Sunday, August 31, 2025

[GLoW] Resources, Scrap & the Astrologer

The prior post talked a great deal about scrap as a mechanic. Here's the rules for that and a class (the Astrologer) who uses them just as extensively, if not more so. But first, let's talk resources:

Resources
Whenever the Party raids an enemy camp, or goes hunting or trades with a random merchant caravan, you can roll on the resource table below for what is available. Roll 1d6+1 for Humans, 1d3 for Beasts, 1d3+2 for Robots and 2d4 for Trade. If particularly wealthy, roll multiple times.

  1.  Butchery - Roll 2d6 x3. Choose which is hides / bones / raw meat.
  2.  Rations - 3d6 food. Cooked (Humans) or interrupted meal (Beasts).
  3.  Loot - One object (Humans), body part (Beasts) or Device (Robot).
  4.  Scrap - One piece of scrap, taken from their advanced technology.
  5.  Salvage - 2d6 chunks of advanced materials, for mundane crafting.
  6.  Recruit - One member their band as a hireling, until you go home.
  7.  Answers - They agree to answer any questions as well as they can.
  8.  Caravan - Shift a stat by a step as long as the trade deal lasts.

Hides, bone, meat and food can be used for anything the tribe needs those resources for. Loot gives +1 Loyalty when brought back to camp. Scrap is semi-functional technology from the World Before, discussed below. Salvage is stuff like worked metal, plastic, glass and the like. Recruits can also represent hostages taken to ensure good behavior. Caravans are deals to exchange something (roll 1d6+1) for something else (roll 1d6+1) and modify the Tribe's attributes for as long as the exchange continues. Which stat it is depends on the merchant's stats relative to the Tribe.

Scrap
To generate a piece of scrap, roll 2d6 for the positive trait and 2d6 for the negative trait:

Roll Positive Trait Negative Trait
2 Shock: Shocks or Resists Shock. Faulty: Shocks if you fail a Save.
3 Freeze: Freezes or Resists Cold. Min. Temp. Must stay warm to work.
4 Fitted. Enhanced, but... Custom. Only works for one person.
5 Concealed. Robots do not see this. Contraband. Robots hate this item.
6 Powered. Enhanced, but... Power Hog. Requires (more) charge to use.
7 Combined. Two items in one. Bulk. Takes an extra inventory slot.
8 Diesel. Enhanced, but... Fuel Hog. Requires (more) fuel to use.
9 Prestigious. +2 Loyalty if worn. Sacred. Must be treated as Sacred.
10 Precision. Enhanced, but... Delicate. Only works while at max HP.
11 Flaming. Burns or resists Heat. Max Temp. Must be kept cool to work.
12 Acidic. Corrodes or resists Acid. Toxic. Leaks toxins if you fail a Save.

If you roll the same number for both traits, you may choose which to reroll. They can't match.

Anyone can spend an hour with a piece of scrap and a mundane item to make a modified version of that item. It gains both of the indicated traits. "Enhanced, but..." means that the item gets a general benefit (weapons get +2 damage, light armour becomes scrap armour, other stuff gets a GM-negotiated benefit) as long as the negative trait for the same number is met.

And now, for the class:


Astronomer


Start with the chrome robes of your Order and a radio.
+1 Radio per template.
A: Sacred Order
B: Speaker
C: Go Rogue
D: Wrath
ς: Corvee
Δ: Grand Debate

Sacred Order: You are a servant of the Sky Gods, ancient relics built by  the World Before which speak even now to those with the means to listen. This gives you a reputation as a learned sage. It is a grave taboo to harm you without cause. Human foes lose Loyalty equal to the damage they cause you. This protection is lost if you openly display greater loyalty to your Tribe than to your Order and against those who you attacked without cause.

Radio: You can build and maintain one radio per template in this class. A radio treated as a Sacred item does not count against the limit. Each radio can be used to speak with other radios in the same hex (even ones built by someone else) or to listen in on other radio conversations. Your Order uses radios to spread important news, keep ancient traditions alive and provide help to those threatened by famine, disease or other natural disasters.

Speaker: You are initiated in the deeper secrets of the Sky Gods. You may erect a Tower from three pieces of scrap in any hex that is not already adjacent to a Tower. This conduit to the Sky Gods attunes you to the Frequencies indicated by the three scrap used in its construction:

Roll Frequency
2 SigNet: Allows you to listen in on the secret whispers between robots.
3 Weather: Listen in as the Sky Gods forecast weather for the next week.
4 Encryption. Can use a radio to transmit selectively in adjacent hexes.
5 Archives. Reveals the adjacent hexes as they were in the World Before.
6 Broadcast. Can transmit messages to radio towers within a dozen hexes.
7 Forum. Talk to those attuned to this Frequency regardless of distance.
8 Announcer. Can loudly shout messages to everything in the current hex
9 Musical. +[templates] Loyalty while the Tower is fully maintained.
10 Witness. Gives a star's eye view of adjacent hexes, blocked by clouds
11 Firewatch. Reveals heat map of adjacent hexes: crowds and open flames.
12 Bug Calls. Allows you to listen in on the radiopathy of giant insects.

Go Rogue: It is contrary to the teachings of your Order to interfere in tribal politics. Lose the benefits and drawbacks of Sacred Order if you ever become Chief of your tribe. If you choose to disseminate the secrets of your Order throughout your tribe, they gain access to the Frequencies, but you will an enemy of the Order forever more. Expect robed assassins.

Wrath: Once ever, you may speak the wrathful incantation of the Sky Gods - 'Kinetic Kill Satellite' - to utterly destroy a foe. Your target must be stationary, no taller than the tallest Tower you've ever built and clearly visible to the daytime sky. Everyone knows the most puissant of Astrologers can do this, but also that they will never do so frivolously or very often.

Corvee: When recruiting tribal hirelings, you may instead send a hireling you could have recruited off to serve your Order. They will be put to work on infrastructure projects or send to provide aid to other tribes in need. This costs as much Loyalty as recruiting them would have, but provides you with three Resources (roll 2d4 x3) instead of a hireling. They return after a year. If you are Rogue, roll you can send people out to engage in banditry (roll 1d6+1 x3) to similar net effect. 

Grand Debate: Your Order is headed by the Council of Eleven, each a mighty Astrologer of proven loyalty and merit. When a member of the Council dies, a Grand Debate is held to determine their replacement. If you triumph over all others, you ascend to the Council. You may engage in politics without being declared Rogue and may countermand the Word of Wrath against targets you can see. Sharing the Frequencies gets you banned from the Grand Debate.

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