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Lobopods of Mars Chapter 7: Descent into Nova Novgorod

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

Honey, I’m home.
Unman worker returns to his domicile in Nova Novgorod.
Copyright (C) 2025 Henry Edward Hardy

Lobopods of Mars Chapter 7: Descent into Nova Novgorod

A Mongoose Traveller (2e–compatible) Adventure

Table of Contents

  1. Overview & Background
  2. Scenario Hooks & Party Roles
  3. Dramatis Personae
  4. Locations
    • Pavonis Mons Summit & Elevator
    • The Road Train
    • Nova Novgorod Ruins
  5. Adventure Outline
  6. Potential Hazards & Encounters
  7. Resolution & Sequel Hooks
  8. Appendix: NPC Stats

1. Overview & Background

Premise:

  • Dr. Jack Woolpit, famed space geologist, organizes an expedition to Mars’s hidden depths. This time, they forgo flight in favor of a massive road train—a 20-foot fusion-powered crawler cab towing two 40-foot, 14-foot-high trailers.
  • An old Russian elevator (circa 1970s) on Pavonis Mons is discovered. Believed derelict, it still runs—powered by an aging thorium reactor and a gargantuan Stirling engine.
  • Rumors say the elevator leads to a cavernous system, once home to Nova Novgorod, a Soviet outpost lost 50 years ago. No official records survive. Now the expedition aims to explore it and confirm whether rumors of alien life or hidden resources are real.

Tone:

  • A mix of post-apocalyptic ruin exploration and scientific expedition. Dusty, claustrophobic, and full of opportunities for discovery or confrontation.
  • Mystery: Why did Nova Novgorod vanish? What’s left behind—and who or what might still dwell below?

2. Scenario Hooks & Party Roles

Hooks

  1. Scientific Curiosity: Dr. Woolpit hires the PCs to provide protection, technical skills, or specialized knowledge (engineering, biology, sensor operation).
  2. Corporate or Military Interest: A sponsor (perhaps a shady corporation or government group) tasks the party with retrieving old Soviet data, rumored advanced reactor designs, or discovering exotic life forms.
  3. Treasure Hunt: Legends say the Soviets had stashed large caches of precious metals, old nuclear tech, or hidden prototypes. The party wants to lay claim for profit or glory.

Party Roles

  • Lead Scientist (Woolpit): Coordinates research tasks, interprets geological or biological data.
  • Crawler Pilot / Mechanic: Operates the fusion-powered cab, maintains the big rig through hazards.
  • Security / Bodyguards: Expect possible creatures, rival explorers, or structural collapses.
  • Medic / Researcher: Tends to injuries, analyzes anomalies, possibly deals with contamination or old reactor leaks.

3. Dramatis Personae

Dr. Jack Woolpit

  • Role: Expedition leader, enthusiastic geologist.
  • Motivation: Confirm rumors of subterranean Martian life and glean historical insight on Nova Novgorod.

Stu “The Hobbit” Hobart

  • Role: Mechanic / security hand. Possibly connected to smuggling or shady deals.
  • Motivation: Keep the big crawler running, earn a stake in any valuable salvage.

Captain Lars Brecker

  • Role: Seasoned soldier-turned-crawler pilot.
  • Motivation: Keep the expedition safe, possibly on retainer from a sponsor.

Dr. Yajtoo Smith

  • Role: Tech infiltration / remote ops.
  • Motivation: Hack into any old Soviet mainframes or drone networks if discovered.

Dr. Ginger Takata

  • Role: Expedition medic & xenobiologist.
  • Motivation: Investigate potential life signs rumored to dwell in old caverns.

Sergei, Fyodor, & Charlie (Unman)

  • Role: Scouts, possibly with Russian or mutant ties, giving them a personal stake in rediscovering Nova Novgorod.

(Adjust or swap the cast depending on your table.)


4. Locations

A. Pavonis Mons Summit & Elevator

  1. Approach
    • The team treks across Mars’s dusty roads in the road train, climbing the slopes or specialized switchbacks up the volcano.
    • Possibly battered by dust storms or forced to bribe local outpost officials for a “permit” to use the elevator.
  2. Elevator Platform
    • A massive gantry with rusted Soviet markings.
    • Machinery House: Houses a centuries-old but still functional thorium reactor powering giant cables and a Stirling engine.
    • Control Room: Antique Soviet-era consoles, blinking CRTs (or equivalent) still partially operational. Some instructions in Russian.
  3. Elevator Ride
    • Potentially a 1–2 hour descent if it can handle the crawler + trailers. The ride is nerve-racking: flickering lights, mechanical groans.
    • Scenes: The world outside dims as the platform lowers the expedition into volcanic caverns.

B. The Road Train

  1. Crawler Cab
    • 20 feet long, fusion-powered engine, seats up to 3 in the front. Typically has vacuum or sealed compartments to handle Martian or subterranean conditions.
  2. Two 40-Foot Trailers
    • One trailer: Lab & living quarters, full of scientific gear, bunks, a small med station.
    • Second trailer: Storage for drilling rigs, rovers, or a small scout bike, plus extra fuel, rations, water.
  3. Driving Challenges
    • Navigating tight lava tube corridors. Potential modifications: retractable “roof sensors,” variable wheelbase, or swiveling trailer couplings.

C. Nova Novgorod Ruins

  1. Layout
    • A once-inhabited settlement in a subterranean crater or large cavern. Soviet architecture: blocky, utilitarian modules, now partially collapsed.
    • Abandoned for ~50 years. Some parts still have partial power from the old reactor grid.
  2. Points of Interest
    • Central Dome: Possibly a collapsed geodesic structure, containing living quarters and labs.
    • Reactor Chamber: Another thorium or nuclear reactor site, maybe leaking or meltdown-threatening.
    • Research Wing: Old labs with locked computers or half-destroyed logs referencing Martian biology or secret experiments.
  3. Mysteries
    • Why was it abandoned? Disease, sabotage, unstoppable Martian creatures, or political reasons?
    • Could there be survivors or descendants (mutants/unmen) still lurking?

5. Adventure Outline

Act I: Ascent & Descent

  1. Crossing Mars
    • The expedition sets off from a known city (Mutch, Schiaparelli, or Bradbury Landing).
    • Encounter minor hazards: dust devils, mechanical breakdown, or run-ins with bandits.
  2. Negotiations at the Elevator
    • They find the old platform guarded or locked. Must figure out how to power it safely. Possibly fix some Stirling engine components or handle reactor cooling rods.
  3. The Ride Down
    • Tension as the crawler is lowered into darkness. Flickering lights, the possibility of mechanical failure.
    • Clues: Soviet signage, graffiti from a presumably lost era, half-buried crates on side ledges.

