Sunday, October 19, 2025

[Class] Bravo

Bravo

A. +1 Affection, Bravado. 
B. +1 Affection, Honour.
C. +1 Affection, Respect.
D. +2 Affections.

Bravado: You live your life by a code of daring luck. Whenever luck doesn't go your way, you can sacrifice an Affection to flip things around, ending up as good as it would have been bad or vice versa. Hits become misses, fumbles become crits, reactions reverse themselves, failed saves pass, a bum hand becomes a winner. Whatever you want from Luck, in game or out. The effects of this class are reduced by one Template per Affection sacrificed and not yet reclaimed.

Honour: Everyone takes your promises and wagers very seriously, like you were a knight or a paladin or something. They must Save to doubt your solemn word. If you pledge something on an Affection, it will be lost if you break your word, but can be reclaimed (even if you wouldn't otherwise meet the requirements) by fixing the broken promise in a sufficiently grandiose and dramatic fashion.

Respect: If someone disrespects you, you must now Save or confront them as soon as possible. If you humiliate them in the aftermath, they must Save before they can disrespect you again, anywhere that you might find out about it. You are allowed to argue to the GM over what you think counts as disrespectful to you, but you have to keep track and be consistent about your picks: if it counts for one person in one situation, it counts for another person in another situation.

Affections: You begin play with one of the following and get new ones at every template. They are the marks of your lifestyle, totems of rebellion against the prosaic and predictable. Lady Luck is delighted by them and offers you favours. Or maybe you're just too caught up in how cool you are to notice the bad sides.

1. Trick Weapon. A concealed weapon, to start out with. You never fumble with it and if it has any attack penalties or other drawbacks, they don't apply to you. If you sacrifice this, you fumble, the drawback goes off and the weapon breaks. Even if you fix it, the magic is gone; it's just as stupid and unwieldy for you as anyone else now. Reclaim this Affection by finding a new Trick Weapon cooler than all your prior ones. Find out if it's enough when you first try to use it.

2. Daring Looks. Start out with a piece of fashion, face of makeup or hairstyle that makes you stand out. You're always the most prominent one in a crowd while wearing this. You never have trouble maintaining the Look, even in circumstances where it would normally get messed up. If you sacrifice this, something happens to turn your Look incurably cringe. The style will never fit right on you again. Reclaim this by spending a month's working wages on a new and more daring Look.

3. Fun on Drugs. Start with a supply of an illicit street drug of your choice. The usual consequences for taking it don't apply to you unless you want them to and you can always score enough for personal use without needing to pay. If you sacrifice this, you wake up the next morning as addicted as someone who uses as much as you do would normally be, with all the people you mooched from wanting you to pay them back. You can reclaim this by starting with a new illicit drug, but doing so doesn't cure your old addiction(s) or fix your reputation at all.

4. Finer Things. Start with nicer rations than anyone else in the party and the ability to eat a second lunch each day, healing from it whenever you do so. If you Sacrifice this, you loose your appetite for a week - no lunches heal you at all, second or otherwise. But you can reclaim it for free after that week is up. You are encouraged to pick a signature meal. (No extra points for choosing 'spinach'.)

5. Gang Members. Start with membership in a gang. Pick out some gang colors and symbols to rep. Whenever you roll a 7 on any reaction roll, the GM rerolls the result and invents a connection to your gang that didn't exist before. You can sacrifice Affections on behalf of your gang members if you choose to do so, but if you sacrifice this (for any reason) something comes up to see you ostracized from the gang. Reclaim this by proving your loyalty on a humiliating ordeal or by seizing control of the gang from whoever has tried to force you out of it.

6. Law Troubles. Start with a warrant for your arrest. Even token attempts to thwart a legal conviction will be highly effective when you do them - flimsy masks, stupid code names, hasty threats to witnesses, whatever. It all works, somehow. This doesn't keep you from getting arrested. Or beaten if you resist. But unless you confess or make no attempt to hide things at all, you'll be out on the streets within a week. If you sacrifice this, law enforcement pulls their heads out of their collective ass and builds an actual case. Reclaim this if you serve out your sentence and still care to be a Bravo afterwards for some reason.

