TEXT: I n t r o d u c t i o n
  Welcome to the Te rra Primate demo pack.  It contains
  everything you need to begin roleplaying in a world of intelligent
  apes.  Just take home one of these free packs, read it through, get
  some friends together, gather a few gaming dice (a four-sided—
  D4, a six-sided—D6, an eight-sided—D8, and, most importantly,
  a ten-sided die—D10), and it’s time to play.
  One person (most likely the one who picked up this pack)
  should be the Ape Master (the person who runs the game).  The
  rest of the players are characters, or Cast Members, in an
  interactive, shared storytelling—a roleplaying game.  A p e
  Masters should read through this entire pack.  Players should read
  only what the Ape Masters allows them to.  
  Terra Primate belongs to the Unisystem family of games.
  These games, including All Flesh Must Be Eaten and CJ Carella’s
  WitchCraft, all use the same game mechanics.  Aspects of all
  Unisystem games are interchangeable, so features of any can be
  used with any other.  If you enjoy the Terra Primate demo pack,
  we recommend that you to try other games in the Unisystem line.
  We hope that you enjoy this introduction to Terra Primate.
  Further information on the Terra Primate line of products can be
  found by visiting www.edenstudios.com/primate.
  S e t t i n g
  Terra Primate has no specific setting.  The only constant is the
  concept of intelligent apes.  Planet of the Apes is a movie about
  intelligent apes, but then again so is Congo.
  As long as the
  characters are interacting with intelligent apes—or are intelligent
  apes themselves!—the game could be set in a pulp era of adventure,
  on a post-apocalyptic Earth, or on a faraway alien planet.  
  The adventure in this demo pack starts out in modern America.
  The characters have no idea that they are about to be transported
  to a strange world dominated by apes.  This is one of the staples
  of the genre.  The astronauts in Planet of the Apes did not expect
  to crash-land on a future Earth ruled by apes.  And the castaways
  in The Island of Dr. Moreau did not plan to encounter a mad
  scientist and his uplifted animals on a remote tropical isle.
  As the Ape Master, you should try to throw a few surprises at
  your players.  Just give the players a copy of the Archetypes
  below.  Hide the notes behind a screen.  Do not let the players
  know that this will be a game involving intelligent apes until the
  first shocking encounter.
  Then have fun as the players try to
  figure out what’s going on.
  Terra Primate Introductory Pack
  You hear thudding hoof beats and the crack of a rifle as the primitive humans around you flee in terror.
  Racing alongside them through the tall grass, you wonder what could be pursuing you.  Suddenly, a horse
  bursts through the greenery in front of you.  Its rider hurls a net over you.  As you struggle to free yourself,
  you look up and realize with terror that it’s a gorilla!  Armor covers its muscular body, but there’s no
  mistaking the simian features or the intelligence in those deep-set brown eyes.  It snarls, "Settle down,
  human!"  A club crashes down on your head and everything goes dark .  .  .
  Terra Primate
  1
  Introductory Pack
  
  A r c h e t y p e s
  Archetypes are pre-generated Cast Members that are used in the
  Terra Primate game.  The Archetypes in this demo pack are Pre-
  Heroic Character Types, regular people built on 50 points who are
  slightly above average.  They aren’t Charlton Heston, but they
  ought to be able to survive a fair amount of adversity.
  They
  should be given a name and may even be modified by anyone
  familiar with Terra Primate or any of its sister Unisystem games.
  All characters have Attributes.  These are the basic physical and
  mental abilities of the Cast Member. The Primary Attributes in
  Terra Primate are Strength, Dexterity, Constitution, Intelligence,
  Perception, and Willpower.  Human Attributes usually range from
  one to five, with two being average.  The maximum Attribute
  possible for a human being is six.
  Secondary Attributes are determined from the Primary
  Attributes.  In this demo pack they have already been provided for
  the Cast Members.  Life Points (LPs) are the amount of damage
  that a character can take.  If a character suffers from an injury, that
  amount of damage is taken from the Life Points.  Endurance
  Points (EPs) are the amount of fatigue that a character can
  withstand.  Speed (Spd) is the how fast a person can run (in miles
  per hour; half that amount for yards per second).  The Essence
  Pool is the strength of the character’s soul.  While crucial in some
  Unisystem games, Essence is not of major importance in this
  Terra Primate demo pack.
  Qualities and Drawbacks are positive and negative traits that
  help round out the character. The game effects of the character’s
  Qualities and Drawbacks will be explained under each entry.
  Skills are the abilities of the Cast Member.  Like Attributes,
  Skills are represented numerically.  Skill level one represents an
  amateur. A two or three represents general competency.  Extreme
  competence from years of study and practice are represented by a
  four or five.  Higher levels are possible and would indicate a true
  master of that skill.  
  The following Archetypes are simple versions of what can be
  created with Terra Primate and are provided to get the group
  playing as quickly as possible.  The Ape Master should hand them
  around the table and have each player read the personality text in
  the order presented.
  Terra Primate
  2
  Introductory Pack
  Zombies and Apes 
  As a humorous twist, you could use the Archetypes
  provided with the All Flesh Must Be Eaten demo pack
  (found at the Retailer Support section of
  www.edenstudios.net).  The adventure in that pack, which
  introduces a game of survival horror in a world overrun by
  zombies, involved a group of college students
  encountering the living dead while on a road trip.
  After the conclusion of that adventure, perhaps the
  Cast Members tried to escape the growing zombie
  hordes by boat—only to stumble into a new adventure on
  a world dominated by intelligent apes, as described later
  in this Terra Primate demo pack.
  
  Terra Primate
  3
  Introductory Pack
  The Scientist
  Pre-Heroic Character
  S t r 1
  D e x
  2
  C o n 2
  I n t 4
  P e r
  3
  W i l
  3
  L P s 2 2
  E P s
  2 3
  S p d
  8
  E s s e n c e 1 5
  Q u a l i t i e s / D r a w b a c k s
  Contacts (University) 3 (access to friends and
  allies at a major university)
  Photographic Memory (+1 on any skill
  involving memory, +1 to +3 on any
  Task using memory, both applied at
  the Ape Master’s discretion)
  Minority (African American) -1 (will
  experience prejudice in most areas of
  the world)
  Resources (Middle-class)
  S k i l l s
  Bureaucracy 1
  Computer Programming 2
  Computers 2
  Driving (Car) 1
  Instruction 3
  Notice 3
  Myth and Legend (Bermuda
  Triangle) 3
  Research/Investigation 3
  Sciences (Paranormal) 4
  Sciences (Physics) 4
  Swimming 2
  Writing (Scientific) 2
  G e a r
  Pocket protector with pens
  laptop computer
  Geiger counter
  handheld Global Positioning System receiver
  digital thermometer
  barometer
  specimen bottles for sampling ocean water
  notebook
  sandwich
  pager
  wristwatch with lots of extra dials
  $83.12
  P e r s o n a l i t y
  I’ve always been fascinated by the reputed
  metaphysical properties of the so-called
  Bermuda Triangle.  Unfortunately,
  research grants for investigating such
  Fortean oddities are rather difficult to
  come by.  I’m not certain about the
  ethics of accepting money from
  a science fiction cable channel.
  Still, the check allowed me to
  hire a film crew and charter this
  boat for an up-close examination
  of the bizarre phenomena of the
  Triangle.
  There’s no substitute for first-hand obser-
  vation in the pursuit of science, I say.
  One can examine stacks of documents on
  missing bomber flights and reports on ship
  disappearances for years, but the real data
  comes from fieldwork.
  I know my colleagues in the physics depart-
  ment back at the university consider me a
  crackpot for my interest in what they call
  "pseudo-science," but I believe that phe-
  nomena such as the Triangle may be exam-
  ples of science beyond our present compre-
  hension.  I’m very eager to see what we
  can discover out here on the ocean.
  Qu o t e
  "These readings are very unusual."
  
