Templates APE SOLDIER Quote: "A good soldier never retreats, they just fall back and regroup." Background: There is glory and respect in service. As far back as you can remember, you wanted to be a soldier. The military gave you respect for authority and a direction for your life as it did for so many other young apes. Being a soldier involves not just protecting others, but the expansion of society. Military service also gains an ape a family and brotherhood from other soldiers. You are taught skills for combat, survival, and even social discipline. If you serve with loyalty then you're rewarded with respect and a pension in your older years. In short, soldiering is the best life an ape can have and still serve his fellow apes. Personality: You are a tough and squared-away soldier. Officers do the thinking, a soldier obeys - if it's an order, you follow it. You respect authority and detest those that act beyond their station. Memento: Medal of Bravery. Grants a +1D Bonus to WIL (Grit) Skill rolls. You may reroll an Exceptional Failure, but the second result stands. Equipment: Basic Uniform and Security Jerkin (+2 ARM), Rea Voom G1 Protectorate Carbine, Extra Ammo (3 x 15 round mags), 20 gridgens Connection to Other Characters: You might have friendships with other ape soldiers, see an ape veteran as a mentor, or feel a kinship with a constable ape. You might see an ape activist or ape adventurer as disrespectful and need to learn them a thing or two. Attributes: DEX 3D+2 PER 4D KNO 1D STR 5D MEC 2D WIL 2D+1 ++++++++++++++++++++++++++++++++++++++++++++++++++ APE ACTIVIST (APE-TIVIST) A Quote: "Hell no, we won't go!" **Background:** You have always been smart and when you were old enough to see how unfair the world is to many you could not stand for it. Every-ape should be equal and you will fight for that to happen. Your weapons are your knowledge, your voice, and your ability to protest. These are the greatest strengths to protest. The public has against the establishment. the public has against the establishment. Every cause is worth fighting for. You will find others and band together to take that fight to the streets, putting the corrupt and the rich on notice. You've suffered reprisals for your protests, but no club or incarceration will deter you. The common ape will be heard! **Personality:** You are outspoken and fiery in your beliefs. You will not be deterred from your cause, even when threatened with violence or imprisonment. **Memento:** Peace Bead Necklace—wearing it keeps you focused and grants you a +1D Bonus to all WIL (Grit) Skill rolls. **Equipment:** Common Ape Dress (+1 ARM), Ape Satchel, protest sign, can of paint and brush, and 25 gridgens. **Connection to Other Characters:** You may have butted heads with a **constable ape**, **ape lawgiver**, or **ape soldier**. A **philosopher ape** might be a mentor. You might be related to a **serviceape** or **veteran ape**. You might be protesting a **statesape's** or **ape scientist's** activities. **Attributes:** DEX 3D KNO 4D MEC 1D PER 3D STR 3D+2 WIL 3D+1 APE SCIENTIST Quote: "I am sure we can figure this out if given enough time." **Background:** You always excelled at science, so much so that your teachers and elders took note of you. Once you stood out from the other young apes, you were pushed in the direction of higher learning in hopes you would become the next science prodigy. Some of the elders were less than thrilled when you disproved many long-held scientific beliefs and began to question the teachings of The Lawgiver. Your work against tradition stalled your climb into the scientific hierarchy. You were relegated to lesser experimentation and work as a part-time instructor of basic science. You had to test your more radical theories on your own and without funding—which has slowed your progress—but you still believe in your theories and will prove them in time. **Personality:** You are quiet and thoughtful, unless the subject of your field or any of your hypotheses is ever brought up. Then you are excited and talkative. **Memento:** Your Mentor's Notes—These grant you a +2 Bonus to any KNO-based Skill rolls. **Equipment:** Common Ape Dress (+1 ARM), a tiny notebook and stylus, and 100 gridgens. **Connection to Other Characters:** You might be friends with a philosopher ape or an ape journalist. A statesape might be a mentor. You may have hired an ape inspector or ape adventurer to help you on a research trip. **Attributes:** DEX 2D PER 3D+1 KNO 5D STR 3D+2 MEC 2D WIL 2D ++++++++++++++++++++++++++++++++++++++++++++++++++ APE INSPECTOR Quote: "The game is afoot. If there is a clue to be found, I will have it." Background: