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Character Creation.

Posted by Ape MasterFor group 0
Ape Master
GM, 2 posts
Incarnation of Sehton
Tue 29 Aug 2017
at 23:04
  • msg #1

Character Creation

Welcome to a world ruled by cruel apes, bent on the subjugation of humanity!




Here are the steps in Character Creation process:
  1. Roll for Ability Scores:  Roll 3d6 nine (9) times.  Drop the lowest three (3) scores and assign to Abilities as desired.
  2. Choose the Character's Class:  Astronaut, Bonobo Agent, Chimpanzee Scholar, Gorilla Soldier, Humanoid, or Orangutan Politician.  No Underdweller at the start of the game.
  3. Trade Ability Scores:  If necessary, a Player may trade Ability Scores to meet or raise the Prime requisite score of the Class chosen.  There are restrictions on how to trade Ability Scores. (See Below)
  4. Determine Starting Hit Points:  PCs will receive the Maximum Hit Points allowed for their class Hit Die. (See Below)
  5. Determine Start PSI Points: A Character's starting PSI Points is equal to their PSI Ability Score.
  6. Determine Starting Money:  All Ape classes start with 3d8x10 simian gold coins.  Astronauts and Underdwellers do not start with money.
  7. Determine Starting Equipment:  Ape Characters can purchase starting equipment with their money.  Astronaut and Underdweller equipment will be assigned by the Ape Master.
  8. Create Background: Write a brief description of the Character's background and personality traits.





TRADING ABILITY SCORES
  • 2 points from an Ability score can be used to raise another Ability score by 1 point.
  • This may be done more than once, but no ability can be lowered below 9.
  • No ability may be lowered if it is also a prime requisite for the class, even if there are a few points to spare above the minimum required score.
  • Dexterity can only be raised, never lowered.
  • Constitution and Charisma are the only abilities that may not be modified in any way.





HIT DICE FOR CLASSES
We will be using the following Optional Hit Dice table:

ClassHit Die
Astronaut, Humanoid, and Underdweller1d8
Bonobo Agent, Chimpanzee Scholar, & Orangutan Scholar1d6
Gorilla Soldier1d10

This message was last edited by the GM at 02:06, Fri 01 Sept 2017.
Ape Master
GM, 11 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 03:21
  • msg #2

Ability Scores

ABILITY MODIFIERS TABLE
Ability
Column 1
Column 2
Column 3
Column 4
Column 5
3
-3
3
-3
+3
-15%
4-5
-2
2
-2
+2
-10%
6-8
-1
1
-1
+1
-5%
9-12
+0
+0
+0
+0
+0%
13-15
+1
-1
+1
-1
+5%
16-17
+2
-2
+1
-1
+10%
18
+3
-3
+2
-2
+15%
19
+3 (+4)
-3 (-4)
+2
-2
+20%
20
+4
-4
+3
-3
+25%





Strength (STR):  This ability represents the muscle of the character.  It provides bonuses to attack and damage rolls in melee combat.
  • Attacks and Damage:  Characters use column 1 for modifiers to attacks and damage in melee combat.  Note that for STR 19 the number in parentheses applies to damage rolls, and the number outside parenthesis applies to attack rolls.
  • Muscle Check:  When a character must force open a door, strain to lift something, or some similar action, modifiers from column 1 are used, ignoring any numbers in parentheses.  This roll is successful on a roll of 1-2 on 1d6, before considering modifiers.


Constitution (CON):  The character’s overall health and physical resilience is represented by this ability.  Constitution is the major determining factor for a character’s hit points, and helps determine survivability of poison, radiation, and trauma.
  • Radiation or Poison Adjustment:  When a character must succeed in a save check vs. poison or radiation, use column 3 for an adjustment to this roll.
  • Resist Trauma:  In some situations characters will need to roll this percentage to survive extreme circumstances.  One such occasion is when a character is revived from cryogenic preservation.
  • Hit Point Modifier:  Having a high or low CON can result in modifiers to hit points.  Use column 1 for CON hp modifiers.  The modifier is applied for each character level.  The number in parenthesis for column 1 applies only to gorilla soldiers.

CONSTITUTION TABLE
CON
Resist Trauma
3
40%
4-5
50%
6-8
65%
9-12
85%
13-15
90%
16-17
95%
18
96%
19
97%
20
98%


Dexterity (DEX):  This is a measure of a character’s quickness and reaction time.  It provides bonuses to a character’s ability to hit with missile weapons.  A high DEX score also makes a character more difficult to strike in combat.
  • Defense Modifier:  This modifier uses column 2 and applies to enemy attack rolls.  The character must be conscious and able to move for this modifier to apply.  Note that a DEX of 19 uses the number in parentheses.
  • Missile Attack Bonus:  This modifier uses column 1 and applies to all missile attack rolls, but not damage rolls.  Note that a DEX of 19 uses the number outside the parentheses.
  • Initiative Adjustment:  This adjustment uses column 3 and applies to individual initiative rolls if the Ape Master is using that rule.
  • Bonobo Skill Adjustment:  Column 5 is used to adjust the bonobo skills of climb walls and sleight of hand.