7. Eager Minion. Start with a follower who looks up to you and is always loyal to you first, no matter what. They cannot fight well and have no particularly useful skills, but they'll come with you all the same no matter how dangerous. You can sacrifice Affections on their behalf and you can sacrifice them up to twice. The first time, the stars fall from their eyes and they realize what a scumbag you are. You can reclaim them by sacrificing any two other Affections. But if you do it again while you're still on the outs, they are gone for good.

8. Coolest Ride. Start with a cool vehicle or mount, faster than anyone else in the party. It will never get stolen, you can always find a place to keep it, it is always there when you need to make a sudden getaway and while riding it, you always win chases against anyone who is riding something completely boring. If you sacrifice this, you lose the next chase you're in in a dramatic fashion and lose the vehicle or mount in the process. Reclaim it by staging a rescue or by winning a race naturally (no Bravado use!) against someone with a cooler Ride.

Wednesday, September 3, 2025

[GLÅUGUST] Genie

Written or the GLÅUGUST 2025 "Paladin of an unorthodox Law" challenge.

Genie

+1 Power per template
A. Genie, Wishes, Benefactor.
Δ. Morality

Genie: You are a Genie born of smokeless fire, with all that that entails. You can look however you want to look as long as you remain recognizable as a Genie. You are not subject to old age, disease, gravity, shame or the court system. If you would ever be subjected to Death or Dismemberment, you instead become a cloud of gas for ten minutes. During this vulnerable period you can be imprisoned indefinitely inside any air-tight hollow container. 

Wishes: If someone frees you from captivity, you owe them three Wishes, to be granted manually. If someone asks for a palace, you have to go find the bricks and mortar them together by hand. If someone asks for love, you have to play wing man and get the couple together somehow. If the person freeing you was the one who trapped you, you owe them a gruesome and ironic death.

Power: At each Genie template, gain one class ability from any level of any class that the GM agrees could exist in the campaign setting. If the ability scales with templates, you get the D Template version. If it builds on a prior abilities, you get those too. If you have any pending Wishes, you may only use these Powers to grant the Wishes owed to your current benefactor. 

Benefactor: You start the game trapped inside an air-tight, Genie-proof container. The party starts the game with a level zero hireling who is holding that container. You, the player, are obliged to pretend that the hireling is your real character for as long as possible. Any XP you gain prior to the big reveal is doubled and goes to the Genie, not the hireling.

Morality: If you ever find yourself free and with no pending Wishes left to grant, roll 1d6 + [templates] to determine your Genie Morality. On a 3-4, you are an Evil Genie and must cause as much pain and suffering as you can while you remain unbound. On a 5+, you are a Good Genie and are obliged to be kind and polite and pious, but also to not cause too much of a big fuss. Neither outcome is compatible with remaining playable beyond the rest of the current adventure.

The player does not get to know which kind of Genie they are playing until it comes up, but 'pretending to be the opposite kind of Genie' is a common Genie ruse. Either to get people's guards down (Evil) or as a test (Good). Be as scary and ambiguous as you like.

Sunday, August 31, 2025

1d10 Things That Aren't Healing Potions:

1. Potion of Health. Restores you to Perfect Health for one hour, after which point your condition reverts to how it was, now advanced one hour.

2. Health Potion. Potion to be taken for your health. Prevents rickets, scurvy, osteoporosis, beriberi, pellagra, goiters, gout and cavities. 

3. Healer's Potion. Cleaning Potion variant, for sterilizing equipment. Causes nausea if swallowed, fatal blood vanishment if applied to wounds.

4. Heal Potion. Dialectal. Will 'heal' (ie. conceal) that which it is applied to. If used on wounds, will conceal (but not cure) the injury.

5. Potion of Healing Blade. AKA liveforever. Extract of the houseleek plant, similar to aloe vera. Prevents lightning if applied to shingles.

6. Curing Potion. Alchemical solution which preserves meat, vegetables and other food items as if they were smoked, without actually smoking them.

7. Alchemical Curative: Lab reagent, mixed into other products to hasten solidification. If ingested, turns saliva into thick sheets of dry mucus.

8. Alchemical Remedy. Potion intended to counteract the effects of another potion. Was called 'potion antidote' before the Guild sued for defamation.

9. Remedial Potion. Alchemical parlour trick - a potion which can only be brewed the second or later attempt. Reannual grapes are a key reagent.