  Terra Primate
  4
  Introductory Pack
  The Grad S t u d e n t
  Pre-Heroic Character
  S t r 2
  D e x
  2
  C o n 2
  I n t 3
  P e r
  3
  W i l
  4
  L P s 2 6
  E P s
  2 9
  S p d
  8
  E s s e n c e 1 6
  Q u a l i t i e s / D r a w b a c k s
  Acute Vision (+3 to Perception-related Tasks
  or Tests involving sight)
  Covetous (Ambitious) (desire for advance -
  ment dominates his life, but he won’t
  break rules to achieve it)
  Minority (Asian American) (will experi -
  ence prejudice in most areas of the
  world)
  Resistance (Fatigue) 1 (reduces all
  Endurance Losses by one)
  Situational Awareness (+2 on Perception
  Tests to sense trouble)
  S k i l l s
  Bureaucracy 2
  Hacking 1
  Computer Programming 2
  Computers 3
  Driving (Car) 2
  Guns (Rifle) 2
  Instruction 2
  Research/Investigation 2
  Running (Marathon) 3
  Sciences (Astronomy) 3
  Sciences (Physics) 3
  Swimming 3
  Writing (Academic) 2
  G e a r
  Sunglasses
  laptop computer with astronomy
  thesis
  astronomy textbook
  student ID
  a liter of Mountain Dew
  bag of Doritos
  cellular phone
  crappy wristwatch
  $23.05
  P e r s o n a l i t y
  I don’t know why I let the professor talk me into com-
  ing down to the Florida Keys for this cockamamie
  investigation of the Bermuda Triangle.  It’s
  Spring Break, for God’s sake!  Now I’m stuck
  on this stupid boat in the middle of the ocean
  while everyone else I know is partying it up
  in Mexico.
  But assisting the profs on their research
  projects is the way to get ahead at the uni-
  versity.  Hey, if we discover something
  really interesting, maybe the professor
  will let me write up a scientific paper
  on it.  I’ve got to start getting pub-
  lished in some of the science jour-
  nals if I want to make a name for
  myself and get on at a prestigious
  university after I earn my degree.
  Academia—it’s a snakepit.  But I’m
  going to come out ahead of all those goofs
  partying their brains out this week.  I cer-
  tainly hope so, anyway.  I’m going to be
  really annoyed if this turns out to be a waste
  of time.
  Qu o t e
  "I’d better be getting course credit for this!"
  
  Terra Primate
  5
  Introductory Pack
  The Boat Pilot
  Pre-Heroic Character
  S t r 3
  D e x
  3
  C o n 2
  I n t 2
  P e r
  3
  W i l
  2
  L P s 3 6
  E P s
  2 6
  S p d
  1 0
  E s s e n c e 1 5
  Q u a l i t i e s / D r a w b a c k s
  Charisma 1 (+1 to Social Tasks)
  Fast Reaction Time (acts first in combat,
  +1 on Fear Checks) 
  Hard to Kill 2 (extra LPs; +2 on Survival
  Tests)
  S k i l l s
  Brawling 3
  Dodge 2
  Driving (Car) 2
  Haggling 3
  Hand Weapon (Knife) 2
  Notice 2
  Piloting (Cruiser) 4
  Smooth Talking 3
  Stealth 1
  Storytelling 3
  Swimming 3
  Throwing (Knife) 2
  G e a r
  Akubra bush hat
  hunting knife (damage D4 x Strength)
  36-foot cabin cruiser
  radio set
  waterproof wristwatch
  fishing tackle
  cooler of beer and soft drinks
  $32.39
  P e r s o n a l i t y
  G’day, mate!  Christ, I could throttle the bastard
  made that Crocodile Dundee movie, not to
  mention that croc hunter wanker on TV.
  Now all the bloody tourists who charter me
  boat expect me to talk about shrimps on
  the barbie and wrestlin’ crocs all day long,
  just because I’m an Australian living here
  in the States.
  Still, it pays the bills.  So I’ve got me
  Akubra and me colorful Aussie slang.  It’s
  all straight from the movies—you don’t
  think we really talk like that, do ya?
  This crew’s an int’restin’ mob.  They
  wanna investigate the Bermuda Triangle
  or somethin’.  Well, I’ve never run into any
  UFOs out here, but whatever makes the
  customer happy. And the money’s good.
  These academic types mustn’t get out
  much—the scientist there took me first
  offer on the price.  Didn’t even try to bar-
  gain me down.  I wish all me charters were
  this bloody easy.
  Qu o t e
  "I’ll g’day you, ya <mumble-mumble> . . .
  Oh, nothing, just talkin’ to meself.
  G’day!  Step right aboard the best
  charter boat in the Florida Keys."
  
  Terra Primate
  6
  Introductory Pack
  The Grease Monkey
  Pre-Heroic Character
  S t r 4
  D e x
  3
  C o n 3
  I n t 2
  P e r
  2
  W i l
  2
  L P s 4 1
  E P s
  3 2
  S p d
  1 2
  E s s e n c e 1 6
  Q u a l i t i e s / D r a w b a c k s
  Acute Hearing (+3 to Perception-related Tasks
  or Tests involving hearing)
  Good Luck 1 (+1 to any action once per
  game session)
  Hard to Kill 2 (extra LPs; +2 on Survival
  Tests)
  Resources (Below Average)
  S k i l l s
  Brawling 3
  Dodge 3
  Driving (Car) 2
  Electronics 3
  First Aid 1
  Guns (Rifle) 2
  Mechanic 4
  Myth and Legend (Bermuda Triangle) 2
  Piloting (Boat) 1
  Running (Dash) 2
  Sport (Football) 3
  Swimming 2
  Weight Lifting 2
  G e a r
  Grease-stained STP ball cap
  tool kit
  oily rag
  rolled-up UFO magazine
  Miami Herald sports pages
  $8.00
  P e r s o n a l i t y
  I’m excited about this charter.  I’ve been
  fascinated by the Bermuda Triangle,
  UFOs, Bigfoot, you name it, ever since I
  was a kid.  Oh, I know. You wouldn’t
  expect an ex-high school football star
  and boat mechanic to know about those
  kinds of things, would you?
  Just because I’m good at tinkering with
  engines doesn’t mean I’m not smart.  I
  read books and magazines.  I’ve studied
  the Triangle and its history.  My partner . .
  . OK, OK, my boss, the Aussie guy who
  owns this tub . . . to him, this is just
  some easy money.
  But I can’t wait to see what happens
  once we get into the heart of the
  Triangle.
  Qu o t e
  "Well, I’ll be a monkey’s uncle!"
  
  Terra Primate
  7
  Introductory Pack
  The TV P e r s o n a l i t y
  Pre-Heroic Character
  S t r 3
  D e x
  4
  C o n 3
  I n t 1
  P e r
  2
  W i l
  2
  L P s 3 4
  E P s
  2 9
  S p d
  1 4
  E s s e n c e 1 5
  Q u a l i t i e s / D r a w b a c k s
  Attractiveness 3 (+3 on Social Tasks)
  Cowardly (Simple Willpower Test required
  to avoid fleeing danger or even taking
  small chances)
  Good Luck 2 (+2 to any action once per
  game session, can be taken as one
  bonus of +2 or two bonuses of +1 at
  player’s discretion)
  Resources (Well-off)
  Showoff (seeks public acclaim at all
  times)
  Status 1 (cable TV personality)
  S k i l l s
  Acting 3
  Beautician 2
  Computers 1
  Dodge 2
  Driving (Car) 2
  Questioning 3
  Research/Investigation 1
  Riding (Horse) 3
  Seduction 2
  Storytelling 4
  Smooth Talker 3
  Stealth 2
  Swimming 2
  G e a r
  Hairbrush
  makeup kit
  designer sunglasses
  CD Discman with headphones
  Britney Spears CDs
  People magazine
  suntan lotion
  unread briefing paper on the expedition
  gourmet lunch
  satellite phone
  Rolex
  credit card with $5,000 limit on expense account
  $152.18
  P e r s o n a l i t y
  This salt air is going to wreck my hair!  I knew my pro-
  ducer on the weird news show was angry over my
  being taken in by that hoax about the alien autop-
  sy film, but I didn’t think she’d hold a grudge
  for this long.   It’s been ages since I got a
  decent assignment.
  Oh, well.  I’ll take a boating jaunt off
  Florida any day over that last story—
  going to Alaska to look for a UFO frozen
  in the ice?  Ugh.  I still get chills just
  thinking about that trip.  Not that I’m going
  to win any prizes for this clip.  A scientist
  bobbing around in a boat looking for mys-
  terious readings in the Bermuda Triangle?
  Puh-leeze.
  At least I’ll be able to work on my tan once
  we get back to the hotel.
  Qu o t e
  "So, could you explain that again for, uh, my
  viewers?"
  
