirement: Rocket Academy Graduate, Code of Honor (Patrol Oath),


Intimidation d6+, Investigation d6+, Streetwise d6+) The character graduated from
The Patrol’s academy at High Watch and is a commissioned Patrol Officer.
Characters receive +2 to Investigation and Notice Rolls when searching through
evidence. Additionally they have the full weight of The Patrol’s authority behind
them and add +2 to Intimidation, Persuasion and Streetwise rolls within their
jurisdiction.

 Rocket Captain (Requirements: Novice, Smarts d8+, Command) By means fair or foul, the
character has acquired a small rocket. Select either a (civilian) Scout or Small Cargo Rocket. If it
is crewed by Extras the player is required to pay the crew or they will quit.

 Zero G Training (Requirements: Novice, Agility d6+, Vigor d6+) Character has been trained to
operate in a 0G environment and ignores the -1 penalty to actions.

Social Edges

 Femme Fatale/Ladykiller (Requirements: Novice, Persuasion d8+, must have positive Charisma)
The hero or heroine is a stunner, and knows how to get the best out of the opposite sex by using
his or her charms. The character may use Persuasion as a Test of Will against members of the
opposite sex, pitting their looks and charm against a foe’s Smarts. The character may add
Charisma bonuses to their roll.

 Fence (Requirements: Novice, Smarts d8+, Streetwise d8+) The character has the knack for
finding the right people when he needs to dispose of excess gear. On a successful Streetwise roll
he finds a buyer willing to pay 50% of the gear’s value. A raise increases this to 75%.

New Skills (These are probably considered foci for the Knowledge skill described in the rules but I
wanted to highlight them as particularly appropriate to the setting)

 Machinist (Smarts): The ability to use Machine Tools to create other tools and materials
needed to construct a (known) device or modify an existing device to accomplish a new (but
related) task.

 Mathematic (Smarts): Quickly carry out complex mathematical calculations and use specialized
equipment like slide rules, mechanical and electromechanical calculators, digital and analog
computers, orreries and the like efficiently.

 Engineer (Smarts): The ability to apply technology and (theoretical) science to practical
problems. Can take a focus (Chemical, Mechanical, Civil, Atomic, etc...) but when taken with out
one it covers all fields of engineering with skill all roles are resolved at -1. Engineer includes
planning, constructing and troubleshooting. A character can use Engineer in place of Repair
with -1 to all roles.

 Computer Operator (Smarts): The ability to create and implement programs, interpret results,
troubleshoot and repair computers. I/O devices are either primitive (punch cards) or overly
complex while the machines themselves are somewhat fragile, temperamental and baulky
usually requiring the constant attention of team of operators.

Arcane Backgrounds
Two arcane backgrounds are available for the Retro Rockets setting: Weird Science and
Telepathy/Psionics.

Weird Science is the domain of the Mad Scientist, think a Tesla like character able to create devices that
implement his wildest dreams (or those attributed to him at least). All Powers are available to the
Weird Scientist, but try to stay true to the conventions of the setting and the (often) massive scale of the
technology.

Psionics

Psionics is split into three disciplines, Telepathy, Empathy and Extra Sensory Perception(ESP).
Each discipline has its own limited selection of powers and one or two specialized skills that are included
in the arcane background.

Telepathy

Skill: Psionics (Spirit)

Starting Power: 10

Starting Powers: 2

Powers: Anticipation, Confuse the Mind, Detect Minds, Forget, Mental Bolt, Mental Shield, Mind Rage,
Mind Riding, Mind Swap, Probe, Puppet, Speak Language, Stun

Telepathy is the ability to read minds and communicate thoughts to others directly. The Telepath has
the following abilities:

 Mind Reader: The Telepath can read surface thoughts of a target up to Spirit x2 yards away. No
power is expended but it does cost an Action. Failure results in an overload and the Telepath is
Shaken.
 Telepathy: The Telepath can send thoughts to other telepaths and non-psionics. Telepaths
within line of sight can communicate freely. If the telepaths can not see each other or if the
message is sent to a non-telepath a Psionics roll is required with -1 per 100 yards range. 10
words may be sent with a success and each raise.

