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Skies of Glass RPG Rulebook

Skies of Glass RPG System


Created by Daniel Repperger
Skies of Glass RPG Rulebook

Playtest Version 5.0

CREATED BY: Dan Repperger


WRITERS: Dan Repperger, Wayne Cole, & Vece Young
DEVELOPER: Dan Repperger, Wayne Cole, & Vece Young
EDITORS: Booters, Player Characters, and Baron von Badass
PROOFREADER: The whispers from the Void
ART DIRECTOR: <TBD>
PROJECT MANAGEMENT: (Taking a 5 minute smoke
break)
COVER ART: Keith Curtis
INTERIOR ART: Feisty

Product number: ###### l ISBN: ###-#-#######-#-#


©2022 Skies of Glass and its logo are trademarks
of
Fear The Boot LLC in the U.S.A. and all other
countries.
All characters, character names, and the distinctive
likenesses thereof, are trademark of Fear The Boot
LLC

TABLE OF CONTENTS
Prologue 6
Skies of of
The Last Days Glass RPG
Atticus Rulebook
Green 6

Introduction: An Overview of RPG’S 9


Roleplaying Game Basics 9
The Language of Roleplaying Games 9
What Do I Need to Play This Roleplaying Game? 10
What makes this game different? 11
Where can I find out more about the hobby? 11

Chapter 1: An Overview of Skies of Glass 12


What is Skies of Glass? 12
The World That Was 13
Before the Nukes 13
After the Nukes 14

Chapter 2: Character & Group Creation 17


Character Creation Process 17
Group Dynamics 18
Group Template 18
Character Concept 19
Attributes 19
Starting Attributes 19
Traits 21
Starting Possessions 24
Random Possessions Chart 27
Starting Junk 29
Starting Bullets 29
Group Concept 29
Group Worksheet 30
Starting Aspects 31

Chapter 3: Equipment 33
Currency 33
Tech Level 41
Tech Level Chart 42
Gear 43
Armor 46
Shields 47
Weapons 47
Reloading 48
Weapon Range 48
Weapon Tags 49
Weapon Templates 51
Customizing Weapons 53

Chapter 4: Conflict Resolution 55


Rolling Dice 55
Combat 55
Multiple Roll Objectives 59
Uncontested Rolls 59
Re-Rolls 61
Skies of
Botches andGlass
BoonsRPG61Rulebook
Techniques 62
Bullets 69
The Bullet Economy 69
Spending Bullets 70
Limitations 72

Chapter 5: Damage and Health 74


Stat Loss 74
Wounds 74
Wound Recovery 75
Wound Degradation 76
Wounds at Level Ten 76
Health State 76
Infection 79
Infection Level 79
Becoming Infected 79
Treating Infection 80
Effects of Infection 81

Chapter. 6: The World of Skies of Glass 82


The World that Was 82
The Fall of the World 84
The Rest of the World 84

Chapter 7: Game Mastering Skies of Glass 85


Your Roles as a GM 85
Advocating 85
Narrating 85
Refereeing 86
Teaching 86
World Building 86
Skies of Glass Themes 86
Running Games 90
Players 90
Story 90
Encounters 91
Story Arc 92
End of Arc Adjustments 92

Chapter 8: Settlement Building 95


Building Blocks Of A Settlement 95
Random Settlement Generation 98
Example Settlements 101
Linden, Tennessee 101
Nome, Alaska 108
Metropolis, Illinois 114
Further Inspiration 122
The American Northeast 122
The American Southeast 123
The American Midwest 125
Skies
The of Glass
American RPG Rulebook
Southwest 126
The American West 127

Appendix A: Character Sheets 128

Appendix B: Group Worksheet 131

Prologue
The Last Days of Atticus Green
By Dan Repperger

"Grandpa, where did you and granny meet?" little Jennifer asked, too
transfixed by the dandelion she was dissecting to look up.
"At a restaurant called Mayfair's. It used to be just down the road over
there, right by where Mrs. Colebeck's house is." Even though the little girl
wasn't looking, he pointed toward a thread of crumbling cement just
beyond the farm. He had to squint a little. The sun was sagging beneath
the apple orchard, but every so often its light would slip through the
branches and stab into his eyes. Then he noticed the caravan that was
coming. There were twenty men and just as many animals, slow and
lumbering ahead of laden carts. The group was moving with too much
purpose to be raiders, and it was too late in the day to be merchants. One
of them carried a golden banner on a metal rod — likely a flagpole in its
former life — a crimson emblem etched into the cloth.
"The men from town!" Jennifer exclaimed, leaping to her feet. "Will Mr.
Vincent be with them?"
"I don't know," the old man replied, his voice slow and quiet, his posture
wide with caution. "Sweetie, you should go inside."
Grandpa did not move until his granddaughter had disappeared into the
house. He prayed his wife had the proper paranoia to load a gun. These
men should not be here. Taking a deep breath, he walked to meet them.
"Good evening!"
"And to you," a burly man in baggy clothes replied.
"You already took this year's harvest tax, Tom."
"We have come for a gift, not a tax. A band of raiders is moving east of
here. With food we can travel another few days and stop them from
reaching your town. Without it, we will have to return home to avoid
starving."
Grandpa pushed the last of the burlap sacks onto the cart. "That should be
enough." Damn their hungry animals. Men were easy to feed, but beasts
were not. One of the caravan masters thanked the old man, mounted a
gray horse, and led the rugged band away, disappearing up the same
broken path they had arrived down.
It wasn't long before Jennifer came scampering from the house, her
grandmother watching her from the door. "Are they gone, grandpa?"
He let out a long, slow sigh. "Yes."
"Why are you sad?"
"Because we're going to have less to eat this winter."

***

Tom crept up the hill on his belly, his men spread out in a long arc to his
left and right. The banners, animals, and lanterns had all been left two
miles away. Equipped only with their rifles and makeshift armor, Tom's
forces moved slowly, careful not to make a sound. Time was on their side,
but a single snapping twig could alert the raiders to their presence, turning
his certain victory
Skies into humiliating
of Glass defeat.
RPG Rulebook
Finally, he reached the crest of the hill. Looking down, he could see the
campfires and tents of the raiders below. Their animals were tied to
nearby trees. The criminals themselves were stumbling about in raucous
celebration, clearly drunk on whatever liquor they'd taken from their most
recent assault.
Tom raised his rifle and took careful aim at the closest one. Glancing left
and right to make sure his men were ready; he gave the yell that signaled
for them to open fire. Within minutes, the bloodbath was over. In their
drunken state, their defense was laughable, and only a few managed to
escape into the night. Never again would these bastards threaten the
villages and farms of southern Missouri.

***

Grandpa paused to lean against an oak tree. He had walked far too many
miles for a man his age. His lungs, legs, and head all hurt from it and his
horse didn't seem to be holding up much better. The old girl was stamping
next to him, a heavy bag of salt slung across her back — the only thing left
he could trade for food.
"How're you holding up, Sarah?" he asked. "Yeah, me too. Well, it's just a
few more miles." He looked to the north, trying to see the smoke that
would rise above the town. It was late enough, so surely they'd be lighting
the hearths soon. Unfortunately, he saw nothing at all. That meant the
town was much further than he'd thought. Struggling to fend off the
frustration rising in his gut, he snatched Sarah's reins and plodded on.
Grandpa hefted the sack of salt onto the counter of the general store. The
old boards creaked beneath its weight. The proprietor gave it a long, slow
look-over. He said nothing for a painfully long time. "How much is it?" he
finally asked.
Grandpa shrugged, mustering the best smile he could. "Couldn't tell ya for
sure, but it's hard for me to lift."
"And you want food for it? I see. Unfortunately, the most I can give you is a
few pounds of corn. Maybe a few more of wheat."
The offer stunned the old man. This much salt was worth far more in trade
than a meager amount of grain. "That's it? That's all you can give me?
Felix, we've known your family for years and…"
"Listen, I don't mean you any harm. But you have to understand that your
farm wasn't the only one hit. I've had people coming in here all day, trading
me anything they have for food. It's not that I don't want to help you — I
just can't. I've got nothing to give you."
"But without more food, my family will starve."
"And so will mine. We live off what comes through this store, and I don't
think we can eat bowls of salt all winter long."
A cold wind whipped across the river, stirring up the trees. Grandpa settled
on his favorite rock and put the fishing pole between his knees. He'd
always had good luck catching fish here, and as strange as it sounded, the
abandoned town across the water always made for agreeable company,
quiet and full of stories the observant eye could ferret out.
Grandpa put a nightcrawler on the bone hook and tossed it into the water.
Then he waited, studied the town for some detail he'd missed on his
previous trips, and waited some more. He would never catch enough fish
to solve his current dilemma, but a few good catches would make an
excellent dinner tonight. And the river would help him forget his troubles
for a spell.
All at once, something tugged on the line. The old man was so lost in his
thoughts he nearly lost his grip on the pole, but he quickly recovered and
pulled back. When the hook finally broke the waterline, a silvery fish was
dangling from it. It wasn't the biggest he'd ever seen, but there was
certainly a meal in it.
Salt. That stupid, worthless bag of salt. He had dumped it just inside of
the barnSkies
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out of the
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It was the only thing he could afford to
trade, and no one wanted it. But maybe it could still help his family see the
spring. Grandpa tore open the wax coated paper with his nearly rotten
teeth, tipping the bag so the powder sprinkled down the muzzle of his gun.
A couple of lead balls dropped on top of that, and then the bag itself was
crumpled up to serve as the wadding.
He hefted the gun, cocked the hammer, placed the cap, and then aimed it
at the head of his only horse. "I'm sorry, Sarah," he whispered. She'd served
him well for more than a decade, and harvesting next year would be harder
without her. But without her meat to supplement their meager stores of
vegetable and grain, his family wouldn't survive to see that difficult time.

Introduction: An Overview of RPG’S


"Welcome to the hobby!"
 ~ Every gamer to a new gamer ~

Roleplaying Game Basics

What is a Roleplaying Game?


If you ask ten people that are already part of the hobby what it is and what
they want to get out of it you will likely get ten different answers. This is
because as a hobby roleplaying encompasses much and provides an
unparalleled freedom and adaptability.  The hobby contains aspects of
storytelling, improvisational acting, and board game style tactics. It can be
filled with strict simulationist rules, as simple as flipping a coin, or
anything in between.  

At its core, a tabletop roleplaying game is a game where a player takes on


the role of a character. They will determine the actions that character
takes and what they choose to say as they experience the world. What
makes a roleplaying game different from other games is that they do this
based on how they believe the character would think and act instead of
how they would.  

In traditional style roleplaying games one person plays the role of the


Game Master representing the world, all the people in it, and serves as an
arbitrator of the rules. This is the person presenting the story and
situations that the players are interacting with.

Roleplaying is a social hobby that involves interacting with friends and


fellow gamers to craft a story bound by rules and a random outcome
generator. This is most commonly dice, but could be anything. As the
hobby and technology has developed, this has grown from a group of
people around a single table to include online options as well.

The Language of Roleplaying Games


Like most hobbies, role-playing games have their own set of language that
is mostly shorthand for longer phrases. This can be off-putting for the
uninitiated. We will not try to cover every term, but we will present some of
the most common terminology you will encounter during a game and
throughout this book.

● GM. Short for Game Master. This is the person who is running the game.
The arbiter of the rule system and the person who presents situations for
the players to interact with. Some games give alternate names for this role
such as Dungeon
Skies of GlassMaster,
RPG Storyteller,
Rulebook or Referee.  
● Player. Anyone playing a role-playing game that is not taking the role of
Gamemaster. It is important to remember that the GM is also playing the
game, and their enjoyment is as important as any other player around the
table.  
● PC. PC is short for Player Character. This is a character that is being
controlled by a player.
● NPC. NPC is short for non-player character. This is any character in the
game that a player is not controlling. These characters are controlled by
the GM.
● D6. A die with 6 sides. 2d6 is two dice that each have 6 sides. The
number to the left of the letter D is always how many dice, and the number
to the right is always how many sides those dice have. If there is a plus or
minus, and an additional number after, you add or subtract that number
from your roll.
● IC. Short for in character. Anything said or done as if you were the
character.
● OOC. Short for out of character. Anything said or done around the table
that is not directly an action or phrase from the character’s point of view.

What Do I Need to Play This Roleplaying


Game?
Skies of Glass was designed to be played with minimal investment and
items you likely have around your house already. To play Skies of Glass in
person around a table the minimum you will need is:
1. This copy of the Skies of Glass rules you are currently reading.         
2. Three individual six-sided dice.         
3. A standard deck of playing cards.
4. Writing utensils, preferably pencils.
5. Character sheets and/or paper.
6. Small items, like poker chips or pennies, to use as Bullets, usually 3 per
person including the GM.
7. A small group of friends with good imaginations and a few hours of free
time.