10. Potion of Redress. Carefully dosed euphoric which, used correctly, gives a crime's victim exactly enough joy to cancel their suffering.

[GLoW] Artificer

Our final class for this round of posts is the Artificer, the setting's wizard equivalent. It draws heavily from Loch Eil's Wonder-Worker. Included are four Lores (wizard school equivalents).

Artificer

Start with three Devices.
+1 Power Cell per template.
A: Lore, Wonders
B: Personal Style
C: Census
D: Wisdom
ς: Apprentice
Δ: Reactor

Lore: Choose between the Lore of Carbon, the Lore of Silicon, the Lore of Beams and the Lore of the Vat. You start with Secret Zero of your Lore and roll 1d6 at each template (including the first) for an extra Secret known.  Should you roll one you already possess, choose which Secret you uncover. This is the only way to access the Eighth and higher Device of your Lore. 

Power Cells: Each Lore has its own specific technique for recharging spent Power Cells. If used to provide charge, assume an Artificer can generate [templates] d6s of charge per day.

Wonders
: To create a Wonder of the World Before, combine a Device of your Lore with a Source, then draw on any number of Power Cells. Roll 1d6 per Cell, depleting it on a 4-6. If doubles are rolled, something goes awry with your creation - the Mishap Entity for your Lore comes to stalk you. If triples are rolled, several of your Mishap Entity appear. They create a local calamity as the Device used is destroyed by the chaos. Lose [highest] Loyalty if you don't fix the problem.

Personal Style: Choose one positive and one negative trait from the scrap modifications table. When modifying items with scrap, you may use one of these traits in place of the corresponding trait provided by the scrap. You may also modify Devices, giving them +2 to [sum] if Enhanced.

Census: If you become Chief, you may conduct a census to obtain an accurate account of exactly how many people of which sexes, ages, professions and levels your Tribe possesses. This will be resisted by ancient custom, as if you are successful in the attempt, you gain the Secret of Tribes, which can be used to focus one of your Devices upon your entire Tribe simultaneously.

Wisdom: Once per day, after seeing the roll for a Wonder, you may decide to be more cautious and withdraw one Power Cell from the result. Resolve the rest as if you never drew on that Cell. 

Apprentice: When recruiting tribal hirelings, you may recruit an Apprentice if you do not already have one. They have one Power Cell of their own and will use any Sources or Cells you provide, but only comprehend Device Zero from your Lore. Your apprentice(s) can pool their Power Cells together with you to work greater Wonders and, if you are Chief, with each other.

Reactor: If you build a machine made from scrap with one of each positive trait, you can use it to synthesize new Devices. Research costs 20 Cells of power, generated by the method your Lore normally recharges Power Cells. Tell the GM what you wish to synthesize and what you intend for it to do. They will reveal what needs to go into the Reactor to create a Device like that.


Lore of Carbon
The Black Jungle strangling the Green Earth.
Favoured Devices: Sprayer & Motor.
Recharge Method: Fuel. Pour a unit into the cell and wait ten minutes.
Secrets:
0. Flame
1. Vine
2. Fuel
3. Smoke
4. Asphalt
5. Plastics
6. Oxygen
7. Diamond
8. Monowire
9. Growth

Mishap: Blackcorm blossoms. HD = [dice]. Your Lore has stolen its nano-technological secrets. It will swallow everything around it with carbon vines and boiling asphalt if allowed to grow unchecked. This was one of the Four Disasters which brought an end to the World Before.

Lore of Silicon
That which served the Law in the World Before.
Favoured Devices: Scanner & Remote.
Recharge Method: Nuclear. Every 24 hours, no matter what you do to it.
Secrets:
0. Shock
1. Wheel
2. Doors
3. Wires
4. Joint
5. Metal
6. Sensor
7. Robot
8. Magnet
9. Crime

Mishap: An alarm sounds. A police drone (HD = [dice]) is sent to detain you. It does not know that the offices of the Old Law stand empty and that no human officer will ever come to retrieve you. Fight it or flee. This was one of the Four Disasters which brought an end to the World Before.