Empathy

Skill: Psionics (Spirit)

Starting Power: 10

Starting Powers: 2

Powers: Anger/Peace, Beast friend, Confuse the Mind, Detect, Empathic Healing, Empathy, Fear, Mental
Shield, Mind Rape, Stun

An Empath’s ability to sense emotions provides the following abilities:

 Being keyed into another’s emotions gives the Empath a +2 to Persuasion, and Intimidation rolls
with a successful Psionics roll. On a failure there is -2 penalty to the rolls.

 Read Emotions: A successful Psionics roll allows the Empath to sense another’s emotions within
Spirit x2 yards. This gives them basic information about the target’s emotional state (happy,
sad, nervous, aggressive, deceitful, etc…). On a failure the Empath is overwhelmed by emotions
and is Shaken.

Extra Sensory Perception (ESP)

Skill: Psionics (Smarts)

Starting Power: 10

Starting Powers: 3

Powers: Mental Shield, Danger Sense, Darksight, Decipher, Detect, Mind Reading, Object Reading,
Postcognition, Precognition, Remote Viewing

Espers have an uncanny perception that allows them to notice or sense things invisible to others:

 Sixth Sense: On a successful Psionics roll Espers may add +2 to Notice rolls. A failure leads to
sensory overload and the Esper is Shaken. Additionally an Esper may always make a Notice roll
at -2 to detect ambushes or otherwise avoid surprise.

Psionic Powers:
Anger/Peace: (Seasoned, 2 Power Points, RANGE 2x Smarts, Duration 3 (1/round)). Anger creates a
feeling of hostility in the target. The target must make a Spirit roll against the psionic’s skill roll or
immediately start fighting the nearest person. Enemies will be attacked first, but the target will turn on
friends if none are present. Peace removes a target’s hostility (but does not create loyalty). Target’s
that fail a Spirit roll vs psionic’s skill immediately cease attacking. They may defend themselves if
attacked and may make another Spirit roll to shake off the effects.
Anticipation: Telepathic version of “Deflection” allows the telepath to read an opponent’s intentions
and react to an attack just before it happens. See Core Rules for fescription.

Beast Friend: See the Core Rules for description.

Confuse the Mind: (Novice, 2 Power Points, RANGE 2x Smarts, Duration 3 (1/round)). Overloading the
target’s mind either mentally (telepath) or emotionally (empathy) causing the target to lose
concentration and coordination. The target must make a Smarts roll against the psionic’s skill roll or
immediately -2 penalty to all trait rolls, -4 on a raise.

Danger Sense:

Darksight: (Novice, Power Points 1, RANGE Self, Duration 10 minutes (1/minute)). Negates all penalties
for bad lighting and even complete darkness.

Decipher: (Seasoned, Power Points 1, RANGE Touch, Duration Instant). Ability to understand texts
written in a foreign (or alien) language. Esper gains a basic understanding of contents of the text but not
the specific details.

Detect: Variation on “Detect/Conceal Arcana” from the Core Rules. Allows the psionic to detect other
living minds.

Empathic Healing: Variation of “Healing” from the Core Rules.

Empathy: (Novice, Power Points 2, RANGE Smarts, Duration 3 (1/round)) On a successful skill roll the
Empath learns the emotional state of a target and gains +2 Charisma when dealing with that person.
Empathy does not provide an understanding of why the target is feeling that way.

Fear: See the Core Rules for the description.

Forget: (Novice, Power Points 2+, RANGE Smarts x2, Duration Instant). On a successful Psionics roll vs a
target’s Spirit, the target forgets everythingthat has occurred in the last 10 + 10 minutes/power point
invested when the power is activated. Each raise adds five minutes.

Mental Bolt: Variation on the “Bolt” power from the Core Rules. For Telepaths the damage is resisted
by Smarts, while Empathic damage is resisted by Spirit.

Mental Shield: (Novice, Power Points 2, RANGE Self, Duration 3 (1/round). A successful skill role add +2
to trait rolls to resist Psionic powers and adds 2 points of mental armor. This power does not stack with
the “Arcane Resistance” edge. A raise increases the bonuses to 4.