For optimal gameplay, you will also need a hit location die or a D12. Toy
bullets are encouraged to help capture the feel of the setting. These can
easily be found around halloween or online. If playing online you will need
virtual equivalents of these items.  

What makes this game different?


Skies of glass aims to blend together a world of science fiction and post
nuclear destruction through the point of view of an everyday person living
in this reborn world. Through the eyes of these people Skies of Glass
 aims to explore the Suffering they must go through from the loss of
infrastructure and their livelihood on a daily basis, embrace the Hope of
rebuilding a new world from the ashes of the old, cautiously navigate the
Lethality of this new world and the dangers that now inhabits, test the
boundaries of the future Technology left behind in the wake of the bombs,
and wrapped in a familiar setting full of the players Local flavor.

Additionally, the setting aims to mirror real life in many ways. None of the
players are superheroes, a bullet to the head kills everyone equally,
radiation doesn't give you superpowers or super human abilities, it gives
you cancer
Skiesandofdeath. Skies
Glass RPGof Glass is trying to take the real world, as it
Rulebook
exist at the time of this books creation, and project what a world would
look like in 50, 75, even 100 years time, and then how that world would
look after a nuclear holocaust, based off what behaviors we have
researched or even observed humanity demonstrating during and after
times of crisis.

        In short, Skies of Glass is aimed at exploring how your hometown, or


location of choice, would have had to and is still dealing with the above
mentioned themes in a story rich gaming experience.

Where can I find out more about the hobby?


The internet provides many good resources for learning about role-playing
games from blogs and videos to podcasts. We recommend our podcast
Fear the Boot which can be found at https://www.feartheboot.com.

We would also like to point you to these other fine RPG Resources!
● Happy Jacks RPG Podcast
● GamersTable
● Gaming & BS
● Ken & Robin Talk About Stuff

Chapter 1: An Overview of Skies of


Glass
"Are you asking that we baptize you first?"
~ Koresh ~

What is Skies of Glass?


Skies of Glass is a tabletop roleplaying game that offers players a chance
to create, explore, and tell stories in a future world recovering from the hell
of nuclear war. The themes, events, people, and organizations found in
this book are fictional, but the concepts behind them have been derived
from very real counterparts.

Technology at the time of the war has been extrapolated from current
trends and technology that is being developed. Further details about the
state of the world prior to the war can be found in Chapter 6: The World of
Skies of Glass.

While Skies of Glass is far from the first post-nuclear setting created, one
thing similar settings have lacked is thoughtful realism. They typically
include magic, half-animal mutants, super-evolved men, glowing blast
sites, intelligent apes, campy societies, and so forth. Instead, we wanted
to build our setting around a more accurate portrayal of physics, medicine,
and human society. The concepts for this game come from reports and
data from FEMA estimates, defense agencies, and social analysts–not the
video games and movies that usually set the tone for the genre.

Being a post-nuclear world, suffering is a major theme of the game. But,


being so many years after the bombs fell, most of this suffering is not
from the direct effects of the nukes, like radiation or fallout. Instead, it
comes Skies
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● The loss of infrastructure. Clean water, sewer systems, industry,


transportation, and electricity do not exist in most places. In the desperate
years after the bomb, looting and neglect erased them from the Earth.

● The regression of humanity. While the prevalence of technology varies


from place to place, it is generally pre-industrial. The people inheriting the
world come after a generation that had no idea how to survive in a ruined
world, nor ever quite adapted to it.

● Health concerns. Disease and starvation are common in many places.


Water is rarely clean and personal hygiene is a luxury to most.

● The aggression of fellow man. One of the greatest threats lurking about


is not radiation or disease, but instead the desperation of fellow man.
Typically, the dangers are lone criminals or individuals that are willing to
survive at someone else's expense. However, in some locations, there are
despotic governments, cults, or nomadic bands of cannibals to contend
with.
All of this may sound a bit overwhelming. But, when faced with adversity, it
is the nature of mankind to adapt, organize, and find a way forward. While
suffering is an important theme in Skies of Glass, so is hope. Humanity is
struggling to grow past this nightmare, and while hope may not always be
an overt theme, it can still be a quiet undercurrent that shines through the
cracks of despair. The world still has good people, peaceful communities,
benevolent leaders, and moments of beauty.

The World That Was


Before the Nukes
In Skies of Glass the bombs fell in the very near future. This means most
of the technology in the pre-bomb world is based on technology that
already exists or is in development. When thinking about a technology you
want in your game the first place to start is to take the modern equivalent
and make it both smaller and more efficient. Batteries for example last
longer and hold a greater charge.

Some technology from the prewar environment is very specific to Skies of


Glass and needs further definition. This chapter will give an overview of
these technologies both pre and post bomb, but full details can be found
in Chapter 6: The World of Skies of Glass.

● Genetic Constructs. Genetic Constructs are referred to as GCs for short.


Prior to the bombs, genetic labs for large corporations began releasing
product lines of genetically altered animals. The governments of the world
created heavy regulations on this technology to limit potential abuses. The
most important of these was limiting the intelligence level of these
animals to prevent human level intellect.

While there could be variants, some aspects of Genetic Constructs were


common. Each product line was designed for a specific purpose. Some
had glands that would produce fluids that could be used for medicinal
purposes. Generally genetic constructs were larger and more intelligent
than the animals that they were designed from. Each line came with pre-
programed commands and the ability to bind these animals to an
individual for compliance. This process is known as whispering.  
Examples:
■ Horses
Skies - OneRPG
of Glass company designed a line of horses focused on helping
Rulebook
people learn how to ride while another designed a physically stronger line
for farm work.
■ Dogs - One company designed a dog for the healthcare industry that
enhanced its abilities to detect and respond to health issues. Another
company designed one for search and rescue enhancing natural tracking,
agility, and strength.
■ Cows - One company developed a line of cows that produced larger
quantities of milk while another capitalized on the animal’s size to develop
glands that would produce anesthesia.

● Space Colonization. Permanent space stations and a moon colony were


put in place as a staging ground for further space exploration and mining.
From this launching point, a mostly self-sustaining colony on Mars was
established and an orbital colony over Venus. Mars made heavy use of its
proximity to the asteroid belt by developing mining technologies.

● Military Technology. Many advances in military technology occurred in


the tumultuous times prior to the bombs. Particle weapons, powered
armor, and heads up displays with enhanced vision were common among
most technologically advanced countries of the world. To limit lives lost in
combat, military grade robots were developed that could be used in place
of human soldiers.

● Farming and Manufacturing. The field of robotics and autonomous


equipment continued to develop. While human labor was still required,
much of the large-scale work of farming, mining, recycling, and
manufacturing came to be handled by large autonomous machines.
Regulations required monitoring of the equipment, but this work was
frequently done remotely and centralized.

Large devices called “processing frames” were developed to automate the


reclamation of valuable resources from waste. These devices would break
items down to their base components and sort them into bins for future
use. Bins might contain steel, copper, plastics, and other building
materials.  

The richest of society were able to purchase robots to do manual labor


such as landscaping, cleaning their house, or maintaining pools.

● Medical Technology. Medical technology advanced along current lines


with heavy advancement in technology that speeds recovery.
Nanotechnology and regenerative medications were commonplace. In an
effort to cut costs many generic medications were replaced by medicine
that could be harvested from Genetic Constructs in a more sustained
manner.        

After the Nukes


After the bombs much of the everyday technology found in the world
disappeared. The loss of infrastructure meant that power and spare parts
were extremely rare so technology that survived the actual bombs soon
broke down and was not able to be repaired. In many cases, to prolong the
loss of their technology, survivors started scrounging for and hoarding any
bits of technology they could find.

In the United States cities that survived sent out agents to search for and
collect as much technology as they could. Sometimes bartering, trading,
stealing, or if those with the technology were really not willing to part with
it, marching
Skies an of
army on toRPG
Glass their homes or settlements to forcibly take it.
Rulebook
This pursuit for technology and parts to maintain it caused an extreme
scarcity of usable technology around many city civilisations and those
who had any had to stash it away for safekeeping.

● Genetic Constructs. The ability to whisper genetic constructs was


nearly lost. While new product lines are no longer released genetic
constructs are still around though they are rare. Genetic Constructs that
stayed in human control were bred to keep their traits. Genetic Constructs
that ran wild bred with natural animals as well as other lines. This has led
to animals that have some of the traits of their full Genetic Construct
ancestors.  

● Space Colonization. The status of the space colonies on Mars and


Venus is largely unknown to those outside of Jacksonville. Launches can
be seen to and from Jacksonville so there are rumors that the Moon and
space station colonies may still exist.

● Military Technology. Most large militaries did not survive the bombs.
Small militias and organizations however did survive. As one of the few
remaining bastions of prewar civilization; Jacksonville, Florida has
gathered as much of the surviving military technology in the United States
as it could. The high end of military technology is so rare most have never
seen it. Since bullet shooting weapons are easier to maintain and
manufacture in lower technology civilizations, they are the most common
weapons found.

● Farming and Manufacturing. The world had to relearn manual farming


processes and resort to physical labor. After a few seasons working
through stockpiles of genetically modified seeds, farmers had to revert to
hybrid and natural crops that did not produce the same yields or retain the
resistances that their genetically modified ancestors did. Genetic
Constructs designed for farming became far more valuable than they were
prior to the bombs.      

● Medical Technology. The medical industry was one of the most


impacted by the bombs. The ability to create chemical medications was
lost and most doctors had to resort to natural alternatives. While many
Genetic Construct lines produced medication the knowledge of what
medications each line produced as well as what lines animals came from
was quickly lost. Genetic Constructs can be an extremely helpful medical
resource for those that are able to determine the properties.

● ISTS. There are many dangers in the postnuke world. Pirates, roving
bandits, and others who put their own greed above society can be easily
found. When it comes to the dangers and horrors of the world they all pale
in comparison to the Ists. Ist is a generic name given to groups of
individuals that have united under an ideology willing to perform any act of
depravity to bring about their vision of the world. The term comes from the
later part of the words such as sadist, masochist, and egotist. A bandit
you can run off, but an Ist is a believer and that is a much harder individual
to break.

The Ists are not so much an organization of people as much as they are a
force of nature. Like a plague of locusts descending upon a lone
farmstead, the Ists appear more akin to a pack of rabid animals than
humans. Each group of Ists is unique with their own philosophies and
culture. What is the same, however, is that they are all a danger to anyone
they don’t see as one of their own. The Ist don’t care about your status in
society,
Skies how
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Glassa person
RPG you are, or if you've saved hundreds of lives,
Rulebook
Little is left after an Ist raid. What's not bolted down is scooped up and
taken back to their base camp for use amongst the tribe. Food, furniture,
weapons, trinkets, nothing is spared. Livestock is often taken and either
added to their growing herd or slaughtered at the camp.

Not all Ists are known to practice Cannibalism, but those that do are
feared above all others. In the eyes of such an Ist we all taste the same
and if you’re alive, you're going to taste the freshest.

Chapter 2: Character & Group


Creation
"The world has gotten big enough to start crawling out of the
ashes and making mistakes again." ~ Chad Wattler ~

In this chapter the players will learn how to make characters for their Skies
of Glass game. Players should work in a group with their Game Master
and fellow players to answer questions about their characters and the
world around them to fully round out what their Skies of Glass game is
and is not.

Along with character creation, the players will be working together to


create the foundation for their Group Organization. The organization has
its own set of stats that are separate from the characters and act as an
overall representation of the group as a whole. We will cover the Group
Organization in more detail later, for now, we will make the Characters.

Character Creation Process


Each person playing Skies of Glass has a character that represents their
alter ego in the game world. Just like an actor taking on a role, this is the
other person you are pretending to be for the game.

Character Creation is the process by which you will decide who your
character is and how they will interact with the rules that govern
gameplay. The steps are:

1. Group Dynamic. What do the Players and the GM want/expect from the
game?
2. Character concept. Who is your character? What is their personality?
How do they fit into the setting and relate to their fellow characters?
3. Starting Attributes. How do you stack up against the other inhabitants
of the world? How strong are you? How fast? How intelligent?
4. Pick Traits. Which skills are you unusually good at? Which ones do you
struggle with?
5. Starting Possessions. What are you walking into the world with?
6. Starting Junk. What things have you been picking up along the way?
7. Starting Bullets. Life will be hard, so your character will need all the help
they can get. Some of that comes in the form of “bullets.” These are not
literal ammunition for a firearm, but instead a meta-game currency you
can spend to let you reroll dice, improve your odds of success, or trip up
an enemy.
Skies of Glass RPG Rulebook
8. Group Worksheet. Who are the group of individuals in the Skies of
Glass world? How do others view them? What resources and
opportunities do they have available to them?

Group Dynamics
Group Template
Before starting a new campaign, the GM should go through a series of
questions to build what is known as a Group Template. This helps ensure
that the campaign is setting itself up for success and avoiding common
pitfalls that lead to failed games.

