Re: Bugs in the System 1-5
You pull up the following information on sapes:
Sapes (or "super apes") are a specially-bred strain of 2-meter-tall, muscular, ape-like creatures originating on the Yazirian's home planet. They have been bred by Renouf Associates of Hakosoar (Scree Fron) as an alternative to robots in certain applications. Sapes are currently being tested in a wide variety of settings (hidden from the prying eyes of the larger corporations), hence their presence on Jetsom.
Renouf Associates hope to be able to sell sapes on the basis of their cheapness (about 2500 credits each), low running costs (about 10Cr/day), versatility, strength and agility. The corporation also maintains that members of the major
races (especially Humans and Yazirians) will prefer sapes to robots, especially when working in isolated situations. At present, however, sapes are generally mistrusted by people and governments. Ownership of a sape is illegal without a license, and such licenses are only granted to large corporations.
Sapes are about as intelligent as a four-year-old Human and learn quickly, especially by mimicry. They speak their own language which consists entirely of simple, one- or two-word phrases, and normally wear poly-voxes programmed to translate Sape into Pan-Galactic and vice versa. They are bred to be docile and obedient and will normally obey any one- or two-word command given by a member of one of the major races unless this will expose the sape to obvious danger.
Thus sapes will not normally obey orders to attack, and they will never attack other sapes. Sapes will ignore commands given via intercoms etc., or from robots.
Despite their breeding, sapes retain vestiges of their primitive origins and will resort to violence under extreme conditions. A sape can attack with bare hands and feet - either to kick/punch or wrestle. Kicking/punching allows a sape two attacks per turn each inflicting 2d10 points of damage. When wrestling, sapes have a +5% chance of gaining a hold. Wrestled victims have a -5% penalty on attempts to escape and suffer 3d10 points of damage per turn. At the start of
any combat, sapes have a 50% chance of going into battle rage which gives them a +20% bonus to hit in melee.
In looking at the hatch information display, Ospra sees:
Envt: T = -10; O = Std; R = 0
OOC: As a reminder, your chillsuits at 0 SEU setting protect you up to -20 without any adverse effects. Areas B and C have both been at -10 degrees. (0 to -20 with just normal clothes makes you lose 1 stamina per hour.)