Mind Rape: (Heroic, Power Points 15, RANGE Smarts, Duration Instant). This is a violent mental assault
designed to inflict permanent psychological damage. A successful opposed Psionics roll vs the target’s
Spirit results in a permanent -2 to all Smarts, Spirit and linked skill rolls. A raise increases the penalty to
-4.

Mind Reading: (Novice, Power Points 1, RANGE Smarts, Duration Instant). A successful psionics roll
allows the surface thoughts of the target to be read. The power does nort delve for information only
retrieves what the target is currently thinking about.

Mind Riding: (Veteran, Power Points 2, Duration 3 (1/round): The telepath can place their mind inside
another’s. If the target is unwilling this requires an opposed roll vs their Spirit. Mind riders have no
control over the host but have access to all their experiences and actions. The downside is that if the
host is injured in any way (including Shaken) the telepath must immediately make a Spirit roll or be
Shaken and the link severed, there is a -1 modifier for each wound suffered by the host. If the host is
killed while being ridden the telepath is automatically Shaken for 1d6 rounds before they can attempt to
recover.

Mind Swap: (Legendary, Power Points 20, RANGE Touch, Duration Permanent). an opposed roll of his
arcane skill at –4 against the victim’s Spirit. On a success, the telepath successfully transplants his mind
into his victim’s body, but has only suppressed the original mind. On a raise, the character destroys the
original mind completely (the victim is essentially dead). Either way, the telepath has no power to access
the mind of his victim, the power is intended only to find a new host for the telepath’s mind. The
telepath retains his Smarts and Spirit, as well as all his skills, and Edges except those specifically related
to the physical body (such as Attractive or Fleet Footed), and all mental Hindrances (such as Arrogant,
Delusional, or Phobia). He gains his new body’s Agility, Strength, Vigor, and any physical Hindrances
(such as Lame, Young) and Edges (Attractive, Quick, and so on). The GM has the final say on what Edges
and Hindrances are kept or gained. The Wanted Hindrance is a physical Hindrance for this purpose, as it
is usually based on the victim’s appearance, not his mind. The GM may also rule that the telepath loses
any Connections he had. He may retain his knowledge of his Connections, but he no longer looks the
same and could be an impersonator or an enemy agent. If the original mind is only suppressed, it can
regain control of its body, if only for a short while. If the telepath ever rolls a 1 (regardless of Wild Die)
on a Spirit or Spirit-linked skill roll, the original personality regains control. The telepath is trapped in the
body and has no direct control over any part. To re-suppress the personality, the telepath must make an
opposed Spirit roll against that of his victim. This may be attempted only once per hour. A telepath
struggling for control of his body in this way should start looking for a new target as soon as possible!

Object Reading: (Seasoned, Power Points 2, RANGE Touch) Duration Instant). The ability to see the past
of animate object and discover who has owned it and where it has been and such. Each raise allows the
Esper to view a previous owner starting with the most recent.

Postcognition: (Veteran, Power Points 1+, RANGE Self, Duration 3 (1/round)). The Esper can see the
past of a specific location. Each power point allows the character to view his surroundings as they were
one hour earlier with no limit on how far back he can go.

Precognition: (Veteran, Power Points 3, RANGE Special, Duration 3 (1/round)). The Esper may
rearrange any 2 Action Cards (4 with a raise) on a successful roll each turn starting the round after
activation for the duration of the power. Cards must be moved before anyone acts each round.

Probe: (Seasoned, Power Points 3, RANGE Special, Duration Instant). Probe allows a telepath to go
beyond the surface thoughts and reach deep into a victim’s mind for information. The telepath must
make a successful opposed roll against the victim’s Spirit. With a raise the victim will not know they
have been probed.

Puppet: See the Core Rules for description.

Remote Viewing: (Novice, Power Points 5, RANGE Variable, Duration3 (1/round)). The Esper can see a
location as if they were standing there. The vision will always be clear, but limited to visual knowledge
of the environment. Use requires a successful skill roll and that the Esper close their eyes for the
duration of the viewing (or reactivate the power). There is a penalty of -1 for every 100 miles to the
viewing location. The Esper does not need to have line of sight or ever been to the target location.
Speak Language: See the Core Rules for description.

Stun: See the Core Rules for description.

