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Switch to Forum Live View Prime Nation: First Draft
3 years ago  ::  Oct 15, 2010 - 10:07PM #1
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
Tonight I finished the first draft of Prime Nation, a society of mutated apes and monkeys who live in northern California, around Mount Shasta. Prime Nation is obviously influenced by Planet of the Apes, but I also wanted to go a bit more crazy than I did with the Domain of the Steam Queen. So you will also find flying monkeys, psychic baboons, and whatever other crazy stuff I can think to put in.

Comments welcome. Is there something you would like to see added to Prime Nation? Some question you want answered? Speak up now!

I'll do the monster write-ups. I'm going to try to spread it out to cover most of the level range; I want Prime Nation to be the kind of society that could serve as a primary antagonist throughout an entire GW campaign.

Go Ape! 
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3 years ago  ::  Oct 16, 2010 - 4:12PM #2
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199

The beginning of the Ape Army. I began with the stat block for Great Apes and Silverbacks from MM3, turned the Apes from Skirmishers to Soldiers, added rifles, removed their skirmisher movement power and gave them something more soldier-like, and added a couple of assault rifle attacks for the Silverbacks. Attack bonuses for the Silverback were raised a little to fit current 4E design principles. The Giant Ant mounts are straight from the MM, with the addition of a climb speed and a damage buff, again to suit the latest errata for creating monsters.


Gorilla Soldier (Soldier 4)


Medium natural beast


Level 4 Soldier


XP 175


HP 55; Bloodied 27


Initiative +8


AC 20, Fortitude 18, Reflex 16, Will 16


Perception+4


Speed 6, climb 5


Low-light vision

Traits


Swift Climber


The Gorilla Soldier does not provoke opportunity attacks by climbing.


 


Standard Actions


Truncheon • At-Will


Attack: Melee 1 (one creature); +9 vs. AC


Hit: 2d6+5 damage and the target is marked.


Rifle • At-Will


Attack: Ranged 20 (one creature); +7 vs. Ref


Hit: 2d6+5 damage


Howling Fury • Encounter


Effect: The Gorilla Soldier moves his speed, ignoring difficult or hindering terrain, and attacks with truncheon.


Felling Blow • Recharge 6


Effect: The Gorilla Soldier uses Battle-axe twice against the same target. If both attacks hit, the target falls prone.


Skills Athletics +11


Str 19 (+6)            Dex 15 (+4)     Wis 14 (+4)


Con 15 (+4)            Int 10 (+2)     Cha 12 (+3)


Gear Light armor, truncheon, bolt-action rifle


Gorilla soldiers make up the bulk of the ape army. Ape City alone can field about a hundred of these fierce warriors, but more come from the various villages scattered through Prime Nation. Right now, most of the soldiers are on the western front in General Albert’s march to the sea. The rest do patrols along the north, south, or eastern border.


Soldiers are well-trained and generally experienced; their main weakness is their instinct to rush in and enter melee. When they encounter enemies, they open fire with their rifles, but are likely to use Howling Fury to close with enemies on subsequent rounds. They use Felling Blow as soon as possible. Gorilla Soldiers try to spread themselves out to engage as many foes as possible.


Silverback Officer (Brute 5, Leader)


Medium natural beast


Level 5 Brute (Leader)


XP 200


HP 75; Bloodied 37


Initiative +1


AC 17, Fortitude 19, Reflex 15, Will 17


Perception+4


Speed 5, climb 4


Low-light vision

Traits


Swift Climber


The Silverback Officer does not provoke opportunity attacks by climbing.


Standard Actions


Battle-Axe • At-Will


Attack: Melee 1 (one creature); +10 vs. AC


Hit: 2d10+5 damage, and the target grants combat advantage until the end of the Silverback’s next turn.


Burst Fire • At-Will


Attack: Ranged 20 (one creature); +8 vs. Ref


Hit: 2d10+5 damage and the target is slowed until the end of the Silverback’s next turn.


Fling • Recharge 6


Attack: Melee 1 (one creature); +8 vs. Reflex


Hit: 3d10+8 damage, and the Silverback Officer slides the target 3 squares and knocks it prone.


Spray of Bullets • Encounter


Attack: Area burst 1 within 10 (targets enemies); +8 vs. Ref


Hit: 2d8+6 damage


Effect: Squares within the burst are difficult terrain until the start of the Silverback’s next turn.


Minor Actions


Chest Beat • Encounter


Effect: Each beast ally within 5 squares of the Silverback Officer gains a +2 power bonus to attack rolls until the end of the Silverback’s next turn.


