In the early 1970s, America had ape fever, thanks to the wildly successful Planet of the Apes film and subsequent franchise, including more successful movies, toys, games, comic books, and no less than two television shows...
The Braunstein! game is also inspired by the 1970s, and can be easily tailored for chronicles in the ape universe with just a few additional rules that follow here:
(1) If you aren't familiar with the movies, or have forgotten them, you should get them now; call it research...
(2) Characters can be apes or humans:
APE
|
LITERACY
|
SOCIAL
CLASS*
|
NOTES
|
Chimpanzee
|
yes
|
clergy
|
scholars and scientists
|
Gorilla
|
no
|
commoner
|
military personnel
|
Orangutan
|
yes
|
nobility
|
lawgivers and judges, etc.
|
|
|
|
|
*Approximate status/position
within ape culture
|
Note here that apes are quite strong and add +1 to all dice rolled for actions pertaining to this.
|
These films are great game fodder... |
(3) Humans are astronauts or mutants as follows:
HUMAN
|
LITERACY
|
SOCIAL
CLASS
|
NOTES
|
Astronaut
|
yes*
|
commoner#
|
space/time travelers
|
Mutant
|
no*
|
commoner#
|
mutated human
remnants
|
|
|
|
|
*Apes read, write, and speak 20th century English
|
#Humans are displaced and
outside of ape culture and society
|
Clever and resourceful, astronauts
add +1 to experience points earned in true chronicles (+1 to stealth in one-off
adventures) to guarantee basic game balance.
Mutants communicate
telepathically within 30' and use any of the following by spending LUCK as follows:
POWER
|
COST
|
DURATION
|
RANGE
|
Read minds
|
2
|
1
round
|
10'
|
Psychic attack
|
3
|
combat/instant
|
30'
|
Psychic attacks deal
2 automatic hits per 3 LUCK spent. All other native humans are feral and mute.
(4) Players should always reference
the character's race in their written description as per the basic rules.
(5) All ape armor is a
padded leather, although there is no precedent for the use of shields in the
movies (judges can always add them is they wish, however).
(6) Available equipment includes
firearms treated as bows for purposes of range and damage, and not as
the early guns offered in the original rulebook. These are equivalent to mid-20th
century weapons, typically used for hunting man.
(7) Everything else will conform to the basic rulebook, adding that ammunition cost 2 SP per 50 rounds.
|
Ape armor and rifles on display... |
(8) The game is set in the remnants
of New York:
APE CITY lies within a fertile area, ruled
by orangutans and protected by gorillas, with chimpanzees working mainly as
doctors and the like. Their culture is mostly pre-industrial, but with simple cameras and firearms, among other things
(follow the movies here, and you'll get a few surprises).
The FORBIDDEN ZONE is a desert region off-limits to apes, for it contains the remnants of a lost human
civilization. Here the mutants linger,
and indeed, most adventures will very likely occur here, being filled with subterranean places alive with who knows what in the debris of a once-flourishing race.