Act II: Entering Nova Novgorod

  1. Initial Survey
    • The expedition sets up a base camp near the old settlement.
    • Recon with sensors, environmental checks. The place is eerily silent.
  2. Exploration
    • Splitting up or traveling as a group, discovering partially intact corridors.
    • Evidence of a meltdown or partial meltdown in one sector. Possibly a mutated ecosystem thrives on the residual energy.
  3. Surprises
    • Encounters with local fauna (mold, fungus) or leftover robots (old Soviet security drones?).
    • Data logs hint the Soviets discovered “something” and tried to harness it.

Act III: Confrontation / Discovery

  1. Deeper Depths
    • A large meltdown chamber or hidden tunnel leading to a more extensive cavern. Possibly containing bizarre Martian life.
  2. Factions
    • Rival explorers might appear (a mercenary corp or Talhir band).
    • Unmen survivors or mutated Russians, living in isolation with a meager society.
  3. The “Big Reveal”
    • Some decisive clue: an advanced device, living Martian organisms, or a sealed crypt with Soviet secrets.
    • Danger: Reactor meltdown risk, violent creatures, or the arrival of a US Army scouting party also tracking these secrets.

Act IV: Resolution & Escape

  • Option A: Peaceful Research
    • The party secures the reactor, glean knowledge, and tries to preserve the site as a historical/scientific treasure.
  • Option B: Cataclysm
    • The meltdown or an awakened beast threatens the entire ruin. The party must flee. Possibly the elevator shuts down, forcing them to fix or find an alternate route.
  • Option C: Rival Confrontation
    • A showdown with bandits or other factions that want to claim Nova Novgorod’s relics.

Epilogue

  • The party might ascend back to the surface with priceless data or create a secure outpost. They might vow to return with a bigger expedition or keep it hush-hush if the secrets are too dangerous.

6. Potential Hazards & Encounters

  1. Environmental
    • Cave-ins, flooding from subglacial water pockets, leftover radiation in meltdown zones.
  2. Creatures
    • Mutant flora or small rodent-like Martian life. Possibly subterranean “lobopods” feeding on reactor heat.
  3. Automated Defenses
    • Soviet security drones or static turrets with half-working sensors.
  4. Other Explorers
    • Competitors or saboteurs.
  5. Reactor Hazards
    • Overheated thorium rods, possible meltdown, or partial meltdown causing contamination.

7. Resolution & Sequel Hooks

  • Grand Discovery: The PCs recover intact Soviet research logs on Martian biosystems or technology decades ahead of its time.
  • Tragedy: The meltdown resumes, forcing them to seal or destroy Nova Novgorod.
  • Population: Mysterious dwellers in the ruins might be saved or allied with. Or they vanish into deeper tunnels.
  • Future Adventures:
    • Rebuild Nova Novgorod as a subterranean colony.
    • Explore branching caverns leading to more lost labs or hidden enclaves (like rumored Nova Moskva?).
    • Rival governments or corporations scramble to seize the reactivated elevator.

8. Appendix: NPC Stats

(Adjust skill levels or equipment as desired.)

Dr. Jack Woolpit

  • STR 6, DEX 7, END 8, INT 10, EDU 12, SOC 8
  • Skills: Science (Geology) 3, Recon 1, Persuade 1, Vacc Suit 1
  • Traits: +1 DM on geology tasks.

Crawler Pilot / Mechanic (Lars or Stu)

  • STR 8, DEX 7, END 9, INT 8, EDU 8, SOC 6
  • Skills: Drive (Wheeled) 2, Mechanic 2, Gun Combat (Slug) 1, Vacc Suit 1
  • Traits: +1 DM to checks repairing the crawler.

Dr. Ginger Takata

  • STR 6, DEX 7, END 8, INT 9, EDU 12, SOC 6
  • Skills: Medic 2, Science (Biology) 1, Vacc Suit 1
  • Traits: +1 DM to diagnosing unknown pathogens.

Old Soviet Security Drone (Encounter)

  • Hull 3, Armor 2
  • Skills: Gun Combat (Energy) 1, Recon 1
  • Weapons: Low-power laser or slug turret (2D, short range)
  • Traits: Ancient circuits (malfunction 8+ on 2D if stressed).

Concluding Notes

In “Descent into Nova Novgorod”, your players undertake a tense road-train journey up (and then beneath) Mars’s towering Pavonis Mons, using a half-century-old Soviet elevator to explore a lost settlement. Whether they chase knowledge, treasure, or a bit of both, they’ll find the environment harsh, the secrets haunting, and the potential for conflict high. Will they unravel the fate of Nova Novgorod and harness its hidden wonders—or become one more tragic footnote in its mysterious history? Only their choices will decide. Good luck down there!

8 October, 2025 Posted by | scanlyze | , , , , , , , , | Leave a comment

Lobopods of Mars Chapter 6: Return from New Moscow: The Battle for Talhir

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

Disclaimer
“Traveller” is a registered trademark of Far Future Enterprises. This scenario is a homebrew creation using Traveller-like terminology. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. Any references to Lobopods of Mars or other original works remain the property of their respective authors.


Return from New Moscow: The Battle for Talhir

A Mongoose Traveller (2e–compatible) Scenario

Table of Contents

  1. Background & Context
  2. Scenario Overview & Hooks
  3. Dramatis Personae
  4. Key Locations
    • Aphrodite’s Navel
    • Nova Moskva (New Moscow)
    • Talhir City
    • US Outposts on the Tharsis Plateau
  5. Act-by-Act Breakdown
  6. Notable Factions & Goals
  7. Adventure Endings & Consequences
  8. Appendix: NPC Stat Blocks

1. Background & Context

Mars in 2034:

  • Talhir (capital of the Kangar Union) looms in the Noctis Labyrinthus region, below the Tharsis Plateau. Ruled by Great Khan Kuara Tengri and his daughter Princess Gan, the Kangar Horde wields power, technology, and cunning, albeit fewer resources than the Earth-based superpowers.
  • New Moscow (Nova Moskva) is an underground, highly secret Russian enclave beneath the Tharsis region. Very few outsiders know it exists.
  • US Military has established a forward base near Pavonis Mons, sending in II Marine Expeditionary Force, units from the 2nd Marine Division, plus 1st Lunar Mechanized and others. They brand the plateau a “Restricted Zone,” authorized to use deadly force.
  • Princess Gan attempted infiltration near the US lines. In a flash confrontation, Colonel Mark Flagg shot her and killed her handmaidens. Gan survived—minus an arm—rescued by her father’s forces. Tensions skyrocket.

Your Travellers begin this scenario leaving the hidden city of New Moscow alongside local “unmen” scouts. They return to find the entire region in chaos: the US is accused of unprovoked aggression, Talhir is mobilizing for war, and the Kangar Horde demands revenge for Gan’s injuries.


2. Scenario Overview & Hooks

Central Conflict: The US Army (and possibly Marine) forces have attacked or repelled intruders near Pavonis Mons. Princess Gan is gravely wounded. The Kangar Horde readies for retaliation, risking a full-blown war on the plateau. The PCs are caught in the middle.