Below are ten questions to help you develop an effective group template
with an eye for the history and traits the individual characters will have in
common. This questionnaire is a good starting point, but it is neither
comprehensive nor always necessary, so answer as few or as many
questions as you like.

Make sure your characters are unified enough to participate in the Game
Master's main plot, but do not feel this means your characters all need to
be carbon copies of each other or in perfect agreement on all issues.
Diversity and conflict can make games interesting, provided they do not
rage out of control and grind the game to a halt or leave other players
sidelined for long periods of time.

1. Does the Game Master need our group to be something in particular for
their plot?

2. In brief, what will our group be when the game starts?

3. When and how did the characters first meet?

4. Are the characters located in the same place or willing to travel to a


common meeting place? If not, how will the characters be brought
together for the game?

5. What major events have they shared in their past?

6. On a personal level, what keeps the characters together?

7. What goals are shared by all the characters?

8. Is there enough moral agreement among the characters to keep them


from abhorring each other?

9. Is there any potential conflict between character personalities, goals, or


ethics that could become so great the plot will fizzle out or players will be
excluded?

10. What plot elements are in the group's history the Game Master can
use in his/her plot?
Character Concept
Characters in Skies of Glass are defined by a variety of values. While these
are important and are the tools by which your character manipulates the
world, the most important part of the character is your concept. All the
values on the sheet
Skies shouldRPG
of Glass reflect the image in your head of who your
Rulebook
character is.
Some things to consider when coming up with your character concept:
● Who are you?        
● Where were you born?
● What has your life been like?
● What motivates them?
● What are your character's hopes / dreams?
● What is the character afraid of?

Once you have decided on your core character concept you will continue
to assign Attributes, Traits, Equipment, and receive starting Bullets.

Attributes
Attributes represent the qualities that everyone is born with. While some
people are naturally strong and tough, others may be smart and fast.
Some people may be able to be friends with everyone they meet but not
be able to lift a sack of potatoes and everything in between. In short,
Attributes are an inherent part of what makes the characters human.

Starting Attributes
Each character starts the game with a total of 24 points to divide among
the six attributes. All attributes start with 2, the minimum for normal
human function, and can be raised to 10, the maximum for normal human
function. Higher attribute scores represent a character's strengths, while
lower ones represent their weaknesses.

When distributing points among the Attributes, Players will add points to
their Attributes, starting at 2, until they run out of points to spend. If a
Player wanted to play an even character across the board they would add
4 points to every Attribute, giving them a solid 6 points in every Attribute.

Certain game elements (such as equipment or injury) may shift attributes


below 2 or above 10, but this should not normally occur during this step of
character creation.

Attribute Definitions
Body
Represents a character's overall physical health. It can help them survive
injury, withstand the elements, lift heavy objects, and hit harder. If reduced
to 0 or below for any reason the character has sustained too much
damage for the body to repair itself and the character is dying or will soon
be dead.

Agility
Represents a character's physical precision. It can help them walk across
a narrow catwalk, climb a slippery surface, aim a gun, or thread a needle.
If reduced to 0 or below for any reason the character loses all mobile
ability and is probably suffering from severe nerve damage.

Perception
Represents how aware a character is of their surroundings. It is the skill
rolled to see, hear, smell, or otherwise notice something in the
environment. If reduced to 0 or below for any reason the character is
unable to perceive
Skies their surroundings
of Glass and most likely has permanently lost
RPG Rulebook
one of their senses.

Smarts
Represent how intelligent a character is. This frequently equates to what a
character knows but it is also the more abstract aspects of intelligence
like how quickly a character can learn. If reduced to 0 or below for any
reason the character has entered a catatonic state and cannot function or
communicate.

Social
Represents a character’s charisma when interacting with others. This can
be befriending, negotiating, or even intimidation. How well a character can
get the result they want when talking to others. If reduced to 0 or below for
any reason the character has lost the ability to communicate or articulate
correctly or may have been permanently scarred in such a way as to be
unnerving or repulsive to others.

Speed
Represents how quickly a character can move. It affects both their speed
in a flat run and how quickly they can move in response to threats. If
reduced to 0 or below for any reason the character cannot move without
assistance.

Traits
Traits help define a character by describing the tasks they're uniquely
good at or struggle with. Traits are like the skill systems in many other
role-playing games, but instead of picking from a set list, they're left open
to your ideas; you can define your character's strengths and weaknesses
in your own terms.

Traits can be as broad or as narrow as the players would like. Players


should work with the Game Master on the true interpretation of these
traits, keeping in mind the more generous the interpretation the penalty
should be equally as harsh.

The two questions that the players should answer about their traits are:

1. How did the character get these traits?


2. What does that trait cover?

Trait Definitions
Each character has four Traits, as defined below. How the Traits impact
gameplay is defined further in the Rolling Against Traits section in Chapter
4.

Reliability
Reliability is something the character can typically be expected to do well.
They are comfortable with these tasks and cannot critically fail. When
rolling to do something that falls under a character’s reliability, roll 2d6 as
normal but re-roll any 1s. This means you keep rolling until no more 1s
come up on the dice.

Struggle
Struggle is something the character just cannot seem to do well in most
cases. They
Skiescan
ofsucceed
Glass but
RPG cannot critically succeed. When rolling to do
Rulebook
something that falls under a character’s struggle, roll 2d6 as normal but
re-roll any 6s.This means you keep rolling until no more 6s come up on the
dice.

Competence
Competence represents the areas a character is most skilled in. This may
be a career, favorite hobby, or something they're just uncannily good at.
When rolling an action that falls under the characters competence roll
3d6 and drop the lowest die roll.

For Example, a character with a Competence in Mechanics, would get to


roll three dice to fix up an engine. If the character rolled 6, 3, and 2, they
would drop the lowest die, making their total roll 9.

Incompetence
Incompetence represents areas that a character is particularly bad at. This
could be something they cannot comprehend, are naturally unskilled at, or
the result of something that occurred in the characters past. When rolling
an action falls under the character's incompetence roll 3d6 and drop the
highest die roll.

For example, a character with an incompetence in Mechanics, would roll


three dice to fix up an engine. If the character rolled 6, 3, and 2, they would
drop the highest die, making their total roll 5.

Trait Balance
In order to keep the game fair, there needs to be balance between the
Traits. For example, a character whose Competence is “all academic
pursuits” shouldn't select the Incompetence of “hiding Easter eggs.” There
is no parity between the two since the Incompetence doesn't realistically
offset the benefits of such a generous Competence.
Before your Traits are finalized, the Game Master should have an
opportunity to accept or reject the Traits you have selected based on the
following guidelines.

First, do the Traits have a similar scope? It does not matter if the Traits are
very broad or very narrow, so long as they're both that way. If someone
specializes in nothing more than a specific card game, then it is fair to
struggle with something equally small. But if they specialize in every
intellectual pursuit, then they should struggle with something equally
inclusive, such as every physical pursuit.

Second, they should be equally relevant to the game. A strong knowledge


of farming is equal in scope to being a bumbling idiot about space travel.
But if the entire game is intended to occur in the farmlands of the
Midwest, then space travel has no relevance to the game.

Third, keep in mind that Competence/Incompetence and


Reliability/Struggle are meant to be separate pairs. This is not a hard
game breaking rule, but it will keep things a bit more balanced.

It's OK if Competence doesn't line up with the scope or relevance of


Struggle, because they aren't paired up. Competence only needs to be
balanced with Incompetence, and Reliability only needs to be balanced
with Struggle.
Trait Conflicts
Skies of Glass RPG Rulebook
In very rare instances traits may come into conflict.  If for any reason
reliability and struggle or competence and incompetence both apply the
two effects cancel each other out and the roll is treated as a normal roll.  

Trait Examples
If you are having difficulty coming up with Traits, here are some ideas you
can use for inspiration. These are meant to be starting points to help the
players and not set-in-stone rules.

Agriculture:
The character has experience with farming practices, knowledge on how
to care for plants and/or livestock, and how to obtain harvestable goods
from these things.

Artist:
The character is knowledgeable and practiced in performing or creating
some kind of artistic expression. The artistic expression should be
defined by the character.

Carousing:
The Character is experienced with lively social events with others.

Computers:
The character is experienced with computer systems, how they work, and
or how to repair and maintain them.

Craftsman:
The character is skilled, knowledgeable, and practiced in some kind of
craft.

Fighting:
The character is well-versed in melee style combat. This might be all out
brawling, with weapons, or while using trained styles of martial arts.

First Impressions:
The Character is great at making an impression on people the first time
they meet.

G.C. Whisperer:
The character has experience handling, working with, and knowledge
about Genetic constructs.

Historian:
The character is well versed in knowledge of the past.

Hunter:
The character is skilled at seeking, pursuing, and capturing or killing
wildlife.

Local Guide:
The character knows all the hangouts, where the best food in town is, or
where the most interesting areas are around the local region.

Mechanic:
The character understands the working parts of mechanical devices.
Medical Care:
Skies isofknowledgeable
The character Glass RPG Rulebook
of medical practices and procedures for
treating injury, illness, and infection on living creatures.

Merchanting:
The character is trained in the activity of buying, selling, and trading goods
between people and organizations.

Peacekeeper:
The character is currently or has been in charge of keeping the peace over
a settlement and its surrounding area.

Persuasion:
The character is good at talking people into doing things, believing their
stories, or convincing others of their point of view.

Rabble Rousing:
The Character is good at getting other people riled up for a purpose

Reformed Ist:
Either from rescue or from volunteer exile the character is no longer a
member of an Ist Clan and now lives among civilization.

Sharpshooter:
The character is skilled in marksmanship with a ranged weapon.

Street Magic:
The character is skilled in performing minor illusionary sleight-of-hand
tricks for amusement of small crowds of people

Tinkerer:
The character has spent some time taking things apart and putting them
back together.

Starting Possessions
Surviving in Skies of Glass is much easier if you have a few items to help
you. These Possessions might include food, animals, weapons, armor,
trade goods, medicines, and so on. During character creation, the Game
Master should decide how Possessions are assigned to each character.
This could come in the form of Assigned Possessions, Random
Possessions, both, or neither. More information on these types of
Possessions can be found below.

It’s also assumed that, as characters go about their lives, they accumulate
a stash of goodies that don’t need to be accounted for. These items could
include assorted trade goods, metal scrap, currency from various places,
balls of string, empty bottles, small picture frames, pre-war jewelry, or any
other object that might benefit the character, but is much easier to
abstract into a single number than enumerate in a cumbersome list of
every single trinket. This is represented in the character’s Junk rating
which will be explained later in the chapter.

Please note that Possessions and Junk represent what a character


personally owns, not the shared Resources of the group (see page XX for
more on Resources).

Assigned Possessions
Sometimes, a character’s background indicates they likely own a very
particular set ofof
Skies items.
GlassThis
RPGcould represent everything they own. For
Rulebook
example, if the character is part of a militia from a town that’s large
enough to standardize their army’s loadout, the Game Master may tell the
player they have a bow, a knife, 20 arrows in a quiver, a wool uniform, and
a mess kit.

In other situations, the Game Master may not want to assign someone’s
entire inventory, but they might determine certain things should be
included in a character’s equipment. For example, it might be decided that
someone playing a wandering doctor ought to have at least some sort of
first aid bag, and so the Game Master simply gifts it to them. Indeed, if the
Game Master is leaning heavily on Random Possessions for the
characters, they might want to gift each player a single item that
guarantees they can fulfill a basic role, whether that’s a set of tools,
trapping gear, a weapon, or a fast horse.

Random Possessions
Since life after the nukes is unpredictable, and the world is filled with the
trash and treasures it left behind, it’s not uncommon for people to own
whatever useful items they’ve found along the way, possibly having never
had the luxury of being picky. In these cases, characters will use Random
Possessions to fill their inventory.

Follow these steps to determine Random Possessions:

1. The Game Master should take a standard deck of 52 playing cards, put
both Jokers in the deck, and then shuffle it. The deck should be reset for
each character.

2. When drawing from this deck, the suit of each card will represent the
type of item found. Jokers serve a special role, which will be explained
shortly.
a. Clubs represent weapons.
b. Diamonds represent trade goods.
c. Hearts represent armor.
d. Spades represent utility items.

3. The player should name a preferred suit, which represents the sort of
item their character would go out of their way to find. For example, a
merchant would obviously like to have at least one item to trade, so they
would likely name Diamonds as their preferred suit.

4. Next, the player should roll 1d6+5 and write down the result. This
represents the total number of cards you will draw.

5. The player should draw a card from the top of the deck. Match the card
to the chart below to see what it represents. Add the item(s) to your
character’s inventory, then discard the card. If a Joker is drawn, it’s treated
as a wild card. You may declare it to be any item from your preferred suit,
including one you’ve already drawn.

