Sandmen

The City of Domes is defended, and it’s laws are enforced, by the elite Sandmen. I’ve provided stats to treat them as creatures, or as a playable class.

Sandman (as a Class)

Logan's Run -- Sandman Francis

Requirements: DEX 9
Ability Adjustments: None
Prime Requisite: DEX
Hit Dice: 1d8
Maximum Level: 7
Attack As: Gorilla Soldier
Save As: Astronaut
Sandmen may use any weapons and armor.

Urban Tracking
Sandmen are highly trained in tracking down runners inside the city. If they’re tracking a runner with a palm-flower within the city the base chance is 70% + 5 percent per level (maximum 95 percent.) If they are tracking someone who has an altered palm-flower or no palm-flower at all, the base chance is 25% + 5 percent per level (maximum 95%)

The AM can modify this roll for any unusual circumstances.

Wilderness Tracking
More experienced and trusted Sandmen are allowed to leave the City to track runners. The base chance is 20% +5 percent per level. Outside the city the palm-flowers cannot be tracked.

The Gun
The Sandmen are issued a special weapon commonly called “The Gun“. It fires several kinds of specialty ammunition. Sandmen are trained to use these weapons.

Omnite Martial arts
+2 for all unarmed attacks

Armor
The black uniforms of the Sandmen are similar to Underdweller silksteel. They will provide a -2 Attack Modifier

Sandmen (as an Encounter)sandmen2

Encountered: 1d6 (2d8x5 inside the City)
Movement: 120’ (40’)
Intelligence: Average
Psionic Potential: 2d4, inactive
Hits: 1d8
Armor: -2
To-Hit: 12
Save: H1
Attacks: 1
Damage: 1d2 or by weapon (Usually a Sandman Gun)
Morale: 9
XP: 10

 

Runner

Runner

Requirements: DEX 10runner
Ability Adjustments: None
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: 4 (normally)
Attack As: Astronaut
Save As: Astronaut
Runners may use any weapons and armor.

Runners are citizens of the City of Domes who decide to ignore the laws of the city and try to survive past the age of 21. There is a informal resistance within the city that helps the runners.

All citizens are identified with a first name and a number (Ex. Doyle-7, Kara-10). There are no surnames.

Palm-Flower: All citizens have a flower shaped crystal in the palm of their right hand.The color of the crystal indicated the citizen’s age. The crystal changes color every seven years.  It starts at yellow. It turns blue at age 7, then red at age 14.  On their LastDay (the day before their 21st birthday), it starts blinking black & red. The day a runner turns 21, it turns black.

Move Silently and Hide in Shadows
(As Bonobo)

City Knowledge
Runners will have common knowledge of all institutions and technologies within the city. Everything outside the city is unknown to them.

Maximum Level
Normally, a citizen won’t live long enough to go higher than 4th level. If they survive long enough, they can advance higher.

 

 

 

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

 

 

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%

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.