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hominid

a prehistoric fantasy rpg



HOMINID is a roleplaying game with a fantasy prehistoric setting.
It is a game of stone age adventurers in a time
of dangerous beasts and evil tribes.

This game is not an accurate depiction of prehistoric life.
Instead, Hominid recreates the old ideas of early humans
coexisting with long extinct species.

The Mechanics

The mechanics of Hominid are inspired by those given in Chaosiums
Basic Roleplaying system. The Basic Roleplaying system was used in
the game Worlds of Wonder, a generic RPG which originally featured
fantasy, science fiction and superhero settings. The mechanics
have been modified both to suit the prehistoric genre, and also
according to my own taste. For more on Basic Roleplaying and
Worlds of Wonder visit these sites:

basic roleplaying system


worlds of wonder


Unfortunately, chaosium no longer supports this game.






The Hominids

There are three species of Hominid characters; humans, giants and apemen.
Prehistoric humans are close to their modern counterparts.
Giants are larger humans, and represent species such as
Neanderthals and Homo Erectus. Apemen represent
the early human forms, such as Homo Habilis.

Characters

There are seven characteristics:
Strength (STR), Constitution (CON), Size (SIZ) Intelligence (INT),
Power (POW), Dexterity (DEX), and Charisma (CHA).
For humans, generate the value of the characteristics by rolling 3D6.


Giants are robust hominids with sturdy, muscular frames.
They have flat noses and brow ridges, and tend to have
more body hair than normal humans.
Generate characteristic scores for Giants as follows:
STR 4D6, SIZ 4D6, DEX 3D4, INT 3D4 all others 3D6

Apemen are short, with spindly limbs and an ape-like face.
They are typically more agile than normal humans,
and like the Giants have more body hair.
Generate characteristic scores for Apemen as follows:
CON 4D6, SIZ 3D4, DEX 4D6, INT 3D4 all others 3D6


Hit points: Hit points are a measure of the injury that can be
sustained before a character dies. Hit points equal the
average of CON and SIZ (add them together and divide
the result by two, rounding up).


SKILLS

The following skills are available to characters.
Each skill begins at a percentage score equal
to the indicated attributes.

Jump STR + DEX + POW
Climb STR + DEX + CON
Listen INT + (POW X2)
See INT + (POW X2)
Sneak INT + (DEX X2)
Hide INT + (DEX X2)
Healing (INT X2) + POW
Swim STR + (CON X2)
Evasion POW + (DEX X2)
Theft INT + POW + DEX
Firemaking STR + INT + DEX
Flintknapping STR + INT + DEX
Carving STR + INT + DEX
Foraging (INT X2) + POW
Tracking INT + (POW X2)
Traps INT + POW + DEX
Trading INT + POW +CHA
Weapons STR + INT + DEX

Each weapon counts as a seperate skill

PREVIOUS EXPERIENCE

Each character is assumed to have acquired some experience in certain skills.
To reflect this, players should choose 5 skills from the list above.
For each chosen skill, add 2D4 times 5% to its score.

SKILLS EXPLAINED

Most skills are self evident and require no explanation.
For the remainder, the following notes are provided:

HEALING: Prehistoric healing is quite basic. Attempts can be made once only,
until another wound is received. If successful, the character is healed
of 1 point damage (2 points with a critical success).
THEFT: This skill covers sleight of hand, concealing items and so on.
FIREMAKING: This skill involves the use of flint to create fires.
Each attempt at fire creation takes around ten minutes.
FLINTKNAPPING: This is the skill of creating useful tools from stone.
A failed attempt indicates that the stone core is ruined, and
another must be acquired before a new attempt can be made.
Typical tools include scrapers, axe heads, knives etc.
CARVING: This is the skill of using wood and bone to make tools.
Typical items include borers, spears, weapon hafts etc.
FORAGING: This skill covers the ability to locate food sources such as roots,
berries, nuts and so on. Each foraging attempt takes about an hour, and
if successful provides food for a single meal for one person.
Modifiers for terrain and season should be applied to foraging attempts.
TRAPS: This is the ability to construct and disarm traps. A typical trap
is a pit, covered with foliage. If the trap roll is successful, there is a
percentage chance equal to the characters trap skill of capturing
an animal, check once per day.

EXPERIENCE

Place a check next to each skill used
successfully in an adventure. When
the adventure is over, make a
percentage roll for each of
these skills. If the result
exceeds the current score,
that skill increases by 2D3%.

COMBAT

Actions occur in order of DEX, highest first then next highest and so on.
To hit a foe a player must roll a percentage equal to, or less than the
characters skill with the weapon in use.

