Green Man «Gren»


                                   

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Reported By: James M. Ward and Gary Jaquet in 1st Edition

Role: Race
Base Stock: Human

MCC Stat Block: Gren 'Green Man' (1d8 (4)): Init +9; atk weapon melee +6 (1d10+2); AC 16; HD 15D5 hp 45 each; MV 30' ; 1d20+1d20; SV Fort +1, Ref +1, Will +2
Mutations: None

Number Appearing: 1d8
Morale: 13
Hit Dice: HD 15D5
Armor: 6 (AC 16)
Size: Medium 2 Meter

Movement: MV 30'

Attack: Weapon melee +6 (1d10+2)

MS: 16   PS: 16
IN: 15   DX: 15
CH: 13   CN: 15

Frequency: Common
Organization: Tribal
Activity Cycle: Night
Diet: Omnivore
Habitat: Temperate / tropical forest
Tech Level: 1 - 2
Artifacts: None

Description (Initial Observations): Grens look like Green skinned pure strain humans. However, Grens are mutant humans with entirely green skin, hair, and eye pigment due to their photosyntheic skin. They have no body hair except on their heads and tend to wear little clothing so that light can reach their skin.

Description (Additional Observations): Grens look like pure strain humans except for their dark green skin. Hair color ranges from brown to green, though a few rare individuals have blond hair. Grens wear a minimum of clothing, usually something made from leaves and grass.

Reactions: No known interactions

Behavior: Grens hate ancient technology and never keep artifacts. They carry Tech Level 1 gear. They don't use armor. They live at peace with nature, and shun outsiders desiring a peaceful existence. They will help PSH 30% of the time. A community consists of 1d6 * 20 occupants. They are guarded by 1d6 domesticated Blackuns, gators, Kai Lins, or Obbs for every 10 grens. Grens keep Ert Teldens as Catapult ammunition. When away from their community, they are not accompanied by their guardians.

Behavior: Behavior not recorded

Society: Grens are normally nomadic, living as simple hunter-gatherers in forests and jungles. Some tribes have settled and expanded, however. These communities consist of 20-80 (1d4 X 20) members. Communities form only in very isolated areas. Settled grens still hunt and gather food, but they also tend any food plants which grow within their communities. They are careful to not harm the local ecology, trying to hvc in harmony with nature. Grens are also remarkably adept with animals and can train even the most stubborn of creatures, such as gators. This training ability also applies to semi-intelligent plants and funguses Creatures are domesticated solely for the use of the community and are never kept as personal guardians or pets. Grens are very insular but sometimes help friendly pure strain humans.Gren villages are primitive and they disdain all but Gamma Age technology. Since they don't need to hunt or farm for their food, their day-to-day life is fairly idyllic, save for warding off predators and other hazards. They often build their homes among the treetops, away from the dangers on the forest floor.



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