Showing posts with label rpgnow. Show all posts
Showing posts with label rpgnow. Show all posts

Friday, December 22, 2017

Pre-Christmas Gifts

[This post contains RPGnow affiliate links]





I recently purchased (for $0) Hack! Firearms. I found nothing interesting about it so I decided to write up my own rules. Guns is a (barely) one-page ruleset for guns that foregoes boring historical accuracy. Inspired by AD&D 2e gun rules.

Next is something that was inspired by posts at Necropraxis and Maziran's Garden about segueing into strangeness from a traditional OSR setting. So here's Sanctuary, a demi-plane made by an insane wizard to preserve cultures and train adventuer-explorers. If you need help filling in villages Raging Swan's GM's Monthly Miscellany has some free village sketches. Training dungeons can just be plopped down; for example, dungeon 1 could be Golden Eye of the Kobold King (spawns 2d4 kobolds), dungeon 2 could be B4 The Lost City (or just the top four levels; spawns 1d4+1 hobgoblins), dungeon 3 could be The Hyqueous Vaults (spawns 1d6 eel-men), etc. For portals you have to decide if all three lead to the same world/plane or different ones. For example, all three could lead to Athas (the world of Dark Sun) then north/blue could lead to Tyr, yellow/west could lead to Nibenay, and red/south could lead to The Last Sea. Or one could lead to Athas, another could lead to another setting, and the third could lead to a 3rd setting.

Merry Christmas!

Tuesday, December 27, 2016

Review: Apes Victorious



I hope y'all had a nice Christmas.


Note: This posts contains affiliate links. A portion of your purchases go to the author.  

Apes Victorious is a new release by Daniel Proctor of Labyrinth Lord and Mutant Future fame. It’s an unlicensed Planet of The Apes RPG with OSR rules and altered fluff. It apparently uses the same rules as Starships & Spacemen 2e. I’ll just lay it out right upfront; there’s nothing in this book that impresses me.

Classes and races use a combination of requirements and ability score adjustments. The classes are Astronaut, Bonobo Agent (spies), Chimpanzee Scholar, Gorilla Soldier, Humanoid (devolved humans), Orangutan Politician, and Underdweller (psychic mutant humans). Aside from Bonobos and Underdwellers these are all too on-the-nose for me. Race-as-class seems to be here just for the sake of race-as-class. Compare this to Terra Primate, which presents the possibilities of chimpanzee soldiers and orangutan merchants in its pastiche of Planet of The Apes.  It also generally suggests that gibbons could be an underclass above humans but below the great apes.

Mechanics-wise this is pretty close to Labyrinth Lord. Each class has a static to-hit number based on class; enemy armor imposes a penalty to the roll. For example, any 1-HD character hits if he rolls 12 or more on a 1d20 but gets -2 on the roll if his enemy is wearing kevlar. Wisdom becomes PSI which measure Psionic potential. Psionics are a simple (disappointingly so) point-based system. There aren’t wild talents or psionic combat here.

Lore-wise it does offer some decent new ideas. Bonobos as spies/thieves. Cryogenically preserved humans that escaped the nuclear holocaust of the 1970s. The biggest divergence from the source material is with the Underdwellers. They’re like a bit like Richard Sharpe Shaver’s dero; twisted but brilliant, with incredible technology such as lasers, cloth as damage-resistant as metal, and infiltrator robots with organic ape components (yes, that’s a Terminator reference).

I’ll admit that I might be a little harsh. I’m judging it against Terra Primate, a non-OSR book that tackles the same genre for only 3 cents more.  The only thing Apes Victorious has going for it is the OSR/OGL compatibility with Labyrinth Lord and Mutant Future. Terra Primate by itself can do everything that Apes Victorious + Labyrinth Lord + Mutant Future can do with the exception of the high-tech Underdweller stuff, which it would need to use the compatible All Tomorrow’s Zombies for.

I’d rate Apes Victorious a 3/5 at best.