Defence

Characters have two defence options, only one of which may be
attempted per round (in addition to the characters attack).

Parries

In the prehistoric world shields do not exist. In addition, parrying with a
weapon is not the skilled art it later becomes in more advanced times.
To reflect this, weapon parries are made using the characters weapon
skill divided by two (round up). Each time a successful parry is made,
the weapon absorbs the damage that would otherwise have affected
the character. Once a weapon runs out of hit points, it is broken and
becomes useless.

Evasion

Prehistoric fighters rely on mobility, and may use the evasion skill
to avoid blows. A character may attempt to evade one attack
per round. If the evasion is successful, the character reduces
the damage he would otherwise have received by an amount
equal to the tens digit of his evasion skill. For example, a
character with evasion at 35% would reduce damage by
three points per success.


WEAPONS

Weapons are listed below with the damage they cause, a typical hit point range
(expressed as a dice roll) and a value (see below).

Unarmed attacks (such as punching or kicking) cause 1D3 damage.

A simple stick or branch causes 1D4 damage, has 2D4 hit points and a value of 0.

A rock causes 1D4 damage, has 2D6 hit points and a value of 0.

A cudgel causes 1D6 damage, has 2D6 hit points and a value of 1.

Large clubs and cudgels cause 1D8 damage, have 2D8 hit points and a value of 3.

Wood knives cause 1D6 damage, have 2D6 hit points and a value of 2.

Bone knives (lengths of bone or horn, sharpened) cause 1D4+1 damage,
have 2D4 hit points and a value of 3.

Stone knives (shaped, hafted sections of flint) cause 1D6+1 damage, have 2D6 hit
points and a value of 4.

Wood spears cause 1D8 damage, have 2D6 hit points and a value 3.

Fire hardened spears cause 1D8+1 damage, have 2D8 hit points and a value of 4.

Stone tipped spears cause 1D8+2 damage, have 2D6 hit points and a value of 5.

Antler picks (a curved section of antler with a sharpened point) cause 1D6+1
damage, have 2D6 hit points and a value of 4.

Hand axes (sharpened stone blocks without a haft) cause 1D4+2 damage,
have 2D8 hit points and a value of 4.

Hafted axes cause 1D6+2 damage, have 2D6 hit points and a value of 5.

DAMAGE BONUS
Damage bonus is added to the damage result of all attacks.
Total the number of points of STR and SIZ above 12, then divide
by two (rounding up) to determine damage bonus.
Thus, a character with STR 14, SIZ 13 (3 points total, divided by 2)
gets a bonus of +2.

RANGE
Sticks, cudgels and rocks can be thrown, and have an effective range of 15 metres.
Spears have an effective range of 20 metres. For each metre beyond the effective
range of the weapon, subtract 5% from the attack chance.

ARMOUR
Prehistoric armour consists of furs and skins.
Armour stops damage from each hit by an
amount equal to its protection rating.

Tough skins provide 1 point of protection and have a value of 5.
Light furs provide 2 points protection and have a value of 6.
Thick furs provide 3 points protection and have a value of 7.


TRADE

There is no form of money in the prehistoric world. Instead, barter is used
for trade. Items have a listed value, a numerical score of 0 (no value) or
higher. These scores are a rough guide for when characters engage in
barter. Thus, when a character is trying to acquire, for example, a value
4 item he could offer four value 1 items, two value two items and so on.
The precise value of an item can vary and depends on such factors as the amount,
environment, circumstances and condition. For example, an unarmed character
facing an imminent battle may put a higher value on a weapon than a well armed
character in peaceful surroundings. Use of the trading skill allows a character
to accurately appraise the worth of an item, and may enable him to adjust the
value of an item by one or two points (acquiring, for example, a 5 value item
as if it were valued at 4).

INITIAL GOODS

Starting characters are assumed to have belongings with a
total value equal to their POW divided by two (round up).

Typical goods are shown below (value in brackets).

skin tunic (4)
skin loincloth (2)
fur leg wraps (2)
fur arm wraps (2)
fur foot wraps (2)
fur cloak (4)
fur hood (3)
skin mat (2)
fur blanket (4)
bone borer (4)
flint scraper (3)
flint firemaker (2)
skin sack (3)
wood bowl (4)
sinew, per metre (2)
wood bead (1)
bone bead (2)
precious stone (4)
small carving (4)
large carving (7)


MAGIC

Prehistoric magic is less about casting spells and more to do with utilising rare skills.
These skills are sufficiently unusual that to most individuals in the prehistoric world
they appear to be magic.
In some tribes there will be one or more individuals known as shamen who possess
some of the magic skills. These skills are passed on to a chosen few who show
eagerness and perseverance.
For a player character to acquire a magic skill, he must convince a shaman to teach
him. This requires a percentage roll on the characters INT + POW + CHA, with a
+5% bonus for every 2 points of value in gifts given to the shaman. This roll can
be attempted once per season. If successful, the shaman will teach a character
one skill to the base percentage. Acquiring additional skills requires more rolls to
convince the shaman. Once a character has acquired a skill, further improvement
must come from experience.
If a character manages to acquire two or more skills and improve them to 50% or
more, he becomes a tribal shaman himself.
To teach a magic skill, a character must possess it at 75% or more.


