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05:13, 18th April 2024 (GMT+0)

Money & Equipment.

Posted by Ape MasterFor group 0
Ape Master
GM, 5 posts
Incarnation of Sehton
Thu 31 Aug 2017
at 20:11
  • msg #1

Money & Equipment

Money and Coins

Ape economy is based on precious metals and goods that include agricultural products and other trade products.  Several kinds of metal coins are common.  Each city state issues their own metal coins, but all city states adhere to the same standards in terms of how much each coin should weigh.  The three main coins in circulation are simian copper (sc), simian silver (ss), and simian gold (sg).  One coin of simian gold is worth 10 simian silver coins. Each simian silver coin is worth 10 simian copper coins.  The standard coin (of any type) weighs about 1/10th of a pound (10 to the pound).  When a carrying device, such as a backpack, lists the weight it can carry this weight can be directly converted to coins to determine how many coins it can carry.


CoinsSimian CopperSimian SilverSimian Gold
Simian Copper11/101/100
Simian Silver1011/10
Simian Gold100101


  • All ape characters start out with 3d8x10 simian gold coins.
  • Astronauts start with no money.
  • Underdwellers also start with no money, since they do not use money in their society.

Ape Master
GM, 6 posts
Incarnation of Sehton
Thu 31 Aug 2017
at 22:08
  • msg #2

Astronaut Equipment

Astronaut Equipment

When astronauts crash land onto the planet inhabited by apes, each is usually able to salvage an astronaut survival pack that contains the following items:


ASTRONAUT WEAPONS
Weapon
Damage
Weight
Pistol (w/ 16 rounds in 2 clips)
1d10
5 lbs.
Knife, large
1d4
1 lb.


ASTRONAUT EQUIPMENT
Item
Weight
Backpack
2 lbs.
Blanket, Space
2 lbs.
Canteen (gallon)
9 lbs.
Medkit
5 lbs.
Raft, Inflatable (and motor)
20 lbs.
Transmitter
10 lbs.
Rations (5 days)
5 lbs.





Notes on Astronaut Gear

Blanket: This blanket is made of synthetic fibers and provides exceptional insulation relative to weight.  It is impervious to normal fires and is water proof.

Medkit:  Each medkit contains basic first aid supplies.  In addition, it contains 3 anti-venom syringes that can cure poisons, 3 immuno-stimulants that can cure diseases and infections, and 6 healing syringes that speed the body’s natural healing process, healing 1d3 hp of damage.

Pistol:  This high caliber pistol holds 8 rounds in a clip, with one loaded clip to spare.  Once this ammunition is gone the pistol is useless because the comparable ape pistol uses ammunition that is incompatible.

Raft, Inflatable (and motor):  This raft self-inflates and is accompanied by a small motor and two small paddles with retractable handles.  The raft can seat six astronauts and is capable of achieving 20 mph with the motor.  The motor is powered via nuclear battery and has an effective life well beyond the expected integrity of the motor.

Transmitter:  This device has an atomic battery and power to last thousands of years.  It is capable of transmitting a signal (such as Morse code, a voice recording, etc.) for hundreds of light years, and is packed in order to make a distress call if the astronauts become stranded.

Ape Master
GM, 7 posts
Incarnation of Sehton
Thu 31 Aug 2017
at 22:57
  • msg #3

Ape Equipment

Ape Equipment

Ape equipment ranges from relatively modern to primitive.  The following tables of equipment are not exhaustive but provide a general sense of the items available.  There is an emphasis on traveling gear here because these are the items most travelers will be interested in.  Other items may be detailed by the Ape Master.


APE WEAPONS
Weapon
Cost
Damage
Weight
Axe, hand
1 sg
1d6
3 lbs.
Club
3 sg
1d4
3 lbs.
Grenade
7 sg
5d61
1 lbs.
Knife, large
3 sg
1d4
1 lbs.
Net
5 ss
--
10 lbs.
Net, Horseapes
5 sg
--
60 lbs.
Pistol
20 sg
1d10
5 lbs.
Quarterstaff2
2 sg
1d6
4 lbs.
Rifle
40 sg
1d10
12 lbs.
Shotgun3
45 sg
3d6/1d6
10 lbs.
Spear
3 sg
1d6
6 lbs.
Sword, long
3 sg
1d6
6 lbs.
Sword, short
7 sg
1d6
2 lbs.
Trident4
4 sg
1d6
4 lbs.
Whip
1 ss
1d2
1 lbs.

1 = Grenades inflict this damage within a 20’ radius of the target.  A miss indicates the grenade impacts 10’ away from the intended target in a random direction.
2 = These are classified as two-handed weapons.
3 = Shotguns deal 3d6 hp damage in short range, then 1d6 in medium and long range.


APE ARMOR
Armor
Cost
Attack Mod1
Weight
Kevlar body armor
100 sg
-4
20 lbs.
Kevlar vest
20 sg
-2
10 lbs.
Riot shield2
10 sg
-1
10 lbs.
Unarmored
--
+0
nil

1 = This modifier is applied to the to hit roll.
2 = Using a shield reduces an attacker’s to-hit by 1.

