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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

Lobopods of Mars Chapter 2: Mutch Crawlie Stop Incursion

Mutch Crawlie Stop Incursion

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

Copyright © 2025 Henry Edward Hardy.

A Mongoose Traveller (2e–style) Scenario
Era: 2035, Alternate-Future Mars
Key Themes: Frontier Justice, Rival Factions, Survival, Reputation

Disclaimer
“Traveller” is a registered trademark of Far Future Enterprises. This scenario is a homebrewed, fan-made adventure module that uses Mongoose Traveller-compatible terminology and structures. Lobopods of Mars is by Henry Edward Hardy. All rights remain with respective copyright holders.


Thomas A. Mutch Crawlie Service Station and Entertainment Center, Mars
(c) 2025 Henry Edward Hardy

  1. Introduction & Background
  2. Mutch City & Crawlie Stop Overview
  3. Factions & Politics
  4. Adventure Hook: The Incursion
  5. Running the Scenario
  6. Key NPCs
  7. Likely Outcomes & Further Plots
  8. Appendix: Stats & Tools


1. Introduction & Background

The Setting
Mars in 2035 is a hardscrabble frontier. While nominally overseen by the Mars Secretariat, local enforcement is patchy. The planet’s fragile ecology and drastically limited water force every citizen to live by their wits. With no cheap way to return to Earth, once you come to Mars, it’s practically for life.

Mutch City is one of the three major settlements. Perched in a crater near the Tharsis Plateau, it is an active trade hub along The Road, the equatorial route that connects scattered outposts. The adjacent Thomas A. Mutch Crawlie Stop & Entertainment Dome (often called “the Mutch Crawlie Stop”) is a somewhat seedy rest-and-refuel station, combined with a tavern, black-market exchange, and cheap lodging under a single pressurized dome.

Recent Events
News just broke that the Kangar Horde, an Outback brigand band nominally worshipping Tengri (the old Turkic/Mongolian sky-god pantheon), stormed the Mutch Crawlie Stop, beat up a local, and temporarily held it hostage. A posse led by Sheriff Olav Pekkonen turned them away with minimal gunfire. Now, the outlaws have fled into the dusty wilderness, leaving panic, property damage—and unanswered questions. The place has erupted into a victory party, but tension remains. Will the Horde return? Why did they come? Who was the battered local with the mysterious backpack?

Your Travellers can step in at this moment of uneasy relief, either in the immediate aftermath or just before the Kangar Horde flees. This scenario focuses on local skirmishes, investigations, and moral choices in a lawless corner of Mars.


2. Mutch City & Crawlie Stop Overview

Mutch City at a Glance

  • Population: ~35,000 (mixed backgrounds, many Earth expats and native “Marsers”).
  • Governance: An elected Council plus a Sheriff (currently Olav Pekkonen) who coordinates volunteer deputies.
  • Economy: Focuses on rover (crawler) maintenance, hydroponics, salvage. Water is strictly rationed.
  • Atmosphere: A rowdy “frontier city” vibe. Tunneling networks and small pressurized domes connect near the crater walls.

The Thomas A. Mutch Crawlie Stop

  • A short ride outside the main city.
  • Function: A combined refueling station for crawlers, bar/casino, cheap bunkhouse, and small private cargo bays.
  • Ownership: Nominally under a local entrepreneur or “Dome Manager”—the position often changes hands under shady deals.
  • Typical Staff: Bored barhands, mechanic teams, day-laborers. Most carry sidearms or improvised weapons.
  • Ambiance: Gaudy neon signs (powered by a local micro-fusion generator), dusty corrugated corridors, and one pressurized dome with cheap amusements.

3. Factions & Politics

Mars is rife with little cliques and roving gangs. In the region around Mutch City, three stand out:

  1. Local Government (Mutch City Council & Sheriff)
    • Assets: Small garrison of volunteer deputies, a single archaic but sturdy “Armored Crawler” with a non-lethal railgun turret.
    • Goals: Maintain a semblance of order, keep commerce flowing, ensure Mutch City’s survival.
    • Weaknesses: Underfunded, can only muster a half-dozen trained fighters at any time.
  2. Kangar Horde (Tengri Brigade)
    • Identity: Outback brigands, combining Mongolian/Turkic heritage with a tough survivalist ethos. Nominally “Tengri-ists.”
    • Assets: Well-armed crawlers, close ties to black markets, famed for powerful melee and short-range fighting.
    • Motivation: Territorial expansion, collecting tribute from roadside stops, and “honoring” Tengrism by proving their might.
    • Weaknesses: Rarely keep stable supply lines, prone to internal rivalry.
  3. Mars Old Believers (Bezpopovtsy)
    • Mentioned On the Periphery: This Gnostic-inspired Old Believer sect sometimes competes with or manipulates the Kangar Horde. They suspect “heretical powers” near Pavonis Mons.
    • Relevance to Mutch City: Possibly some of their acolytes or infiltrators pass through.

