#glowinthedark
Here’s my first draft of some new entanglements for Glow in the Dark, my hack about using BitD for Mad Fallout Max Gamma World. The term “Supplies” is alpha for sure, and represents some sort of crew resource. I don’t think Coin and Heat map completely to a post-apocalyptic wasteland setting, so I’m working on modifying the default feedback loop to maybe be more of a slider. Low supplies is bad, because you can’t obtain things easily, but having high supplies needs to bring problems as well, and hopefully different kinds of problems. The effects are all over the place (it’s a first draft), but does illustrate some of the issues with lack of variety when you only have a few crew resource tracks to mess with.
Fallout
Replaces Entanglements. After your crew finishes an adventure or resolves a crisis, find your current Supplies total on the chart below and roll to see how your crew’s new situation has attracted attention. Factions in the wasteland are always keeping tabs on each other. The weak become easy prey for outsiders or fall apart as resources dwindle, but the strong risk losing their power to greed and internal strife.
Supplies 0-3
Unrest: People within your crew are talking about leaving, rationing supplies, mutiny, etc. Forfeit your Tier+1 in Rep as you focus on quelling the infighting, or deal with the problem some other way.
Favor: Your crew needs supplies and another crew you have positive status with (typically +2 or +3) needs something distasteful done. Agree to the deal or forfeit 1 Rep per Tier of the friendly faction.
Vultures: Another faction sees your crew as easy pickings and mounts a raid. Pay them off with their Tier in Supplies or stand up to them, losing 1 Status with them.
Sickness: Your crew’s medical supplies are running low. Do something about it now or treat your crew as being at war (lose 1 Hold, single downtime action, etc). Until this crisis is resolved, you also lose the ability to Recover during downtime.
Drastic Measures: Desperate for raw materials, your crew razes one of its own claims for resources. Choose a Claim to destroy, gaining your Tier in Supplies, or stop the madness some other way. If you do not have additional claims, then you must take the second option.
Siege: A rival faction gets wind of your dwindling supplies and lays siege to your turf, hoping to starve you out. Give them 1 Claim or go to war (-3 Status).
Supplies 4-5
Probing: An enemy faction grabs a friend or contact, interrogating them about your defenses. Pay ransom equal to 1 Rep per Tier of the enemy, let them keep your contact, or show them you are not to be trifled with.
Hijacking: While you were out, another faction steals a fuel-laden vehicle or other fuel source from you. Lose Supplies equal to your Tier+1 or go get it back.
Vultures: Another faction sees your crew as easy pickings and mounts a raid. Pay them off with their Tier in Supplies or stand up to them, losing 1 Status with them.
Mutants: You encounter randos with unknown intentions. Are they there to steal supplies? Eat your people? Act as a distraction for some other faction?
Weather: Severe weather (even for the wasteland). Radiation storm, killbot swarm, fire tornado, etc. Treat the next session as if your crew is at war (1 downtime action, lose 1 Hold, etc) as people are lost to the elements, or face nature’s wrath and try to save what you’ve built.
Diplomacy: Another faction sends a party to barter (or invites your group to do the same). Denying the offer reduces Status with that faction. Will they honor their deal? Will you?
Supplies 6+
Indolence: One of your cohorts causes trouble due to their flaw(s). Lose face (forfeit your Tier+1 in Rep), make an example of one of them, or face reprisals from the wronged party. There’s no fallout if you don’t have a cohort.
Wastrels: Flush with resources, your crew overspends. Lose your Tier in Supplies and reduce everyone’s stress by 1, or deal with it before it gets out of hand.
Diplomacy: Another faction sends a party to barter (or invites your group to do the same). Denying the offer reduces Status with that faction. Will they honor their deal? Will you?
Mutants: You encounter randos with unknown intentions. Are they there to steal supplies? Eat your people? Act as a distraction for some other faction?
Aid: A friendly faction comes to you asking for help. Pay them Supplies equal to their Tier, ignore them and lose Status, or assist them in their plight some other way.
Big Fish: A larger faction or a temporary alliance of smaller enemy factions decides your crew’s good fortune should be redistributed. They mount a major assault. Give them 1 Claim (or the enemy’s Tier in Supplies if you have no additional Claims) or go to war (-3 Status).