Revised Version of New Character Classes

I’ve collected a list of alternate human classes for Apes Victorious into a Apes Victorious New Classes PDFlogan11

This is a cleaned up and revised version of a file I’ve done previously.

I’ll be using the classes developed by David Baymiller at the blog The OSR Library. They include Soldier, Scout, and Scientist. I’ve modified the Soldier class slightly – the ability to identify Underdweller tech only applies to weapons in my version.

New Human Classes

I’m also included another, more powerful version of the scientist class from K-Slacker at Mutants & Magic

Apes Victorious; Scientist Class

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

I’ve also added a class of my own – the Engineer

 

 

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First Session – Character Creation

Our first game session will be Wednesday, Feb 21st. In our session Zero last week, we created some characters. For those who couldn’t make it, here are the character creation rules, so you can create your characters now if you wish.

In this campaign we’ll be starting with human-only characters.

Stats

For generating your stats, you will be rolling 3D6. You ran roll your six numbers first, and them assign them to any stats you wish.

Classes

The Apes Victorious book only has one human class – Astronaut. You can choose this one if you like.

For the purposes of this game, we’ll be also be using some optional classes not in the book (note we will allow scientist characters, but not super-scientists).

Optional Human Classes

Engineer Class

For those who haven’t created a character yet, we already have an Engineer and a Soldier. You can create a character ahead of time,  if you like.

Also, I’ll be at the location early on Wednesday (around 5:30) if you want to create a character before hand.

 

 

Engineer Class

Engineer

Requirements: INT 9Far_Out_Space_Nuts_Bob_Denver_Chuck_McCann_1975
Ability Adjustments: None
Prime Requisite: INT
Hit Dice: 1d6
Maximum Level: None
Attack As: Astronaut
Save As: Astronaut
Engineers may use any weapons and armor.

Repairing Technology
Engineers can repair broken technological devices.
For broken technology from their own time, Engineers have a base chance of 30% to repair it, +5% per level, up to 95%

For any Underdweller or other advanced technology, engineers have a base chance of 10% to repair, +5% per level, up to 95%

For primitive technology, like the apes use, engineers have a base chance of 60% to repair any technology , +5% per level, up to 95%

Modifiers to Repair Roll
Without a tool kit                  -10%
Heavily Damaged                  -20%
Missing Parts                          -25%
Created by Engineer             +15%

Understanding Advanced Technology
To simply understand and use Underdweller technology. Their base chance is 55%, +5% per level.

Building New Technology
Starting at level 3, Engineers can, given appropriate resources, build devices or machines on their own. They’ll need adequate tools and materials. The chance of creating a machine successfully is 25%, +5% per level

Modifiers to Building Roll
Blueprints available                   +10%
Manufacturing Facility              +15%
Jury-Rigged                                    -10%
Higher Tech Level                       -20%