  Terra Primate
  8
  Introductory Pack
  The Camera Person
  Pre-Heroic Character
  S t r 2
  D e x
  3
  C o n 2
  I n t 3
  P e r
  3
  W i l
  2
  L P s 2 9
  E P s
  2 3
  S p d
  1 0
  E s s e n c e 1 5
  Q u a l i t i e s / D r a w b a c k s
  Hard to Kill 1 (extra LPs; +1 on Survival Tests)
  Minority (Latino) (will experience prejudice in
  most areas of the world)
  Nerves of Steel (Fright Check need
  only be made in the most 
  horrifying situations, and gain a +4
  bonus)
  Situational Awareness (+2 on Perception
  Tests to sense trouble)
  S k i l l s
  Bureaucracy 1
  Driving (Motorcycle) 2
  Electronics 1
  First Aid 3 
  Intimidation 2
  Language (Spanish) 5
  Martial Arts 3 (+3 to all close combat 
  damage)
  Research/Investigation 3
  Stealth 3
  Streetwise 2
  Swimming 2
  G e a r
  Sunglasses
  video camera
  sound gear
  microphone
  electronics repair kit
  book on the Bermuda Triangle by The
  Scientist with important passages highlighted
  pager
  pocket watch
  peanut butter and jelly sandwich
  $13.09
  P e r s o n a l i t y
  Oh, great.  The famous TV personality
  just dozed off again.  I wonder if anyone
  would notice if I pushed him over the
  side of the boat?  Heh.  Well, at least it’s
  not like the time he started snoring in the
  middle of the press briefing for the Loch
  Ness expedition.
  I know twice as much as he does about
  the paranormal—not that I believe any of
  that bunk—and 10 times as much about
  reporting.  But the consultants say he’s
  got "on-air charisma."  He doesn’t have
  any off-camera, that’s for sure.  So he
  gets the big salary and the airtime.  I
  get to lug all this heavy camera and
  sound gear around.
  You know, if I just rolled him over with
  my foot as I walked by, he’d go right
  into the ocean.  No one would ever
  know . . . 
  Qu o t e
  "Hey, bozo!  Quit brushing your hair
  and get on camera.  Time to earn
  that oversized salary."
  
  The Rules
  Roleplaying games are still games, and like most games they
  have rules.  The main rule is for the Ape Master and the players to
  have fun.  
  Rules are not necessary for many of the things that the
  characters will do.  Simple things like talking or picking up an
  object do not require the rules.  Only if the outcome of an action
  is in doubt, and the results of that action are important, do the
  rules come into play. That’s when you start rolling dice.
  The ten-sided die (D10) is the one most commonly used in the
  game.  Tasks and Tests are resolved with a D10.  Basically, a
  player rolls a D10 and adds the appropriate Attribute and/or skill
  to the number rolled.  If the result is nine or higher, then the action
  was successful.  If it is less than nine, it failed.  A higher total
  value is a more spectacular success, and some actions may be
  more difficult then others (if modifiers are applied).
  Most actions are considered Tasks.  These use one Attribute and
  one skill to determine the result of a particular action.  The Ape
  Master always determines which Attribute and skill should be
  used for a particular action.  A D10 is rolled and the sum of the
  Attribute and skill are added to the die roll.  
  Tests are used when there is no appropriate skill.  Instead of
  adding an Attribute to a skill, the player just uses the value of the
  character’s Attribute.  There are two types: Simple and Difficult.
  In a Simple Test, the value of the Attribute is doubled and then
  added to the die roll.  In a Difficult Test, the value of the Attribute
  is not doubled before adding it to the die roll.  The Ape Master
  determines which Attribute is used for the Test, and whether it is
  Simple or Difficult.  
  For example, Janice is playing stranded astronaut Sarah
  Prentice, who has just escaped from the primate research center in
  the ape city.  Janice wants Sarah to hide from a gorilla search party
  by ducking into the weed-covered mouth of a large drainpipe
  leading to a river. The Ape Master decides that this should be
  resolved with a Task using Sarah’s Dexterity 3 and Stealth 3.  The
  player rolls a four on a D10, and adds six (Attribute 3 plus Skill
  3).  The result is ten.  Since this is higher than nine, the action is
  successful and Sarah slips unseen into the drainpipe.  
  The Ape Master then tells the player that she needs to roll a
  Simple Perception Test.  Sarah’s Perception is three, so this is
  doubled to six.  A D10 is rolled and comes up a six, for a total of
  12.  The Ape Master informs the player that Sarah hears the
  gorilla soldiers approaching.  The gorilla sergeant barks, "You,
  soldier!  Check out that storm drain!"  Sarah begins backing
  down the pipe . . .
  If a character does not have the appropriate skill, then an
  Unskilled Attempt may be tried.  This uses the appropriate
  Attribute (without doubling it) with a minimum penalty of -2.
  Regardless of the outcome of the attempt, the Success Level will
  never be more than Decent (see below).  For example, Roger has
  no Riding (Wagons) skill.  He is trying to control horses drawing
  a cage wagon containing his captured friends in an attempt to
  escape.  Unless Roger can slow the spooked horses, the wagon
  may tip over in the sharp curve ahead.  He rolls a D10 and adds
  his Dexterity (not doubled, and with a -2 penalty) to the roll.  As
  his Dexterity is three, only one is added to whatever comes up on
  the die.  Roger had better roll something high.
  Sometimes a character attempts something and another
  character tries to stop her.  Either that, or an action may be noticed
  or foiled by its target.  This is a Resisted Task or Test.  It is
  resolved as a normal Task or Test, but both sides get to roll.  If
  both rolls fail, neither side gets the desired effect.  If one fails and
  one succeeds, the successful character wins.  If both rolls are
  successful, the better result wins.  
  Terra Primate
  9
  Introductory Pack
  
  Terra Primate
  10
  Introductory Pack
  Outcome Table
  A result of nine or more generally means that the attempt was accomplished, but sometimes the degree of that success is important.
  In such a case, take the final result (including all negative and positive modifiers) and consult the table below.
  9-10 — Adequate: The Task or Test gets done but is nothing special.  
  11-12 — Decent: The Task or Test is accomplished with relative ease and even a little flair.  Complex Tasks take 10% less time to
  complete.  Social Skills gain future benefits for the character (including a +1 to further attempts to the same
  people in similar circumstances)
  13-14 — Good: The Task or Test is completed with ease.  Artistic results are appreciated by connoisseurs and well liked by the
  public.  Complex Tasks take 25% less time to complete.  Social Skills gain a +2 on future attempts (not cumulative
  with subsequent high rolls, only the highest bonus ever applies).  
  15-16 — Very Good: The Task or Test is very successful.  Complex Tasks are completed in half the time.  Social Skills produce
  a lasting impression and have a +3 on future attempts.  In the case of combat, increase the damage rolled by
  one before applying the multiplier.
  17-20 — Excellent: The Task or Test produces excellent results.  Artistic endeavors lead to fame and recognition.  Social Skills
  have a future bonus of +4.  Increase the damage rolled by two before applying the multiplier.
  21-23 — Extraordinary: The Task or Test produces amazing results, accomplishing far more than intended.  Artists gain fame,
  but all future accomplishments will be measured against this one.  Social Skills have a future bonus of
  +5.  Increase the damage rolled by three before applying the multiplier.
  Further Levels — Mind-Boggling: For every +3 to the total above 23, increase the Success Level by one, the Social Skills future
  bonus by one, and the damage rolled by one before applying the multiplier.
  The Role of Luck
  Not everything is going to be a simple matter of success or
  failure.  Some successes are so amazing that the character knows
  she’s done something special.  Sometimes a character completely
  botches a simple feat.  When a roll comes up as a one or a ten
  (before anything is added to it or subtracted from it), something
  either really bad or really good may happen.
  On a natural ten, the player rolls a D6 and adds it to the result.
  If a six is rolled on the D6, it is added and  the die is rolled again.
  Truly large numbers can be generated that way.  On a natural one,
  the player rolls a D6 and subtracts the result.  If a six is rolled on
  the D6, it is rolled again and subtracted again.  This can result in
  very low negative numbers.  
  Modifiers 
  Sometimes circumstances make an attempted Task easier or
  more difficult.  In such a case, a positive or negative modifier (as
  determined by the Ape Master) may be added to the attempt.  The
  following table shows some modifiers that may be used.
  Routine: No roll need
  Easy: +5 to roll
  Moderate: +3 to +4
  Average: +1 to +2
  Challenging: No modifier (this includes most combat rolls)
  Difficult: -1 to -2 to the roll
  Very Difficult: -3 to -5 to the roll
  Heroic: -6 to -9 to the roll
  Near-Impossible: -10 or worse
  C o m b a t
  Terra Primate is a game of adventure and excitement, so often
  events turn into a life and death struggle.  Violent actions are
  resolved like any other actions, through the use of an appropriate
  Task roll.  To simplify things, combat is broken down to a series
  of actions called Turns.  ATurn lasts about one to five seconds of
  Game Time in length.  This is long enough to draw a gun, throw
  a firebomb, punch someone in the face, or dive behind some
  crates for cover.
  At the beginning of each Turn, the players declare the intentions
  of their Cast Members.  This is where they say, "I want to punch
  the gorilla" or "I want to throw a firebomb."  The Ape Master
  decides if that action is possible in one Turn.  Most simple actions
  will be—but if a character wants to dive behind a crate, find a
  spare ammo clip in her backpack, reload her pistol and shoot at
  some gorilla soldiers, she is going to need more than five seconds.
  The Ape Master determines initiative.  Most of the time this is
  just a matter of common sense.  Whoever initiates the violence
  goes first at the beginning of a fight.  After that first Turn,
  initiative is determined by what happened before.  The combatant
  who manages to land a blow gets to go first afterward.  A character
  with a ranged weapon goes before someone who only has a hand
  weapon (or no weapon).  A psychic attack activated by thought
  goes off before a ranged attack or hand-to-hand attack in most
  circumstances.  Catching somebody by surprise gives the
  character initiative.  As always, the Ape Master has the last word.
  Once initiative is decided, the intended Tasks and Tests are
  rolled.  Usually, a character may only take one action per Turn.  If
  she wishes to do more than that, each additional action suffers a
  cumulative -2 penalty.  So the first action in a Turn is resolved
  normally, a second action taken in that same Turn incurs a -2, a
  third action -4, and so on.  Close combat (fighting an opponent at
  