Lore of Beams
The Bridge of Light that now lies sundered.
Favoured Devices: Ray & PPE.
Recharge Method: Solar. 4 hours of direct sunlight or 8 of partial sun.
Secrets:
0. Freeze
1. Light
2. Mirror
3. Fear
4. Silence
5. Gravity
6. Force
7. Thought
8. Stasis
9. Ghost

Mishap: A shadow stalks. A beam shadow (HD = [dice]) emerges from the now sundered wreckage of the Twelfth Satellite to torment your Tribe. This was once a living person, interrupted mid-transmission. This was one of the Four Disasters which brought an end to the World Before.

Lore of the Vat
The Birthing Tube of the World Yet to Be.
Favoured Devices: Repellent & Patch.
Recharge Method: Metabolic. Eat an extra ration per cell when resting.
Secrets:
0. Acid
1. Cattle
2. Sleep
3. Insect
4. Corpse
5. Birds
6. Slime
7. Mutant
8. Beast
9. Clone

Mishap
: The plague returns. Your tribe contracts a disease (HD = [dice]) spawned by your reckless biological experimentation. You must find a cure or succumb to cancer, boils, fever or dehydration. This was one of the Four Disasters which brought an end to the World Before.

List of Devices:
1. Blaster: [sum] damage from/to [word] at 100ft. range. Save negates.
2. Shield: A 20ft radius dome blocks out [word] for [highest] rounds.
3. Scanner: Produce a readout about the status of [word] in the hex.
4. Sprayer: Coats a 20' cone with [word]-related fluid. Save to avoid.
5. Screen: Hide yourself from [word] OR hide [word] from Mishap Beings.
6. Extractor: Draw concentrated [word]-based chemicals out of [word].
7. PPE: Become highly resistant or immune to [word] for [sum] minutes.
8. Remote: Give a one word command to [word] to obey for [sum] rounds.
9. Ray: Fires a '[word] Ray' out to 100ft. Effect based. Save negates.
10. Repellent: All [word] within a 20ft radius must Save or be repelled.
11. Beacon: Attracts [word] or [word]-related beings to your location.
12. Patch: Repair [dice] injuries done by or to [word]. Set HP to [sum].
13. Tracker: Locate the [sum] nearest [word] and where they're moving.
14. Hologram: Create a convincing illusion of [word] for [sum] seconds.
15. Motor: Create [dice] [word] powered vehicles that run for 24 hours.
16. Assembler: Puts together up to [dice] slots of [word]-related goods.
17. Injector: Inject a serum granting [word] powers for [highest] hours.
18. Scope: Make [highest] exact measurements of [word] or related thing.
19. Tools: Grants Skill with the next [highest] tasks relating to [word].
20. Orb: A floating orb of [word] that follows you for [sum] minutes.

[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.

[GLoW] Knights and Raiders

In this post, we're looking at the two Fighter-esque classes in GLoW, the Knight and the Raider.

Knight

Start with your Panoply and a Squire.
+3 Mettle per template.
A: Panoply
B: Bastion
C: Recognition
D: +1 Attack per Turn
ς: Squire
Δ: Tyrant

Panoply: You are trained in the use of an ancient suit of battle armour. It is three meters tall, takes ten minutes to don or doff and requires a suit of special clothing (as hide armour outside the suit) to connect yourself. Your Panoply grants you Skill in every feat of Strength or Swiftness while you wear it and is further modified by three pieces of scrap at any given time: one modifying your under suit, the second your wielded weapon(s) and the third any one item you might mount outside the Panoply. You can use this third item as if you were holding it with both your hands.

Mettle: If you would take damage while inside your Panoply, you may negate the damage by reducing its Mettle by one per damage die. You may repair up to a third of your Mettle by expending a scrap and an hour's labour. Doing so replaces one random piece of scrap used by your Panoply with the scrap spent. You can pay any fuel or charge costs at the same time.

Bastion: If someone on the far side of you is attacked with a gun or other ranged weapon, you may interpose yourself. Save or compare the attack roll against your Defense as is appropriate to the attack. Gain one Loyalty per damage die if you do this for a tribal hireling.

Recognition: You may lawfully become Chief. For every power of ten people who recognize the legitimacy of your rule (1, 10, 100, 1000, 10k, 100k), there is a 1 in 6 chance that electronic locks recognize your legitimacy as a leader and grant you access even without an appropriate card.