Possible Hooks

  1. Gan’s Summons: Dr. Joret (or any PC with medical expertise) receives an urgent call from Gan’s circle—she is critically injured, needs advanced care. The PCs must cross the plateau to get to Talhir quickly.
  2. Protect or Evacuate Civilians: The party is asked by local officials to safeguard an outlying settlement from the looming conflict.
  3. Diplomatic Mission: An ISA official or a neutral contact begs the PCs to broker peace. They might need to slip into the US forward base and then to Talhir, or vice versa, collecting terms for a ceasefire.
  4. Ties to the “Unmen”: The “unmen” from New Moscow are either under your party’s protection or in your debt. They want to relocate, or join the Kangar Horde, or vanish into the Martian outback. That may put the PCs at odds with either the US or Talhir.

3. Dramatis Personae

Princess Gan Khulan

  • Role: Kangar Horde Royal, recently gravely wounded. Charismatic figure for the Horde.
  • Condition: Missing an arm, in a suspended “hypothermic stasis” to prevent further injury.
  • Motivation: Survive, maintain dignity, avenge the attack, or negotiate a cunning peace if it benefits the Horde.

Colonel Mark Flagg (US Army)

  • Role: Commanding officer of 1st Lunar Mechanized Regiment, leading the forward base near Pavonis Mons.
  • Personality: Stoic, by-the-book, believes he was well within rights to open fire on “intruders.”
  • Motivation: Secure the region for US interests, obey a wide “restricted zone” directive from Earth.

Great Khan Kuara Tengri (Georgi Kubatov)

  • Role: Leader of the Kangar Horde, father of Gan.
  • Motivation: Furious at the US for harming Gan, but cautious about an all-out war he might not win.

Unman Scouts: Charlie “Unman” Podgorney & Fyodor the Slow

  • Role: Mutants from Nova Moskva traveling with the PCs after leaving the hidden city.
  • Motivation: Survive on the surface, possibly help the party navigate lava tubes or Martian wilds, eager to avoid direct conflict with powerful forces.

Dr. Joret (PC)

  • Role: Mediator or doctor. Possibly the impetus for returning to Talhir to treat Princess Gan.
  • Motivation: Live up to medical oath, keep the party alive, possibly uncover deeper conspiracies.

4. Key Locations

  1. Aphrodite’s Navel
    • Feature: A natural lava tube high above Talhir, discovered by the party earlier. Possibly grants secret access to the city or out to the plateau.
    • Danger: Collapsing sections, volcanic vents, or lurking mutant creatures from deeper tunnels (like “unmen” or feral Martian biosystems).
  2. Nova Moskva (New Moscow)
    • Secret: An underground Russian city with partial knowledge of early Soviet bases from the 1970s.
    • Status: The party departs here at scenario start. If the PCs revealed too much, the Russians might brand them liabilities.
  3. Talhir City
    • Capital of the Kangar Union, often described as the “Las Vegas of Mars.” Lavish entertainment, but also a hotbed of hidden military and advanced or black-market tech.
    • State of Emergency: With Gan wounded, security is tight. The city either prepares defenses or organizes a raid on US lines.
  4. US Outposts on the Tharsis Plateau
    • Fort Galleon near Pavonis Mons, or a ring of smaller forward bases.
    • Heavily Defended: With powered armor patrols, exoskeleton squads, Farnsworth Fusor drop pods, etc. Access is restricted.

5. Act-by-Act Breakdown

Act I: Escape from New Moscow

  • Setup: The party finishes business in the underground city. Dr. Joret receives Gramash the Hacker’s urgent telegram: “Princess Gan is severely injured—Return ASAP!”
  • Challenges: They must cross the underground lake (“River Styx”) or the labyrinth of tunnels to surface. Possibly face mutated wildlife or “Old Believer” watch posts.
  • Outcome: They emerge near Aphrodite’s Navel with their unman companions.

Act II: Racing to Talhir

  • Travel: The group navigates rough Martian terrain or uses partial rover transport. They see signs of mobilization—a Kangar column or US drone patrol overhead.
  • Encounters:
    • A US recon squad demands to search or question them.
    • Kangar outriders, suspicious the PCs might be spies.
  • Decision: The PCs can either slip past, talk through, or fight. Possibly they gather intel on the approaching conflict.

Act III: Crisis in Talhir

  • Arrive: Gan is in suspended stasis. Her father demands help: either a direct assault, infiltration, or negotiation with the US.
  • Possibilities:
    • Healing Gan requires special gear from the US lines.
    • The Horde is planning a massive retaliation; they want the PCs’ assistance or at least to stand aside.
    • If the PCs want peace, they must convince the furious Khan.

Act IV: The Showdown (Diplomacy or War)

  • Option A: Diplomatic Gambit
    • The PCs approach Colonel Flagg or other US reps under a flag of truce. They negotiate compensation or an end to the “Restricted Zone.”
    • Possibly reveal that Gan was unarmed or that the handmaidens died needlessly. Tensions intensify if the US refuses to admit wrongdoing.
  • Option B: War
    • The Kangar Horde launches an assault. The PCs can aid the defense or infiltration. The US calls in exoskeleton squads, mecha, or drones.
    • Expect large-scale battles or smaller infiltration set pieces: sabotage comms towers, hijack rovers, etc.

Epilogue

  • The outcome depends on the PCs’ approach: peace, chaos, or a cunning compromise.

6. Notable Factions & Goals

  1. Kangar Horde
    • Goal: Vindicate Gan’s honor, protect Talhir, possibly expel US from the plateau.
    • Means: Hit-and-run cavalry, cyborg shock troops, hidden alliances (maybe with certain corporate or black-market suppliers).
  2. US Army / Marines
    • Goal: Hold the restricted zone for strategic advantage, follow Earth orders. Possibly remain “open” to a settlement if hostilities threaten bigger resources.
    • Means: Superior tech (powered armor, advanced rifles, mechs), systematic tactics, official Earth backing.
  3. Unmen (Charlie & Fyodor)
    • Goal: Survive. Possibly help the PCs or remain aloof. They might glean a new home in Talhir if they side with Gan’s father, or vanish into underground lava tubes.
  4. Neutral Agents (ISA, Mutch City, or others)
    • Goal: Might want to quell the conflict, keep roads open for commerce. Some quietly benefit from war “tourism” or arms trade.

7. Adventure Endings & Consequences

  1. Peaceful Accord
    • The PCs mediate a deal: the US apologizes for harming Gan or pays restitution, the Kangar Horde backs off. Both sides remain uneasy.
    • Gan recovers. Possibly the PCs gain strong favor with the Kangar court and a nod from Earth.
  2. Kangar Victory
    • The Horde’s cunning raids push the US to retreat from the plateau. Princess Gan’s survival and public image soars. The PCs become heroes in Talhir but outlaws to Earth forces.
  3. US Dominance
    • A crushing campaign by the US (overwhelming firepower) forces the Horde to sue for peace. Gan might remain an embittered figure. The PCs face moral questions if they sided with the Kangar.
  4. Escalation & Wider War
    • The conflict spirals, drawing in other Martian cities (Mutch City, Schiaparelli, etc.). The PCs end the scenario in the midst of a planet-wide crisis with no resolution in sight.