Intelligence (INT):  This is a measure of a character’s intellect, learning ability, and reasoning power.
  • Languages:  Use column 1 to determine how many additional languages a character is capable of learning.  Ignore numbers inside parentheses.
  •   Note that at the start of play only orangutans and underdwellers may choose an additional language other than their own.
  • Research and Technology Rolls:  Column 5 is used to adjust rolls for research or to figure out how to use technology.


Charisma (CHA):  This ability reflects a character’s leadership ability, magnetism, and physical attractiveness.
  • Reaction Adjustment:  Use column 4 to apply adjustments to NPC reaction rolls.
  • Subordinate/Hireling Morale:  A PC may have subordinates under his command.  When a character is in a command position, subordinate morale is applied to NPCs when a morale check is necessary.  This may also apply if the PCs have hired help, in which case NPCs would check based on the best CHA score in the group.

CHARISMA TABLE
CHA
Morale
3
4
4-5
5
6-8
6
9-12
7
13-15
8
16-17
9
18
10
19
10
20
11


Psionic Potential (PSI):  This is a measure of a character’s psionic ability, and is used in psionic combat as Psionic Combat Skill.  It also represents mental strength and willpower.  PSI is used as the maximum benchmark for PSI Points that are spent when using psionic abilities.
  • Recovery Rate:  This is the rate at which PSI Points are recovered.  This rate assumes complete rest or sleep.  No PSI Points are recovered for the time period if the character engages in any activity.





Point Pools

Hit Points:  These points are a measure of a character’s ability to take physical damage.  When this total reaches zero or below, the character will die without medical intervention.  Maximum hp is determined by class and level, with adjustments from CON.

PSI Points:  This pool of points is spent when using psionic powers.  Maximum PSI Points is equal to PSI.

This message was last edited by the GM at 03:29, Fri 01 Sept 2017.
Ape Master
GM, 12 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 03:38
  • msg #3

Classes

Classes
Once abilities have been determined, each player must choose a class.  Each class will have a prime requisite, and some classes have a requirement of a minimum ability score.  If the prime requisite ability is high enough, the character will receive a bonus to experience.  Sometimes, a player will choose a certain class and the character does not have a prime requisite high enough to receive the experience bonus.  In these cases, 2 ability points may be sacrificed from one ability to raise one prime requisite ability 1 point.  This may be done more than once, but no ability can be lowered below 9.  There are certain restrictions on how to raise or lower abilities.  No ability may be lowered if it is also a prime requisite for the class, even if there are a few points to spare above the minimum required score.
 Dexterity can only be raised, never lowered. Constitution and Charisma are the only abilities that may not be modified in any way.


Each race has several characteristics, described in the following text:
  • Requirements:  The character must have this score or higher in the ability indicated in order to choose this race.  This is determined before any ability adjustments due to race are applied.
  • Ability Adjustments:  Many races have inherent strengths and weaknesses, and have bonuses or penalties to abilities to reflect this.
  • Prime Requisites:  The classes discussed in the next section have ability prime requisites.  The table below details the effect a score in a prime requisite has on experience points earned by characters.
  • Hit Dice:  The die used to gain additional hit points per level.
  • Maximum Level:  The maximum level attainable by that class

ABILITY PRIME REQUISITE TABLE
Score
Experience Adjustment
3-6
-20%
7-8
-10%
9-12
+0%
13-14
+5%
15+
+10%


Languages
In this game all astronauts are assumed to speak the preferred language of the players.  For example, many players will speak English.  The underdwellers and apes may speak a modified version of this that has acquired its own idiosyncrasies and slang over the millennia.  However, it is up to the Ape Master to decide whether to emphasize any language differences and how they would or would not affect communication.  Keeping the language essentially unchanged can also be a good way of creating dissonance in that the future and the apes are so different on one hand, but on the other hand the inhabitants of this upside-down future speak the completely unchanged language of the past.

Ape Master
GM, 13 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 04:19
  • msg #4

Astronaut Class

ASTRONAUT CLASS
Requirements:
INT 9, DEX 9
Ability Adjustments:
-None
Prime Requisite:
INT and DEX
Hit Dice:
1d6
Maximum Level:
None

Astronauts are human space voyagers who either traveled through a warp in time to the Earth of the future, or spent too long in cryosleep before coming back to Earth from a mission.  Astronauts are trained for a variety of circumstances, because their missions of exploration may have called on them to defend themselves or learn to survive off the land in alien environments.  They are skilled at foraging for food, with a roll of 1-2 on 1d6 during overland travel or 1-3 on 1d6 if their activity is focused on finding food.  They can feed 1d6+2 people on a successful roll. In addition, they will be able to determine if the food is poisonous or radioactive on a roll of 1-3 on 1d6.