Gear
I am still working on a formal list of equipment available to the setting. This is a setting where slug
throwing handguns (like the venerable .45 caliber Colt) exist as popular weapons alongside Ray Guns,
Atomic Blasters and the like, space suits are both huge bulky affairs recalling a hardhat diving suit and
fitted coveralls with fishbowl helmets. It is a mix of Pre-WWII technology and a vacuum tube future
written in a massively oversized and triumphant scale. I don't have any rockets worked up yet (even
though the setting is Retro Rockets). Basically rockets are “tailsitters,” a small rocket has a crew of 3 to
5 with limited armaments (one or two emplacements), but usually has a good acceleration and limited
cargo. Most cargo is moved in large “India Men,” armed purpose built cargo vessels intended to be able
hold off pirates (crews of upto 100). Independent cargo rockets (“free traders” or tramps) tend to be
much smaller, somewhat faster and much more vulnerable (crews of no more than a dozen).

Mundane Gear: Most of the mundane gear listed in the Main Rule book is available except for obvious
items like cellphones, computers and (digital electronic) calculators, GPS, disposable and digital
cameras, etc... Other Mundane Items include:

 Food Tablets: $10 and weighs 1lb/60 tablets. With 8oz. Of water each tablet replaces one meal.

 Slide Rule: $15+ weight negligible. +1 to any roll involving mathematics.

 Mechanical Calculator: $150 and weighs 5lbs. +2 to any roll involving mathematics.

 Air Tablets: $20 and weighs 1lb/16 tablets. Emergency air supply for a space suit or emergency
“life-bubble.” Each Tablet is good for one hour

 Navigator's Telescope: $800 and weighs 25lbs. A compact hi-powered telescope for rocketship
navigation with a simple mount and calibrations. (? not sure on the xpower, something suitably
extreme (x512??)

 Navigator's Kit: $500 and weighs 30lbs. Includes a sextant, orrerey, perpetual planetary
almanac, slide rule, trig and log tables chart roll w/vellum overlays, calibers, pencil/pen case. A
basic kit carried by rocketship navigators, if the kit is not available or improvised during
course/course change calculations all navigation rolls are made at -2 and take at least twice the
time.

 Radiophone: $30 weighs 4lbs. A Man portable communications device. Has a range of about
100 miles (unless linked into an existing telephone exchange). The internal batteries are good
for a bout 6 hours while a belt battery provides 24 hours.

 Rocket Pack: $700 and weighs 12lbs. Worn strapped to the back, the pack has enough fuel for
24 hours of flight. It enables the wearer to fly at a Pace of 50, has an Acceleration of 20, and a
Climb of 20. A successful Piloting roll is required to perform any maneuvers other than level
flying. The rocket pack has a Toughness of 9, which if overcome results in the engine cutting out.

 Rocket Pack Refill: $20 weighs 6lbs if carried as a replaceable tank.

 Air Tank: $15 weighs 10lbs. Fits all spacesuits and lifebubbles providing 16 hours of air.
 Belt Battery: $5 weighs 2lb. About the size of a brick with attachments to hook onto a belt and
a universal adapter for gear.
Space Suits:

 Standard Suit: $200 weighs 6lbs A fitted coverall with connections for a helmet, gauntlets
(included) air tank, rocket pack etc... Includes a short range radio with a line of sight range of
about 5 to 10 miles. Provides +1 Armor.

 Bubble Helmet: $20 weighs 2lbs. A clear spherical helmet. Included free with the spacesuits.
Provides +2 Armor to the head.

 Work Suit: $300 weighs 12lbs. A bulkier more robust suit with attachments for multiple tools
and power packs. Provides +2 Armor, but a penalty of -2 to Agi rolls.

 Armored Suit: $1200 weighs 32lbs. A hulking armored space suit designed for military use with
a self-sealing layer, a built in rocket pack, attachments for two air tanks and targeting goggles
(+2 with an aim action). Provides +4 Armor.

Armor

 Combat Armor: $150 weighs 6lbs. Provides Armor +2. Made up of rigid plates attached to a
flexible body suit. Limb armor only proects 50% of the time. The standard model includes a
closed helmet with an integrated gasmask.