Referee Note: You can involve the Old Believers tangentially, or emphasize them as the Kangar Horde’s silent backers. Alternatively, they can be a separate threat lurking in hidden tunnels.


4. Adventure Hook: The Incursion

What Happened

A small detachment of Kangar Horde riders (in this setting, “rider” or “warrior” basically means “person with a heavily customized crawler or half-tracked ATV”) arrived at the Mutch Crawlie Stop. They:

  • Overpowered the skeletal security staff,
  • Locked or subdued unarmed civilians in side rooms,
  • Looted some cargo, including a traveler’s prized backpack,
  • Beat that traveler nearly to death in the main corridor.

A local informant escaped and alerted Sheriff Pekkonen, who arrived with a posse. After a tense standoff (and some “warning shots” from Pekkonen’s battered railgun on the City Crawler), the Horde withdrew. They drove away into the desert, leaving behind the battered victim, plus a lot of fear and confusion.

Why They Came

The Kangar Horde was (officially) on a “tribute run,” demanding trade goods or water. But rumors suggest:

  • They were seeking a specific item carried by the traveler.
  • They had intelligence about some artifact or precious cargo in the Crawlie Stop’s private cargo bays.
  • The local owners refused them a major water “donation,” prompting violence.

The PCs’ Entry Points

  • Arrive Mid-Standoff: Perhaps the Travellers are traveling with cargo or searching for a resting stop. They find the Kangar Horde actively occupying the dome. Will they try to negotiate, slip in stealthily to rescue hostages, or join forces with the Sheriff outside?
  • Arrive Immediately Afterward: The PCs show up to find the posse partying—“We kicked ’em out, yee-haw!”—but the battered victim is in critical condition. Tensions remain high, and many questions go unanswered.
  • Hired To Investigate: A sponsor, such as the Mutch City Council, local traders, or even hush-hush corporate or religious interests, hires the Travellers to figure out why the Horde attacked.

5. Running the Scenario

Key Phases

  1. Assessment & Triage
    • The battered traveller might still be alive, moaning in a corner. Medical attention is urgent.
    • The dome’s staff are half-panicked, half-exhilarated. Interview them for clues; they have contradictory stories.
    • The bar/hotel area is trashed; looted crates scatter the corridors.
  2. Clues & Investigation
    • Cargo Manifests: Something in the locked cargo bays might be a “holy relic” or valuable black-market item the Kangar want.
    • Locals’ Accounts: The staff recognized the aggressors as part of the Kangar Horde—led by a “big bear of a man” with a stylized hawk emblem on his suit.
    • The Victim’s Secrets: The battered local had a mysterious backpack. Possibly a relic of the Old Believers, or data about rumored subterranean “Peacock Angel” sightings. Is the victim an agent of some faction?
  3. Sheriff Pekkonen’s Posse
    • The Sheriff is no-nonsense but out of resources. He might request the PCs’ help in tracking the Horde or repelling future raids.
    • Alternatively, Pekkonen might suspect the travellers if they have unusual gear or contacts.
  4. Confronting/Re-Encountering the Horde
    • The Horde left in haste; the road is open for pursuit. Under the swirling dust storms, can the PCs track them?
    • Could the PCs negotiate: “Return the stolen items and we might supply you with water.”?
    • If negotiations fail, a pitched chase or firefight across the desert might ensue.
  5. Outcome & Consequences
    • If the PCs do nothing, the Kangar might regroup or link up with bigger forces to seize the entire dome.
    • If the PCs root out the deeper why, they may discover:
      • The item or data is connected to the Mars Old Believers or the rumored Order of the Peacock Angel in the catacombs under Pavonis Mons.
      • A corporate secret (e.g., a new form of synthetic water filtration or a hidden trove of diamond-lattice gear).
    • The local community’s trust or hostility will shape future adventures in Mutch City.

6. Key NPCs

Below are sample Traveller 2e–style stat blocks. Adjust to fit your table’s power level.