You were always a curious child, often putting yourself in dangerous situations just to solve mundane mysteries. Over the years, that curiosity grew into a physical need for the truth. Now, you are relentless. This has not made you popular, but has made you a useful addition to society. Every ape has secrets until you get involved and reveal them. You will take any case that comes your way. Sometimes you help the law, and sometimes you help yourself. Either way, you always do what you feel is right to solve the case. In the provinces, your work comes with the title investigator. In Ape City, however, you're an inspector. Personality: Some find you odd because you examine everything and are always curious. Others see you as a know-it-all because you have insights on many subjects. You sacrifice civility and social acumen for investigation without even thinking about it. Memento: Polished Quartz Magnifying Glass - grants a +1D Bonus to PER (Investigate) Skill rolls. Equipment: Common Ape Dress (+1 ARM), an ape's fore-and-aft cap, a corncob pipe, small notebook and stylus, and 150 gridgens. Connection to Other Characters: You might be employed by an ape lawgiver or statesape. You could have a deal with a constable ape to exchange tips for a few Gridgens. You might be drinking buddies with a veteran ape or ape soldier. You could have a serviceape sidekick or consult with an ape scientist on your cases. Attributes: DEX 2D PER 4D+1 KNO 3D+2 STR 3D+2 MEC 1D WIL 3D+1 ++++++++++++++++++++++++++++++++++++++++++++++++++ CONSTABLE APE Quote: "It is my honor to protect and serve." Background: Every ape deserves fair treatment and the protection of the state—even those that break the law. You have always had a sense of right and fairness. Being a Constable is not always to your liking, but you do your best to treat all apes with fairness and see justice done. That means long hours or running toward danger when others flee from it, but it is your duty. Society will be better as long as they heed the laws and words of The Lawgiver. You are fair but hard on those that protest the establishment—and even harder on those that knowingly break the law. If it was up to you, justice would be upheld—even if it requires a liberal use of your trusty cudgel to see it so. Personality: You are an ape of few words. You mean what you say and expect others to do the same. You are always serious and on alert for any trouble around you. Memento: Pounded-iron Glyph Badge. Adds a +1D Bonus to your WIL (Intimidation) Skill rolls. Equipment: Basic Uniform and Security Jerkin (+2 ARM), Rea Security Crossbow, Extra Ammo (10 x bolts), hip quiver, Enforcement Cudgel, manacles, and 25 gridgens. Connection to Other Characters: You often work with ape lawgivers and ape inspectors. You might have been assigned to protect a statesape or had a run-in or two with an ape journalist or ape activist. A soldier, veteran, or serviceape may be a relative. Attributes: DEX 3D PER 3D+1 KNO 2D+1 STR 5D MEC 2D WIL 2D+1 ++++++++++++++++++++++++++++++++++++++++++++++++++ APE SOLDIER Quote: "A good soldier never retreats, they just fall back and regroup." Background: There is glory and respect in service. As far back as you can remember, you wanted to be a soldier. The military gave you respect for authority and a direction for your life as it did for so many other young apes. Being a soldier involves not just protecting others, but the expansion of society. Military service also gains an ape a family and brotherhood from other soldiers. You are taught skills for combat, survival, and even social discipline. If you serve with loyalty then you're rewarded with respect and a pension in your older years. In short, soldiering is the best life an ape can have and still serve his fellow apes. Personality: You are a tough and squared-away soldier. Officers do the thinking, a soldier obeys - if it's an order, you follow it. You respect authority and detest those that act beyond their station. Memento: Medal of Bravery. Grants a +1D Bonus to WIL (Grit) Skill rolls. You may reroll an Exceptional Failure, but the second result stands. Equipment: Basic Uniform and Security Jerkin (+2 ARM), Rea Voom G1 Protectorate Carbine, Extra Ammo (3 x 15 round mags), 20 gridgens Connection to Other Characters: You might have friendships with other ape soldiers, see an ape veteran as a mentor, or feel a kinship with a constable ape. You might see an ape activist or ape adventurer as disrespectful and need to learn them a thing or two. Attributes: DEX 3D+2 PER 4D KNO 1D STR 5D MEC 2D WIL 2D+1 ++++++++++++++++++++++++++++++++++++++++++++++++++ VETERAN APE Quote: "Back in my