| CREATURES
Sape
TYPE: medium omnivore
NUMBER: varies (see below)
MOVE: medium; walk 20 meters/turn;
run 40 meters/turn
IM/RS: 6/60
STAMINA: 120
ATTACK: 40, (60 with rage)
WEAPONS: bare hands and feet (2
attacks per turn or 1 wrestle)
DAMAGE: base hand attack, DM - 2d10
each; wrestle, DM - 3d10 per turn.
SPECIAL ATTACK: rage, wrestle (see
below)
Sapes (or "super apes") are a specially-
bred strain of 2-meter-tall, muscular,
ape-like creatures originating on the
Yazirian's home planet. They have been
bred by Renouf Associates of Kakosoar
(Scree Fron) as an alternative to robots in
certain applications. Sapes are currently
being tested in a wide variety of settings
(hidden from the prying eyes of the larger
corporations), hence their presence on
Jetsom. Renouf Associates hope to be
able to sell sapes on the basis of their
cheapness (about 2500 credits each), low
running costs (about 10Cr/day), versa-
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tility, strength and agility. The
corporation
also maintains that members of the major
races (especially Humans and Yazirians)
will prefer sapes to robots, especially
when working in isolated situations.
At present, however, sapes are generally
mistrusted by people and governments.
Ownership of a sape is illegal without a
license, and such licenses are only
granted to large corporations.
Sapes are about as intelligent as a four-
year-old Human and learn quickly,
especially by mimicry. They speak their
own language which consists entirely of
simple, one- or two-word phrases, and
normally wear poly-voxes programmed to
translate Sape into Pan-Galactic and vice
versa. They are bred to be docile and
obedient and will normally obey any one-
or two-word command given by a member
of one of the major races unless this will
expose the sape to obvious danger. Thus
es will not normally obey orders to
attack, and they will never attack other
sapes. Sapes will ignore commands given
via intercoms etc., or from robots.
Despite their breeding, sapes retain ves-
tiges of their primitive origins and will
resort to violence under extreme con-
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ditions. A
sape can attack with bare
hands and feet - either to kick/punch or
wrestle. Kicking/punching allows a sape
two attacks per turn each inflicting 2d10
points of damage. When wrestling, sapes
have a +5% chance of gaining a hold.
Wrestled victims have a -5% penalty on
attempts to escape and suffer 3d10
points of damage per turn. At the start of
any combat, sapes have a 50% chance of
going into battle rage which gives them a
+20% bonus to hit in melee.
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