  arm length or closer) is a little bit different—one attack and one
  defense Task are allowed per Turn.  Beyond that, the cumulative -
  2 penalty applies.  
  In close combat, the character with initiative gets to strike first
  while the opponent defends.  Attacking is a Task using the
  appropriate skill (Brawling, Martial Arts, Hand Weapon) and
  Dexterity.  If the target has a hand weapon, he may attempt to
  parry with a Hand Weapon and Dexterity Task.  Characters with
  Martial Arts may attempt to parry a weapon with their bare hands;
  those with Brawling or no fighting skill may not.  Anyone may
  attempt to dodge out of the way of an attack.  If the character has
  a Dodge skill, a Dodge and Dexterity Task is used.  If he does not
  have that skill, a Difficult Dexterity Test is required.  Attacking
  and defending are treated as Resisted Tasks.  
  Ranged attacks use a weapon skill and Dexterity Task.  This
  Task has modifiers based on the range.  Point blank range adds a
  +1 to the strike Task and +1 to the damage multiplier.  Short range
  has no modifier.  Long range has a -3 to the strike Task and the
  damage multiplier is reduced by one.  Extreme range has a -6 to
  the strike Task and a -2 to the damage multiplier.  Ranged
  weapons list their ranges in yards, separated by slashes (for
  example, a shotgun with buckshot is 10/30/50/100/200).
  Lighting can affect any combat.  Poor light (a dark alley or
  moonlight) gives a -1 to the combat Task.  Bad lighting (a
  moonless night) gives a -4.  Total darkness is a special case.  Roll
  a D10 and only a natural nine or higher strikes the target.  If the
  character makes a Difficult Perception Test, she can add the
  Success Levels of that roll to the darkness attack roll.  This
  signifies the use of other senses besides sight to hit the target.
  Multiple shots are possible with ranged weapons.  For each
  additional shot fired in a single Turn, the strike Task suffers a
  cumulative -1, or -2 in the case of weapons with heavy recoil.
  Some guns have scopes.  These add anywhere from a +2 to a +5 to
  the strike Task.  All this gunfire can be pretty distracting.  Anyone
  who is being shot at must pass a Simple Willpower Test in order to
  carry out her stated intention.  Otherwise, she freezes, hesitates, or
  huddles down in a corner and tries desperately not to be hit.  
  Once everyone has finished hitting, slashing, or shooting
  whomever they intended, damage is determined according to the
  weapon used.  Armor Values are then rolled (if necessary) for the
  target, and that much is subtracted from the damage inflicted.  
  Damage that remains after armor (if any) decreases the targets
  Life Points.  If the Life Points are reduced to zero, the character is
  critically injured and risks death.  Most damage in the Unisystem
  is determined by rolling a die and multiplying the result by the
  damage nultiplier.  For instance a .22 pistol does D4 x 2.  The two
  is the multiplier. A D4 is rolled and the result is multiplied by two.
  This is the amount of damage caused.
  The Effects of Injury
  A character reduced to five Life Points is seriously hurt.  It is
  difficult to do much of anything and all actions have a negative
  modifier of anywhere from -1 to -5.  At zero points or below, the
  character is knocked down, stunned and semi-conscious.  A
  Consciousness Test (Con and Wil minus the number of Life Points
  below zero) is necessary.  So, at -7 Life Points, a Consciousness
  Test suffers a -7.  At -10 Life Points, a Survival Test is required
  (Con and Wil minus one for every ten Life Points below zero).
  The Survival Test must be passed once every minute until the
  character receives some First Aid.  Each additional Test is at a
  cumulative -1.  
  For example, Liz Rosen is shot twice by a 10mm for 50 points
  of damage.  She had 22 Life Points and is now at -28.  She has
  Constitution 2 and Willpower 2.  This total of four will be reduced
  by two (one for every ten points below zero) for her Survival Test.
  She needs to roll a six or better to live.  (If she does not receive
  any kind of medical attention, a minute later she has to make
  another Survival Roll with a -1 penalty.)  If she lives, she must
  make a Consciousness Test to avoid passing out.  This will be at a
  -28, so unless she rolls a string of sixes after rolling a ten, she is
  going to go unconscious.
  Terra Primate
  11
  Introductory Pack
  
  Objects 
  Objects have a Damage Capacity.
  The Damage Capacity is
  comparable to Life Points.  Once that number is exhausted, the
  object is destroyed.  The Ape Master can decide whether a certain
  attack will damage a certain object.  For example, a gorilla can
  pound or bite a plasteel starship hull all day, but will only damage
  himself.
  Objects may also have an Armor Rating.  This indicates how
  many points of damage are stopped before Damage Capacity is
  decreased.  Armor Ratings may also be applicable for items worn
  by characters.  Again, this number is subtracted from any damage
  done to the character.
  Endurance Loss
  Hard work (like running away from a mounted party of apes)
  can reduce a character’s Endurance Points.  Hard work reduces a
  character’s Endurance Points by one for every ten minutes of
  labor. Very Hard Work reduces Endurance by D4 every minute.
  Frenzied Activity reduces Endurance by D4 every Turn.  
  Characters also need at least seven hours of sleep in a 24-hour
  period.  For every hour missed, Endurance Points are reduced by
  one.  If the character stays awake longer than 24 hours, one
  Endurance Point is lost for every hour, beyond 24, which he stays
  awake.  Thus, a character who has stayed awake for 36 hours loses
  a total of 19 Endurance Points.  These points can only be regained
  through sleeping.
  Once Endurance Points drop to five or less, -2 is applied to all
  actions.  If the character gets below zero Endurance Points, a
  Consciousness Test must be passed to stay awake.  This Test must
  be passed every Turn, so eventually the character will pass out.
  Characters recover one Endurance Point per Constitution level
  per half hour of sleep, or hour of rest.
  Essence Loss
  At the Ape Master’s discretion, mental stress and exhaustion
  may reduce a character’s Essence Pool.  For every hour spent in a
  stressful non-combat situation (like hiding in the water for hours
  while ape soldiers search along the riverbank for you), characters
  loose D4 Essence Points that cannot be regained until the situation
  changes.  In combat, two Essence Points are lost per Turn of
  ranged combat and three points are lost per Turn of close combat.
  A character reduced to half Essence pool feels numb.  All
  mental Tasks are performed at a -1 penalty until the Essence is
  regained.  At one or zero points of Essence, the character falls into
  a deep depression.  All Tasks and Tests are at a -3.  If the Essence
  is reduced below zero, then the victim must pass a Difficult
  Willpower Test with a -1 for every five points below zero.  If
  failed, the character temporarily loses one level in one Mental
  Attribute.  If Essence is reduced to -30 or below, the character
  must pass a Survival Test with a -1 for every ten points of Essence
  below zero.  Characters killed by loss of Essence have no apparent
  cause of death.  Medical examiners usually just call it heart failure
  and leave it at that.
  Normal humans regain Essence at a rate of one point for each
  level of Willpower per hour.
  Terra Primate
  12
  Introductory Pack
  