day, we didn't..." Background: You've seen and done things during your time of service that would shock most apes. The military left you with mental and physical scars that a pension and a back-lot plot of dirt can't make up for. You've watched everything you fought for change with the newest generation of apes and their radical ideas. It's left you wondering what was the point of it all. You're not as sharp as you used to be, but even a rusty blade can kill. You're sure you've got a few good years in you-if only you had a chance to prove it. Personality: You are a bit grumpy and a little out of touch with the changing world. If push comes to shove, you are not an ape to be messed with... at least for a few good rounds before you get tired. Memento: A photo of your former unit (most are gone now). Grants a +2 Bonus to STR rolls to Resist Damage and STR (Stamina) Skill rolls. Equipment: Basic Ape Dress, faded and worn Soldier Jerkin (+2 ARM), Serling Arms Model .38, Extra Ammo (12 rounds), half jug of sweet apricot plonk, and 25 gridgens. Connection to Other Characters: You've forged friendships with other **veteran apes**. You might be a mentor to a young **ape soldier** or **constable ape**. You might keep a **tribal human** as an illegal pet. You might provide your experience or stories to an **ape adventurer** or **ape journalist**. You'll tell any young ape what they are doing wrong and how well they have it compared to when you were growing up. Attributes: DEX 2D+2 PER 4D KNO 2D STR 4D+2 MEC 2D WIL 2D+2 ++++++++++++++++++++++++++++++++++++++++++++++++++ APE ADVENTURER Quote: "How can I know what I want to be if I haven't discovered who I am?" Background: You were told to stay in school, study hard, and succeed in life... but what kind of life? You needed to see what's out there, not just have a job. You craved adventure! When you graduated secondary school, you disappointed your elders and gave into your desires. You blew off your Academy acceptance letter, packed a bag, picked a direction, and marched off to find the excitement you knew was out there. From treasure hunting to wilderness exploring, you've been busy. You learned more from your travels than you ever learned in school. You may not be a success or in a respectable position, but you are still having fun and you are never bored. Besides, you can always go to the Academy next year, right? Personality: A thrill seeker with a roguish charm, you live by your wits, luck, and skills in equal measure—and try to look good doing it. Memento: Worn Travel Journal—you keep all your adventures and ideas close to your heart. Grants you +2 Bonus Hero Points per game session. Equipment: Common Ape Dress (+1 ARM), an Ape's Backpack, waterskin, 2 days dry rations, a knife, and 25 gridgens. Connection to Other Characters: You might be friends with an **ape soldier**, a **veteran ape**, or an **ape journalist**. A **philosopher ape** or **ape scientist** might be a source of adventure locations. You might be sponsored by **a statesape** or have an **ape adventurer** rival. Attributes: DEX 3D PER 3D KNO 3D STR 3D+2 MEC 2D+1 WIL 3D ++++++++++++++++++++++++++++++++++++++++++++++++++ PHILOSOPHER APE Quote: "I well understand what you think is correct... Now let me correct your thinking." Background: Your quest to understand the fundamental nature of knowledge, reality, and existence left you seeking the advancement of your society through the expansion of your mind. You were quickly added to the governmental think tank, where you were exploited for your gifted intellect. Respect was an easy thing for you to earn from your peers, and you quickly rose through the ranks of academia. But the deeper you delved into ape teachings and philosophies, the more you began to see flaws others either missed or ignored. Now, many of the truths you have clung to may need to be rethought for the next generation. Personality: You always think before you speak. Emotions influence your conclusions. Some may find you slow to act, but why make a wrong decision because you did not fully think out the best course of action? Memento: Clay Pipe and Herb Pouch (+1D Bonus to PER (Evaluate) Skill rolls when used or tapped). Equipment: A used Ape's Suit (the Long Look [+1 ARM]), leatherbound journal, ink and stylus, Ape Satchel, and 100 griddens. Connection to Other Characters: You could be a sounding board for an ape lawgiver or scientist or statesape. You might debate with ape would-be ape activist or ape adventurer to go against the expected norms of society. Attributes: DEX 2D KNO 4D MEC 1D PER 2D+1 STR 4D WIL 4D+2 ++++++++++++++++++++++++++++++++++++++++++++++++++ ASTRO-NAUT