8. Appendix: NPC Stat Blocks

Below are sample Mongoose Traveller 2e–style stats. Tune them up or down to match your table’s difficulty level.

Charlie “Unman” Podgorney (Mutant Scout)

Score
STR6
DEX8
END8
INT7
EDU6
SOC5

Skills: Recon 2, Survival 1, Gun Combat (Slug) 1, Stealth 1
Traits:

  • Mutant Hardiness: +1 DM to Endurance checks vs. cold or radiation.

Fyodor the Slow (Mutant Scout)

Score
STR9
DEX6
END8
INT5
EDU5
SOC4

Skills: Melee (Unarmed) 1, Athletics (Strength) 1, Survival 1
Traits:

  • Thick-Skinned: Gains 1 point of armor (natural) vs. basic melee or slug.

Colonel Mark Flagg

Score
STR8
DEX7
END8
INT8
EDU8
SOC7

Skills: Leadership 2, Gun Combat (Energy) 2, Tactics (Military) 2, Recon 1
Gear: US advanced powered armor (Armor 10), Sig Sauer XM 251 L Squad weapon (Auto 3, 3D damage), sidearm.
Traits:

  • By-the-Book: +1 DM to Leadership checks among regular US Army subordinates.

Kangar Horde Warrior

Score
STR9
DEX7
END7
INT6
EDU5
SOC5

Skills: Gun Combat (Slug) 1, Melee 1, Survival 1, Athletics 1
Gear: Patchwork vacc suit (Armor 3–4), older slug rifle (2D) or shotgun.
Traits:

  • Fearless: Gains +1 DM on morale checks if in a group of 2+ horde allies.

Conclusion

Return from New Moscow: The Battle for Talhir propels the PCs into the epicenter of Martian geopolitics. Whether they rally to Princess Gan’s side, serve Earth’s interests, or walk a delicate diplomatic line, the fate of the Tharsis Plateau may hinge on their choices. Will the conflagration intensify—and might they discover deeper secrets behind both the old Soviet bases and the US’s “authorized deadly force”? Only the next session will tell. Good luck!

5 October, 2025 Posted by | scanlyze | , , , , , , , , | Leave a comment

Lobopods of Mars Chapter 5: Confrontation with the Kangar Horde

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

Diorama of a Kangar Horde fort on Mars
Copyright (C) 2022, 2025 Henry Edward Hardy

Lobopods of Mars Chapter 5: Confrontation with the Kangar Horde

A Mongoose Traveller (2e–compatible) Scenario

Disclaimer
“Traveller” is a registered trademark of Far Future Enterprises. This scenario is a fan work using Traveller-like terminology. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. The Lobopods of Mars references remain the property of their respective authors.


Table of Contents

  1. Adventure Background
  2. Scenario Overview & Hooks
  3. Major Factions
    • Kangar Horde
    • Local Authorities (Mutch City & Others)
  4. Locations
    • Thomas A. Mutch Crawlie Stop
    • Talhir (Kangar Base)
    • Potential Battlegrounds
  5. Running the Scenario
  6. NPC & Enemy Stats
    • Generic Kangar Raider
    • Kangar Lieutenant (Bear-Man)
    • Sheriff Olav Pekkonen
  7. Possible Endings & Aftermath

1. Adventure Background

Mars in 2034 is embroiled in multiple flashpoints. Tensions with Earth-based fleets in orbit are rising, while local powers jockey for territory. The Kangar Horde, a self-styled neo-Turkic clan from the edges of the Tharsis Plateau, has escalated from “rough trading” to outright raiding smaller outposts and crawlie stops.

Recent Incidents

  • Mutch Crawlie Stop Takeover: The Kangar Horde forcibly occupied the Thomas A. Mutch Crawlie Stop near Mutch City, terrorizing staff and travelers.
  • Sheriff’s Posse Victory: Sheriff Olav Pekkonen rallied volunteers to fire warning shots and flush out the Horde, prompting them to flee—albeit slowly—into the Outback.
  • Wider Ramifications: Now that the Kangar raiders have retreated, Mutch City is celebrating, but new rumors swirl that a larger Kangar warband is assembling deeper in the desert to retaliate.

2. Scenario Overview & Hooks

In Confrontation with the Kangar Horde, the Traveller PCs find themselves in the crossfire. They may be defending Mutch City, investigating the Horde’s motives, or even traveling outward to broker uneasy peace or deliver a preemptive strike.

Hooks

  1. Defensive Contract: The PCs are hired by Mutch City Council or a local trader’s guild to protect the region from further Horde attacks.
  2. Search for a Missing Victim: A friend or allied NPC is among those brutalized at the Crawlie Stop. The party tracks the Horde to reclaim stolen items or rescue a hostage.
  3. Diplomatic Overture: A neutral mediator tasks the PCs with meeting the Kangar Horde’s leadership, hoping to avoid an all-out war.
  4. Personal Vendetta: One of the PCs was robbed or humiliated by the Kangar raiders. It’s time for payback.

3. Major Factions

Kangar Horde

  • Identity & Mythos: A band of raiders claiming lineage from Old Turkic khans, led (officially) by Great Khan Kuara Tengri (real name: Georgi Kubatov, ~81 years old).
  • Base of Operations: The settlement “Talhir,” perched near a water seep in Valles Marineris. In reality, it’s a patchwork fortress of pressurized domes and salvaged crawler parts.
  • Capabilities:
    • Skilled in desert survival and constructing “hillbilly armor” for their vehicles.
    • Armed with older but functional slug guns and shotguns, plus some black-market ex-Earth military gear.
    • Rely on fear and intimidation to gather “tribute” from isolated outposts.

Local Authorities (Mutch City & Others)

  • Mutch City: A mid-sized settlement near Tharsis, with a precarious water supply but robust trade. Sheriff Olav Pekkonen is the de facto law.
  • Thomas A. Mutch Crawlie Stop: A privately owned stopover dome with cheap lodging, refueling, and basic entertainment. Important for local commerce. Recently besieged by the Kangar Horde.
  • Sheriff Pekkonen’s Posse: Ad-hoc volunteers, often outclassed by better-armed foes, but determined to defend their homes.

4. Locations

Thomas A. Mutch Crawlie Stop

  • Layout: A single pressurized dome with an attached refueling station, a bar, a few bunkrooms, and a cargo yard.
  • Recent Damage: Broken furniture, bullet holes, captured staff traumatized. The locals are angry but relieved the Horde left.
  • Clues: Searching the dome may yield leftover Kangar symbols, forced locks, or data logs showing messages from unknown sponsors (hinting they might be pawns for bigger factions).