Ape Master
GM, 8 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 02:18
  • msg #4

Ape Gear and Items

APE GEAR & ITEMS
Gear
Cost
Weight
Ammunition, pistol, 50 rounds
3 sg
1 lb.
Ammunition, rifle, 50 rounds
4 sg
3 lbs.
Ammunition, shotgun, 10 shells
3 sg
1 lb.
Backpack (empty)
2 sg
2 lbs.
Bag, scholar equipment
50 sg
5 lbs.
Bedroll
1 ss
5 lbs.
Blanket, winter
5 ss
3 lbs.
Candles (10)
10 sc
---
Case, map
1 sg
1/2 lb.
Cask, wooden
5 ss
15 lbs.
Chest, large wooden
1 sg
40 lbs.
Chest, small wooden
5 ss
5 lbs.
Chain (10 ft.)
30 sg
2 lbs.
Crowbar
2 sg
5 lbs.
Flask (empty)
3 sc
1.5 lbs.
Flint & steel
2 sg
---
Grappling hook
1 sg
4 lbs.
Hammer
5 ss
2 lbs.
Ink (1 oz. vial)
8 sg
---
Quill pen
1 ss
---
Ladder, 10-foot
5 sc
20 lbs.
Lantern
9 sg
3 lbs.
Lock
20 sg
1 lb.
Manacles
15 sg
2 lbs.
Backpack (1-pint flask)
1 ss
1 lb.
Paper (sheet)
4 ss
---
Parchment (sheet)
2 ss
---
Pick, miner's
3 sg
10 lbs.
Pouch, large belt
18 ss
1/2 lb.
Pouch, small belt
5 ss
---
Rations, unpreserved (per day)
2 ss
1 lb.
Rations, trail (per day, preserved)
5 ss
1 lb.
Rope, hemp (50 ft.)
1 sg
10 lbs.
Sack, large (empty)
2 ss
1/2 lb.
Sack, small (empty)
1 ss
1/2 lb.
Saddle
25 sg
25 lbs.
Saddle bag
1 ss
1/2 lb.
Spade or shovel
2 sg
8 lbs.
Spikes, iron (12)
1 sg
8 lbs.
Spyglass
1,000 sg
1 lb.
Torches (8)
3 ss
8 lbs.
Vial, for ink, etc.
1 sg
---
Wine (2 pints)
1 sg
1/2 lb.

Ape Master
GM, 9 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 02:41
  • msg #5

Ape Gear and Items

ANIMALS & LAND TRANSPORT
Item
Cost
Cart
100 sg
Chicken
4 sc
Calf
3 sg
Cow, beef
8 sg
Cow, milk
35 ss
Dog
3 ss
Dog, guard
25 sg
Donkey
8 sg
Feed (per day)
5 sc
Goat
15 ss
Horse, draft
40 sg
Horse, riding
75 sg
Mule
30 sg
Pig
3 sg
Piglet
18 ss
Sheep
15 ss
Wagon
200 sg





Notes on Ape Gear
Most equipment and other items listed above that are not self-explanatory are described here.  Note that, should the players wish to purchase items not provided in the equipment lists, the Ape Master may use the items available as guidelines for determining new items’ characteristics, including prices, and damage if additional weapons are desired.

Animals of burden:  Most horses and mules can carry up to 200 lbs. and move at 120’.  A maximum of twice this encumbrance can be carried and will
reduce this movement to half.

Backpack:  A backpack has two straps and can be worn on the back, keeping the hands free. It holds up to 40 pounds.

Bag, scholar equipment:  These bags are basic kits for the chimpanzee scholar specialties so that they can perform basics of their trades while in the
field.  The medical bag includes basic supplies for tending wounds, syringes, monitoring vitals, etc.  Archaeology bags include smaller excavation tools such as picks, a trowel, measurement devices, small stakes and string for outlining test areas, etc.  Behavioral science bags include basic tools to monitor vitals, equipment for cognitive tests, etc.  These bags should be allowed for the characters at character generation without having to spend starting money on them.

Candles:  A candle dimly illuminates a 5-foot radius and burns for 1 hour.

Crowbar:  A crowbar is 2 or 3 feet long and made of solid iron.  This object can be used for forcing doors and other objects open.

Flint and Steel:  Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Grappling Hook:  These can be used for anchoring a rope, and often have 3 to 4 prongs.

Hammer: If used to fight, this small hammer deals 1d4 damage.  It can be used for construction, or as a mallet with iron or wooden spikes.

Ink:  This is black ink. One can buy ink in other colors, but it costs twice as much.

Lantern:  Lanterns can be closed to hide the light.  They burn one oil flask for each four hours, or 24 turns, and have an effective light radius of 30 feet.

Lock:  This is a common iron lock with a key.

Manacles:  These are used to bind hands or feet.

Oil Flask:  In addition to fueling lamps, oil can be used as a missile weapon.

Pistol:  Ape pistols hold 8 rounds in a clip.  The ammunition is not compatible with astronaut pistols.

Rations, trail:  This food is dried and preserved to be carried on long voyages when securing other food may be uncertain.

Rations, standard: This food is fresh and will not keep for more than a few days.  The cost for this food would reflect fresh food fixed for a militia, or the most basic food at an inn.

Rifle:  Ape rifles hold 10 rounds in a clip.  The ammunition is not compatible with astronaut firearms.

Rope, hemp:  This strong rope can hold the weight of approximately three human-sized beings.

Shotgun:  Ape shotguns are a break-away type and hold two shells.  They are double barreled.

Sack, Large:  This sack can contain 60 pounds.

Sack, Small:  This sack can contain 20 pounds.

Saddle Bag:  This bag can contain 30 pounds.

Torch:  A torch burns for 1 hour, clearly illuminating a 30-foot radius.  If a torch is used in combat, it deals 1d4 damage.

Vial:  A vial holds 1 ounce of liquid.  The stoppered container usually is no more than 1 inch wide and 3 inches high.
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