#glowinthedark Yet Another Crew: The Relics
The Relics can branch out in a few different ways. You can do the secretive paramilitary force with advanced tech, the cabal of scientists trying to marshal ancient knowledge against a changed world, or a voice for a better future – with heavy stompy boots for anyone who disagrees.
Also revamped the fonts a lot. I found a regular text font that more closely matched my memories of old Gamma World books, and messed with the logo some. I’m going for a “sort-of Atari?” thing.
As usual, my Google Slides link: https://docs.google.com/presentation/d/1DBV7m2DnqVsLTq-L_yCTHFQozitUYaTa7jaLdchhHuA/edit?usp=sharing
I have one more to flesh out: The Dealers.
As I work on these crews, I’m slowly focusing their abilities and claims to better differentiate them. The Shepherds and Relics both get involved with lost technology, for example, but the Shepherds are about spreading a message and finding the tech, while the Relics have easy access to it but have a harder time expanding. They rely on fewer, higher-quality cohorts compared to, say, the Raiders. The Raiders can make their guys really dangerous and mobile, but on the whole they should be weaker man for man.