Talhir (Kangar Base)

  • Environment: Deep in the Valles Marineris outback, perched near a dripping water seep. Minimal oxygen, raging dust storms.
  • Defenses: Spiked walls, watchtowers, roving crawlers. The place is half shantytown, half fortress.
  • Population: ~200–300 hardened raiders plus families. Possibly hundreds more innocents coerced into living under the Horde’s rule.

Potential Battlegrounds

  • Desert Wastes: Rolling dunes, unpredictable dust devils, ancient lava flows. Perfect for crawler chases and ambushes.
  • Mutch City Outskirts: If the Horde tries a mass reprisal, the city outskirts or surrounding crater walls become the front line.
  • Abandoned Mines or Lava Tubes: Could be fallback points or hidden outposts.

5. Running the Scenario

Phase 1: Gathering Intel

  • PCs investigate the aftermath of the Crawlie Stop raid. They meet witnesses, see traces of violence, and piece together who led the incursion (e.g., a Kangar Lieutenant known as “Bear-Man”).
  • Sheriff Pekkonen warns them: The Horde might regroup, or the PCs can take the fight to them.

Phase 2: Desert Pursuit or Negotiation

  • Option A: Pursuit
    • The PCs head out in crawlers or half-tracks, following the raiders’ trail. Dust storms hamper visibility. Potential stealth or infiltration to get close to the Kangar camp.
  • Option B: Diplomatic Approach
    • The PCs attempt to contact the Kangar leadership to broker peace or arrange a prisoner exchange. Batar Khan or Bear-Man might arrive suspiciously to parley, flanked by armed guards.
  • Complications
    • Earth-mined or Mars-based corporate interests could be egging the Kangars on, providing them with weaponry.
    • Tensions with the “Talhir Council” (the few quasi-civil officials in the Kangar settlement) might overshadow the warband’s own chain of command.

Phase 3: Showdown

  • The final confrontation can take many forms: a pitched battle on the desert floor, a stealth infiltration of Talhir’s perimeter, or a tense negotiation that might devolve if one side is provoked.
  • Combat Encounter: The Kangar Horde deploys multiple crawler rigs with improvised turrets, or they ambush from rocky outcrops. The PCs must coordinate tactics, use the environment, or even call in local militia.
  • Talk (or Betrayal): If the PCs attempt to negotiate, they might learn of the Horde’s real demands—e.g., new farmland, guaranteed trade, or a “tribute” system. Whether the city can accept that is another story.

Victory or Unrest

  • If the PCs defeat the Kangar leadership (like Bear-Man or Batar Khan), the warband might disperse. But the settlement of Talhir remains, potentially seeding future trouble.
  • If the PCs treat with the Horde respectfully, they might forge a new “tribute for peace” arrangement, but Mutch City’s populace may resent giving in.

6. NPC & Enemy Stats

Below are sample Traveller 2e–style stat blocks. Adjust skill levels and gear to match the desired difficulty.

Generic Kangar Raider

Value
STR8
DEX7
END7
INT6
EDU5
SOC5

Skills:

  • Melee (Blade) 1 or Gun Combat (Slug) 1
  • Athletics (Strength) 1
  • Survival 1
  • Streetwise 0

Gear:

  • Patchwork vacc suit (Armor 3–4)
  • Slug rifle or shotgun (2D–3D damage)
  • Improvised melee weapon (1D+1 or 2D damage)

Traits:

  • Raider Tactics: +1 DM to Stealth or Recon when preparing an ambush in Martian desert terrain.

Kangar Lieutenant (Bear-Man)

Value
STR10
DEX7
END9
INT6
EDU6
SOC5

Skills:

  • Melee (Blade) 2
  • Gun Combat (Slug) 1
  • Leadership 1
  • Recon 1
  • Survival 1

Gear:

  • Tough environment suit or combat armor (Armor 5+)
  • Sawed-off shotgun or heavy rifle (3D damage)
  • Brutal-looking scimitar or carbon blade (2D damage)

Traits:

  • Intimidating Presence: Gains +1 DM on any opposed checks to threaten or coerce.
  • Fanatical Loyalty: Nearby Kangar raiders get +1 to Morale checks.

Sheriff Olav Pekkonen

Value
STR8
DEX7
END7
INT7
EDU8
SOC5

Skills:

  • Gun Combat (Slug) 2
  • Recon 1
  • Leadership 1
  • Persuade 1
  • Vacc Suit 1

Gear:

  • Heavy revolver (3D)
  • Light ballistic vest or environment suit (Armor 4)
  • City crawler with a small railgun turret (non-lethal or low-power shells)

Traits:

  • Local Hero: Gains +1 DM to persuade or rally local fighters.
  • Outnumbered, Not Outgunned: The Sheriff never backs down if defending Mutch City.

7. Possible Endings & Aftermath

  1. Kangar Defeat
    • The PCs lead a decisive strike on the Horde, capturing or scattering the raiders. Mutch City breathes easy… for now.
    • Possible blowback: Remaining Kangars vow revenge, or other outback gangs see weakness.
  2. Negotiated Truce
    • The PCs broker a tenuous deal: The Horde gets safe passage, minimal tribute, or some autonomy. City authorities grudgingly accept.
    • The truce might turn fragile if hotheads on either side pick a fight later.
  3. PCs Switch Sides
    • If the party sees the Kangar cause as legitimate (lack of resources, forced to raid?), they might ally with them. Mutch City’s authorities become adversaries. This sets up an ongoing “bandit kings” arc.
  4. Stalemate & Expanding Conflict
    • Neither side gains a clear advantage. The setting escalates into a broad conflict as more raiders and possibly ISA or Earth forces intervene. The region remains a powder keg.

Conclusion

In Confrontation with the Kangar Horde, the PCs must navigate a fine line between local politics, outback survival, and the fierce warlike culture of the Kangar clan. Whether they choose to fight, talk, or outmaneuver the Horde, this scenario promises dusty chases, tense standoffs, and moral gray areas—perfect for a grounded, high-stakes Martian Traveller campaign. Good luck out there, and remember: on Mars, water and alliances are equally precious.

2 October, 2025 Posted by | scanlyze | , , , , , , , , | Leave a comment

Lobopods of Mars Chapter 4: The Quartet of Mutch City

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

The Quartet of Mutch City

  1. ISA Colonel (Ret.) Lars Brecker
  2. Dr. Jack Woolpit
  3. Yajtoo Smith
  4. ISA Colonel (Ret.) Dr. Joret

Each profile includes:

  • Background & Personality
  • Possible Stat Blocks (in Mongoose Traveller 2e style)
  • Skills & Specialties
  • Gear & Technology
  • Role in a Lobopods of Mars Campaign

Use them as senior advisors, special consultants, or well-connected fixers. They can also serve as advanced PCs if your group wants deeper ties to the ISA and scientific circles.