TECHNICAL ENGINEER Quote: "Fix it? No—but I can make it work for now." Background: As a kid, you were always taking stuff apart. To stop getting yelled at by your parents, you started to learn how to put things back together—you just made them a little better than before. You took your love of building to a college of engineering. Your skill not only got you working on spaceships, it also led you to become an astro-naut—because working on spacecraft while in space is better than doing it on Earth. It wasn't long before you were on a crew headed for deep-space exploration. Things did not turn out as planned. Now your skills will be put to the test in a far more dangerous environment than the coldness of space. Personality: You want to know how everything works. You look at mechanical inventions and automatically start taking them apart in your mind. When asked a question, you sometimes pause before answering—there's math to be done in your head first. Memento: Granddad's Multi-tooled Pocketknife —counts as having basic proper tools. Grants a +2 Bonus to all MEC (Repair/Disable) Skill rolls. Can be used as a melee weapon (knife). Equipment: Astro-naut Flight Suit (+2 ARM), ANSA dog tags or NASA ID Bracelet, and an Astro-naut Survival Pack. Connection to Other Characters: You could form a bond with any fellow astro-naut. You might look up to a **mission commander** or try to teach a **tribal human**. An **ape scientist** or **ape adventurer** may intrigue you. Attributes: DEX 3D PER 3D KNO 3D STR 2D MEC 4D WIL 3D ++++++++++++++++++++++++++++++++++++++++++++++++++ ASTRO-NAUT MISSION COMMANDER Quote: "Some of us were born to make history." **Background:** You've always pushed things past the limit. Your time as a test pilot thrust you toward space exploration. Try as you might, you were edged out by others on every prior deep-space mission. You've been at this long enough you were this close to becoming a cynic. You almost aged out of the program before you got your shot at the stars. As fate would have it, your experience was needed. Now you and a crew of young astro-nauts have set off in search of those explorers that were sent before you. Let the last ride of your life be the stuff of legend. **Personality:** You are tough but fair. Some thought you were too old to be on this mission, let alone in command. You earned your place and can prove it at any time. **Memento:** First Set of Wings - this pin grants you a +1D Bonus to all WIL (Command) Skill rolls. **Equipment:** Astronaut Flight Suit (+2 ARM), ANSA dog tags or NASA D Bracelet, and an Astro-naut Command Pack (includes .32 Pistol and 2 mags ammo). **Connection to Other Characters:** You may have a kinship with any other **astro-** naut. You might find an ally in a sympathetic **ape adventurer**, an **ape scientist**, or **philosopher ape**. You could bond with a **tribal** human under crisis. You might want to show any **ape** that humans were once better than them! **Attributes:** DEX 3D PER 3D KNO 3D STR 3D MEC 3D WIL 3D ++++++++++++++++++++++++++++++++++++++++++++++++++ ASTRO-NAUT SCIENCE OFFICER Quote: "Nothing is true until proven so." Background: Space has always fascinated you. In school, you gravitated to the sciences, though always with the want of being an astro-naut in mind. You pushed yourself both physically and mentally toward your goal and were rewarded with acceptance as a scientist in the astro-naut training program. You found a sense of belonging in the program and eventually got picked for a mission crew. Never in your wildest dreams did you think that everything you thought you knew about space and time might be wrong. Personality: Driven, you need to understand how nature works. Your child-like curiosity about all things science-related ensures you would risk it all to prove a hypothesis correct. Memento: Lucky Magnetic Disc - this silver-dollar-sized shiny disc contains the flight plan your spacecraft took to get here, offering a possible way to get home. While useless until you find a computer that can read its data (and a working spacecraft), it once saved your life when a bullet glanced off it in your pocket. This lucky item lets you reroll a Wild Die, but the second result stands. Equipment: Astro-naut Flight Suit (+2 ARM), ANSA dog tags or NASA ID bracelet, and an Astro-naut Science Pack. Connection to Other Characters: You might have a friendly rivalry with any other astro-naut. You might find a kinship with an ape scientist or philosopher ape and be fascinated by a tribal human or mutant. Attributes: DEX 2D+1 PER 3D KNO 4D+1 STR 2D+1 MEC 3D WIL 3D ++++++++++++++++++++++++++++++++++++++++++++++++++ ASTRO-NAUT SECURITY