 Battle Armor: $800 weighs 18lbs. Provides Armor +6. An articulated rigid suit of over-lapping
plates. The closed helmet has an integrated gasmask that can be sealed and an air tank used.

 “Leather” Jacket: $10 weighs 2lbs. A reinforced (synthetic) that looks like leather and is very
durable. Protects the torso and arms. Provides Armor +1.

 “Leather” Legging: $10 weighs 2lbs. As above for the legs.

 Soft Helmet: $20 weighs 1lb. Similar to the “Leather” armors above, it looks like an old (leather)
football helmet and provides +2 Armor (50% of the time).

 Helmet: $40 weighs 5lbs. A “steel” helmet similar to a “pot” or coal shuttle helmet. Provides
+4 Armor (50% of the time).

 Martian “Mail” (Corselet) $800 weighs 4lbs. Custom made laminated ceramic armor used by
Martians. Ornately decorated. Armor +4. Fully protects the torso with arms and legs protected
50% of the time. (Vambraces) $300 weighs 1.5lbs. Armor +4. When combined with the corselet
provides full protection to the arms, alone they protect 50% of the time. (Greaves) $400 weighs
2 lbs. Armor +4. For legs. See vambraces above for coverage. (Helmet) $600 weighs 2lbs.
Double as heraldic devices to identify individual warriors. Armor +4 Protects head 80% of the
time unless a mask ($200 .5lbs Armor +4) is also worn.
Weapons: Consider any “pulp” weapon to be available (early 1920's and pre WWI). Concentrate on
pistols like the Colt .45, the Luger 9mm, .30 Caliber Rifles and machine guns, Lt MG's like the BAR and
Lewis guns, etc... Swords, knives and other Melee weapons are also common (especially on Mars). Only
“futuristic” weapons will be detailed below.

 (Heat)Ray Gun (pistol): The most common energy weapon available among Terrans and
Venusians, Martians use them when they can get their hands on them. Range: 12/24/48
Damage 2d8 RoF 1 Shots 20 (120 with Belt Battery) Semi-Auto AP 1. Weighs 3lbs

 (Heat)Ray Gun (rifle): Long arm version of the above. Range 30/60/120 Damage 2d8+2 RoF 1
Shots 12 (96 with Belt Battery) Semi-Auto AP 2. Str d6. Weighs 6lbs

 Atomic Blaster Rifle: A short highly destructive rifle like weapon developed by the Venusians
and copied by the Terrans. Range 15/30/60 Damage 4d8 RoF 1 (1 action to recharge) Shots 5
(30 with Belt Battery) Semi-Auto (slow recharge) AP 4. Str d8. Weighs 25lbs.

 Rocket Pistol: Primarily a Martian weapon, though increasingly popular among Terran explorers
in the Asteroid Belt. It is a rugged low recoil, high velocity weapon with practically no moving
parts requiring a minimum of maintenance. Range 12/24/48 Damage 2d6+1 (2d8 with a small
burst template for explosive rounds) RoF 1 Shots 12 Semi-Auto AP 1 (AP “-1” under range 6).
Weighs 2lbs.

 Martian Dart Pistol: The most common Martian ranged weapon. It uses compressed gas to
(inefficiently) propel a dart. Darts can be coated with poinson (2d4 to 2d6 damage if a wound is
caused normally) Range 6/12/24 Damage 2d6-1 RoF 1 Shots 24 Weighs 4lbs.

 Martian Dart Rifle: The long arm version of the above. Range 12/24/48 Damage 2d6-1 RoF 1 (1
Action to ready after firing). Shots 30 Weighs 10lbs.

The weakness of Martian ranged weapons (due in part to its poverty of resources (especially metals))
resulted in the continued popularity and usefulness of melee weapons (primarily swords) on the Martian
battlefield.

 Martian Sword: Long narrow swords designed for cut and thrust fighting. Damage Str + d8
weigh 5lbs. +1 Parry. One Handed. Often paired with a small shield or a parrying weapon
similar to a “Maine Gauche.”
Sample Rockets
Scout Rocket

Small Cargo Rocket/Free Trader

Cargo Rocket

Passenger Liner

Yatch/Runabout

Attack Rocket

Combat Scout Rocket

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