1. ISA Colonel (Ret.) Lars Brecker

Col. Lars Brecker, ISA (ret.)
Copyright (C) 2025 Henry Edward Hardy

Background & Personality

  • ISA Service Record: Colonel Brecker served in the International Space Agency’s Mars Division for about twenty years, specializing in expeditionary security and deep-cavern rescue operations. He rose to a leadership position after spearheading multiple outback search-and-rescue missions during catastrophic dust storms.
  • Retirement & Current Life: After mustering out, Brecker settled near Mutch City, capitalizing on his experience to provide private security consulting. He has the know-how to operate advanced weaponry (including short-range railguns) and is known for his calm leadership in emergencies.
  • Personality: Professional, stoic, but fair. He strictly upholds personal honor, even when the local “law” is ambiguous. His standoffish approach can make him seem harsh, yet he keeps an old-fashioned sense of duty to protect civilians.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR9+1Above-average fitness
DEX10+1Keen reflexes, ex-soldier
END10+1Trained stamina
INT8+0Good practical sense
EDU11+1Well-schooled in ISA docs
SOC7+0Polite but direct

Other Abilities (Optional)

  • Psi: 3 (Not psionically inclined)

Skills & Specialties

  • Gun Combat (Slug Rifles) 2
  • Vacc Suit 1 (ISA training)
  • Leadership 1 (led squads in the outback)
  • Tactics (Military) 1 (coordinated rescue operations)
  • Recon 1 (dust-storm infiltration; scanning for hazards)
  • Mechanic 1 (fixing minor crawler or rifle malfunctions)

Gear & Technology

  • Combat Environment Suit (TL9/10): Rugged, protective in dust storms. +8 vs. normal/lasing attacks (and environment).
  • Advanced Combat Rifle (TL10): 3D damage, ~40-round magazine, Auto 3, typically with scope.
  • HUD Comm & Tactical Interface: Connects to local map overlays, sensor net in settlements.
  • Survival Tools: Basic field kit, short-range comm beacons, flares, patch tape, and stims.

Role in the Campaign

  • Security Consultant: Brecker can be employed by local towns or big domes for protective detail.
  • Tactical Veteran: When high-stakes shootouts erupt (e.g. defending a water tank or facing cult raiders), Brecker is the calm eye of the storm.
  • Moral Center or Drill Sergeant: He might keep trigger-happy allies in check, or he could instruct rookie colonists in basic firearms. If “the mission” conflicts with corporate or political pressures, Brecker’s sense of honor might cause friction.

2. Dr. Jack Woolpit

Dr. Jack Woolpit
Copyright (C) 2025 Henry Edward Hardy

Background & Personality

  • Scientific Savant: Dr. Woolpit is a brilliant researcher with a broad education, rumored to hold multiple advanced degrees in geology, environmental science, and xenobiology. He first came to Mars for pure research—perhaps under an Earth-based university grant.
  • Curiosity & Compassion: While methodical in the lab, Woolpit is empathic toward people. Often out of his depth in moral or physical confrontations, he tries to reason with would-be aggressors, sometimes to comedic effect.
  • Professional Reputation: Even among the Martian science community, Dr. Woolpit is considered eccentric—some say naive. He invests himself fully in unraveling the mysteries of Martian ecology, with rumors that he’s especially intrigued by the possibility of Lobopod life.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR6+0Slight build
DEX6+0Not a fighter
END8+0Middle-of-the-road
INT9+1Sharp academic mind
EDU13+2Substantial formal study
SOC7+0Polite, reserved manner

Other Abilities

  • Psi: 5 (No special training)

Skills & Specialties

  • Science (Planetology) 2 (expert on Martian terrain)
  • Science (Xenobiology) 1 (looking for alien life or “Lobopods”)
  • Medic 1 (basic field medical knowledge)
  • Computers 1 (data analysis, controlling lab instruments)
  • Investigate 1 (digging for field clues; analyzing bizarre rock samples)
  • Diplomat or Persuade 0 or 1 (knows how to keep scientific partnerships stable)

Gear & Technology

  • Light Environment Suit: Enough to protect from typical Martian hazards, not as combat-ready.
  • Portable Science Lab (TL10): Sample containers, scanning devices, a small data-lab with micro-probe sensors.
  • Hand Computer (TL9+): Contains advanced analysis software for soil analysis, microbe detection, or chemical forensics.
  • Sidearm (Optional): Possibly a low-tech slug pistol or a stunner if forced to carry a weapon.

Role in the Campaign

  • Academic Advisor: A neutral voice who can provide crucial analysis of environmental threats or weird life forms.
  • Plot Catalyst: Might drag the group into hidden caverns or ongoing corporate feuds over new bio-samples.
  • Conscience: Quick to question ethically dubious or lethal approaches, but also reliant on more “rough-and-tumble” allies for protection.

3. Yajtoo Smith


Yaztoo Smith
Copyright (C) 2025 Henry Edward Hardy

Background & Personality

  • Mars-Born Technologist: Yajtoo Smith is a local of the Red Planet, rumored to have grown up in the under-levels of Mutch City. He taught himself advanced computing and remote ops with a knack for forging credentials and infiltration.
  • Adept at Deception: Rumors swirl that he can hack both corporate and city-level networks to manipulate supply logs or even override airlock security. His moral compass is fluid; sometimes a helpful info-broker, sometimes a con artist.
  • Smooth Operator: Yajtoo is socially adept, blending in or projecting confidence as needed. He weaves half-truths to keep various factions off his back, which occasionally lands him in hot water.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR7+0Physically slight
DEX8+0Competent reflexes
END9+1Surprising stamina
INT12+1Quick-witted, cunning
EDU15+3Extremely well-educated
SOC8+0Street-level presence

Other Abilities

  • Psi: 4 (Not a psion, possibly unknown or negligible)

Skills & Specialties

  • Computers 3 (expert-level hacking & data infiltration)
  • Deception 2 (lying, forging documents, infiltration)
  • Remote Ops 1 (operating drones, turrets, or remote cameras)
  • Carouse or Streetwise 1 (gathering info in local bars, back alleys)
  • Mechanic (Electronics) 1 (jury-rigging or bypassing security devices)
  • Recon 1 (watching for trouble in a crowded station)

Gear & Technology

  • Customized “Stealth” Hand Computer: Encrypted for hacking, loaded with darkware.
  • Compact Combat Environment Suit: Lightly armored but technology-laden. Often integrated with hidden compartments for hacking tools.
  • Overloaded HUD Display: Possibly with a nerve-plug or specialized rig for direct mental command of drones.
  • Holdout Pistol or Stun Gun (Optional): He rarely wants to be in direct firefights, but he carries something for close calls.

Role in the Campaign

  • Information Broker: He can dig up corporate secrets, track rival smugglers, or re-route official supply shipments.
  • Occasional Frenemy: If he needs money or data, he might sabotage an ally or cut side deals. The group must weigh trusting him.
  • Mastermind Heist Missions: He orchestrates infiltration tasks and can feed the rest of the party crucial intel.