6. Keep drawing cards until you have reached the number you rolled in
step #4. The only exception to this is when a player fails to draw a single
card from their preferred suit. If this happens, you may continue drawing
cards—and adding them to their inventory—until you get a card from your
preferred suit. Jokers count as being from your preferred suit.
Random Possessions Chart
Skies of Glass RPG Rulebook
Clubs (Weapons) Diamonds (Trade Goods)

A ♣ Club A ♦ +1 to the character’s starting Junk stat

2 ♣ Knife 2 ♦ 80 quarts of fresh water (each quart also


usable as a day’s water ration)

3 ♣ Spear 3 ♦ 100 square yards of textiles       (cotton,


wool, or other fabrics)

4 ♣ Sword 4 ♦ 500 pounds of brick

5 ♣ Sling and 4d6 Stones 5 ♦ 500 pounds of lumber

6 ♣ Bow and 4d6 Arrows 6 ♦ 100 pounds of food (each pound also
usable as a day’s meals)

7 ♣ Crossbow and 4d6 Bolts 7 ♦ A cart or covered wagon, hand-pulled or


animal-pulled (player’s choice)

8 ♣ Dead Man’s Gun and 3d6 Shots 8 ♦ One animal for labor, riding, or trade        
(player’s choice, excludes GCs)

9 ♣ Pistol and 3d6 Ammunition 9 ♦ One animal for labor, riding, or trade        
(player’s choice, excludes GCs)

10 ♣ Rifle and 3d6 Ammunition 10 ♦ 500 pounds of workable metal (iron, lead,
tin, steel)

J ♣ Shotgun (pump or double-barrel,


player’s choice) and 2d6 Cartridges
J ♦ 50 pounds of semi-precious metal
(copper, bronze, nickel)

Q ♣ Submachine Gun and 5d6


Ammunition
Q ♦ 50 pounds of a precious metal      (silver,
gold, platinum)

K ♣ Assault Rifle and 5d6 Ammunition K ♦ One purebred GC animal (player’s choice)

Note:
All weapons use the base Weapons stats and tags given in the relevant
charts, starting on page XX.

Hearts (Armor) Spades (Utility)

A ♥ Thick Cloth
(one location, player’s choice)

A +1 to the character’s starting Junk stat

2 ♥ Thick Cloth
(two locations, player’s choice)

2 100 feet of rope and several steel hooks

3 ♥ Leather
(one location, player’s choice)

3
A detailed map of the local area and a map
of regional landmarks

4 ♥ Leather
(two locations, player’s choice)

4
One fishing net, a fishing line, three fishing
hooks, and bait

5 ♥ Scrap
 (one location, player’s choice)

5
One telescope or set of binoculars with a
built-in compass

6 ♥ Scrap ♠
6 Three empty books, an ink pen, a vial of ink,
(two locations, player’s choice) and magnifying glass

7 ♥ Skies of Glass RPG Rulebook


Steel
(one location, player’s choice)
7♠ A four-person tent, fire starting kit, and a
sleeping bag

8 ♥ Steel
(two locations, player’s choice)
8♠ A handsaw with interchangeable blades
(one for wood, one for metal)

9 ♥ Synthetic Fiber
(one location, player’s choice)
9♠ Average medical tools

10♥ Synthetic Fiber


(two locations, player’s choice)
10♠ Basic shop tools (a hammer, set of
screwdrivers, wrenches, etc)

J ♥ Hardened Fiber
(one location, player’s choice)
J♠ One power-tool with three hours of battery
life, player’s choice

Q ♥ Hardened Fiber
(two locations, player’s choice)
Q ♠ A geiger counter with three hours of
battery life and a hazmat suit

K ♥ Combat Plates
(one location, player’s choice)
K ♠ Exceptional medical tools

Note:
All armor uses the base Armor stats given starting on page XX.

Starting Junk
Junk is covered in more detail in Chapter 3, under Currency, but in brief
Junk is small stuff the characters have picked up along their journey.
Since these items are likely to be numerous, instead of being written out in
a long list, they’re abstracted into the Junk stat, which is a numeric value
that represents the size of the characters cache.

To determine your Starting Junk stat, roll 1d6+1. Add this to your
character sheet before moving on to the next section.

Starting Bullets
Whenever a character is created, they should be given three tokens, called
Bullets. These Bullets can be used to modify die rolls and change some
game circumstances to give the character a little help surviving. Bullets
should not be confused with literal bullets (or other forms of ammunition),
though they can offer some boons in that regard. More details on the use
of bullets can be found in the “Bullets” section in Chapter 4.

Group Concept
The Group Worksheet is a meta-game tool that represents the state of the
party and can be thought of as a character sheet for the party. It is meant
to be scaling depending on the details of the campaign being run but
should always focus on the organizational unit that the characters are
most involved with. It can represent just the players, a farm, an organized
group, or even something as big as a town if the Player Characters are
involved or interested in that scale of game.
Group Worksheet
Skies of Glass RPG Rulebook

Aspects
Aspects represent the key qualities that make up a group. Some groups
are well known and liked by many, while others are hardly known by
anyone and are feared. Some groups may have a lot of opportunities
available to them and have the resources to benefit from them but might
not have a great reputation for how they go about doing business. Below
is a short description of each aspect and what it represents for the group.
Starting
Skies of Glass RPG Rulebook Aspects
The Group Aspects are filled out using a standard deck of playing cards.
Each Aspect can range from a value of 1 to 10 which represents the
minimum requirements needed to have a functional group and the
maximum the group is able to manage.

The Game Master will shuffle the deck and then draw cards to represent
the groups starting levels in each Aspect. The Game Master should
explain both methods to the Players and work out which method they
would like to use. Both methods involve ignoring the Face, Joker, and Ace
Cards, leaving a possible range of two through ten at the start of the
game.

Method 1: Per Suit

The players will pick one of their four Aspects and the Game Master will
draw and flip cards over until they flip one that matches the suite
associated with that Aspect. (Example: Players choose Image,
represented by the Heart Suit, the Game Master will then start flipping
cards until they flip up a Heart card that is two through ten in value.)
The card is then applied to the chosen Aspect. Reshuffle the deck and
repeat for the rest of the Aspects until each one has had a value applied to
it.

Method 2: Draw 4

As the name suggests the Game Master will shuffle the deck and then
four cards are drawn from the deck. If any Face, Joker, or Ace Cards are
drawn, ignore them, and redraw until you have four cards that range
between two and ten in value. Next, Ignoring their suit, discuss which
Aspect the cards should be applied to.

In both methods the group should discuss what the values of the Aspects
mean and provide examples for why the numbers are what they are
represented as. They can do this one Aspect at a time or they can do them
based on the values of the other Aspects. This is a great opportunity for
the Players to help flesh out the world around them and possibly fill in
some blank spots about their characters.

For example, let’s say the group has a low Image, a 3, and a high Resource,
a 7, the group would then discuss what happened to get these results.
Maybe the groups last job resulted in them finding a hidden weapons
cash, represented by the 7 Resource, but in the process of acquiring them
the town they lived in was attacked, and because they were not their to
help protect the town, some people died, lowering their Image in the eyes
of the townsfolk, represented here as the 3.

The same thing would be done with Prospects and People.

Once the placement is finalized, record the values on the Group


Worksheet. Finally, recombine the deck of cards and shuffle them, they
may be used again later in the game.

Aspect Definitions
Prospects
This Aspect represents the number of potential opportunities the group
has available
Skiestoofthem. A high
Glass RPGnumber might represent the number of jobs
Rulebook
available to the Players from the contacts and communities around them,
or a high number might represent leads on valuable things, like knowing
the location of valuable resources, the name of a knowledgeable contact,
or rumors of a weapons cache.

People
The health, loyalty, and strength of NPCs that are tied to the group. A low
number might mean that you have no NPCs that are loyal to you or have a
sickly staff of individuals. A high number might represent many NPCs as
manpower or a few well skilled NPCs that are extremely loyal to the party.

Resources
This Aspect represents the assets available to the group right now.
Vehicles, money, supplies, and weapons are obvious examples of
resources. Less obvious examples could include a well-stocked library, a
hidden base of operations, or claims on land. This is anything that can be
exploited to turn opportunities into reality.

Image
How others perceive the party as well as how they see themselves. A high
image score can lead to NPCs being willing to do things for the party, trust
them with missions, or be unwilling to challenge them. A high image
represents a belief that a party is capable and should at least be
respected if not liked. A low image tends to cause a perception of
incompetence and dislike.

Chapter 3: Equipment
"Who bought the fancy water?! God damnit, it rains for free!"
~ Popeye “Pops” Reeves ~

With the bombs came the fall of common currency causing people to turn
to alternate methods of paying for what they need and want. While some
people turned to looting and robbing, others turned to less violent
methods like bartering and trading.

This chapter will present the various options players will have for trade
goods, tools, armor, weapons, and the various ways people pay for them.

Currency
In the post-nuke world currency has taken an old-world turn. Few
settlements actually have a real form of currency anymore, though some
larger settlements, such as St. Louis, have tried producing and distributing
their own form of currency in and around the areas they hold claim to.

Many across the former United States have gone back to the old tradition
of bartering and trading. Working out the value of favors and labor for
things of an equal value has been something that has always been a part
of the human experience and for many it's a fun way to pass the time.

Junk (J)
While mucking about in the world, characters are almost certain to have
picked up a mix of scrap, interesting knicknacks, baubles, jewelry, and
other such items that are lost, forgotten, or just insufficiently protected
Skies
from theft. of items
These Glasscan RPG Rulebook
be used for trade, crafting, or repairing broken
items. Since these items are likely to be numerous, instead of being
written out in a long list, they’re abstracted into the Junk stat, which is a
numeric value that represents the value of the characters cache.

What’s the purpose of Junk?

Whenever you are trying to complete a task, such as trade or repair, you
may choose to remove an appropriate item from your inventory to resolve
the situation. For example, let’s say you got a rifle from Assigned or
Random Possessions. You might roleplay trading that off for a horse, or
breaking it down for parts to repair an old water pump. But if you don’t
have anything you’re willing to lose—or just don’t have an appropriate item
for the situation—you’ll fall back on your Junk stat to see if what you need
just happens to be in the corner of some pocket.

This represents the value of stuff filling your pack. As with Assigned
Possessions, the Game Master may optionally dictate this stat for your
character to represent unusual wealth or poverty. For example, the owner
of a sprawling ranch may be quite wealthy while the urchin digging
through the stable trash is rather poor.

Junk values can fluctuate during the course of the game. For example, you
might trade off quite a bit of your Junk to get treated by an expert doctor.
Or you might stumble across a pile of stuff that the Game Master
determines is sufficient to boost your Junk stat. Just keep in mind that
Junk represents your personal stuff, not the pool of Resources shared by
the whole party.

Spending Junk
Your character’s accumulated Junk can be used to purchase goods or
services. When spending Junk, a roll is made in the same fashion as any
other ability check, with the character’s Junk attribute serving just like
Smarts or Agility would in their respective checks (i.e. 2d6 + Junk).

These checks can be modified in the exact same way as any other roll, by
factors such as relevant Competence, Incompetence, Reliability, Struggle,
or the expenditure of Bullets. Relevant Competences, etc, might include a
character’s skill with merchanting, social interactions, deceit, and so on.
Each situation should be evaluated by the Game Master, who is the final
authority on whether such a modifier can be used. For example, the Game
Master might disallow the use of such modifiers because the seller isn’t
willing to haggle.

The chart below gives some examples of targets for Junk rolls. However,
this chart is only a loose guide. Keep in mind that the exact value should
be determined by the circumstances of the trade. A fresh apple might
have minimal value in an apple orchard, but a very high value in the desert.
Or perhaps the seller feels particularly sentimental about the item.
Ultimately, the value is determined by its perceived worth to the seller, not
the buyer.
Some items are so common that they do not have a Junk value and
require Skies of Glass
no roll. These RPG
items Rulebook
are limited to those that are so common and
unremarkable that the locals hardly notice their existence and would part
with them without a second thought. For example, a bit of fresh water in a
town built around a spring, or a small bundle of firewood in a forest
community.

When a character is bartering with Junk, they are dipping into a pool of
accumulated wealth. Depending on how much Junk a character has
accumulated—and the relative value of the item—the transaction may
cause their Junk attribute to decrease. This is no different than the real
world, where some purchases are negligible pocket change (at least in the
eyes of the spender) while others put a meaningful dent in your savings.

For each target number, the description includes a minimum Junk value. If
you do not meet this threshold, then your Junk value will decrease by one
upon completing the purchase. If your Junk value is zero, then you cannot
attempt the roll at all, as you have nothing to trade.