SPECIALIST Quote: "Not on my watch." **Background:** You never wanted to be an astro-naut—but when space exploration missions became more common, the need for military force projection specialists became more necessary. It was easier to find a person with your skills and train you to become an astro-naut than to teach your skill set to a civilian. Because of this, you're a bit older than other recruits, but it also earned you respect from senior officers. When the first mission came up and you were called, you did your duty as usual and tried to be prepared for anything—but in no way could you have prepared for the nightmare you and those you are protecting are up against. Time to adjust your perspective and learn to deal with these threats as best you can. **Personality:** Resigned and resilient, you have a quiet strength about you and an air of deadliness. When you speak, you mean what you say. If you must, you will end a life to defend yourself or those you protect. **Memento:** A Fired Bullet—the one that didn't kill you. Grants a +1D Bonus to Initiative rolls. **Equipment:** Astro-naut Flight Suit (+2 ARM), ANSA dog tags or NASA ID Bracelet, Astro-naut Survival Pack, Custom .32 Hammerless Pistol, and (3) 7-round ammo mags. **Connection to Other Characters:** You feel protective of any other **astro-naut**. You might take a **tribal human** under your wing to train or protect. You might take a liking to an **ape adventurer, ape soldier**, or **veteran ape**. **Attributes:** DEX 3D+1 PER 3D+1 KNO 3D STR 3D MEC 2D WIL 3D+1 ++++++++++++++++++++++++++++++++++++++++++++++++++ APE ADVENTURER Quote: "How can I know what I want to be if I haven't discovered who I am?" Background: You were told to stay in school, study hard, and succeed in life... but what kind of life? You needed to see what's out there, not just have a job. You craved adventure! When you graduated secondary school, you disappointed your elders and gave into your desires. You blew off your Academy acceptance letter, packed a bag, picked a direction, and marched off to find the excitement you knew was out there. From treasure hunting to wilderness exploring, you've been busy. You learned more from your travels than you ever learned in school. You may not be a success or in a respectable position, but you are still having fun and you are never bored. Besides, you can always go to the Academy next year, right? Personality: A thrill seeker with a roguish charm, you live by your wits, luck, and skills in equal measure—and try to look good doing it. Memento: Worn Travel Journal—you keep all your adventures and ideas close to your heart. Grants you +2 Bonus Hero Points per game session. Equipment: Common Ape Dress (+1 ARM), an Ape's Backpack, waterskin, 2 days dry rations, a knife, and 25 gridgens. Connection to Other Characters: You might be friends with an **ape soldier**, a **veteran ape**, or an **ape journalist**. A **philosopher ape** or **ape scientist** might be a source of adventure locations. You might be sponsored by **a statesape** or have an **ape adventurer** rival. Attributes: DEX 3D PER 3D KNO 3D STR 3D+2 MEC 2D+1 WIL 3D ++++++++++++++++++++++++++++++++++++++++++++++++++ SERVICEAPE Quote: "Watch your step, I just cleaned that." Background: You started off in the service industry when you were a wee one, cleaning small ducts and chimneys. Many apes look down on your profession, dismissing what you do as menial work. But without you, society would cease to function. If all apes sat around giving orders all day, nothing would ever get fixed, cleaned, harvested, or disposed of. While you are not the most learned of apes, you have a strong back and a good work ethic. Work hard enough and you will be rewarded—that's what you were told, so that's what you'll do—for the rest of your life. Personality: You take great pride in your work. Always on the lookout for ways to better yourself, you try to be useful to apes of higher station and listen to any advice they might give you. Memento: First frailin you ever earned. Your lucky coin grants a +1D Bonus to all Trusting to Luck and PER (Gambling) Skill rolls. Equipment: Basic Ape Dress (No ARM), a sack lunch (1 day's rations), waterskin, and 49 gridgens—you've saved up. Connection to Other Characters: You might work directly for an ape lawgiver or statesape. You could've met ape scientists or astro-nauts while hosing down tribal human cages, or ape soldiers when you cleaned their barracks. You might have befriended a constable ape, veteran ape, or ape adventurer at a tavern or stable. Attributes: DEX 3D KNO 2D MEC 2D+2 PER 2D STR 5D+2 ++++++++++++++++++++++++++++++++++++++++++++++++++ APELAWGIVER A Quote: "Let not blasphemous words curl your tongue, young ape!" **Background:** From the time you could talk you felt the call of Faith. As a youth, you served the altar-ape. Now you bring the guidance of the Sacred Scrolls and guidance of lawgivers as an altar-ape. You give all words of the Sacred Scrolls to the common ape. You give all to your duties--from the simple blessing of a meal, officiating bonding ceremonies, speaking over the dying, and adjudicating last words necessary for the betterment of laws. All are necessary for the betterment of apekind. **Personality:** You live your life by the Sacred Scrolls. Your faith and the safety of your fellow ape are paramount. By your words and actions, you educate and keep all apes on the righteous path laid out by The Lawgiver--or at least your interpretation of it. **Memento:** Pocket Scrolls of Lawgiver verses (You are encouraged to both draw upon existing verses (page 46) and make up your own). Reading them aloud at the appropriate moment grants you a +1D Bonus to any WIL (Charm, Command, or Intimidation) Skill rolls. **Equipment:** Common Ape Dress (+1 ARM), Lawgiver Vestments, and 20 gridgens. **Connection to Other Characters:** Any ape could have seen one of your sermons. An ape **inspector** or **constable** ape might come to you for interpretation of the law. You could be the moral compass of an **ape soldier**, **veteran ape**, **statesape**, or any other ape that finds themselves skirting the law. **Attributes:** DEX 2D KNO 3D+2 MEC 1D PER 2D+1 STR 4D WIL 5D ++++++++++++++++++++++++++++++++++++++++++++++++++ APE JOURNALIST Quote: "Can I get a quote on the record?" **Background:** You have always been fascinated by stories. Even as a child, you consumed every word you could as soon as you learned to read. When you discovered that writing those stories was a job you were consumed by becoming a writer. That dream continued until you started to see corruption and classist behavior from some apes. That is when you discovered journalism. Telling stories is fine, but printing the truth gives power to the under-ape and kept the powerful in check. From your first headline, your destiny was set and being a journalist was your only want. Now you chase your story until you have it. You'll never be rich, and your list of enemies grows by the story, but the whole truth will see print or you will die trying. **Personality:** You are charming when you have to be. You never give up and you always search for the truth no matter the risk to yourself. **Memento:** Favorite Hat-grants you a +1D Bonus to PER (Investigate) Skill rolls when worn. **Equipment:** Common Ape Dress (+1 ARM), Ape Satchel, Camera with tripod and supplies to take 2D+2 photos, small notebook, charcoal stylus, and 50 gridgens. **Connection to Other Characters:** You could have sources such as a **constable ape**, **serviceape**, or **veteran ape**. You might be doing a story on a **statesape** or **ape scientist**. You could be the sidekick of an **ape adventurer** or **ape inspector**, transcribing their discoveries for the masses. **Attributes:** DEX 2D PER 4D KNO 3D STR 3D+2 MEC 2D WIL 3D+1 ++++++++++++++++++++++++++++++++++++++++++++++++++ TRIBAL HUMAN PROTECTOR Quote: "..."-holds up bone threateningly. Background: You have always been different from most of your pack, more apt to stand and face danger than flee for safety. For your strangeness, many of the pack keep their distance from you. You found that such strangeness was a strength. You began using it to defend your pack from threats. You even used it to hunt beasts to provide clothing and tools for your people. You have an inner fierceness combined with a wandering spirit that makes your role as a protector suited for you more than most others. Threats are to be run off or put down, not fled from. Plant your feet, bare your teeth, and let all predators come-they will find your sharp stick waiting for them. Personality: You are always looking for dangers. Unlike many of your people, you are ready to take on a fight if the need arises. Memento: Necklace of Colors-woven from wires the tribal human gatherers found in the Forbidden Zone, it channels the sky spirits that live there and make you as fast as their red lightning. You get a +2 Bonus to all DEX (Melee) Skill rolls. Equipment: Hide coverings and well-used bone club or sharp stick (treat as a crude spear). Connection to Other Characters: You feel a need to protect the tribal human gatherer and lookout. The tribal human healer's abilities awe you. You are wary of any astro-nauts or mutants (they look just like strange humans to you) and you are on guard