  The following adventure can be used by new Ape Masters to
  introduce their players to Terra Primate.  It is recommended that
  the pre-generated Cast Members that appear in this demo pack be
  used by the players.
  The Basic Facts
  The adventure begins aboard a cabin cruiser on the ocean off
  the Florida Keys.  The Scientist and The Grad Student have hired
  the boat, crewed by The Boat Pilot and The Grease Monkey, to
  conduct an investigation of the Bermuda Triangle.  The TV
  Personality and The Camera Person are from a cable news show
  that focuses on paranormal phenomena.  Their producers helped
  finance the expedition in exchange for exclusive coverage.
  A Strange Mist
  The boat enters the famed Bermuda Triangle, a place of
  mysterious disappearances and bizarre events.  At first, nothing
  unusual happens.  After an hour or so of taking readings at various
  map coordinates, however, a thick fog suddenly rolls in.  Within
  minutes, visibility drops to a few feet at best.
  A check of the boat’s compass reveals that it is spinning wildly.
  Global Positioning Satellite equipment gives no readings.
  Cellular phones and radios register only static.  If any Cast
  Members think to check their wristwatches, they discover each
  watch moving at a different speed.  One watch even moves
  backwards!
  The Cast Members spend hours in the mist.  No matter which
  way they turn the boat or how hard they push the engine, they
  cannot seem to escape.
  Eventually, the seas turn rough and the fog begins to slowly lift.
  By the time the Cast Members are fully out of the strange mist,
  they find themselves in the midst of a furious storm.
  C a s t a w a y s
  Black, roiling clouds split by flashes of lightning cover the sky
  as rain pelts the seas and enormous waves batter the boat.  A
  coastline is visible less than a mile away; Cast Members may
  conclude they drifted back to shore while wandering in the fog.
  Malfunctioning electronic equipment begins to work normally
  again, although GPS readings remain blank and no one replies to
  radio hails.
  The violent storm puts the boat in serious danger. The Boat
  Pilot, or whoever is operating the boat, must make a Dexterity and
  Piloting (Cruiser) Task once each minute to keep it from
  capsizing.  Each minute, a cumulative -1 penalty applies to the
  Task as the storm worsens.
  There are enough life jackets (+5 to Swimming Tasks) for all
  the Cast Members.  The boat’s emergency locker also contains a
  medic’s kit (+2 to First Aid Tasks) and a flare gun with six flares.
  Flares from the gun illuminate a 100-yard (meter) diameter with
  dim, shadowy light.  When a flare is fired, anyone not shading
  their eyes must make a Simple Dexterity Test or be blinded for the
  duration of the flare plus D6 Turns.  Being shot with a flare causes
  D6 x 3(9) points of regular damage; if 10 or more damage is
  inflicted the flare lodges in the body or clothing.  If so, the target
  suffers burns of D10(5) points per Turn from the intense heat.
  The life raft in the locker will not inflate.  The inflating tank has
  a faulty meter—it looks fully charged but is actually empty.
  Eventually, the boat capsizes, hurling the Cast Members into the
  angry seas.  As the boat sinks beneath the waves, the Cast
  Members strike out for shore.
  Hopefully, all the Cast Members took the time to put on life
  jackets, which give them a +5 bonus to Swimming Tasks.  The
  Cast Members must make a Constitution and Swimming Task
  with a +1 bonus to stay afloat if fully clothed or carrying
  equipment.  Shedding clothing increases the bonus to +4.  If the
  Task is failed, the Cast Member sinks and drowns in a number of
  Turns equal to his Constitution.  Shedding clothes or equipment
  allows the Cast Member to try the Task again.  The Ape Master
  can also permit another try if other Cast Members throw the
  drowning victim a life buoy or other flotation device.
  Cast Members who make their Swimming Task roll can swim
  for shore.  They move at a speed equal to their Swimming skill in
  yards.  Cast Members who are fully clothed or carrying equipment
  move at half speed.  Towing someone also reduces speed by half.
  Swimming unclothed costs one Endurance Point per minute at
  half speed, and five Endurance Points per minute at full speed.
  Swimming clothed doubles the Endurance cost.
  Exhausted, the Cast Members finally stumble ashore as the sun
  sets.  The beach appears to be deserted, and no signs of
  civilization are evident.  Perhaps they are in a national park or
  wildlife refuge.  The Cast Members can stagger into the trees for
  protection from the rain, and probably fall asleep as the storm
  rages on into the night.
  S t r a n d e d
  The rising sun awakens the slumbering Cast Members the next
  morning.  The storm seems to have ended sometime during the
  night, and the castaways find themselves in a primeval forest thick
  with vegetation and animal life.  Colorful tropical birds screech
  and caw, while squirrels and other small creatures scamper along
  tree limbs thick with hanging vines.
  Curiously, there are no signs of habitation or civilization.  The
  ocean is empty of boats or ships, and no aircraft are visible in the
  sky. Any Cast Members who explore the empty beach find only
  a bare human footprint in the sand above the high-tide mark.
  After the Cast Members have had time to explore for a while,
  the Ape Master should have them make Simple Perception Tests.
  Any who succeed spot a hot air balloon in the sky a few miles
  inland.  It appears to be tethered to the ground, and several figures
  can be seen in the basket hanging below the balloon.
  The Cast Members will no doubt set out for the balloon, since
  it is the only sign of civilization they have yet encountered.  As
  they walk through the forest, they catch occasional glimpses of
  the balloon through the branches, enabling them to stay on course.
  Terra Primate
  13
  Introductory Pack
  Monkeying Around
  
  A Strange Encounter 
  After about a half-hour walk through the forest, the Cast
  Members emerge into an open savanna where the grass grows
  higher than a man’s head.  The hot air balloon can still be seen off
  in the distance.
  As they push their way through the grass, the party stumbles
  across a young girl.  She appears to be about eight years old, and
  her clothing seems to be made from some kind of badly tanned
  deerskin.  The girl has brown eyes, and long brown hair with
  natural blond highlights from the sun.  The Cast Members have
  surprised her as she kneels by an anthill, and the girl jumps up
  with a screech of alarm.
  The tall grass rustles and suddenly the Cast Members are
  surrounded by 20 or so primitive-looking humans.  The people
  have shaggy, unkempt hair, and the men have beards.  They wear
  crude clothing made from animal skins or furs.  None of the people
  speak; they seem to communicate by grunting and gestures.
  If any of the Cast Members try to talk to them, the primitive
  humans appear startled and shy away—they seem to be on the verge
  of panic.  They can be coaxed back if the Cast Members refrain from
  speaking, but any use of language seems to frighten them further.
  As long as the Cast Members do not scare them, the primitive
  humans appear friendly, if somewhat confused.  Cautiously, they
  reach out to touch the strange clothing worn by the characters.
  The primitive humans also offer the Cast Members fruit to eat.
  The child first encountered by the Cast Members again kneels
  down by the anthill, jams a stick into the hole, then puts the ant-
  covered stick in her mouth and eats the insects.  She collects more
  ants on the stick and offers it to a Cast Member. The rest of the
  tribe watches curiously to see how he reacts, but only laugh if he
  refuses or makes a funny face as he eats the ants.
  R o u n d u p
  The sound of a hunting horn echoes through the landscape,
  followed by another and another. The sound instills terror in the
  primitive humans, and after a moment of confusion the tribe
  begins to flee in utter panic through the tall grass.
  If the Cast Members do not follow, some of the primitive
  humans try to push them or take their hands to pull them along as
  they run.  If the Cast Members resist, the tribe members try to
  communicate through grunts and gestures that they must escape.
  Regardless of the response, after a few moments, the savages run
  off into the grass themselves.
  As the Cast Members run or try to hide, they hear the sound of
  pounding hoof beats—soon joined by the crack of rifles firing.  A
  Difficult Perception Test can be made to hear orders being shouted
  in English as the riders chase down the fleeing primitive humans.
  One by one, the Cast Members encounter the marauders
  pursuing the panicked humans—they are gorillas!
  Standing nearly six feet tall and weighing more than 400 lbs.,
  the gorillas are extremely muscular with broad chests.  Brownish-
  gray hair covers the body, and a spark of intelligence glints in the
  deep-set brown eyes.  Unlike natural apes, these gorillas seem to
  walk upright with ease.  Even more incredibly, the apes speak
  English, carry rifles or nets, and wear clothing!
  Terra Primate
  14
  Introductory Pack
  