When making a Junk check:

● If the check results in a success, the transaction is completed, and a


Junk reduction is made only if you fail to meet the minimum Junk level for
the purchase.
● If the check fails, the character does not have enough Junk to tempt the
buyer, and nothing changes hands. This roll may not be attempted again
by that player-character, unless a new seller is found.
● If the check critically succeeds, then the character is able to purchase
the item with no loss to their Junk level, even if one would normally be
incurred for failing to meet the minimum Junk level. Additionally, if the
character meets or exceeds the minimum Junk level, then their Junk level
actually increases by a point. Perhaps the seller is eager to simply part
with the item on-the-cheap for personal reasons, such as underestimating
its worth or feeling it’s brought them bad luck.
● If the check critically fails, then the character fails to buy the item yet
still loses a Junk level. Non-refundable resources may have been spent
tracking a seller, or the character may have been swindled in the
negotiation. This roll may not be attempted again by that player-character,
unless a new seller is found.

Characters do not need to make a Junk roll if the transaction is described


in terms that use well-defined goods and services, instead of bartering
with random goods. For example, if a local sheriff agreed to trade you a
shotgun for bringing in a wanted criminal, there’s no use of Junk in the
exchange.

Similarly, if characters are selling off something specifically defined in


their inventory, this is handled without the use of the character’s Junk
pool. For example, the party may decide to trade away the shotgun they
got from the sheriff to get a local doctor to bandage their wounds.
Target Number Examples *
Skies of Glass RPG Rulebook
6 Cheap Items (minimum Junk: 3)

A tiny shack, assembled from propped together junk, barely better than
the open air.

A knife or spear, made from scavenged material.

A hand-pulled cart.

12 Average Items (minimum Junk: 6)

A single-room shack or tent, with a rug for a floor.

A Deadman’s Gun with a pouch of gunpowder and metal shot.

A small cart, pulled by a mule.

18 Expensive Items (minimum Junk: 9)

A house with several rooms, maintained enough to keep out the wind and
rain..

A working assault rifle with a full magazine of ammunition.

A single GC horse in good health.

24 Luxury Items (minimum Junk: 12)

A large and full-appointed mansion, preserved to its pre-war state.

A functioning particle rifle with several power packs for ammunition.

A large wagon, expertly crafted, pulled by two GC horses.

* The example chart presumes a trade occurring in an average frontier


town, with no unusual technologies or industry. Remember that the
context of the trade (i.e. its local scarcity and perceived value) ultimately
determines something’s worth!

Gaining Junk
Just as players might spend their Junk to buy goods or services, a variety
of events might allow them to improve their Junk level. The Game Master
should keep in mind that Junk represents random, undefined items that
serve as a form of currency in the game. Receiving a specific item—such
as looting a weapon from a body, or being traded a medical kit for services
rendered—adds to a character’s inventory, not their Junk.

Under normal circumstances, scavenging around the ruins of civilization


doesn’t yield any appreciable Junk. The things you’re finding have likely
been picked over by other scavengers, or are recognized as extremely
common items anyone could go out and dig up on their own. This
particular rule is in place to avoid “Junk farming”, wherein players stop to
dig up every location they see, quickly maxing their Junk stat and bogging
down gameplay. If there is nothing of truly remarkable scarcity or value in
an area, assume there’s no measurable Junk to be gained.
Conversely, if the character’s stumble across a place of unusual wealth,
Skies
technology, of Glass
or material RPG Rulebook
abundance, they might find items that are
sufficiently valuable to shift their Junk stat up a bit.

Ways in which this might occur include…

● Scavenging a military outpost no one has found before.


● Receipt of a payment in undefined cash and goods (e.g. gold coins).
● The sale of their own high-value goods to NPCs.

If characters complete such an action, between 1 and 3 points of Junk are


given to each character participating in the haul. Example rewards can be
found in the following chart.

Junk Reward Examples

1 Cheap Items

Scavenging through an untouched, but unremarkable, pre-war subdivision.

Working for a few months as a farmhand.

Robbing an average trade cart.

Selling a functioning handgun or a handful of melee weapons (only to the


selling character).

2 Average Items

Scavenging an untouched, pre-war car factory.

Working for a few months as a successful bounty hunter.

Robbing a trade caravan, consisting of a few carts.

Selling a functioning assault rifle (only to the selling character).

3 Expensive Items

Scavenging an untouched, pre-war research facility.

Working for a few months as the bodyguard of a wealthy ruler, entering a


conflict zone.

Robbing a major caravan, consisting of many carts.

Selling a functioning particle rifle (only to the selling character).

4 Luxury Items

Selling the location of a fully functioning, pre-war military base that only
you know the location of.

Working for a few months as a surgeon, using up your supply of pre-war


medicines.

Robbing a caravan transporting jewels and precious metals.

Selling a suit of fully operational power armor and its accompanying


weaponry (only to the selling character).
What and Where is Junk?
Skies of Glass RPG Rulebook
As mentioned before, Junk is a random assortment of rare or valuable
items characters have picked up in their journeys. By design, it’s not well
defined to avoid players having to clutter their character sheets with every
tiny thing they pick up. So what if a situation occurs where a player needs
a ball of string to bind up some wood? How do player’s know if they have
that exact item or not? In such situations, a Junk roll is made, exactly as
when bartering, though no Competence, Incompetence, Reliability, or
Struggle can modify the roll: only Bullets can.

Any items produced in this fashion are added to the character sheet, and
any losses of Junk are handled normally. Think of it like Junk being
transformed into a particular item, now that it’s been defined.

Game Masters should not allow characters to produce any items they
deem implausible for the character to have on them. This could include
items too large to transport (e.g. a house) or simply so rare the character
having it is unreasonable (e.g. a full suit of powered armor). As always, the
Game Master is the final authority and may opt to outright disallow the
roll.

Since Junk is so ill-defined, its exact location is unimportant. It may be on


the character, kept in a secret stash, carried by their horses, or whatnot.
However, the character is assumed to always have ready access to at
least enough of it to make their Junk rolls.

Junk Exceeding 12
As with all stats, an individual character’s Junk cannot exceed 12. It is
assumed that a character with a 12 in Junk has reached the peak value
and volume of items they can hoard. However, that doesn’t mean extra
points need to be lost.

The first option is that Junk may be freely given from one character to
another, representing wealth being shared among the characters and their
respective stashes.

The second option is to convert the Junk to Wealth on the Group


Worksheet (see page XX for more information on the Group Worksheet).
Doing so requires spending one point of Junk for each player-character in
the party. If your group consists of five players, then five points of Junk
must be sacrificed to add a point of Wealth. It does not matter which
players the Junk points came from, so long as the correct total is reached.
In other words, a wealthy character can give up multiple points of Junk to
make-up for less wealthy characters.

Optional Rule: Junk Debt


If your Junk value is already zero, you normally cannot purchase anything
without bartering away your actual inventory (e.g. the armor you’re
wearing). However, the Game Master may be willing to let you go into
debt. If so, then you can continue reducing your Junk value into negative
numbers. Each time you attempt to trade, the negative Junk value
becomesSkies of Glass
a penalty to yourRPG
Junk Rulebook
check (i.e. 2d6 - Junk instead of 2d6 +
Junk).

If you have a negative Junk level, then it must be repaid by earning a


positive Junk value or giving up one or more items from your inventory
that the Game Master agrees to be a fair trade. For example, if a character
hits a debt of -2 Junk, the next time they accrue a point of Junk, they can
start buying their way up to -1 Junk, 0 Junk, and then back into positive
territory.

If a character finds an unusually valuable item, the Game Master may


agree they can give up that item to erase some or all of their debt. The
“Junk Reward Examples” chart on page XX should provide some idea of
what an item is worth, when repaying debts.

Of course, a character may refuse to repay their debt. If so, it’s up to the
Game Master to determine the penalties, which may range from being
banned from a town to being pursued by bounty hunters.

Barter Value (BV)


A general trade value that is applied to goods and services without the use
of currency. Because of the wild nature of supply & demand the BV of
goods & services is always fluctuating. If a town has a surplus of wheat
the BV might be higher to make the town a little profit or lower to get rid of
some of their surplus, likewise, if the town had a bad growing season, they
might be less apt to trade the wheat for the normal value, or at all, but
might be willing to pay more for other food supplies.

Use good judgment and think about the situations when working out
Barter Values for items & services.

St. Louis Silver (SP)


The currency of St. Louis. Widely used throughout the territories the city
stakes claim to, these silver pieces are stamped with the city's image and
are made from real silver.

Tech Level
Every item in Skies of Glass has a Tech Level that represents its technical
complexity. The higher the Tech Level, the more difficult the item is to
create and maintain.

Another way of determining Tech Level is to ask yourself, “What type of


civilization would be needed to build, repair, and sustain such devices?
Could simple nomads do it? Or would it require a pre-war city to churn out
such prizes?” The chart below—along with the examples scattered
throughout this book—can be used to ballpark an item’s Tech Level.

When determining Tech Level, there are several things that should be
excluded from consideration.

1. The origin of the item. An iron bar picked up from the ruins of a
skyscraper is no more sophisticated than a strong piece of wood found in
the forest, since both have the same overall complexity (or lack thereof).
Their exact source is unimportant.
2. Any damage the item has sustained. If someone picks up a smashed
computer,
Skiesitofretains
Glass a High
RPG orRulebook
Futuristic Tech Level. Its damage is reflected
in its Break stat—not a reduction to Tech Level—since it could still be
repaired to its original purpose or scrapped to fix an equally complex
computer. (See page XX for more on Break.)
3. How the item is being used. If a character finds a fully functional
assault rifle, but for lack of ammo opts to use it as a club, their choices
don’t diminish the complexity or rarity of the item they have.

Items only start to lose Tech Level if they are destroyed beyond repair (e.g.
an assault rifle melted into slag) or an unsophisticated piece is fully
separated from complex machinery (e.g. pieces of a car’s frame that have
been stripped from the car for use as a club are much lower Tech Level
than a car).

Tech Level Chart


Tech Levels

1 Simple Simple items created using nothing more than our natural inclination to
use tools. Such items can be made using nothing more than common
sense and readily available materials. Examples include rocks, sharp
metal pried from city ruins, or the bone of an animal.

2 Low Low tech items are pre-industrial devices that require contemplation and
skill to craft. They can be made with components readily found in the
environment, even if those components first need to be refined or
combined in novel ways. Examples include bows, scrap armor, and basic
blacksmithing.

3 Medium Medium tech items require industrial-level technology to create. They


require a structured understanding of chemistry or physics, and their
components may come from a network of skilled crafters. Examples
include muskets, the spyglass, and basic medical compounds.

4 High High tech items are those made in our present day. They require precision
manufacturing, advanced material engineering, and substantial scientific
advancement. Examples include computers, night-vision goggles, sniper
rifles, and automobiles.

5 Futuristic Futuristic items are those made in the lead-up to the nuclear war or
thereafter, by cloisters that retained pre-war levels of technology. These
Skies of items are
Glass RPG beyond our real-world technology. Examples include highly
Rulebook
sophisticated computer systems, energy weapons, and genetically-
engineered animals.

Gear
Everyone needs gear to achieve their day-to-day goals. Food, Clothing,
Tools, Instruments, and even Livestock may be needed depending on the
situation. If there is not a specific item listed in this section do not be
afraid to add it into your game or use an existing item as a template for
the item desired.

Obviously, work with the GM on what this item is, its cost, and what it does
in the game.

Survival Gear

Item Description Value Tech Level

Backpack A bag made to wear over the shoulders. Made of Cloth or Leather. 20 BV

Bag A container used to carry various things. Made of Cloth or Leather. 15 BV

Book, Blank A blank book used for anything from Journaling to Merchanting. 10 BV

Bottle Glass container used for storing liquids. 1 BV

Candle A cylinder or block of wax or tallow with a central wick that is lit to 5 BV
produce light as it burns.

Flask A small metal container, used to hold liquids. 5 BV

Flint & Steel A piece of flint & steel used to spark a flame. 5 BV

Food & Drink Anything people or animals consume to survive. Varies

Ink A colored liquid used for writing. 10 BV

Lamp A device designed to house a candle to protect it from the elements 20 BV


and still allow the light to be used.

Lantern An oil burning lamp that has a wick and a housing for oil. 25 BV

Oil, Lamp Fuel for Lanterns. 10 BV

Paper Material manufactured in thin sheets from the fibers of plants, most 1 BV
commonly wood.