4. ISA Colonel (Ret.) Dr. Joret

Background & Personality

  • Dual Expertise: Joret is both an experienced ISA officer and a credentialed scientist (PhD in a specialized field—possibly exobiology, geology, or medical). He served in the Mars Division as a science officer and rose to Colonel rank.
  • Reason for Retirement: Possibly forced out due to internal politics or chosen to “retire” to direct civilian research. He maintains strong ties with the Secretariat, and some suspect he still does hush-hush missions.
  • Pragmatic & Unflinching: Joret is measured, rarely emotive, and known to keep calm in dire crises. This, combined with his scientific training, makes him an ideal “problem-solver” whether dealing with sabotage, outbreak, or a newly discovered microbe.

Potential Stat Block (Traveller 2e)

CharacteristicScoreDMNotes
STR7+0Average fitness
DEX9+1Adept with small arms
END10+1Veteran’s endurance
INT10+1Keen, disciplined mind
EDU12+2Doctorate-level knowledge
SOC7+0Minimal social pretense

Other Abilities

  • Psi: 6 (Untrained, latent at best)

Skills & Specialties

  • Science (choose one: Exobiology/Medicine/Geology) 2 or 3
  • Leadership 1 (command experience)
  • Vacc Suit 1 or 2 (ISA standard)
  • Gun Combat (Energy) 1 (trained in high-tech sidearms)
  • Medic 1 (if he is a medical doctor or general scientist)
  • Mechanic or Engineer (Power) 1 (general technical proficiency from ISA missions)

Gear & Technology

  • ISA-Grade Combat Environment Suit: Possibly a better version with advanced life support, near TL10.
  • Energy Pistol (TL10+): 3D damage, short to medium range, includes a battery pack or micro-fusion cell.
  • Portable Field Lab: If he’s on a research assignment, includes diagnostic scanners, sample tubes, or specialized instruments.
  • Old ISA Credentials: Potentially grants “official” privileges in some areas, but Mars governance is messy—recognition depends on local politics.

Role in the Campaign

  • Retired Commander Turned Scientist: Joret can leverage old ISA protocols for special clearances or to coordinate rescue ops. He might also have hidden missions from former superiors.
  • Mentor or Patron: Younger explorers or scientists might see him as a revered figure. He can push them to tackle big discoveries—like investigating rumored Lobopods.
  • Conflict of Loyalty: The Secretariat or certain Earth-based agencies might attempt to manipulate Joret. He must decide if he’ll remain loyal to the colonists or to his old chain of command.

Using These Four as a Team (or NPC Ensemble)

While each character can stand alone, the four can form a powerful “think tank” or investigative cadre:

  1. Colonel Brecker ensures security and tactical prowess.
  2. Dr. Woolpit supplies cutting-edge scientific expertise.
  3. Yajtoo Smith handles infiltration, sabotage, or hacking.
  4. Colonel Joret merges leadership, scientific knowledge, and lingering ISA authority.

Their combined backgrounds span multiple layers of Mars society—corporate, clandestine, and official. They could be pivotal in:

  • High-Stakes Missions: The Secretariat hires them to quell a major outback threat or investigate an alarming new life form in the lava tubes.
  • Internal Power Struggle: Their varied alliances create friction, as each might champion different sponsors or philosophies.
  • Frontier Hubs: The group’s presence drastically alters the balance of power in Mutch City, especially if they choose sides between local administrators, corporate enclaves, or religious cults.

Whether used as advanced PCs or influential NPCs, these four add depth, nuance, and the potential for large-scale developments in your Lobopods of Mars campaign. Will they unify to protect the fragile Martian frontier, or tear it asunder with hidden agendas?

Enjoy weaving them into your cosmic frontier stories—on Mars, every choice can shape the future of humankind’s new frontier.

29 September, 2025 Posted by | scanlyze | , , , , , , , , , | Leave a comment

Lobopods of Mars Chapter 3 Player Characters Dossier

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.


LOBOPODS OF MARS Chapter 3

Player Characters Dossier

Disclaimer

“Traveller” is a registered trademark of Far Future Enterprises. This homebrew content is neither endorsed by nor affiliated with Mongoose Publishing or Far Future Enterprises. All references to Lobopods of Mars or other original texts remain the property of their respective copyright holders.


1. Campaign Context

These PCs are a ragtag band of homesteaders, rogues, and would-be survivors on Mars circa 2034 in an alternate-history timeline. Officially, Mars is administered by the Mars Secretariat and its sprawl of petty politics, but beyond the big settlements, it’s effectively frontier territory. Dust storms, saboteurs, hidden cults, and clandestine smuggling define everyday life. Each PC has unique ties to smugglers, local fixers, or fringe religious movements. As a group, they can cooperate (or backstab) to survive in the harsh environment of the Red Planet.

Use these PCs as player-characters for a one-shot or mini-campaign, or as interesting NPCs (allies, rivals, or frenemies) if your table already has its own characters.


2. The Crew Overview

Below is a quick summary of each main PC. Then we provide expansions for stats, motivations, gear, and personal entanglements:

  1. Stuart “Stew” Hobart (a.k.a. “The Hobbit”)
    • A scrappy, diminutive smuggler-engineer from Lake Magog, Vermont, who embraces his streetwise cunning as a means to survive. His infiltration into Mars is half entrepreneurial, half philanthropic—he believes smuggling can serve the “greater good” of local colonists.
  2. Lars Brecker
    • A combat-savvy operator from a Swiss/Earth background, drifting to Mars to escape an overpopulated Earth job market. Specializes in advanced weaponry and direct action, but not always sure whose side he’s truly on.
  3. Jack Woolpit
    • A mild-mannered but highly educated tinkerer with a knack for communications and planetology. Prefers to avoid direct fights; potential moral compass of the group (unless cornered).
  4. Yajtoo Smith
    • A deceptively bright schemer with serious computing skills, remote-ops ability, and links to the rumor mills of Mutch City. Enjoys weaving illusions and half-truths to get out of trouble.
  5. Joret
    • A practical all-rounder from a Tibetan background who now works in Mutch City. Skilled with rifles, leadership, and enough mechanical know-how to keep a crawler rolling or patch up a comrade.

Depending on your group size, any subset of these can form the party’s core. Alternatively, use them all as a wide ensemble or a rotating cast.


3. Stuart “Stew” Hobart (The Hobbit)

Homeworld: Newport, Vermont (Lake Magog area), Earth
Age: Late 20s
Build & Appearance: 5’4” (1.63 m), slight but well-muscled, shaggy light-brown hair, “perpetually youthful.”
Personality Tags: Resourceful, quick-tempered, irreverent
Notable Quirk: Despises being called “The Hobbit,” but can’t shake the nickname.