Squire: When recruiting tribal hirelings, you may recruit a Squire if you have a scrap and do not already have a Squire. They are a Knight in training with a lesser copy of your Panoply providing three Mettle. Their under suit is modified by the scrap used, just like your own. Fully restoring your Squire's Mettle means replacing that scrap. If you are Chief, your Squire is promoted to be your Lieutenant and does not cost Loyalty to recruit. Hirelings only get Mettle if given a scrap.

Tyrant: You do not need to wait until your C template to contest the Chief for their position if you do so from within your Panoply. Ignore the usual method for becoming Chief - you splatter the old Chief into paste and make everyone listen to you by force. This applies a -10 penalty to Loyalty, reduced by 5 per template until it goes away at Knight C. If Loyalty is negative, you cannot safely leave camp (or your mech suit) and must play as your Lieutenant for any scene outside of camp. 

Mechanics Notes: Negating all damage from an attack is a powerful ability. But scrap is fairly expensive, as will be established in the Astrologer post later on. Especially if you have a really nice one you want to keep. It's also possible that the Knight will step on the awful starting Chief within minutes of starting a campaign. Let them do that. It'll be funny. 



Raider


Start with your scrap gun.
+1 Inventory Slot per template
A: Scrap Gun, Honour
B: Notches
C: War Chief
D: Both Barrels
ς: Aspirants
Δ: Warrior Bond

Scrap Gun: To be acknowledged as a Raider, you must build a scrap gun from a melee weapon and a piece of scrap, both of which must be taken in battle. This takes an evening of work and basic tools, but the result is a Sacred two-handed hybrid between a double-barrel shotgun and the melee weapon trophy, modified by the positive/negative traits of the scrap. A scrap gun does 2d6 damage in a 30' line (save for half) using shot, 2d6 at 100' range (save negates) using slug or 1d6+Str if used as a melee weapon. Reloading takes ten minutes. Firing alerts the whole hex. As with all firearms, enemies get +4 on Saves if they are in cover when they get shot at.

Honour: So long as you maintain your honor, you can bear two Sacred items at once, as long as one (and only one) of them is a scrap gun. Letting your scrap gun be lost or stolen is a breach of your honor, as is letting anyone insult you. You may reclaim your Honor by slaying everyone who shamed you and then openly carrying your (recovered, if necessary) scrap gun for a week.

Notches: Track kills based on Reaction Type. Whenever you gain a new power of ten notches (1, 10, 100, 1000), you deal +1 Damage and +1 Save vs that Type. You are always disfavoured by the Type you have the greatest number of notches for. This only effects you, not the whole party.

War Chief: Raiders may only become Chief in times of war. If your tribe is not already at war, you must pick someone to go to war with when becoming Chief. You must step down when the war ends. While Chief, the whole tribe has the Notches effects for whatever Type you have the most Notches for. You are encouraged to pick a fight with that specific kind of enemy.

Both Barrels: You may attack with your scrap gun in both player initiative phases. If your turn is in Fast, this means shooting in Slow and vice versa. This effectively gives you an extra attack.

Aspirants: When recruiting tribal hirelings, you may choose to recruit an aspiring Raider instead of an ordinary hireling. They cost no Loyalty to recruit, but are motivated primarily by the desire to win battle trophies. They never agree to avoid potential combats where trophies might be won.

Warrior Bond: It is possible for two Raiders to exchange guns. If you offer this to someone and they accept, you form an unbreakable warrior bond. You can never be compelled by any rule of the game to harm or betray them. You are also legally married. If they refuse or ever marry another, your honour demands that you kill them. (But remember the first half of this ability.)

Mechanics Notes: Established Raiders do a LOT of damage, averaging 2d6+6 with their scrap gun against most enemies (enhanced gun and +2 from notches for two reaction types) and only slightly less in melee. This is countered by the fact that big singular monsters tend to have Mettle (ala the Knight) and that crowds have Loyalty instead of Hit Points, so they scatter instead of dying. Still, try to have intelligent enemies stay in cover after they hear the first shot go off.

[GLoW] Mutants and Outcasts

Our first two GLoW classes are the Mutant and the Outcast.

Mutant
Start with two random Mutations.
+1 to Saves vs Mutation per template.
A: Phenotype, Empathy
B: Rejuvenate
C: Fellowship
D: Sacrament 
ς: Kindred
Δ: Speciation

Phenotype: On gaining this template, contemplate your starting mutations and devise a broad 'theme' which unites them into a coherent self-concept. If a mutation rolled is incompatible with your phenotype, refluff it (if possible) to match, reroll it up to twice (if not) or fail to mutate. Good theme ideas include kinds of animals, body parts and onomatopoeia words.