Pencil Writing instrument that uses Graphite, Coal, or other substances. 1 BV

Pen Writing instrument that uses Ink. 2 BV

Winter Clothing Clothing that is designed to deal with the harsh weather of the 30 - 60
winter months. BV

Utility Items

em Description Value Tech Level

hing Tackle A complete set of equipment needed to properly fish. Pole, tackle, 50 BV
line, sinkers, bobbers, Bait, etc.

hing Net
Skies of Glass RPG Rulebook
A finely woven net used to catch fish. 25 BV

nting Traps Metal foot traps, cages, or snares used for hunting animals. 25-100 BV

strument, A device used to produce music, usually for entertainment purposes. Varies
usical

edical Kit A set of medical tools that allows for first-aid up to minor medical 50 BV
procedures.

ortar & Pestle A tool used to prepare & grind ingredients for medical & culinary 30 BV
purposes.

ulti-Tool A small handheld device that allows for a variety of uses. Not as 20 BV
useful as the actual tool but a good supplement.

ddlery The equipment needed to ride an animal, usually a horse. Saddle, bit, 50 BV
etc.

al Used by many traders and organizations to identify something's Varies


authenticity.

wing Kit Small set of needles and threads used to patch and repair cloth or 20 BV
leather.

mmo Clip / Various containers used to store ammo for a given weapon. 10 BV
agazine

noculars Optical device with a lens for each eye, used to see distant objects. 30 BV

pod A two-legged stand or support. Guns can be mounted on them for 10 BV


stability.

mpass An instrument with a magnetic tip that points North. 100 BV

lster A holder for carrying a firearm, typically made of leather. 20 BV

ashlight A portable light, usually powered by batteries or hand crank. 60 BV

ser Sight A light used for pointing, or for showing the point of impact of a 60 BV
projectile.

ope A device used to observe objects from a distance with only one eye. 30 BV

pod A three-legged stand. Guns can be mounted on them for stability. 15 BV

encer A device used to suppress the sound of gun fire. 30 BV

Vehicles

tem Description Value Tech Level

Barge A large water vehicle used to transport large quantities of goods, 5,000 BV
building materials, or other vehicles.

Boat A small water vehicle ideal for traveling rivers and small bodies of 100 - 400 BV
water.

Cart A two wheeled vehicle that can be pulled by an animal or person. 100 BV
Genetic Genetically modified animals that were designed to be bigger, 50,000 -
Construct
Skiesfaster, and smarter than their normal animal counterparts. They
of Glass RPG Rulebook 100,000 BV
are rare and stick out amongst their own kind.

Livestock Animals raised for their products, usually eggs, fur, meat, milk, 20 - 300 BV
leather, and wool.

Ship A medium sized water vehicle used to transport people or goods 500 - 1,000 BV
across bodies of water.

Wagon A four wheeled vehicle usually used to transport heavy loads of 200 - 600 BV
cargo.

Work Animal Animals that have been trained to assist in working, carrying, or 200 - 600 BV
the transportation of cargo.

Armor
Armor is applied to individual locations on the body. Damage when taken
to that body location is reduced by the value of the armor. Armor does not
stack and instead you receive the highest value of armor worn on the
location. Below is a short list of some armor types and a brief description
of what each one is.

Armor Damage Description


Type Reduction

Thick Cloth -1 Heavy layers of cloth, such as medieval quilted armor or


fortified winter gear.

Leather -2 Armor usually made from the tanned hides of animals or


people, often hardened through a boiling process.

Scrap -4 Armor made of scavenged material, such as street signs,


aluminum sheets, tire belting, industrial insulation, etc.

Steel -6 Worked pieces of metal, secured by leather straps, that


cover vital areas of the body.

Synthetic -8 Layers of very tightly woven fabric that absorb impact and
Fiber reduce or stop penetration.

Hardened -10 Same as above, except metal or ceramic plates have been
Fiber added to the armor, usually as an insert, to better protect
vital areas of the body.

Combat -15 Military grade protective armor using materials engineered


Plates shortly before the nuclear war.

Power Armor -20 A heavier form of combat plates that uses a power source,
artificial musculature, and electronic enhancements. This
armor is highly sophisticated and was rare even before the
nukes.

Shields
In addition to armor, characters may choose to use physical shields to
protect themselves. When using a shield, two determinations should be
made. First, what material is it made out of? This should be compared to
the armor chart (see page XX) to give a protection value.
Second, what locations of the body does it cover? For example, a small
Skies of Glass RPG Rulebook
buckler shield may only cover one arm, while a riot shield may cover
almost the entire body.

When a character using a shield is hit, the location of the hit is rolled
normally. However, if the location is one that is covered by the shield, then
the armor value of the shield is subtracted from the damage. Unlike
multiple types of armor, a shield may be stacked with armor to provide a
second layer of protection.

For example, if a character wanted to use a shield similar to one a knight


would use, the Game Master may determine it is made out of worked
steel. This is similar to steel armor, giving the shield a protection of -6
points of damage. Additionally, the Game Master decides that when the
shield is being used, it covers the character’s left arm and torso, so any
hits to those two locations will have their damage reduced by the shield’s
-6 points of protection before reaching the character’s armor.

Drawbacks of Using a Shield


Unfortunately, as a tradeoff for their protection, shields incur some
practical drawbacks. First, no other item may be carried or used in the
hand that is holding the shield. Nor may that hand be used to perform any
actions unless the shield is dropped.

Second, unlike armor, shields only provide protection against attacks


coming from the front of the character and the side the shield is worn on.
For example, a shield worn on the left arm would offer protection against
attacks from the front and left, but not from enemies on the right or rear of
the character.

Third, shields are cumbersome and can easily get in the way of a
character’s other actions. A shield incurs a penalty to all Dexterity and
Speed checks, equal to 1 plus an additional 1 point for each body location
covered. For example, a riot shield that covers a character’s left arm, torso,
right arm, and head would incur a -5 penalty to all checks made against
Dexterity or Speed.

Weapons
Humanity has a long history of creating and using weapons. In the post
bomb world, many of the weapons that people have available to them are
the tools they use to live in this world. Others make their own, either
through desperation or academic knowledge, or take whatever they can
get their hands on. In the end, weapons all serve the same purpose, kill
them before they kill you.

Reloading
Most weapons that use ammunition can be fully reloaded in the course of
a normal action. If a weapon does not follow this rule, it will have a
Weapon Tag that indicates how it is reloaded. For example, most revolvers
are Slow-Loading and, per the Weapon Tag description for “Slow-Loading”,
are reloaded at the rate of 1d6 bullets per action.

Weapon Range
All weapons have the same list of ranges. What changes with each one is
how hard it is to
Skies ofhitGlass
outside of itsRulebook
RPG optimal range. There are certain
weapons that may have properties that restrict them more specifically. For
example, a sword may have a “Melee” property, which means it cannot be
used at any range outside of face-to-face. But with most ranged weapons
they can be used at any attack range. The question is only how hard it is to
hit.

If you are at the weapon's optimal range, then no penalty is applied. If you
are above or below a weapon’s optimal range, then each category shift
applies a stacking +3 modifier to the target number.

The ranges are intentionally descriptive to make play faster. Use your best
judgment when interpreting these range categories. Anything outside of
this chart falls into the realm of support, crew-served, or vehicle-mounted.

Range Description Example

Face-to-Face/ Someone that’s within the reach of your arm plus the length
2 Yards or less
Melee Range of any reasonable melee weapon

Across the Room Out of reach, but still close by 5 Yards

A modest distance away, but close enough to hear people


Down the Hall 10 Yards
using a standard speaking voice

Far enough away that you can still see them, but they appear
Down the Street 30 yards
noticeably smaller and are harder to communicate with.

They are now a very long way away. They can still be seen
Across the Block with the unaided eye, but shooting with anything but the 100 yards
most precise weapons is almost a waste of ammo

The target is the equivalent of many blocks away. They may


Across Town 1,000 yards
not even be visible without assistance.

Weapon Tags
Tags are used to note special properties of weapons. While the list below
covers the most common scenarios, you may come up with your own to
add during play.

Armor Piercing - The weapon has a sharp projectile that is designed to


punch through armor, allowing it to ignore two points of the target’s armor.

Broken - The item cannot be used and is in need of repair.

Burning - Whenever a weapon has this tag, there should be a number in


parenthesis after the tag that indicates the radius (in yards) that is set
ablaze, starting at the point where the weapon struck. (For example, a
Molotov with a tag of Burning (3) will spread flames across an area that is
three yards wide.) The immediate hit deals its damage to three locations
(each using their own hit location die) to anyone caught in the flames and
any potential flammable material around them, such as brush or debris. At
the start of each subsequent turn of the attacking player, the fire loses 1d6
of damage. When no damage is left, the fire has gone out. Any person
caught in the flames may sacrifice a turn to flee the fire in their preferred
direction. Any person that remains in the flames will continue to take three
hits to three newly-rolled locations at the end of their turn (though they
suffer the reduced damage value as the flames fizzle out, not the
weapon’s original damage value). Adding substantial fuel to the fire can
prolongSkies
its effect.
of Glass RPG Rulebook
Deadly - Some weapons are made using questionable techniques and
materials, leaving them a bit dangerous to the user. Whenever making an
attack, first roll 1d6. If the die rolls a 1, the weapon deals its normal
damage to the user instead of the target. The attack uses a hit location
die and observes armor protection, just like a normal attack. The weapon
is also left in the Broken condition until repaired. Rules for repairing items
are found in <Work in Progress>.

Entangling - The item is designed to tangle up or trap its target.(allows


access to Entangle Technique).

Energy - Extremely high-tech weapons may fire streams of directed energy


instead of simple projectiles. These beams have a significant advantage
against armor, with each shot ignoring 10 points of the target’s armor.

Explosive - Such weapons deal their full damage at the point of impact
and within a one-yard radius. For each yard of distance beyond the first,
the damage is reduced by 1d6. For example, a bomb that deals 3d6
damage will deal 3d6 to anyone within one yard of its detonation, 2d6 to
anyone within two yards, 1d6 to anyone within three yards, and no damage
to anyone four or more yards away. Unlike most attacks, a single damage
roll is made for each character, with that damage being applied to every
location on their body. The only exception is body parts that are behind
hard-cover, which take no damage since they are protected from attack
(see page XX for more on Cover).

Fast Loading - This weapon can be loaded as a free action.

Fully Automatic - When the trigger is pulled, the weapon will fire
continuously until either its ammunition is spent, or the user releases the
trigger. This tag allows you to use techniques such as “spray and pray” or
“walking fire” described later in this chapter.

Intercepting - If an enemy character moves into or through face-to-face


range, you may make a free attack against them. If they engage you in
melee combat, this is resolved before the melee combat, even if they have
an intercepting weapon of their own. This attack may only be performed
once per round.

Incapacitating - Pick one of the following Techniques and apply its effects
to the weapon being used. (Blind, Immobilize, Knockout, or Stun). The
effect needs to make sense for how the item functions.

Large - The item is big and awkward requiring both hands to use.

Makeshift - An unfortunate number of weapons may be built from some


number of scavenged parts that lack the appropriate quality. Whenever
making an attack, first roll 1d6. If the die rolls a 1, The weapon is left in the
Broken condition until repaired. Rules for repairing items are found in
<Work in Progress>.

Muzzle-Loading - This weapon requires the arduous task of being


reloaded from the top-down, with shot, powder, firing cap, and wadding all
being added separately. It takes a total of three rounds to reload this
weapon.

Sawed-Off - If the barrel of a gun is cut off, it becomes easier to use at


close range, but far less useful at long ranges. Reduce both the optimal
and maximum range of the weapon by one category. If the weapon also
has theSkies
Scatter-Shot tag, itRPG
of Glass gainsRulebook
the following bonus: successful attacks
deal damage to the target twice, each hit using its own hit location die.

Scattershot - Ammunition for this weapon consists of a cloud of smaller


projectiles. For example, a shotgun using buckshot. The weapon receives
a -3 bonus on its attack roll. Unfortunately, the smaller projectiles are
easier for armor to absorb, so all armor values of the target are doubled.

Semi-Auto - These weapons are designed to fire once per pull of the
trigger, with rounds being fired in rapid succession. Such weapons may
make two independent attacks each round. The first shot is resolved
normally, while the second shot has a +3 penalty to its attack.

Slow-Loading - This weapon must be hand-fed ammunition, using a


process slow enough that it may not be fully reloaded after a single turn.
These weapons reload at the rate of 1d6 rounds of ammunition per turn,
up to the maximum ammunition the weapon can hold. Crossbows only
hold 1 bolt, but require a turn to be cocked, either with a crank or with
one's hands and feet.

Throwable - The weapon can be used as a melee weapon or thrown. If


used as a thrown weapon, it’s Maximum Range moves up 1 step

Weapon Templates
Weaponry is a sadly necessary part of survival in a hostile world, and
humanity has created no small number of deadly devices to fill this need.
Instead of bloating this book with page-upon-page stat blocks, weapons
are all derived from a base template and then modified until they meet the
exact item you want represented in the game.

Below is a list of general templates to give players a starting point.


Customizing these templates will be explained in the next section.

NOTE: Any fractions that result after completing the following equations
should be rounded UP to the next highest number.
Example: a Body of 7 would equal a 3.5 if used with a club, just round that
number up to 4, resulting in someone with a Body 7, using a club, rolling
1d6+4 for damage.

