Ape, Mutant (WC)grodd.jpg

Whether it's Nazi scientists in a pulp setting or a deranged wizard in a fantasy world, someone always makes a super-intelligent ape! They typically serve as laboratory assistants for their creators, and are capable of speech.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Skills: Climbing d8, Fighting d10, Guts d10, Knowledge: Science or Magic d8, Notice d6, Shooting d6
Pace: 6; Parry: 7; Toughness: 8
  • Weapons: The apes' creator will typically arm them with a large, powerful weapon, such as a Greatsword (Str+4, Parry -1; due to their size, they can wield them one-handed) or large gun.
Special Abilities:
  • Berserk: Whenever a mutant ape is Shaken or Wounded, it must make a Spirit roll at -2 or give in to it's more animalistic urges. In addition to the normal Berserk modifiers, it's effective Smarts drops to d6 (A), and it cannot use it's Knowledge or Shooting skills.
  • Fleet Footed: Normally, mutant apes would never stoop (literally!) to running on all fours, as they consider it beneath them. They will in a pinch, though, allowing them to roll a d8 for Running.
  • Leaping: Mutant apes can leap 4", +1"/raise on a Strength roll.
  • Level Headed: This Edge doesn't function when the ape is Berserk.
  • Punch: Str damage. These apes' claws are usually kept filed down, to make their lab work easier, and their fangs are removed to make speech easier for them.
  • Size +2

References: Original source from Butch Curry, Savage Beasts. Used by permission.