Backstory Highlights

  • Family Smuggling: Grew up on Lake Magog, smuggling cigarettes (and sometimes undocumented folks) across the US–Canada border. Learned stealth, small arms, boat craft.
  • Martial Arts for Self-Defense: Bullied in school, took up martial arts from middle school onward. Quietly lethal in close quarters.
  • Academic Ups & Downs: Studied engineering but got sabotaged by a rival (Sean Finnegan); left without finishing.
  • Underworld Ties: Worked briefly with an Irish mob in Boston, gained a mob boss ally (William Lovett). Encouraged to join the “Mars Games”—the colonist selection competition—so he could expand smuggling networks to the Red Planet.
  • Awakening Influence: Also partially sponsored by a member of The Awakening (William Graham), who ironically plastered “Stew (The Hobbit) Hobart” over official signup forms, cementing the nickname forever.

Motivations

Stew sincerely believes that smuggling can serve a “greater good” on Mars: providing short-on-supply colonists with gear or medicine they can’t otherwise afford. However, he will cut corners and break laws to survive. Not above taking personal profit or doing shady side jobs.

Key Allies & Contacts

  • Ret. Adm. Poindexter (ally): Gave him covert tasks, possibly orchestrating “grey ops” smuggling on Mars.
  • William Lovett (Irish Mob Boss, ally): Nudged Stew to Mars with a view to forging new underworld lines.
  • William Graham (Awakening Patron, ally): “Manager” during the Mars Games. Also helped shape Stew’s moral code, ironically while leaning into the “Hobbit” moniker.
  • John Zhang (elder statesman, ally): Former Secretariat member; Stew once saved someone in Zhang’s circle by forging a new identity.

Henchpersons

  • Ginger Takata (Scholar / Physician): Grateful for Stew’s help acquiring rare drugs and black-market cybernetics. Maintains a small clinic or traveling med-lab.
  • Bubba Johnson (Rogue / Bodyguard): Big, not too bright local Marser. Serves as muscle when Stew needs it. Fiercely loyal once paid.

Suggested Traveller-Style Stats

StatValueNotes
STR8Quick, wiry muscle
DEX10+1 DM; martial arts & quick reflexes
END10+1 DM; surprising stamina
INT11+1 DM; cunning, streetwise smarts
EDU11+1 DM; partial engineering college
SOC6Some connections, but from a small-time background

Notable Skills (final ranks at referee’s discretion):

  • Melee (Unarmed) 1–2 (martial arts training)
  • Gun Combat (Slug Rifles) 1 (hunts & smuggling)
  • Mechanic 1–2 (technical college + rover repairs)
  • Stealth 1–2 (border smuggling, infiltration)
  • Streetwise 2 (Irish mob dealings, black markets)
  • Deception 1 (smuggler’s habit)
  • Pilot (Small Craft / Ground-Craft) 1 (could handle rovers or small boats)

Equipment & Gear

  • Light ballistic vest or environment suit (if on Mars surface)
  • Compact slug rifle and a sidearm
  • Mobile toolkit (wrenches, patch kits)
  • HUD communicator with contraband encryption apps
  • Possibly a battered crawler or good access to one

Role in the Group: Stew is the infiltration and fixing expert—good at bridging underworld deals, patching vehicles, and ensuring the team can bypass “boring red tape.” He’s also a capable fighter in short bursts.


4. Lars Brecker

Homeworld: Switzerland, Earth (migrated to Mars)
Appearance & Vibe: Fit, slightly older than Stew, exudes a paramilitary aura.
Specialties: Advanced weapons, some piloting, direct action or security roles.
Possible Motivation: Searching for real prospects after Earth’s job market dried up; sells his services to the highest bidder.

Use Lars if your group needs an enforcer or “hard-hitting soldier.” He might also be a kindred spirit to Stew—both arrived on Mars chasing opportunity.


5. Jack Woolpit

Homeworld: (Variant backstory) Possibly from an alternate Earth colony or an advanced region.
Skill Focus: High Education, planetology or archaeology angles, strong with communications or sensor-based tasks.
Personality: Mild, intellectual. Could be the “voice of reason” when Stew’s smuggling deals get too dicey.

Jack’s player might enjoy puzzles, exploration, or researching Martian geology and any hints of Lobopod life.


6. Yajtoo Smith

Homeworld: Born on Mars (canonical snippet)
Tech & Covert Mastery: Skilled in remote ops, computing, hacking.
Personality: Deceptive, glib, creative with illusions—adept at forging credentials, tricking official logs.
Potential Ties: Possibly knows of or even competes with Stew’s smuggling networks from the data side. Could be best friends or rival hackers.

Use Yajtoo to highlight the urban cyber-savvy side of Mars: forging airlock codes, intercepting clandestine transmissions, or impersonating official channels.


7. Joret

Homeworld: Earth (Tibet), relocated to Mutch City
Generalist: Adept in firearms, leadership, and enough medical skill to treat bullet wounds in the field.
Likely Team Role: The calmer backbone who tries to keep the group’s morale stable. Good for “field medic meets commanding officer” type.


8. Story Seeds & Group Dynamics

  • Shared Operation: The group might pool resources to buy or maintain a Mars crawler rig, using it to move cargo (legitimate or contraband) across the dusty highways. Conflicts arise over moral lines.
  • Secret Missions: One PC (Stew) has old ties to an Earth mob boss. Another (Yajtoo) might be in contact with the Old Believers or the “Kangar Horde.” Tensions flare if alliances are contradictory.
  • Local Trouble: The group has to salvage or fix a broken air processor in a small outpost. Meanwhile, they discover sabotage by a rival smuggling ring or a sect wanting them gone.
  • Temptation vs. Redemption: The PCs collectively weigh up short-term profit from illicit deals (like transferring unlicensed guns) vs. the possibility of long-term stability for their Martian homestead.

9. Using These PCs in Play

  1. Player-Characters: Hand out each role or let the players pick. They’ll have some built-in alliances and friction.
  2. NPC Allies / Rivals: In a campaign with existing characters, you can have Stew appear as a fixer contact offering shady missions, or Yajtoo as the local infiltration mastermind who hires the group.
  3. Adapt the Stat Lines: Mongoose Traveller 2e is quite flexible. You can condense or expand the skills to match your table’s complexity.
  4. Intra-Party Drama: Because their backgrounds entwine legitimate homesteading with underworld connections and quasi-religious influences, expect morally gray episodes.

10. Final Notes

“Stew” Hobart is a prime example of the “do-gooder rogue” archetype. He calls himself a “patriot for Mars,” yet he’s no saint. The others each bring their own flavor of frontier cunning, soldierly grit, or scientific curiosity. Together, they form a versatile crew—perfect for the Lobopods of Mars setting, where black-market deals, exiled Earth bureaucrats, religious zealots, and newly discovered life forms all intersect in the dusty red canyons.

Use these characters as stepping stones into bigger arcs: perhaps they eventually clash with major factions in Mutch City or investigate rumored labyrinths below Pavonis Mons. Whether they become heroes or remain lovable rogues is up to your table’s choices.

Good luck—and watch your water supply. On Mars, everything (and everyone) might be up for sale…

29 September, 2025 Posted by | scanlyze | , , , , , , , , | Leave a comment