Astronauts may use any weapons and armor.  Because of their education and experience with technology from their home time, they will be able to discover the use of human artifacts with no roll required.  However, if trying to determine the use of underdweller technology they may do so with a base probability of 50%, +5% per level with a maximum of 95%.

Astronauts are not strictly scientists, but they have knowledge of aeronautics, astronomy, and earth sciences, and can draw upon specific knowledge successfully on a roll of 1-2 on 1d6.  These odds increase by level as described later.  Similarly, astronauts may reconstruct past human technology in these areas that they would reasonably understand and have resources to replicate, to be determined by the Ape Master on a case-by-case basis.  For example, the knowledge to rebuild a plane engine or fabricate replacement parts for a spaceship.  A timeframe for completion is also determined by the AM.  The odds of replicating technology, assuming the resources are available, should follow the same 1-2 on 1d6 odds.  The roll and time required may be adjusted if a reference work is available or particularly promising resources are available.  The AM may also rule that certain technology or knowledge is automatically known and reproducible by the astronaut PCs, but otherwise areas of knowledge include those mentioned previously.

In addition, astronauts may have certain area knowledge to account for other training or life experience.  Players may roll once on the table below at character generation.  The AM may rule that all astronauts have at least some knowledge in all of these areas, and can make use of that knowledge even if it is not an area rolled but with reduced chances.


ADDITIONAL AREA KNOWLEDGE
Roll 1d8
Knowledge Area
1
Art
2
Building/Construction
3
Computers/Electronics
4
Farming
5
General science
6
History
7
Literature
8
Medicine1

1 = General knowledge in medicine grants the ability to bandage wounds to stop further damage, but not restore hit points.  On the other hand, it might allow the PC to set broken bones, create therapeutic concoctions, even know and be able to create cures for some illnesses so long as these were well understood in the 1970s.  The Ape Master may rule that an astronaut with medicine area knowledge may be useful to a chimpanzee scholar specializing in medicine in some situations, granting some bonus to research in this area.

The Ape Master will have to adjudicate exactly what kinds of knowledge are known in each area.  Some areas may seem less useful on the surface, such as art, but may prove useful if it is understood that knowledge in art, for example, includes an understanding of how to derive pigments from natural resources, create works of art (even forgeries of art or documents), design a printing press, etc.  Farming may also include the skill to locate a water source, how to dig a well, fabricate farm tools, know best planting and animal breeding practices, etc.  A combination of player creativity and referee judgment should make all area knowledge useful.

AREA KNOWLEDGE ROLL BY LEVEL
Level
In Area
Not in Area
1-4
1-2 on 1d6
1 on 1d6
5-8
1-3 on 1d6
1-2 on 1d6
8-12+
1-4 on 1d6
1-3 on 1d6

Astronauts must have at least 13 in one prime requisite to gain a +5% to experience, and 13 in both requisites to gain a +10% bonus.

Reaching 9th Level:  At level 9 astronauts are able to do research in astronomy and earth sciences with a base chance of 30%, +5% per level past 9th.  In addition, astronauts will command the loyalty of 3d10 humanoids and may start a new settlement.  Further, they will attract 1d4 bonobo agents and/or chimpanzee scholars (determine randomly) who have heard of the character’s exploits and are sympathetic to the human cause.


ASTRONAUT LEVEL PROGRESSION
Experience
Level
Title
Hit Dice (1d6)
0
1
Pilot Recruit
1
1,500
2
Pilot Apprentice
2
3,000
3
Junior Lieutenant
3
6,000
4
Lieutenant
4
12,000
5
Lieutenant Commander
5
25,000
6
Commander
6
50,000
7
Junior Captain
7
100,000
8
Captain
8
200,000
9
Astronaut
9
300,000
10
Astronaut
+1 hp only1
400,000
11
Astronaut
+2 hp only1
500,000
12
Astronaut
+3 hp only1

1 = Hit point modifiers from constitution are ignored.
 
ASTRONAUT SAVE CHECKS
LevelEnergy AttacksPoison or DeathStun AttacksRadiation
1-3
15
14
15
13
4-6
13
12
13
11
7-9
9
10
11
9
10-12
7
8
9
7
13-15
5
6
7
5
16-18
4
4
5
4
19+
4
3
4
3

 
ASTRONAUT ATTACK TABLE
LevelRoll To-Hit
1-2
12
3
13
4-5
14
6
15
7-8
16
9
17
10-11
18
12
19
13+
201

1 = Note that a natural roll of 20 is always a miss, but for the purposes of calculating to-hit 20 is used when subtracting penalties due to armor, DEX, etc.
This message was last edited by the GM at 15:11, Fri 01 Sept 2017.
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