Skills Athletics +12, Intimidate +6


Str 20 (+7)            Dex 13 (+3)     Wis 15 (+4)


Con 15 (+4)            Int 12 (+3)     Cha 14 (+4)


Gear: Heavy armor, battle-axe, assault rifle


Silverbacks lead Gorilla Soldier platoons, and often go on patrol with their troops. They like to lead by example. Smarter and with more self-control than their more reckless brothers, they will open with Chest Beat and Spray of Bullets. If not yet engaged, the Silverback will concentrate Burst Fire on targets who are already hurt, in an effort to reduce the number of enemies. But if an ally is downed, the Silverback will drop his gun, move into melee, and use Fling.


Domesticated Giant Ant (Skirmisher 4)


Large natural beast (mount)


Level 4 Skirmisher


XP 175


Initiative +8                        Perception +8


HP 54                        Bloodied 27


AC 18                        Fortitude 17                        Reflex 17                        Will 14


Speed 9, climb 9


Traits


Skitter (while mounted by a friendly rider of 4th level or higher; at-will)  • Mount


The giant ant shifts 2 squares instead of 1 square when it shifts.


Standard Actions


Bite • At-Will


Attack: Melee 1 (one creature): +9 vs AC


Hit: 2d6+5 damage and the target is knocked prone.


Str 19 (+6)            Dex 19 (+6)     Wis 12 (+3)


Con 14 (+4)            Int 1 (-3)         Cha 7 (0)


Because of their history with Animal Nation and their exile from Fabled Zooland, the apes of Prime Nation do not domesticate animals. Fortunately, there are many giant-size insects in the area and orangutan and chimpanzee breeding and domestication programs have been very successful. The usual mount for a Silverback or other soldier on patrol is a Giant Ant.


These Giant Ants are native to the old growth forests around Mount Silverback and can climb up and down the enormous trees with ease. Gorillas are adept at navigating difficult terrain by climbing up and around on ant mounts. While Gorilla Soldiers seldom fight on their mounts, the Giant Ant does have a wicked pair of mandibles.

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3 years ago  ::  Oct 17, 2010 - 6:03AM #3
Craedus
Date Joined: Oct 26, 2008
Posts: 55
Doc, I really like the idea of Prime Nation and the Ape Army stats posted above.  I plan on running my group through them once they are up to level 4; (I double the amount of XP needed to reach a level because my players thought they were advancing too fast to enjoy the game.)

I'll let you know their thought when we have completed the campaign.
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Craedus - Gatherer of new GW locales for the GW Community Atlas
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3 years ago  ::  Oct 17, 2010 - 6:19AM #4
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Very nice I'll keep this in mind once my group gets up to level and if we decide to start in on Gamma World as a regular thing. We've got 1-2 sessions left on our regular campaign, and theres some strong interest in playing GW for awhile.

Something like what you've done here they'd love to see, I bet.
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3 years ago  ::  Oct 17, 2010 - 8:25AM #5
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382
Great write-up, Doc! I'm not a big "Planet of the Apes" guy, so when I first saw your post I thought "no." After looking it over, however, I've got to give it a nice thumbs-up.
Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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3 years ago  ::  Oct 17, 2010 - 9:58AM #6
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
You guys are too nice to me.

Here's more monkeys and their trained insects. I've been filling in the level range, so the Chimpanzees and their bugs are low level. Add Fire Beetles (Brute 1) from the MM as Domesticated Guard Beetles, and use the Centipede as a Domesticated Skirmisher 4. You shouldn't have trouble using the Gorilla Minions (level 5) for most groups even at low level; although they are hard to hit, they still only have 1 hp. 

For the psychic Baboons and Gibbons, I took powers from the Psion class list and tried to replicate how psionic augmentation works, without getting too into power points.

I apologize for the awful formatting and spacing. I can't seem to get rid of the spacing between line breaks.

Chimpanzee Bug Wrangler         (Controller 2)


Medium terrestrial humanoid


Level 2 Controller


XP 125


Initiative +3            Perception +5


HP 39            Bloodied 19


AC 16            Fortitude 12, Reflex 13, Will 14


Speed


Standard Actions


Pheromone Stick • At-Will


Attack: (melee 1) +7 vs AC


Hit: 1d8+5 damage and any Attack Beetles adjacent to the target may make a basic attack on it as a free action.


Minor Actions


Beetle Bait • At-Will


Requirement: The Bug Wrangler has less than four Attack Beetles present in the encounter.


Effect: The Bug Wrangler summons an Attack Beetle in a square within 5 and it takes a standard action. On future turns, the Attack Beetle acts on the Beetle Wrangler’s initiative and has a full set of actions. Player characters do not gain XP for defeating Attack Beetles summoned by the Bug Wrangler.