Melee

Optimal
Template Damage MAX Range Tags Tech Level
Range

Bayonet 2d6 Face-to-Face Face-to-Face Intercepting, can be


attached to firearms

Club 1d6+½ Face-to-Face Face-to-Face


BODY

Knife 2d6 Face-to-Face Face-to-Face Throwable

Spear 2d6 Face-to-Face Face-to-Face Intercepting,


Throwable

Sword 3d6 Face-to-Face Face-to-Face

Unarmed 1d6+¼ Face-to-Face Face-to-Face


BODY
Skies of Glass RPG Rulebook
Thrown

Optimal MAX
Template Damage Ammo Tags Tech Level
Range Range

Grenade 4d6 Room Street 1 Explosive

Molotov 3d6 Room Hall 1 Burning (3)

Rock 1d6+½ Room Hall 1


BODY

TNT 4d6 Room Hall 1 Explosive

Ranged

Template Damage Optimal MAX Ammo Tags Tech Level


Range Range

Bow 1d6 + ½ Room Block 1


BODY

Crossbow 2d6 Room Block 1 Armor-Piercing,


Slow-Loading

Dead Man’s 4d6 Room Street 1 Deadly, Muzzle-


Gun Loaded, Scatter
Shot

Pistol 2d6 Room Block 6 Slow-Loading

Rifle 3d6 Room Town 1 Slow-Loading

Shotgun 4d6 Room Block 1 Scattershot


Slow-Loading

Sling 2d6 Room Block 1

Submachine 2d6 Room Block 30 Full-Auto


Gun

Assault Rifle 3d6+1 Hall Town 30 Semi-Auto, Full-


Auto

Customizing Weapons
If you want to create a particular version of a weapon, you can do so
following a few steps. For example, let’s say a group of characters
discovered a still-working pump shotgun in an old police station. They
sawed off the barrel and now want to use it in combat. Here is how you
would go about creating the stats for that gun:

1. Pick a template to begin with. This should be the template that mostly
closely         represents the weapon you are working toward. In this case,
the obvious choice is a shotgun.
2. If necessary, modify the damage the weapon deals. Since this is a fairly
standard
Skiesshotgun, we’llRPG
of Glass opt toRulebook
leave the damage alone at 4d6. If it used
unusually small cartridges, we might choose to take its damage down to
4d6-1, 4d6-2, or even 3d6.

3. If necessary, modify the optimal or maximum ranges for the weapon.


This particular shotgun has no traits that make it remarkably accurate or
inaccurate, so we’ll leave those stats alone. However, if the sights on the
weapon had been damaged, we could take its maximum range down a
category to “street” to reflect the loss of accuracy at longer ranges.

4. If necessary, modify the ammunition capacity of the weapon. It is not


uncommon         for pump shotguns to hold four cartridges, so we’ll
increase the ammunition to four.

5. Finally, add any tags that you feel are applicable. Since the characters
took a hacksaw to the barrel, we’re going to add the “Sawed-Off” tag to the
gun. While this tag increases the number of locations the weapon can hit,
it also reduces its range, so we’ll need to modify the optimal and
maximum ranges accordingly.

Our final weapon looks something like this:

Sawed-Off Police Shotgun


This 12-gauge shotgun was originally used by the local police. Fortunately,
it had been well-maintained and heavily oiled before storage. When the
players discovered it, they decided to saw off the barrel to make it a more
deadly weapon at close range. The range adjustment is already reflected
in the stat block below.
Damage Optimal Range MAX Range Ammo Tags Tech Level

4d6 Face-to-Face Street 4 Sawed-Off, Scattershot, Slow Loading

To further demonstrate the idea, here are some other sample weapons. All
of these were created from the rifle template.

Assault Rifle
A relic from before the war, discovered in the ruins of an old military base.
It was still packaged and surprisingly well preserved.
Damage Optimal Range MAX Range Ammo Tags Tech Level

3d6+1 Hall Town 30 Semi-Auto, Full-Auto

Marksman’s Musket
Made in a barely industrialized town, this longarm must be muzzle-loaded,
just like weapons from the American Civil War. Though slow to load, it still
packs a bunch. Being a smoothbore weapon, it lacks the maximum range
of more advanced rifles. However, a scope has been attached to bump up
its optimal range, making it a good weapon for medium-range skirmishes.
If the scope is removed, then we will need to modify the musket’s optimal
range down to “hall.” Finally, a bayonet was attached, giving it a secondary
use as a melee weapon.
Damage Optimal Range MAX Range Ammo Tags Tech Level
3d6 Street Block 1 Muzzle-Loaded, Scoped (removed)

2d6
Skies of Glass RPG
Face-to-Face
Rulebook
Face-to-Face N/A (Bayonet) Intercepting, Large

Particle Rifle
Only available in high-tech enclaves, this rifle fires a stream of subatomic
particles instead of a metal projectile. If one just so happens to make its
way into the wilderness, its owner will have a great deal of difficulty ever
finding ammunition for it.
Damage Optimal Range MAX Range Ammo Tags Tech Level

3d6 Hall Town 24 Energy, Semi-Auto

Small Game Rifle


Designed to fire small rounds at close range—mostly for hunting squirrels,
rabbits, and the like—this rifle was salvaged from parts of civilian weapons
that all predated the war. Unfortunately, a few missing parts required the
creative use of handmade parts, making it a little more likely to break
down.
Damage Optimal Range MAX Range Ammo Tags Tech Level

2d6 Hall Block 1 Breech-Loaded, Makeshift

Chapter 4: Conflict Resolution


"How to hunt a bear, it’s not Strength, it’s Intelligence."
~Brad, Leader of The Rad Bears~

Humanity has been in conflict with just about everything at some point in
its history. The one thing that we have taken away from all these conflicts,
besides scars, is the knowledge and understanding that not every conflict
requires a physical weapon. Sometimes, the best weapon is the one no
one can see, your brain.

This chapter will cover how conflicts in Skies of Glass works, how to
handle situations that require rolls outside of combat, and what Bullets are
and how to use them.

Rolling Dice
When any action is in question you will roll dice to determine the outcome.
The base roll is 2d6 modified by an appropriate attribute. If an action is
contested,meaning another PC or NPC is opposing the PC taking the
action, both parties will roll dice against each other, but if an action is not
contested, then dice are rolled against a target difficulty number.

In the case of a tie,neither side gains advantage or makes progress. If the


GM feels that a tie does not make sense in a particular situation then all
parties reroll.

Combat
Initiative
Initiative is how fast one acts in combat. Your initiative is 2d6 + Speed. It
is rolledSkies
everytime the group
of Glass RPGenters combat or a time sensitive situation
Rulebook
that requires quick thinking and action.

Combat Round
Each round of combat is assumed to last about five seconds. However, it’s
important to keep in mind that these are chaotic periods of time, during
which people are moving, aiming, dodging, dealing with difficult terrain,
and dealing with a variety of other stresses and obstacles that may not be
explicitly declared by a player or Game Master.

During each round, a character may perform one Normal and two Free
actions. Normal actions are activities that require a great deal of mental
and/or physical focus to accomplish, while Free actions can be done with
minimal attention.

Some examples include:


Normal actions:
● making an attack
● reloading a weapon
● studying your surroundings in detail
● searching for an item
● grabbing an item that was not readied (for example, tucked in a
backpack)
● using a complex skill (for example, hacking a computer, see Multiple
Roll Objectives on page 50 for more information on handling actions that
may take more than 5 seconds to complete)

Free actions:
● walking
● running
● yelling a short phrase
● dropping an item
● ducking behind cover
● grabbing an item that was readied (for example, drawing from a holster)

Melee Combat
Melee combat is an opposed roll with both combatants having the
opportunity to injure the other regardless of which party initiated the
combat. Body or Agility can be used as the attribute rolled, as appropriate
for the method of combat being used. For example a character who is big
and muscular might use their Body to deliver big devastating attacks.
Likewise, a character that is spry and quick might rely on their Agility to
move into combat and deliver many little hits. The character who rolls
highest is successful and hits the opposing character. In the case of a tie
neither character was able to get the advantage.

Ranged Combat
Ranged combat uses Agility as the modifying attribute. The base target to
hit is 9, but that is modified by many factors.

Modifier Factor

+3 Per range category shift away from optimal


+3 For poor light or reduced visibility

+6Skies For
of Glass
severelyRPG Rulebook
impeded visibility

+3 Target is running

+3 Shooter is running

-3 If the Shooter is not moving

-3 If the Target is not moving

-6 If a full round is spent Aiming (Note: This is not the same as a Called
Shot)

+/-0 Walking / Slowly moving (No modifier)

Cover Factors (see Cover on Pg. XX)

+3 Target has soft-cover or partial hard-cover

+6 Target has heavy hard-cover

+9 Target has total hard-cover

Called Shot Factors (see Called Shot on Pg. XX)

+3 Aiming at the torso

+6 Aiming at a limb

+9 Aiming at the head

Suppressing Fire Factors (see Suppressing Fire on Pg. XX)

+6 The Shooter is under Suppressing Fire

-3 The Target is under Suppressing Fire

Cover
When a target is hiding behind some other object, they are considered to
be in cover. Being hidden in this way makes them harder to hit.
Determining the exact modifier to use for cover requires thinking about the
kind of cover the target has.

First, is the object they’re using enough to actually stop an attack? Or does
it just make them harder to see? For example, hiding in thick undergrowth
or up in a tree might make it harder to see the target, but the leaves aren’t
going to stop a bullet. This is known as “soft-cover”. If a target is at least
halfway concealed by soft-cover, they carry a +3 penalty to be hit.

Conversely, if the target is behind a pile of sandbags or a heavy door, such


objects might reasonably deflect a knife, arrow, or bullet. This is known as
“hard-cover”. If a target is in hard-cover, you must evaluate how much of
the target’s body is protected.

● If 1/3 to 1/2 of the target is behind hard-cover (for example, standing


behind a shop counter), they have partial hard-cover and carry a +3
penalty to be hit.
● If up to 3/4 of the target is behind hard-cover (for example, kneeling
behind a heavy table), they have heavy hard-cover and carry a +6 penalty
to be hit.
●Skies
If nearly
ofall of theRPG
Glass targetRulebook
is behind hard-cover (for example, shooting
through the mail slot of a door), they have total hard-cover and carry a +9
penalty to be hit.

If the attack is successful, the Game Master should make a reasonable


estimation of which body parts are behind cover and which are not. For
example, if someone is peering through a tiny port, perhaps only their
head is visible. If they’re kneeling behind a table, their torso, both arms,
and head are likely visible.

When rolling the location die to determine where a successful attack


lands, any location behind cover cannot be hit, and the location die should
be rerolled until an exposed body part comes up. This rule only applies to
hard-cover. Since soft-cover cannot stop an attack from landing, any
location can be hit.

Please also note that Called Shot and Cover modifiers do not stack (see
page XX for more on Called Shots). If someone is making a Called Shot on
a target behind Cover, pick the more severe of the two penalties and only
apply that one.

Hit Location
PC’s will roll dice to hit their target and if they manage to hit, will
roll damage on a location that is determined by rolling a hit location die or
a d12 using the following associated numbers:

Roll Location Roll Location

1 Attacker's Choice 7 Left leg

2 Head 8 Left leg

3 Right arm 9 Torso

4 Left arm 10 Torso

5 Right leg 11 Torso

6 Right leg 12 Torso

Multiple Roll Objectives


Some actions cannot be accomplished in a single roll, but can be built up
to. Examples of these would be traveling a distance, breaking down a
reinforced door, or solving a difficult puzzle. In these cases set an
appropriate number and roll the associated attribute each round until the
number is reached. For example a character needs to reach 48 distance
so they roll 2D6+Speed each round until the accumulated number meets
or surpasses 48.

Uncontested Rolls
Throughout the course of the game, your character will attempt many
actions. Some are so simple that they are assumed to automatically
succeed. You don’t need to jump any hurdles to tie your shoes or greet a
neighbor.
However, sometimes either the difficulty of an action, the amount of
pressure you are
Skies ofunder,
Glass or RPG
both, may make it unclear if an action will
Rulebook
succeed or not. When this happens, dice will be rolled to determine the
outcome of your action.

1. The Game Master should set the target number for the roll. This
represents the total number a player must match or beat in order to be
successful. Some types of actions (such as using a weapon or healing a
wound) have specific rules for setting the target number. But when no
such rules are present, here is a general guide for deciding what’s needed.

Target Number Examples

6 Easy Task

Saying very common words in a foreign language, such as, “Hello!”

Climbing a ladder that’s in mild disrepair.

Reassembling an undamaged flashlight.

12 Average Task

Saying conversational phrases in a foreign language, such as asking


where an inn is.

Climbing a rough surface, such as a chain-link fence or pile of rocks.

Using a jack and toolset to raise a car and change a tire.