Empathy: Creatures who have been exposed to the same mutagenic source as you treat reactions of 'Contempt' as 'Pity' instead. You can communicate basic concepts to such creatures even without the use of a shared language.

Rejuvenate: If exposure to a mutagenic source would cause you to lose one of your on-Phenotype mutations, do not mutate. Instead heal back to full hit points and remove one scar, disease or long term injury of your choice. This can revive you if done within one hour per template of your death.

Fellowship
: While you are Chief, all mutants consider your tribe to be kin to them, even if they come from a hostile tribe or are a wild mutant beast. This doesn't change Reaction rolls directly, but does change what Reaction rolls mean in context: If they hold you in contempt, they will have the contempt of a disapproving aunt, not that of a slave raider. If they have love you, they will love you like a long lost sibling.

Sacrament: If you spend one hour with a source of mutation, you may prepare a Sacred drink which will mutate anyone exposed to it as if exposed to that source, but with a bonus or penalty (your choice) equal to your class bonus on the Save to mutate beneficially. As always, a creature can only mutate once from a given mutagenic source. Up to a dozen can share this drink.

Kindred: When recruiting tribal hirelings, roll on your mutation slots. If a mutation is rolled, available hirelings share in that mutation. New mutations count as loot for Loyalty purposes.

Speciation: Once you have all six mutation slots filled with positive and on-theme mutations, you may swap Phenotype for this ability. Gain 10 HP and choose one of your mutations. It does not occupy a mutation slot. Your descendants and any tribal hirelings you recruit all share this mutation. You lose the hit points from this ability if you lack the chosen mutation.

Mechanics Notes: I intend to come up with a mutation list of my own, but for now just roll with whatever giant mutation chart you currently use. Different mutation sources should use different charts, or different subsets of the same chart. (50+1d10 on a d100 chart, for example). The Mutant is a very diplomatic figure in the Wasteland - they know how to get along with those who are very different from themselves. Which brings us to...

Outcast

Start with a ranged weapon or three thrown weapons.
+2 HP per template
A: Unique, Disreputable
B: Trickery
C: Culture Hero
D: Deadly
ς: New Ways
Δ: Connection

Unique: Choose one of Physique, Technology or Culture independently of your tribe. Determine the success or failure of skill checks, your combat stats and relevant reactions to you independently from the rest of the tribe.

Disreputable: If you offend an NPC and the rest of the tribe disavows your behavior as not representative of the tribe, there is a 3-in-6 chance the NPC accepts this excuse. +1-in-6 for each punishment they seem to have you suffer You cannot recruit tribal hirelings or become the Chief.

Trickery: If you do something that doesn't deal damage, you can act in Fast even when you failed an Initiative roll. If you make an attack in Slow and take no damage this round, you always hit.

Culture Hero: The tribe has come to recognize your value. You may become Chief and/or recruit tribal hirelings normally. While you are Chief, you may permit any one tribal hireling to benefit from your Trickery ability (including Deadly) in your place. Declare who gets it in the Slow phase.

Deadly: If you do not move on your turn, do +1d6 damage with your weapons. While using Trickery to attack in Slow, increase this to +2d6 damage.

New Ways: When recruiting tribal hirelings, you may recruit an outcast who shares your Unique attribute in place of the tribe's traditional set. All hirelings you recruit are Disreputable sorts who the tribe might disavow, even if they're traditionalists.

Connection: If you encounter a lone creature which exactly matches your Unique attribute, a spark of connection forms. You may communicate even if you do not share a language. It will not necessarily like you (roll Reaction as normal) but it will never try to kill you unless you try first. 

Mechanics Notes: Unique is surprisingly strong, for all that it's a mixed bag of an ability. Often, just one person succeeding on an attribute test or reaction roll is enough to get what the Party wants. Remember that guns don't use attacks rolls, so they don't benefit from Trickery.

[Class] Bravo

Bravo A. +1 Affection, Bravado.  B. +1 Affection, Honour. C. +1 Affection, Respect. D. +2 Affections. Bravado : You live your life by a code...