  The gorilla soldiers wear helmets that resemble a stylized
  version of the aviator’s helmets worn by bomber crews in World
  War II.  Their uniforms look something like bomber’s jackets
  from the same era.  (The helmets provide an Armor Value of
  D6+1, and the jackets an AV of D4.)
  The gorillas on horseback carry nets to throw over humans, and
  bolt-action rifles (range: 10/50/150/600/1000, damage: D8 x 6,
  shots: 1).  They try to avoid shooting any humans unless attacked,
  instead using the rifles to drive frightened prey toward fellow
  gorillas with nets ready for capture.
  Some of the gorilla soldiers are on foot.  Also armed with nets,
  they lie in wait along trails through the grass to surprise and
  capture fleeing humans.  These gorillas carry clubs (damage: D6
  x Strength) to subdue struggling captives.  They strike to knock
  out victims, not kill them, so the damage comes off Endurance
  rather than Life Points.
  In order to capture humans in nets, the gorillas make a Strength
  and Throwing (Nets) Task.  The target human makes a Dexterity
  and Dodge Task, or a Difficult Dexterity Test, as a Resisted Task
  to get out of the way. Anyone hit by a net is trapped.  The captive
  can make a Difficult Dexterity Test to try to wriggle out of the net,
  although the gorillas will club anyone trying to escape.
  Cast Members can also try to hide from the marauding gorillas.
  This requires a Resisted Task of Dexterity and Stealth versus a
  Simple Perception Test for the apes.  If any Cast Members hide
  successfully from the apes, several primitive humans try to hide
  with them but inadvertently give the hiding spot away to the
  gorilla soldiers.
  The gorillas will be somewhat surprised if any of the Cast
  Members speak to them or show other signs of advanced
  intelligence, but are not shocked.  They have encountered talking
  humans before apparently.
  Eventually, most or all of the Cast Members should be captured
  along with most of the primitive humans.  If any Cast Members
  manage to escape capture, they can follow the ape soldiers back
  to their encampment and wait for an opportune time to free their
  imprisoned comrades.
  The Ape Encampment 
  The captured humans are tied together in a line and forced to
  walk behind one of the horses.  The ropes are very thick and tied
  with easy expertise.  The other gorilla soldiers ride alongside the
  line of captives to watch for attempts at escape.  Any Cast
  Members who try to speak to the apes or cause a disruption are
  clubbed and told to keep quiet.
  The party moves through the grassland and small groves of
  trees toward the hot air balloon.  After about 45 minutes, it arrives
  at a large encampment directly beneath the balloon.
  Several large canvas tents have been erected in a clearing, along
  with neat rows of smaller pup tents apparently used by the
  soldiers.  Apes of all types inhabit the camp, and they all walk
  upright and speak English.  There are more gorilla soldiers,
  several chimpanzees and a few orangutans.  The orangutans seem
  to be in charge, and the chimpanzees seem to be scientists or
  academics of some kind.  Many of them carry small notepads or
  books.  The gorilla soldiers wear uniforms, but the clothing of the
  orangutans and chimps varies and seems to be civilian in nature.
  The hot air balloon is tethered to a large stake in the ground in
  the center of the camp.
  A few humans, who appear to be slaves, are also visible.  An
  older man carrying wood to a cook fire stops to look closely at the
  arriving captives, especially any Cast Members wearing modern
  clothing.  After the Cast notices him, the chimpanzee cook slaps
  him on the head and yells at him for dawdling.
  The arrival of the captive humans creates a stir of excitement in
  the camp, and many apes stop to look at the prisoners as they go
  about their business.  One chimpanzee with graying hair around
  his muzzle shakes his head sadly as the train of bound humans
  passes by him.
  C a g e d
  The human captives are untied and herded inside a giant cage
  constructed of freshly cut wood lashed together with rope.  About
  a dozen primitive humans are already imprisoned inside the cage.
  Any Cast Members who are distinguishable from the primitive
  humans—wearing modern clothes, talking, using technology or
  showing other signs of intelligence—are searched and placed in a
  separate, smaller cage.  The cage is empty.  One of the gorilla
  soldiers comments that, "Dr. Maximillian will want to talk to
  these ones," and begins laughing.
  Two gorilla soldiers are posted to watch the main cage and, if
  any Cast Members are placed in the smaller cage, two more
  soldiers are posted there.  The soldiers mostly ignore the captives
  unless they spot one trying to escape or causing some kind of
  disturbance.  They club any disruptive humans through the bars if
  possible, but call for more gorilla soldiers if they must open the
  gate and go in after someone.
  The primitive humans are very frightened of the apes and shy
  away from any who approach the cage.  They sit or stand in small
  groups, grooming each other for lice.
  Cast Members who wish to create a disturbance, perhaps to
  cover an escape attempt, can fairly easily incite the primitive
  humans—perhaps by starting a fight with one, or pushing several
  of them around.  Once excited, the primitive humans begin
  shrieking, running around and trying to climb the bars of the cage.
  The gorilla soldiers call for reinforcements and begin beating the
  humans with their clubs to restore order.
  If the captives are behaving themselves, some food is tossed
  into the cage about mid-day. This consists of overripe fruit, wilted
  vegetables and a scorched, half-cooked deer haunch—all liberally
  coated with dirt from the floor of the cage.  The primitive humans
  hungrily dig into the food, apparently not noticing or caring about
  its unpalatable nature.
  As the hours pass, Cast Members who make Perception and
  Notice Tasks, or Difficult Perception Tests, can tell that ape
  spotters in the hot air balloon appear to be directing troops of
  gorilla soldiers to tribes of primitive humans.  Directions and
  distances are shouted down from the balloon, and units of soldiers
  ride out to hunt down the humans.
  Terra Primate
  15
  Introductory Pack
  
  Visitors at the Zoo 
  At mid-afternoon, a group of four apes approaches the cages.
  The gorilla soldiers snap to attention and salute one of the
  approaching apes, a gorilla with two stars on his bomber jacket-
  style uniform.  This gorilla, much larger and stronger than the
  others, returns the salute.  Accompanying him are an orangutan
  and two chimpanzees—one of whom is the graying chimp who
  shook his head sadly as the human captives were dragged into the
  camp.
  "General Barak, how are the hunting parties faring?" asks the
  orangutan.
  "Very well, Dr. Maximillian," replies the gorilla.  The general
  seems somewhat deferential to the orangutan, but clearly outranks
  everyone else in the camp.  "The spotters in the balloon are very
  effective.  I expect to have enough new slaves and experimental
  subjects to fulfill our mission in two to three more days.  But Dr.
  Maximillian, I must again protest the Council’s orders.  I think it
  is a mistake to bring even more humans into the city. They should
  all be killed."
  Behind the gorilla’s back, the Cast Members spot a brief look of
  disgust cross the face of the chimpanzee scientist with the graying
  muzzle.
  "Now, now, General Barak," replies Dr. Maximillian.  "We’ve
  been over that before.  They’re only humans.  Properly
  disciplined, they’re no more dangerous than any other animal."
  The general appears to be controlling his agitation with
  difficulty.  "What about the ones who speak?" he grunts.  If any of
  the Cast Members have been identified as intelligent and caged
  separately, he gestures toward them.
  "An aberration, nothing more," says Dr. Maximillian.  If any
  Cast Members are caged separately, the orangutan looks them
  over curiously but does not speak to them.  If any Cast Members
  speak up, General Barak erupts in rage.  Rushing to the cage, he
  grabs the offending Cast Member around the neck with a
  Dexterity and Brawling Task.  If he succeeds, he lifts the Cast
  Member off the ground, choking him.  Regardless, he shouts,
  "You dare speak to an ape without permission, human?!"  After a
  Turn, he hurls the Cast Member to the ground.  The gorilla general
  turns to Dr. Maximillian and repeats, "They should all be killed!"
  before stalking off angrily toward the tents of the soldiers.
  As Dr. Maximillian turns to go, the chimpanzee with the
  graying muzzle tugs at his sleeve.  "Yes, Dr. Lucas, what is it?"
  says the orangutan.
  "Dr. Maximillian, with your permission, I’d like to interview
  the captives for my research," says Dr. Lucas, looking
  deferentially at the ground.
  "Oh, that foolish gateway theory of yours?" snorts Dr.
  Maximillian derisively.  "Very well.  But be sure this doesn’t
  interfere with your health inspections later. We don’t want any
  humans spreading disease or parasites in the city, now. That is
  your top priority."
  "I understand, Dr. Maximillian," says Dr.  Lucas.  T h e
  orangutan and the other chimpanzee, apparently his secretary,
  stroll off toward one of the large tents.
  Interview with the Ape 
  Dr. Lucas tries to speak to the primitive humans, but they all shy
  away at the sound of his voice.  If any Cast Members have been
  caged separately or identify themselves as being intelligent, Dr.
  Lucas eagerly introduce himself and begin questioning them.  At
  all times, he stays out of arm’s reach from the cage.  The
  chimpanzee scientist asks how the Cast Members arrived, the date
  and year they last recall, how many humans are with them, and
  other questions about their journey.  He does not seem surprised
  at the story of the strange mist, and takes notes as the Cast
  Members talk.
  If the Cast Members are reluctant to talk, Dr. Lucas offers to
  bring them fresh food in exchange for their cooperation.  As a last
  resort, he tells them that he may be able to protect them from
  General Barak, who considers intelligent humans extremely
  dangerous, but only if he can tell Dr. Maximillian that they are
  vital to his research.
  At first, Dr. Lucas is reluctant to answer questions from the Cast
  Members.  Soon, however, the gorilla guards become bored and
  wander off a short distance to gossip about their officers.  The Ape
  Master should have the players roleplay their conversation with
  D r. Lucas, but if a roll is necessary they could make an
  Intelligence and Smooth Talk Task to persuade the chimpanzee to
  answer their queries.
  Dr. Lucas tells the Cast Members that, on this world, apes are the
  dominant species.  Native humans are mute and barely intelligent.
  They are used as slaves and experimental subjects in the ape city,
  which lies about a week’s travel to the north from the camp.  Some
  apes, such as Dr. Lucas himself, believe this is wrong and want
  better treatment for humans.  But they are in the minority.
  The expedition has been sent to capture fresh slaves and
  experimental subjects.  Dr. Maximillian, part of the ape council
  ruling the city, and General Barak, head of the ape army, are co-
  leaders of the expedition.  Dr. Lucas accompanied the expedition
  because he hopes to prove that the talking, intelligent humans who
  sometimes appear are actually transported here from another
  world via a dimensional gateway of some sort in the nearby
  ocean.  Unfortunately, most scientists scoff at his theory.
  In fact, Dr. Lucas believes these otherworldly arrivals have had
  a profound influence on the culture and technology of the apes.
  He has kept this part of his theory to himself, however.  It would
  be very dangerous to question the superiority of apes to all
  humans.
  While he is very sympathetic to their plight, Dr. Lucas most
  likely will not agree to directly help the Cast Members get away
  from the camp.  Helping human slaves escape is a capital crime in
  the ape city.  If the Cast Members do a good job of roleplaying as
  they try to persuade him to help, Dr. Lucas says he will see what
  he can do.
  If any Cast Members are still caged with the primitive humans,
  Dr. Lucas orders the gorilla soldiers to put them with the others in
  the separate cage.  After he leaves the cage area, the Cast
  Members see Dr. Lucas stop to talk to one of the human slaves in
  the camp—the older man who was carrying firewood when the
  captives first arrived.  The human nods and hurries off.
  Terra Primate
  16
  Introductory Pack
  
