Gorilla Padre in the Dag Nabbit Mudsuckin’ Blasted Apocalypse Jungle

January 26, 2013

So I wanted to spice up the Gorilla class a little…show that it can be more than just a “grunt and smash” class.  Introducing…

The Gorilla Padre

The Gorilla Padre

The Gorilla Padre is the spiritual leader of the gorillas and the only known gorilla that can speak a human language. Because gorillas are highly immune to the effects of radiation, he is able to wander the apocalypse jungle, attending to the needs of his flock, performing rites and calming disputes between gorillas and humans.

The Padre plays both sides of the growing conflict between The Resistance and the Phantom Soldiers, but works as an agent for The Resistance.  He has a secret library of gorilla and human texts from before The Green Fire (aka The Gimmick, aka The Blast. )

His motto is “I don’t think so…but I can try.”  Sometimes he leaves off the second part.

Mottos
So what does a motto do besides just being a nifty thing to say?  I decided to make it a bonus mechanic tied to Wisdom, which is sometimes the ignored stat.

Mottos are not made at character creation, but emerge at opportune moments during play.  You say something cool in-character and somebody else says “Hey, that could be your motto.”  Then you say “Yeah, you’re right.” Now you have a motto.  Or maybe you’ll say “Nah, that’s not my motto.”  Maybe the DM will want some input into the decision.

Anyways, the first time a motto is used is the most powerful. That player can choose a roll in the near future (within ten minutes or whatever) to be “inspired”…the roll gets a bonus equal to the character’s Wisdom.  So if your Wisdom is 14 you get +14 on that roll.  This inspiration bonus can apply to any roll performed by or directly relating to the character that created the motto.

Characters of average or less Wisdom can get that initial “inspiration” bonus, but no more motto bonuses for them after that.  The motto can still be a fun or useful roleplaying catalyst, of course, but mottos with lasting effects should be born of exceptional wisdom.

Characters with above average Wisdom get a “daily affirmation” bonus equal to the amount by which their Wisdom exceeds 12.  So a score of 14 would give a +2 bonus and so on. This can be added to any roll, once a day or whatever frequency decided by DM, but the player must invoke the motto and it should be relevant to the situation.

Understood in any language...

Understood in any language…

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