Skills Nature +8


Str 12 (+2)            Dex 14 (+3)     Wis 18 (+5)


Con 15 (+3)            Int 15 (+3)     Cha 12 (+2)


Gear: Beetle cages, clothing, pheromone stick


Attack Beetle         (Skirmisher Minion 2)


Small terrestrial beast


Level 2 Skirmisher Minion


XP 31


Initiative +5 Perception +3


HP 1; a minion never takes damage from a missed attack


AC 16 Fortitude 14, Reflex 14, Will 12


Speed 5, climb 5


Traits


Feeding Frenzy


If an Attack Beetle is adjacent to another Attack Beetle or a Bug Handler with a pheromone stick, it does +2 damage.


Standard Actions


Mandibles • At-Will


Attack: +7 vs AC


Hit: 4 damage.


Str 8 (+0) Dex 18 (+5) Wis 15 (+3)


Con 15 (+3) Int 1 (-4) Cha 8 (+0)


Monkey Combat Engineering Team         (Controller 3)


Large terrestrial beast (swarm)


Level 3 Controller


XP 150


Initiative +5            Perception +4


HP 44            Bloodied 22


AC 17             Fortitude 14, Reflex 15, Will 14


Resistance half damage from melee and ranged attacks, Vulnerable 5 to close and area attacks


Speed 8


Traits


Monkey Business • At-Will


Aura 1


An enemy which begins its turn adjacent to or within the Engineering Team is attacked by Dismantle.


Standard Actions


Dismantle • At-Will


Attack: Melee 1 (one creature) +8 vs AC


Hit: 1d6+5 damage and the target is –2 to AC until the end of the Engineering Team’s next turn


Quick Barricade • Encounter


Effect: The Engineering Team creates a wall 4 in its own or adjacent squares. Each square of the wall has 10 hit points.


Net Launcher • Encounter


Attack: close blast 1 (attacks creatures) +6 vs Ref


Hit: The target is restrained (save ends)


Detention Cell • Encounter


Effect: The Engineering Team creates a 2 x 2 zone which includes its own or adjacent squares. That zone is surrounded by a barrier with 50 hit points. Creatures of tiny size or less can ignore the barrier, all other creatures cannot pass through it until it is destroyed. The barrier provides cover to anyone using ranged attacks through it.


Move Actions


Scatter • Recharge 5 6


The Engineering Team is removed from the board. At the beginning of its next turn, it returns to the board within 8 of its original space.


Skills Acrobatics +10, Athletics +10, Science +8, Stealth +10


Str 8 (+0)            Dex 19 (+5)     Wis 16 (+4)


Con 12 (+2)            Int 15 (+3)     Cha 14 (+2)


Gear Construction materials, battery, cables, tools


Winged Monkey         (Lurker 3)


Small terrestrial beast


Level 3 Lurker


XP 150


Initiative +9            Perception +7


HP 40            Bloodied 20


AC 17             Fortitude 14, Reflex 16, Will 15


Speed 6, fly 6


Standard Actions


Pistol Shot • At-Will


Attack: (ranged 10) +8 vs AC


Hit: 1d8+6 damage and the target is slowed


Big Teeth • At-Will


Attack: (melee 1) +8 vs AC


Hit: 1d8+6 damage


Gut Shot • Recharge 5 6


Attack: (ranged 10) +6 vs Fort


Hit: 1d8+6 damage and ongoing 5 damage (save ends)


Seize • At-Will


Attack: (melee 1) +6 vs Ref


Hit: The target is immobilized until the Winged Monkey is no longer adjacent to it. The target can escape from this effect with a successful Athletics check (DC 14) or Acrobatics check (DC 16). This escape attempt requires a move action and, if successful, the target may shift one square as part of the move action.


Move Action


Carry Off • At-Will


Requirement: A single Winged Monkey can use this power on a small or smaller target and the Winged Monkey must have that target immobilized with Seize. If two or more Winged Monkeys are adjacent to a medium size target and the target is Seized by one of them, they can both use Carry Off on that target. Winged Monkeys cannot use Carry Off on a large or larger foe.


Effect: The Winged Monkey flies its speed and carries the target with it.


Skills Stealth +10


Str 12 (+2)            Dex 19 (+5)     Wis 16 (+4)


Con 16 (+4)            Int 13 (+2)     Cha 12 (+2)


Gear Clothing, pistol, message case


Psychic Baboon         (Artillery 4)


Small terrestrial humanoid


Level 4 artillery


XP 175


Initiative +5            Perception +8


HP 43            Bloodied 21


AC 16            Fortitude 14, Reflex 15, Will 16


Resist 10 psychic


Speed 6, climb 5


Standard Actions


Mind Thrust • At-Will


Attack: (ranged 10) +9 vs Will


Hit: 2d6+5 psychic damage and the target is –2 Will until the end of the Psychic Baboon’s next turn.