  A Fellow Castaway
  About 30 minutes after Dr. Lucas departs, the human
  approaches the cage housing the Cast Members bearing a basket
  filled with fruit and vegetables.  He walks up to the gorilla soldiers
  and stops, looking firmly at the ground, until one of the soldiers
  says, "Oh, alright, what?"
  "Respectfully, Dr. Lucas orders me to feed these humans as an
  incentive for further cooperation, masters," says the human.
  "Hmph," snorts the gorilla.  Ordering the Cast Members to the
  other side of the cage, he opens the door and shoves the human
  slave inside.  "Damn talking humans give me the creeps," mutters
  the gorilla soldier to his companion as they wander off a few steps
  to continue gossiping.
  Speaking very softly, the human identifies himself as Lt. Ned
  Bailey, US Navy.  He asks the Cast Members what year it is back
  on Earth.  Bailey tells them he vanished in the Bermuda Triangle
  on Dec. 4, 1945, as part of Flight 19.  Both The Scientist and The
  Grease Monkey recognize the reference.  Flight 19 was a
  squadron of five US Navy Avenger torpedo bombers that took off
  from Fort Lauderdale on a routine training mission.  Several hours
  later, radio transmissions indicating the flight was lost and
  instruments were acting strangely were received, and the flight
  was never seen or heard from again.
  Bailey tells the Cast Members he was one of the pilots on Flight
  19.  The planes passed through a strange mist and emerged hours
  later over the ocean.  They crashed into the sea when their fuel ran
  out, and only Bailey made it to shore.  He was captured by the
  apes and taken to their city as a slave.
  Although Flight 19 disappeared more than 55 years ago on
  Earth, Bailey has only been in the ape world for about 20 years.
  He has met a few other castaways from Earth, including some
  who vanished years earlier than he did but arrived well after him.
  Bailey has concluded that time must be warped somehow during
  the passage between dimensions.
  Bailey tells the Cast Members that Dr. Lucas has asked him to
  help them escape.  He can give them a small knife with which to cut
  the ropes holding the cage together, and suggests they steal the hot
  air balloon to drift back out to sea in search of the strange mist.  But
  Bailey will only help the Cast Members escape if they agree to take
  him with them.  If so, he slips one of the Cast Members the knife
  (damage: D4 x Strength - 1) while pretending to pass out food.
  Bailey agrees to cooperate in any reasonable escape plan that
  the Cast Members devise.  After they are done eating, he takes the
  basket and asks to be let out.  The gorilla soldiers laugh at him but
  eventually open the gate and Bailey returns to his duties at the
  cook fires.
  E s c a p e
  No one else comes to visit the humans.  As night falls, the hot
  air balloon returns to earth and two weary chimpanzees with
  spyglasses climb out.  The balloon is moored to stakes in the
  ground, while chimpanzee attendants replace what appears to be a
  salvaged propane bottle on the burner.  It appears that they will
  sleep alongside the balloon so they can periodically reheat the air
  in the balloon to keep it inflated during the night.
  When it is fully dark, two small moons are visible in the sky and
  the constellations are unrecognizable to the Cast Members.  Most
  of the apes go to sleep in their tents, though gorilla guards remain
  posted near the cages.  They are relieved by fresh soldiers every
  four hours.
  Presumably, the Cast Members plan to make their escape at
  night using the hot air balloon.  It’s much easier to sneak around
  at night—Cast Members receive a +4 to all Dexterity and Stealth
  Tasks.
  If Lt. Bailey gave the Cast Members a knife, they can use it to
  saw at the ropes holding the bars together to create an opening
  large enough to crawl through.  The gorilla soldiers must make a
  Resisted Task using a Simple Perception Test to spot the Cast
  Members.  If they spot the humans escaping, they shout an alarm
  and chase after them with their clubs.
  Other gorilla soldiers rush over from their camp carrying rifles
  if roused by an alarm, but it takes them five Turns to wake up and
  get to the balloon.  They begin firing their rifles at the humans.
  General Barak also arrives in response to any alarm and, if
  possible, attacks Cast Members hand-to-hand in a berserk rage
  using his enormous strength to toss them around.
  Dr. Maximillian also comes to investigate the commotion.
  Quick-thinking Cast Members may grab the orangutan and
  threaten him with a knife or other weapon to win their freedom.
  If so, Dr. Maximillian orders the other apes to release any
  recaptured Cast Members and let the humans escape in the
  balloon.  He does not resist unless the Cast Members try to take
  him with them in the balloon, at which point he tries to break free
  of their grasp while shouting for help from the gorillas.  Dr.
  Maximillian keeps any bargain he makes with the Cast Members,
  as long as they uphold their end.
  Four chimpanzee attendants are asleep around the hot air
  balloon.  They cower and try to run away if the Cast Members act
  intimidating, however.  Once the Cast Members are out of the
  cage, Lt. Bailey—who has been watching from the shadows—
  joins them as they dash for the balloon.
  Four thick ropes tie the balloon to the ground.  All four must be
  untied or cut for the balloon to rise.  Untying a rope takes one
  Turn.  Severing a rope requires the Cast Member to do at least
  four points of Damage with a knife or other sharp object.
  Anyone who is not in the basket when the balloon lifts off is in
  serious danger of being left behind.  If the basket is within leaping
  distance, the person could try to jump up and hang on with a
  Difficult Dexterity Test.  The people in the basket could try to grab
  him by also making Difficult Dexterity Tests.
  Balloon Ride
  Seven people can fit into the basket of the hot air balloon,
  though it is very crowded and extremely heavy.  Firing the burner,
  which is fueled by propane bottles apparently salvaged from some
  wrecked craft from Earth, causes the balloon to rise faster.
  Anyone who falls from the balloon takes D6 damage per yard
  fallen, up to a maximum of D6 x 50.
  Once the hot air balloon lifts off, the gorilla soldiers begin
  shooting their rifles at the humans in the basket.  If General Barak
  Terra Primate
  17
  Introductory Pack
  