Sheriff Olav Pekkonen

Sheriff of Mutch City

  • STR 8, DEX 7, END 7, INT 7, EDU 8, SOC 5
  • Skills:
    • Gun Combat (Slug) 2
    • Recon 1
    • Leadership 1
    • Persuade 1
    • Vacc Suit 1
    • Survival 0
  • Equipment:
    • Heavy Revolver (TL8) 3D damage
    • Light Cloth Armor (duster + ballistic inserts, 3 protection)
    • Personal HUD communicator
  • Traits:
    • Straight-Shooter: Gains +1 DM to Leadership checks when facing obvious criminals or marauders.
    • Reputation: Well-liked by Mutch City folks, but overshadowed by the city council.

Kangar “Bear-Man” Lieutenant

Warlike Enforcer

  • STR 10, DEX 7, END 9, INT 6, EDU 5, SOC 4
  • Skills:
    • Melee (Blade) 2
    • Gun Combat (Shotgun) 1
    • Athletics (Strength) 1
    • Survival 1
    • Recon 1
  • Equipment:
    • Heavy Blade (2D damage, +1 if STR 10+)
    • Sawed-off Shotgun (3D damage, short range)
    • Padded Vacc Suit (Armor 4, battered)
  • Traits:
    • Ruthless: Gains +1 DM to melee attacks if outnumbering the target.
    • Kangar Cred: May call on a small team (1D brigands) with half-day notice.

The Injured Traveller (Backpack Carrier)

Mystery Victim

  • STR 4 (injured), DEX 7, END 5, INT 9, EDU 8, SOC 6
  • Skills:
    • Streetwise 2
    • Stealth 1
    • Medic 1
    • Comms 1
  • Equipment:
    • Smashed HUD Tablet
    • “Secret Backpack” with small sealed container or data crystals
  • Traits:
    • Half-Conscious: -2 DM to all checks until stabilized (Medic 8+).
    • Knowledgeable: Possibly holds vital info on Old Believers, sabotage networks, or an alien artifact.

7. Likely Outcomes & Further Plots

1. Local Resolution

The PCs side firmly with Mutch City, reinforce the Crawlie Stop’s defenses, and keep the Horde at bay. They might parlay or fight. The city is grateful (free lodging, local contacts), but the Kangar leaders hold grudges.

2. Escalation & Desert Chase

The Travellers track the fleeing Kangar. Tense chases or cat-and-mouse in the Martian outback ensue. Desert storms, hidden canyons, and rover breakdowns provide drama.

3. Deeper Conspiracy

Evidence points to an Old Believer infiltration or “Peacock Angel” relic hidden somewhere in the cargo. This can lead the party into Pavonis Mons lava tubes. Or spark new conflicts if the Horde is but a hired muscle for a larger scheme.

4. Corporate or Religious “Outsiders” Step In

An ISA or corporate rep arrives, offering hush-money or advanced gear to the PCs if they hush up the situation. This might cause moral dilemmas or new alliances.


8. Appendix: Stats & Tools

Sample Desert Crawler (TL9)

  • Speed: ~50 kph on flat terrain, half in rough terrain.
  • Armor/Hull: 4 (hillbilly plating).
  • Weapons (Optional): Short-range turret (2D damage ballistic or 3D if a rail/coilgun).
  • Crew: 2–3 plus cargo.
  • Traits: In dusty storms, Pilot checks at -2 DM. Breakdowns are frequent.

Hazards & Encounters

  • Dust Storm: Treat as Very Poor visibility, -2 DM to Recon, -1 DM to ranged combat.
  • Thin Air & Suit Punctures: Use standard Traveller vacuum/low-atmo rules; a small tear escalates quickly without immediate patching.
  • Outback Marauders: 2–6 brigands, each armed with improvised shotguns or carbon-fiber melee weapons.

Concluding Notes

The Mutch Crawlie Stop Incursion is a self-contained scenario that can launch a mini-campaign around Mutch City and its surroundings. The Kangar Horde, Sheriff Pekkonen, and the battered traveller’s hidden cargo all feed into a tapestry of Martian frontier drama. Will your Travellers become the heroes who keep Mutch City safe, or cunning opportunists who exploit local tensions for their own gain?

Tie this scenario to deeper Lobopods of Mars lore by adding hints of bizarre subterranean life, cryptic sects, or top-secret technology. Tweak or expand the faction politics to your liking. Above all, keep the pressure on: resources are scarce, alliances fragile, and the next dust storm might be the final curtain on your Martian escapade. Good luck!

29 September, 2025 Posted by | cyberpunk, first contact, game, Henry Edward Hardy, scanlyze, science fiction, space opera | , , , , , , , , | Leave a comment