Wilderness Travel Rules

This campaign will be a hex-crawl. The players will be traveling across a hex-map, mapping as they go, and encountering various dangers during the journey.

These are the rules we’ll be using for wilderness travel. They’re modified versions of the Apes Victorious rules and some stuff from Labyrinth Lord, and the Black Hack.

Movement
Humans will normally be able to travel 24 miles a day on foot. They’ll need to rest for 1 out of six days when traveling in the wild.
Movement Type
Distance
6-mile Hexes
On Foot
24
4
On Horseback
48
8
 Travel Modifiers:
Rough, hilly, woods                                        -1/3
Swamp, thick woods/jungle, mountains     -½
Roads, clear terrain                                        +½
Forced March*                                                 +½
*Characters must rest for one day after every day of a forced march.
Resources
The party has a resource die for food when traveling. It starts off as a D8. Every time they fail a foraging roll (or fail to forage) they will need to roll the food resource die. If it is a one or two, the die drops one type (d8>d6>d4). After rolling a 1-2 on a D4 the players are out of food.
Hunger
After two days without food, each player will lose 1 Strength point each day until it reaches 3. At 3, the player dies.
Desert Rules
In wastelands and deep deserts, the players will also need to keep track of water. They will start off with a  d8 resource die for water. They have to roll each day to check how the water supply is holding up. When the die is depleted after D4, they will be out of water. The only way to get water is to find an oasis or other water source. Foraging will not help.
Thirst
After two days without water, each player will lose 2 Strength points each day until it reaches 3. At 3, the player dies.
Restocking Food
If the players return to the PAX base, or anywhere else that will allow them to stock up on food, they can restock to full D8 level in food and water. To start off, they can refresh up to 10 times until the PAX base is out of food. If the players find a new source of food they can increase this level. If they can find 10 multiple regular sources of food, the base can be self-sufficient, providing infinite refresh. The PAX base already has a permanent water source.
Foraging
We’ll be using the standard foraging rules in the Apes Victorious rule book (page 48)
Radiation
Passing through hexes that are radiation can cause damage, based on the level of radiation and time of exposure.
Radiation Level
Wilderness
Indoors/
Underground
Damage
Low
1 per week
1 per day
1-3 d6
Moderate
1 per day
1 per turn
4-6 d6
High
1 per turn
1 per round
7+ d6

 

Optional Human Classes

In the original Apes Victorious books, you can only choose astronauts, if you want to play as human. In this campaign, we’ll be using other human classes.

I’ll be using the classes developed by David Baymiller at the blog The OSR Library. They include Soldier, Scout, and Scientist.

New Human Classes

I’m also considering using another version of the scientist class from K-Slacker at Mutants & Magic

Apes Victorious; Scientist Class

I’ve put all of these into a PDF file in the same format as the original rule book: New Apes Victorious Classes – PDF

I renamed K-Slacker’s version of the scientist class to Super-Scientist to distinguish the two.

 

 

 

 

Fictional Inspirations

The following is a list of some of the fictional influences on the campaign. I’ll have links to the more obscure ones. I’m not expecting players watch all (of any) of these, but they do give an idea of the tone we’re trying for.

Planet of the Apes

This is the most obvious one. One of the primary influences will be the 1970’s movies,smostly the first two – Planet of the Apes, and Beneath the Planet of the Apes

Genesis II

A 1973 TV pilot from Gene Roddenberry. A man from the 20th century is frozen and woken up in 2133 after a apocalypse. The idea of a organization called PAX is stolen directly from this.
YouTube Link (Full Movie)     Wikipedia Entry

Planet Earth

This is Roddenberry’s second try at the same concept. This one is probably closest to what the campaign is aiming to be like, with PAX teams exploring and trying to better the world.

YouTube Link (Full Movie)     Wikipedia Entry

Strange New World

Roddenberry’s last attempt at this concept. In this one, the PAX team are astronauts who returned to Earth after a long sleep.

YouTube Link (Full Movie)      Wikipedia Entry

Logan’s Run (1976 Movie)

YouTube Link (Trailer)       Wikipedia Entry

Logan’s Run (TV Series)

YouTube Link (Trailer)       Wikipedia Entry

Zardoz

Youtube Link (Trailer)      Wikipedia Entry

Ark II
Children’s TV show
Youtube Link (Full Series)      Wikipedia Entry

What’s All This? – Campaign Basics

astro02I’ll be running a face to face (in NYC) RPG campaign set in a future post-apocalypse world loosely based on 1970’s science fiction. We’ll be using the game Apes Victorious, an OSR-style RPG from Goblinoid Games. It’s a fairly simple system, similar to old-school D&D. It’s designed to run Planet of the Apes style games. You don’t need any experience to play. Newbies are more than welcome. I’ll be posting material for the players and anyone interested in the game here.

You can get the free PDF version of the game (without the art) at http://goblinoidgames.com/index.php/downloads/.  The actual full-art PDF and paper version are worth buying at https://www.drivethrurpg.com/product/196062/Apes-Victorious

You’ll play a group of 1970s astronauts, soldiers, and scientists who have volunteered for Project PAX, a benevolent scientific organization dedicated to rebuilding the world after a feared future apocalypse. Their plan was to cryogenically freeze teams of volunteers along with food, supplies and high-tech equipment. After any global disaster, they would re-emerge, and help to rebuild the world, better than it was before. You are one of those teams.

We’ll be running the game in a style of an an old-fashioned hex crawl (What’s a hex crawl?). You’ll be exploring a radically changed environment, and braving strange dangers such as mutant creatures, humanoids, and of course – apes! Players can advance in ability and skill,  and have a chance to change the game world. Experience points, in this game will be granted for discovery and good deeds,  rather than combat.
We’ll be using all sorts of old-school ideas: wandering monsters, encumbrance, resource management. I’ll be posting details as the game progresses.

We’ll be scheduling games through the Manhattan Gamer’s Guild Meetup