Bite • At-Will


Attack: (melee 1) +9 vs AC


Hit: 2d6+5 damage


Id Insinuation • At-Will


Attack: (area burst 1 within 10) +8 vs Will


Hit: 1d8+5 psychic damage and the target is –2 AC until the end of the Psychic Baboon’s next turn.


Minor Actions


Mind Shroud • Encounter


The Psychic Baboon gains superior cover and is slowed. Both conditions last until the end of its next turn.


Psychic Augmentation • Recharge when bloodied


The Psychic Baboon's next attack does +1d10 additional damage.


Str 17 (+5)            Dex 16 (+5)     Wis 13 (+3)


Con 13 (+3)            Int 14 (+4)     Cha 20 (+7)


Rookie Gorilla         (Soldier Minion 5)


Medium terrestrial humanoid


Level 5 Soldier Minion


XP 50


Initiative +8            Perception +6


HP 1; a minion never takes damage from a missed attack


AC 21            Fortitude 17, Reflex 16, Will 15


Speed 5, climb 4


Traits


Swift Climber


The Gorilla Soldier does not provoke opportunity attacks by climbing.


Standard Actions


Truncheon • At-Will


Attack: (melee 1) +10 vs AC


Hit: 7 damage


Rifle • At-Will


Attack: (ranged 20) +8 vs Ref


Hit: 7 damage


Str 21 (+7)            Dex 18 (+6)     Wis 18 (+6)


Con 16 (+5)            Int 10 (+2)     Cha 14 (+4)


Gear heavy armor, rifle, flail


Gorilla Sniper         (Lurker 6)


Medium terrestrial humanoid


Level 6 Lurker


XP


Initiative +12            Perception +12


HP 61            Bloodied 30


AC 20            Fortitude 18, Reflex 18, Will 17


Speed 6, climb 5


Traits


Dug In


If the Gorilla Sniper has partial cover, he is treated as having superior cover instead.


Standard Actions


Snipe • At-Will


Attack: (ranged 20) +11 vs AC


Hit: 2d6+7 damage and if the Gorilla Sniper has cover he can make a Stealth roll to become hidden.


Knife • At-Will


Attack: (melee 1) +11 vs AC


Hit: 2d6+7 damage


In the Crosshairs • Recharge 5 6


Requirement: The Gorilla Sniper cannot leave his square during his action


Attack: +9 vs Ref


Hit: 3d6+10 damage


Minor Actions


Take Aim • At-Will


Effect: The Gorilla Sniper ignores cover and concealment for his next attack 


Skills Stealth +13


Str 18 (+7)            Dex 21 (+8)     Wis 19 (+7)


Con 19 (+7)            Int 13 (+4)     Cha 12 (+4)


Gear Sniper rifle, light armor, knife


Psychic Gibbon         (Controller 8)


Medium terrestrial humanoid


Level 8 controller


XP


Initiative +9            Perception +15


HP 89            Bloodied 44


AC 22             Fortitude 19, Reflex 20, Will 21


Resist 10 psychic


Speed 6, climb 5


Standard Actions


Mind Break • At-Will


Attack: (ranged 10) +12 vs Will


Hit: 2d8+7 psychic damage and the target gains vulnerable psychic 10 until the end of the Psychic Gibbon’s next turn.


Flailing Claws • At-Will


Attack: (melee 1) +13 vs AC


Hit: 2d8+7 physical damage


Betrayal • At-Will


Attack: (ranged 10) +13 vs Will


Hit: The Psychic Gibbon slides the target 1 square to a square adjacent to an enemy. The target then makes a basic attack against that enemy with a +2 bonus to the attack roll.


Hypnotic Pulse • Encounter


Attack: (area burst 1 within 10, attacks enemies) +12 vs Will


Hit: 3d6+6 psychic damage and the target is dazed (save ends)


Miss: The target is dazed until the end of the Psychic Gibbon’s next turn


Triggered Actions


Mental Void


Encounter • Immediate Interrupt


Trigger: The Psychic Gibbon is attacked by a power that targets Will.


Effect: The Psychic Gibbon gets a +4 bonus to Will until the end of its next turn. If the triggering attack misses, the attacker grants combat advantage until the end of the Psychic Gibbon’s next turn.


Minor Actions


Psychic Augmentation • Recharge when bloodied


If the Psychic Gibbon attacks with Mind Break or Hypnotic Pulse before the end of this turn, the effect of that power lasts for an additional turn. If the Psychic Gibbon attacks with Betrayal before the end of this turn, he may choose to shift the enemy a number of squares equal to the enemy’s speed, instead of one square.


Str 21 (+9)            Dex 21 (+9)     Wis 22 (+10)


Con 17 (+7)            Int 18 (+8)     Cha 24 (+11)


 


 

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