Starting percentages:

Art INT + POW + DEX
Medicines (INT X2) + POW
Poisons (INT X2) + POW
Signs (INT X2) + DEX
Empathy INT + POW + CHA
Memory INT X3
Ceremony INT + (CHA X2)


MAGIC SKILLS

ART This is the ability to make dyes and pigments and to depict scenes
and images by wallpainting. This allows a character to accurately describe
events, to create maps and to persuade others using evocative images.
This skill can also be used to paint oneself or others for battle. This has
the effect of producing fear in opponents, who must roll POW times 5
or be forced to flee.

MEDICINES This is the skill of locating and using medicinal plants to cure
a variety of ailments. A successful roll (with modifiers for terrain and
season) allows a character to find a useful plant. Most medicinal plants
assist healing, restoring an additional 1D3 hit points after a day or so.
Other plants can be used to reduce the effects of poison, alleviate pains,
repel stinging insects, cool burns and so on.

POISONS This skill allows a character to create poisons from plant and
animal sources. Poisons have a potency ranging from 1 (very weak) to
20 or higher (very powerful). This is matched against CON as a resistance
roll to determine wether the poison takes effect. The resistance roll
formula is (CON - POTENCY) times 5, plus 50%. For example, a CON 9
character affected by a potency 11 poison must roll 40 or less to resist
the poison. Poisons typically cause 1D6 damage per 4 points of potency.

SIGNS Some shamen are able to communicate using gestures and signs.
This skill is the ability to use this silent language, as well as create signs
using the environement (such as tree marks, woven twigs, piles of
stones etc). In this way, characters can create and interpret simple
messages such as danger, help, this way and so on.

EMPATHY This skill is the ability to read the emotions and motivations
of a person. It allows a character to appraise a targets mood and intentions,
as well as providing a rough idea of the individuals background (such as where
they are from, or to what tribe they belong).

MEMORY This ability allows a character to memorize details to a higher
degree than usual. A roll can be made to recall the specific details of
events, directions, the locations of specific areas (such as where a
particular plant grows, or where a trap was laid) and so on.

CEREMONY This skill allows a character to conduct impressive rituals that
will inspire others. These are more than simple gatherings, they are seen
as magical ceremonies of great potency. A successful roll, after some
preparation (involving burning strange herbs, chanting and brandishing
mysterious 'magical' items) grants a bonus to onlookers skills for the
task ahead (such as a battle or a hunt). The bonus equals the characters
ceremony skill divided by 4 (round up) and applies to a single skill
associated with the task (such as a weapon skill, or perhaps the sneak skill).

hominid adventures

The Fantasy Prehistoric Life

The characters of Hominid will probably belong to a small tribe of around 25 individuals.
Depending on the characters skills, their role within the tribe might be any of a number
of occupations such as hunter, gatherer, crafter, scout, warrior and so on. The tribe
will probably be nomadic, moving between traditional sites as the seasons change.
Thus, the tribe might occupy caves in winter, then move to open terrain as the
weather improves. The tribe is self sufficient with members able to make tools,
construct simple shelters, treat hides to make clothes as well as possessing skills
required for hunting and gathering food. Typical food for a Hominid character
includes vegetables, berries, fruit, nuts, seeds, insects and so on. Items such
as meat, fish and eggs are not as common in the Hominid diet - they require far
more effort to obtain. In fact, such items can become events for the player
characters, who might find themselves hunting, fishing or climbing cliffs in an
attempt to steal eggs (a rare delicacy). Meat is often cooked over a fire,
vegetables are usually eaten raw (though can be boiled using hot stones in a
water filled hide bag, or wrapped in leaves and baked in the fire).