  is present, and not consumed by rage, he orders them to shoot the
  balloon instead.  The Ape Master should remember to take range
  into account for these shots.  Also, all ranged combat has a -1
  penalty at night.
  By using the burner and finding air currents, the Cast Members
  can direct the balloon out to sea in search of the strange mist that
  brought them here.  If the balloon has been damaged, leaking hot
  air causes it to slowly deflate and lose altitude until it finally
  crashes to earth.
  Conclusion 
  The conclusion of the adventure depends on the wishes of the
  Ape Master and players.  If they have had enough fun for now, the
  Ape Master should have the balloon run into the mysterious fog
  and return the Cast Members to Earth—or maybe somewhere else!
  If, on the other hand, the players and Ape Master want to
  continue to explore this strange planet of apes, the search for the
  mist could be unsuccessful.  At least the Cast Members have
  escaped from the ape encampment.  They could set the balloon
  down and go on to new adventures—perhaps finding the city of the
  apes or leading a slave revolt.  Maybe the primitive humans aren’t
  really mute; it’s just that no one has ever taught them to speak.
  The possibilities are endless.
  The Supporting Cast
  Terra Primate
  18
  Introductory Pack
  Chimpanzee Scientists
  SUPPORTING CAST/ADVERSARIES
  Str 5
  Con 3
  Dex 6
  Int 3
  Per 4
  Will 2
  Life Points 42
  Endurance Points 35
  Speed 18 
  Essence Pool 23
  Qualities/Drawbacks: Fast Reaction Time (acts first, +1 on
  Fear Checks)
  Skills: Bureaucracy 1, First Aid 2, Instruction 2, Medicine 3,
  Notice 2, Research/Investigation 3, Sciences (Biology) 3,
  Writing (Scientific) 2
  Natural Attacks: Bite damage Strength + 1
  Gear: Notepad, delousing powder
  Dr. Lucas
  SUPPORTING CAST/ADVERSARIES
  Str 4
  Con 2
  Dex 5
  Int 4
  Per 4
  Will 3
  Life Points 34
  Endurance Points 32
  Speed 14 
  Essence Pool 22
  Qualities/Drawbacks: Contacts 2 (other scientists),
  Honorable 1 (does not lie or betray friends), Fast Reaction
  Time (acts first, +1 on Fear Checks), Obsession (proving his
  gateway theory dominates his life), Zealot (pacifist and
  human rights supporter)
  Skills: Bureaucracy 2, First Aid 3, Instruction 2, Medicine 3,
  Notice 3, Research/Investigation 3, Sciences (Biology) 3,
  Sciences (Dimensional Travel) 1, Smooth Talking 2,
  Questioning 1, Writing (Scientific) 2
  Natural Attacks: Bite damage Strength + 1
  Gear: Notepad
  Native Humans
  HUMAN SUPPORTING CAST
  Str 3
  Con 3
  Dex 3
  Int 0
  Per 2
  Will 1
  Life Points 34
  Endurance Points 26
  Speed 12 
  Essence Pool 12
  Qualities/Drawbacks: Animal Communication (incapable
  of speech), Minority 3 (hunted and enslaved)
  Skills: Brawling 1, Dodge 1, Notice 2, Survival (Forest) 2,
  Stealth 1, Unconventional Medicine (Naturopathy) 1
  Gorilla Soldiers
  SUPPORTING CAST/ADVERSARIES
  Str 8
  Con 5
  Dex 4
  Int 2
  Per 2
  Will 3
  Life Points 62
  Endurance Points 53
  Speed 18 
  Essence Pool 24
  Qualities/Drawbacks: Military Rank (Private), Delusion
  (Prejudice vs. Humans) 
  Skills: Brawling 3, Dodge 2, Guns (Rifles) 2, Hand Weapon
  (Club) 3, Riding (Horse) 2, Stealth 2, Throwing (Net) 2
  Natural Attacks: Bite damage Strength + 1
  Gear: Bolt-action rifle (range: 10/50/150/600/1000, damage:
  D8 x 6, shots: 1), club (damage: D6 x Strength), net, armor
  (AV: D4), helmet (AV: D6+1)
  General Barak
  GORILLA SUPPORTING CAST/ADVERSARIES
  Str 10 Con 6
  Dex 4
  Int 2
  Per 2
  Will 4
  Life Points 74
  Endurance Points 35
  Speed 20 
  Essence Pool 28
  Qualities/Drawbacks: Cruel 2 (enjoys inflicting pain on
  enemies), Delusions (Ape Supremacist), Military Rank
  (General), Nerves of Steel (Fright Check need only be made
  in the most horrifying situations, and gain a +4), Situational
  Awareness (+2 on Perception Tests to sense trouble)
  Skills: Brawling 4, Dodge 3, Guns (Pistol) 3, Guns (Rifles)
  3, Hand Weapon (Club) 3, Hand Weapon (Sword) 3,
  Intimidation 4, Myth and Legend (Ape Religion) 2, Notice 2,
  Riding (Horse) 3, Stealth 1
  Natural Attacks: Bite damage Strength + 1
  Gear: Sword (Damage: D8(4) x Strength), Armor (AV: D4),
  Helmet (AV: D6+1)
  
  Dr. Maximillian
  ORANGUTAN SUPPORTING CAST/ADVERSARIES
  Str 4
  Con 4
  Dex 5
  Int 3
  Per 3
  Will 2
  Life Points 42
  Endurance Points 35
  Speed 18 
  Essence Pool 21
  Qualities/Drawbacks: Charisma 3 (+3 to Social Tasks),
  Contacts 10 (Influential ape city citizens), Delusions
  (believes humans are inferior), Honorable 2 (always keeps
  his word and fulfills bargains), Resources (Well-off), Status
  5 (sits on ape city ruling council)
  Skills: Bureaucracy 4, Haggling 3, Myth and Legend (Ape
  Religion) 2, Notice 3, Questioning 3, Smooth Talking 3,
  Writing (Bureaucratic) 3
  Natural Attacks: Bite damage Strength + 1
  Lt. Ned Bailey
  HUMAN SUPPORTING CAST
  Str 2
  Con 3
  Dex 4
  Int 2
  Per 2
  Will 3
  Life Points 36
  Endurance Points 29
  Speed 14 
  Essence Pool 16
  Qualities/Drawbacks: Hard to Kill 2 (extra LPs; +2 on
  Survival Tests), Military Rank (Navy lieutenant), Minority 3
  (human slave), Situational Awareness (+2 on Perception
  Tests to sense trouble)
  Skills: Brawling 3, Guns (Handgun) 2, Humanities (Ape
  Culture) 2,  Piloting (Propeller Plane) 3, Survival (Forest) 2,
  Systems Operation (Communications) 2, Swimming 2
  Cabin Cruiser
  Weight: 13,000 lbs
  Speed: 42 mph/21 yards per second
  Acceleration: 17 mph/9 yards per second
  Range: 220 miles
  Damage Capacity: 56
  Armor Value: 3
  Hot Air Balloon
  Weight: 800 lbs
  Speed: Based on wind speed
  Acceleration: Based on wind speed
  Range: Varies based on wind speed and temperature
  Damage Capacity: 32
  Armor Value: 0
  War Horses
  Str 7
  Con 5
  Dex 4
  Int 0
  Per 3
  Will 3
  Life Points 80
  Endurance Points 50
  Speed 38 
  Essence Pool 22
  Natural Attacks: Hoof damage D10 x (Strength +1)
  Skills: Brawling 4, Notice 3
  Eden Studios 
  6 Dogwood Lane, Loudonville, NY 1 2 2 11
  Terra Primate™ , icons and personalities are © 2002 Eden Studios
  The Unisystem™ Game System © 1999-2002 CJ Carella.  The Unisystem™ is used under exclusive license. 
  All art © 2002 Eden Studios.  All rights reserved. Produced and published by Eden Studios, Inc.  
  No part of this book may be reproduced without written permission from the publisher, except for review purposes. 
  Any similarity to characters, situations, institutions, corporations, etc. (without satirical intent) is strictly fictional or coincidental. 
  This book uses settings, characters and themes of a supernatural nature. 
  All elements, mystical and supernatural, are fiction and intended for entertainment purposes only. 
  Reader discretion is advised.
  Comments and questions can be directed via the Internet at www.allflesh.com, via e-mail at edenprod@aol.com or via letter with a self-addressed stamped envelope. 
  Produced by
  M .  A L E X A N D E R  J U R K A T  •  G E O R G E  V A S I L A K O S
  Directed by
  G E O R G E
  V A S I L A K O S
  Written by
  P A T R I C K
  S W E E N E Y  Unisystem Game Design by
  C J
  C A R E L L A  
  Editing and Development by
  D A V I D
  F .
  C H A P M A N  
  •  M .  A L E X A N D E R
  J U R K A T
  Director of Photography and Graphic Design by
  G E O R G E
  V A S I L A K O S
  Visual Effects by
  T H O M A S  D E N M A R K  •  T A L O M
  D U N N I N G  
  •  D W  G R O S S  •  J O N
  H O D G S O N    •  G R E G O R Y  P R I C E
  Based on the Original Concept by 
  G E O R G E
  V A S I L A K O S  •  R O S S
  I S A A C S
  W W W . E D E N S T U D I O S . N E T / P R I M A T E
  
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