around or outright hostile to any type. Attributes: DEX 4D PER 4D KNO 1D STR 4D MEC 1D WIL 4D ++++++++++++++++++++++++++++++++++++++++++++++++++ TRIBAL HUMAN GATHERER Quote: "..." —finds a lovely plant and eats it. Background: You are the provider for your pack. Every man, woman, and child counts on you to find the food to fill their bellies. You have always had a knack for finding things. The older gatherers guided you, honing your instinct into skill by showing you what is good to eat and what will make you sick. As long as you do your work well, the pack prospers. If you do not, the pack suffers. You hope one day to find a place where your people can live without threat. Until then, you will keep wandering and gathering the things needed for the survival of the pack. Personality: You are curious. You know nature will provide what you need to feed others, you just need to search for it. You are more than willing to go into dangerous areas if what can be found there is worth the risk. Memento: Shiny Rock— one you found in a creek. Since then you have been lucky every time you look for food or water. With it you gain a +2 Bonus to all KNO (Survival) Skill rolls. Equipment: Hide clothing, a crude woven basket (count as a backpack), and a flint knife. Connection to Other Characters: You feel a need to provide for the tribal human protector and lookout. You might work closely with the tribal human healer to find needed herbs. You are attracted to the strangeness of the astro-nauts and want to know more. You will fear any ape unless they prove they won't hurt you. Attributes: DEX 3D+2 KNO 2D+1 MEC 1D+2 PER 3D+2 STR 3D WIL 3D+2 ++++++++++++++++++++++++++++++++++++++++++++++++++ TRIBAL HUMAN LOOKOUT Quote: "...—sees danger, beats on a tree with stick. **Background:** To say you are skittish is an understatement, but you have sharp eyes and keen ears. Even as a child you always looked for danger everywhere. In time, you were taught the signs to look and listen for. You learned how to give the early warning so your pack could flee. You are now always perched in a tree or on a rock in a hidden location when your pack camps, wanders, or eats. Your task—watch out for danger. Because of your role as a lookout, you are a part of the pack and apart from it at the same time, always watching and never taking part in the group activities. It is sometimes lonely, but it is important to keep all safe. **Personality:** You seem always on edge. You fidget or look about nervously constantly. You are ready to run at a moment's notice and never truly feel safe unless hidden. **Memento:** Raptor Feather—you believe it gives you the keen sight of a bird of prey and a +2 Bonus to all PER (Investigate) Skill rolls. **Equipment:** Hide loincloth, a walking stick or arctodus thigh-bone (treat either as a club). **Connection to Other Characters:** You respect the **tribal human protector** and watch over the **tribal human gatherer** and **healer**. You are cautious of any **astro-naut**, **mutant**, or friendly **ape**. You will avoid or run away from any that are not so friendly. **Attributes:** DEX 4D PER 4D KNO 3D+1 STR 3D+1 MEC 1D WIL 3D+1 ++++++++++++++++++++++++++++++++++++++++++++++++++ TRIBAL HUMAN HEALER Quote: "…"- licks lips slowly and applies herbs to a wound. Background: You knew you had the healers' gift the day you found a small injured bird and nursed it back to health. You've made it your duty to learn ways to tend to the sick and give comfort to the dying. Your caring and healing are what keeps your pack from being destroyed by the dangers of the world. No child is born without your aid, no protector's wound is mended without your learning, no gatherer's aches are eased without your salves, and no elder finds their lasting sleep without you holding their hand. Yours is a heavy burden, but one you were born to carry. Personality: You do not like to see others in pain. You will always try and help anyone or anything that is injured or sick. Memento: Healer's Herb Pouch - includes 6 uses. Can be refilled by making a DN10 KNO (Survival) Skill roll or by spending a Hero Point. Grants a +1D Bonus to all KNO (Medical) Skill rolls to treat injury and disease. Equipment: Hide clothing, hide sack, crude leather tongs, bone needles, and a sharp-edged rock (treat as a knife). Connection to Other Characters: You treat astro-nauts as part of your pack and respect any ape that does not mistreat you or others. You will put yourself between any injured creature and harm's way. You might even yearn to learn the mysterious skills an ape scientist or mutant exile knows. Attributes: DEX 3D PER 4D KNO 3D STR 3D MEC 1D WIL 4D