The tribe will usually have a leader who is advised by a few elders (which may
include a shaman). The leader is responsible for making decisions about when
to move and where to go as well as organizing hunts, defence during hostilities
and so on. The leader may also officiate during ceremonies, or may allow the
shaman to conduct them. The beliefs of the tribe will be based around the idea
of spirits (both benevolent and malign), that are often represented as animals.
Ceremonies usually occur at the beginning of seasons, at the start of a major
hunt, for marriages and for deaths. In most cases, the ceremonies involve
appeasing spirits or else asking for their aid.

Prehistoric Limits

The GM must decide the precise technological limits for the characters. Certain
items have intentionally not been mentioned, and can be introduced by the GM as
the game progresses. Items such as slings, bows, spearthrowers, lamps, metals,
boats and so on make good treasures for characters to discover in the game.
The climax of a series of scenarios might thus involve the development of the
sling. Other developments for later introduction include the domestication of
animals (including, perhaps, the characters training a wolf cub to aid with hunting)
and farming practices (an innovation that would enable the tribe to remain in one
easily defended place).

BEASTS

The following is a small sample of creature
statistics suitable for the genre.

APE
The term Ape refers to a variety of small species. Apes are
forest dwellers, surviving mostly on fruit (though some will
supplement their diet with meat, and on occasion hunt monkeys).
STR 3D6+6 CON 3D6 SIZ 4D6 INT 2D6 POW 3D6 DEX 3D6+6
Typical HP: 12
Fist attack 30% 2D4 damage.
Bite attack 30% 1D8 damage.
Climb 90% Evasion 35% Tree swinging 80% Hide 40% Listen 40%

AUROCHS
Aurochs are large cattle that move around in herds. If surprised
or cornered, some may charge.
STR 4D6+20 CON 3D6+6 SIZ 4D6+24 INT 1D4+1 POW 2D6 DEX 2D6
Typical HP: 27 Armour: 2 point hide
Charge attack 35% 5D6 damage.
Listen 25% Scent foe 30%

SABRETOOTH
Sabretooths are similar to modern lions, but somewhat slower
and larger. They ambush prey rather than chase them down.
STR 4D6+20 CON 3D6 SIZ 5D6+12 INT 1D4+1 POW 3D6 DEX 3D6+6
Typical HP: 20 Armour: 2 point hide
Claw attack 55% 3D6 damage
Bite attack 40% 4D6 damage
Hide 55% sneak 60% Listen 40%

MAMMOTH
Mammoths are similar to elephants, adapted to cold climates.
They are covered with thick fur which acts as tough armour.
STR 5D6+24 CON 3D6+16 SIZ 5D6+32 INT 1D6 POW 2D6+6 DEX 2D6
Typical HP: 32 Armour: 8 point fur and hide.
Stomp attack 50% 6D6 damage
Tusk attack 55% 4D6 damage
Listen 45% Scent foe 35%

RAPTOR
These dinosaurs are swift hunters that inhabit grasslands.
Their leap is quick and deadly.
STR 5D6+12 CON 3D6+6 SIZ 4D6+12 INT 1D4+1 POW 2D6 DEX 4D6
Typical HP: 21 Armour: 3 point hide
Bite attack 55% 4D6 damage
Claw attack 45% 5D6 damage
Leap attack 40% 6D6 damage
Listen 40% Hide 30% Sneak 55% Jump 70%

T-REX
These rare, huge beasts prowl the forests hunting for large prey.
They have a keen sense of smell but poor eyesight.
STR 7D6+32 CON 4D6+21 SIZ 4D6+32 INT 1D4 POW 2D6+6 DEX 2D6+6
Typical HP: 41 Armour: 9 point hide
Bite attack 50% 7D6 damage
Kick attack 40% 6D6 damage
Scent 75% Listen 50%


THE WORLD

The world in which the player characters live is a place of varying terrain.
To the north the woodland becomes deep forest, home to dangerous beasts
and mysterious tribes. To the east is the grasslands and hills, which
eventually lead to the distant cold mountains. The west is the place
of the wetlands, of the rivers and lakes. To the south are the barren
lands, where smoke seeps from the ground and the distant mountains
spit ash and fire. Within this region, several hominid tribes exist.


NAMES

Prehistoric names can be a little more
elaborate than 'Ug'. Names are often
descriptive, or can start out as
descriptions that are then
corrupted or abbreviated.
An example of this is 'Toeskin',
the shaman mentioned below.
This name stems from the
words Toad and Skin.
Other examples include -

Berand (bear hand)
Snang (snake fang)
Horeg (horse leg)
Spul (spirit bull)

TRIBES

In the prehistoric world, survival can become difficult without
the support of a tribe. A typical tribe has 3D6 males,
3D6 females and 2D10 children.
The tribe may also include 1D4-1 shamen and 1D8-1 wanderers,
- individuals from other tribes, slaves or members of
other hominid species.

Some tribes have developed reputations in the area which the player
characters may hear of. These notable tribes are described below.

THE SLAVERS
This is a larger than average tribe numbering around 30 - 40 individuals
that occupy an area of barren volcanic land, near to dangerous smoking
pits. Their leader, known as One-eye, organises regular forays into other
areas to steal children. The children become slaves, forced to gather
food for the tribe. One-eye has a fondness for rare animal skulls and
unusual furs and will occasionally trade slaves for them. However, most
tribes have learnt to avoid trading with the slavers, for they often steal
back the slaves they have traded.

THE MANHUNTERS
This is a secretive tribe comprised mostly of apemen with a fondness
for human flesh. The manhunters dwell within the deepest parts of
the forest where they wait for travellers that they can ambush.
It is rumoured that many members of the tribe have a disease
which makes them insane.

THE CRAFTERS
This is a peaceful tribe noted for their craft skills. Their tools and art
objects are of good quality, and they are willing to trade them for
foodstuffs, furs and skins. The crafters hold a yearly gathering near
the lake and invite friendly tribes to trade with.

THE FISHERS
This is a large tribe that inhabit the river region. They build log canoes
and rafts and are known for their fishing and swimming skills.
Their leader is an aging female known as the Seeress, for it is
said that she can predict the future.


PLACES OF INTEREST

The Stones

Located in a small valley in the eastern hills
is a stone mound. It is a place of magic
according to shamen, and contains a
secret deep inside. It is said the
stones were placed there by an
ancient tribe. The secret remains
undiscovered, because the shamen
say the stones are too large
to move.

The Burning Caves

In the barren lands to the south are the
burning caves. They were once the home
of a large tribe of strange, tall men.
This tribe made mysterious carvings
and used fantastic tools. No one is
sure what happened to the tribe, but
all of them disappeared. The caves
are said to be dangerous, full of
foul smoke and strange beasts.

The Islands

Within the great lake are several small islands,
home to strange beasts and sacred to the
tribes who live nearby. Rare plants are said
to grow on these islands, some of which
have remarkable magical powers.

ADVENTURE: The Disease.

Several weeks ago, a wanderer from the lake region visited the tribe.
The wanderer was ill, and died after a few days. Since then, several
members of the tribe have become ill and Toeskin, the tribal shaman,
cannot cure them. Many in the tribe think the illness is a curse of
some kind, Toeskin thinks the answer lies with the lake people. He
asks the player characters to journey to the lake region and talk
with the tribal leader. Hopefully the player characters will be able
to find out if the lake people have cursed the tribe. If they have
not, Toeskin tells the PCs that the lake people are great healers,
and may be able to help. The PCs are instructed to take an
offering of some kind, or they may be greeted with suspicion.
This may involve the PCs hunting, so that they can provide
offerings of meat or fur. The lake tribe is known as The
Fishers. They were recently attacked by a group of slavers,
and are now on the alert. In fact, it was due to the slavers
that the disease started - they passed it on to the Fishers
during the battle. The Fishers can treat the disease using a
plant from one of the sacred islands of the lake, but will not
help the PCs unless they agree to aiding the tribe in recovering
several children that were taken by the slavers. The PCs must
decide wether to aid the FIshers, or attempt to steal the plant
from the island, which will involve them trying to learn to use a
new innovation, the Fisher tribes canoes...

CHARACTERS

Toeskin, tribal shaman.
Human male.
STR 9 CON 11 SIZ 9 INT 16 POW 14 DEX 13 CHA 14
Hit points: 10 Damage Bonus: None Armour: None
Listen 65% See 57% Sneak 52% Hide 73% Healing 82%
Evasion 46% Firemaking 65% Carving 52% Art 77%
Medicines 63% Signs 48% Empathy 85%
Cudgel 46% 1D6 HP8
Bone knife 53% 1D4+1 HP5

Typical Fisher.
Human
STR 11 CON 12 SIZ 10 INT 11 POW 8 DEX 13 CHA 12
Hit points: 11 Damage Bonus: None Armour: None
See 60% Sneak 50% Swim 70% Evasion 40% Trading 45%
Wood spear 55% 1D8 HP9
Wood knife 45% 1D6 HP7

Typical Slaver
Giant
STR 14 CON 10 SIZ 16 INT 7 POW 9 DEX 8 CHA 9
Hit points: 13 Damage bonus: +3 Armour: 1 point skins.
Evasion 45% Theft 40% Tracking 60% Traps 50%
Large club 55% 1D8 HP10
Rock 45% 1D4 HP7




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