18 Difficult Task

Holding a non-technical conversation in a foreign language.

Climbing an almost sheer surface, such as a brick wall.

Repairing an old engine that has rotted belts and a few missing parts.

24 Expert Task

Holding a highly technical conversation in a foreign language.

Climbing a sheer or treacherous surface, such as smooth stone with


falling debris.

Building an engine from scratch, with nothing more than assorted spare
parts.

2. The Game Master should determine which attribute best reflects the
challenge at hand. Walking a tightrope requires Agility, while trying to
stitch up a wound requires Smarts. If a reasonable argument can be made
that multiple attributes are relevant to the situation, the Game Master
should allow the player to select which one they want to use. For example,
a Player trying to spot someone bluffing during a poker game could
arguably get there using Social or Perception.

3. The GM and player should determine how many dice they get to roll.
Under normal circumstances they will roll 2d6. If a Trait applies to the roll,
specifically a Competence or an Incompetence, add 1d6 to the roll.
4. If a Reliability or a Struggle apply to the roll, their effect will apply after
Skies
the dice rollof Glassbut
is made, RPG Rulebook
before the effects of a Competence or
Incompetence.

5. If you have a relevant Competence, you drop the lowest die. If you have
a relevant Incompetence, you drop the highest die after the roll is made
and after any Reliability or Struggle effect.

6. If at the end both remaining dice are 6s, you have rolled a Critical
Success and roll a bonus die that is added to your total roll. If both dice
are 1’s, you have rolled a Critical Failure and roll a penalty die that is
subtracted from your total.

Note: Only the initial skill / ability roll can crit. Bonus dice, weapon
damage, or any other roll cannot critically succeed or fail.

Add the total of your dice to the Attribute selected in step #2 to get your
result. If your dice rolled 3 and 6, and this roll is using your Social attribute
of 5, then the final result of your check is 3+6+5 for 14.

In the case of a Critical Success, an extra d6 is rolled and added to the


result. Following the example above, if the bonus die was a 2, you would
add an additional 2 to the overall result, making the total a 16 (3+6+5) +
(2).

If it was a Critical Failure instead, and we rolled a 2, it would be subtracted


from the total result, giving us a 5 (1+1+5) - (2).

Re-Rolls
Sometimes the players just didn't roll well. It happens to the best of us, but
players are allowed to re-roll their result under a few circumstances. The
first way is that the circumstance of the roll has changed. The players
have added a tool, another player, or some other outside thing to the
situation in order to warrant another roll. The second way is to use a
Bullet, which is detailed more in the “By The Player” section.

Botches and Boons


In most cases, rolls only determine general success or failure. Either you
caught someone lying, or you didn’t. But if you roll well above or below the
target number with a skill or ability roll, additional things can occur.

If your roll is at least 6 points above the target number you were given, you
have succeeded with a boon. This means that your character not only
succeeded, but they got more than they had hoped. Boons can take many
forms. Maybe you finished the task faster than expected. Maybe you did
something so well that you impressed a bystander. Maybe your search for
one clue turned up two. The exact nature of the boon may be requested by
the player, but ultimately the Game Master will decide what it is.

Conversely, if you roll 6 points below the target number, you have botched
your attempt. You did not just fail to repair the engine, but you may have
damaged it worse, or perhaps you embarrassed yourself in front of the
team you were trying to impress, or perhaps the engine fell on your foot
and dealt a minor wound. As with boons, the idea may be proposed by the
Player, but the Game Master has the final say on what form it takes.

Please note that botches and boons are just meant to be bits of flavor that
shift the course of the game a bit. They should not be overly generous or
cruel. A boon is not meant to let a character build a tank from tree
branches in 30 of
Skies seconds.
GlassNor
RPG should a botch result in an otherwise stable
Rulebook
building suddenly collapsing on the character and killing them. These
outcomes should be meaningful, but not represent radical shifts in the
flow of the game.

In Combat situations, Botches & Boons can manifest in many forms. A


Boon may allow a weapon to apply a higher level of wound, if capable,
allow for an additional attack, or may allow the weapon's damage to
spread to another location. Alternatively, Botches may cause the attack to
hit an unintended target, like a friendly, the attacker might end up
attacking themselves, or maybe the weapon malfunctions, possibly
breaking.

Techniques
Techniques are special tactical actions that can be used in combat
situations. Some of these techniques may be limited by the item being
used, most melee weapons can’t benefit from the Spray-and-Pray
technique for example. The technique’s special rules along with a small
description of effects are presented below.

Blind
A Character can attempt a Called Shot against their Targets head in an
effort to take away their ability to see, temporarily.

Before this technique is attempted the Player needs to have something


that can be used to blind their Target, that is not lethal. What form that
takes (Dirt, Debris, Scrap in the Players pocket, a drink in the players hand,
etc.) is up to the Player, with GM discretion.
The Player makes a ranged attack versus the Target’s Speed roll to avoid
the blinding agent. If the Player fails the roll, the Target is able to
maneuver out of the way in time to negate the attempted attack.
● If the Target is not aware of the attack, they don't get to roll their Speed
check, they are treated as having rolled a Zero.
● If the Player succeeds on the roll, the Target is blinded for a number of
rounds equal to 1+ (1 for every 6 over the Target’s Speed roll the Player
succeeded).
● A Blind Player applies a -3 to all Perception and Attack rolls.

Bull Rush
A Character moves towards a Target with the goal of taking their spot and
moving the Target to another location.

The Player must designate a Target, once chosen the Player charges that
Target making a Body or Speed check. The Target makes a Body or Speed
roll to either stop the charging player from moving them or to dodge out of
the way.

If the Player succeeds, the Player takes the place of the Target, and the
Target is moved enough to put them in “Across the Room” Range from
where they started.

If the Target succeeds using Body to defend against the rush, the Player
fails to move the Target and they stop their movement directly in front of
the Target.

If the Target succeeds using Speed to defend against the rush, the Player
fails to move the Target and the Target gets to decide if the Player stops
next to the Target or behind them.
● If either
Skiesthe
ofPlayer
GlassorRPG
the Target end up going over a ledge, they
Rulebook
succumb to gravity and will fall, taking damage accordingly. The GM
should apply damage according to the distance and condition of the fall.
Armor still applies, though it might not matter.

Called Shot
A character can choose to take aim at a specific location on a target’s
body. When doing so, the character must declare their intention to do so
before the attack roll is made. Also, in the case of limbs, the player must
specify which limb they’re aiming for (i.e. “left leg” as opposed to simply
“any limb”).

If the attack roll is successful, that part of the target’s body is


automatically hit; no location die is rolled. If the roll fails, the attack
completely misses the target.

The penalties for called shots are as follows:

+3 for aiming at the torso


+6 for aiming at a limb
+9 for aiming at the head

Please note, that Called Shot and Cover modifiers do not stack (see page
XX for more on Cover). If someone is making a Called Shot on a Target
behind Cover, pick the more severe of the two penalties and only apply
that one.

Disarm
A character can make an attack to specifically remove an item held by a
Target.

The Player makes an attack roll against the Target’s hand holding the item
they want them to drop.
The Target makes a Body roll to maintain a hand hold on the item.
If the Player rolls higher than the Target, the Target drops the item held.
The Target receives a wound on the hand that held the item, minus any
armor that applies to the location, as normal.
● If the Target is holding a Large item, or using both hands, an attack
action may be done with a -3 penalty depending on the item being held.
Work with the GM when these situations arise.

Entangle
The character uses something, like a net, to hinder or prevent the
movement of their target.

The target must make an appropriate roll to free themselves from the
entanglement, working out the best way to do so with their GM.

Some examples of how this could work include: A Player throws a net at
their Target, making a Body roll VS the Target's Speed or Agility. If the
Player succeeds the Target is entangled in a net and takes -3 to all melee
attacks and can't move. The Target can take 1 round (+1 for every 6 above
the Targets rolled attribute) to free themselves from the net.

Grapple
A Character makes an Attribute Role versus the Targets Attribute Role,
using either their Body, Agility, or Speed Attribute, with each individual
choosing the attribute they use.
Both individuals will roll their dice+(chosen Attribute), if the Player
manages to rollof
Skies higher
Glass than theirRulebook
RPG Target, they succeed and have their
target held in place. If they fail, and their target rolls higher, the Grapple
doesn't work and the player's turn ends.

If the grapple was successful, on subsequent turns, for the Player and the
Target, the Player doing the Grapple must make another roll to maintain
the grapple, following the same steps as mentioned above.

If the Player loses the roll, the Target rolls higher than the Player, the
Grapple is lost and the Target may take an action. If the Player wins the
roll, they maintain the grapple and may start Immobilizing the Target.  

On their third round, if the Player makes another successful Grapple


check, they have successfully Immobilized their Target. The Player
maintaining the Grapple must have something, like rope or wire, to
Immobilize their Target with.

Immobilize
A Character uses a tool or weapon, such as a Net or Rope, to entangle
their Target and prevent them from moving normally.
(Note: Grapple is not required to immobilize a target)

The Player makes a Ranged attack against their Target.

If the Player succeeds, the Target's Speed is cut in half and they take a -3
to attack. After the first round, the Target may attempt to free themselves
by a way that makes sense, such as using a bladed weapon to cut
themselves free from a net.

(This is subject to GM discretion and common sense. For example, if a


Lasso is used, instead of a Net, then the Target might not have a Speed
penalty, but might have their arms immobilized, meaning they could only
kick the person holding the Lasso and they could try to overpower the
Lassoer with Body to break free.)

If the Player Fails the attack, they miss their Target.


● If the Target is unable to resist the Immobilize action, because they are
knocked out or unconscious, no roll is necessary, the Target is
automatically Immobilized. This does not mean they can not still attempt
to break free when the opportunity presents itself.

Knockout
A Character can attempt to knock out their Target by attacking their head.

The Player must have something that they can use to knock out their
Target. (A melee weapon, the blunt end of a Ranged weapon, a rock, or
something similar.)
The Player makes a Called Shot against their target's head, applying the
appropriate modifiers to the roll.

If the Player succeeds, the Target takes damage normally. If the total
wound taken by the Target equals or exceeds a Wound Level 4, after
armor has been applied, the Target is Knocked Out until they are able to
recover 1 Wound Level or are given appropriate treatment to be brought
back to consciousness.
(Wounds are covered in Ch. 5 Damage & Health, Pg. 60 )

If the Target takes a Wound Level 3 or less, the Target is Stunned for a
number of rounds equal to the wound level taken.
Readied Action
Skies of
The Characters Glass
have takenRPG Rulebook
the time to set up a situation where they can
get the jump on their Target by preparing an action against an
approaching Target.

This typically takes the form of the Players declaring a future action
against a perceived Target with a stated set of criteria, such as opening a
door, or showing hostility, for them to react to. Once the criteria is met the
Players may roll their initiatives and take a free round of actions before the
Target can act.
● In some cases, The Target(s) may be allowed a Perception Roll to notice
the Players are setting up a trap for them. If the Targets succeed on that
roll, the round plays out as normal. Work with the GM in these situations.

Spray and Pray


A fully automatic weapon can fire many shots in hopes that at least a few
bullets will find their target.

Each shot fired, regardless of hit / miss, is ammo that must be expended.
You can not choose to stop firing, even if the opponent is downed after
your second shot, out of five. A Player needs to declare the number of
shots they are firing before they start.

Each shot after the first fired reduces the target number to be hit by -1.
Success means that a single shot hit. However, for every 3 points rolled
over the success, an additional bullet hits, up to a maximum of the total
number of shots fired.

Stun
A Character can attempt to daze their Target.

The Player must have something that they can use to stun their Target
with, such as the blunt end of a Ranged weapon or a Melee weapon.

The Player makes a Called Shot against their target's torso, applying the
appropriate modifiers to the roll.(+3 for aiming at torso, +6 for a limb, +9
for the head)

If the Player succeeds, the Target takes damage and is stunned for a
number of rounds equal to the amount of damage taken (Armor, if any,
applies to the damage).
If the Player fails, the attack misses.
● A stunned Player applies a -3 to all rolls for the duration of the effect.

Suppressing Fire
A fully automatic weapon can use its high rate of fire to try and scare
enemies into keeping their heads down, making it harder for them to
maneuver or return fire. Doing this consumes 1d6+1 rounds of
ammunition.

To use suppressing fire, first declare either a single target or two adjacent


targets with no more than a few feet between them, then make an attack
roll. Since you are just firing wildly to keep someone stuck in place, there’s
no modifier to the attack roll. Any roll – no matter how high or low –
automatically succeeds, but you will need to write this number down for
later. The target is now suppressed until the start of your next turn.
As long as a target remains suppressed, they cannot move from their
current Skies
location.
ofIfGlass
anyoneRPGelse attacks a suppressed target, their attacks
Rulebook
have a -3 bonus to their target number. Simultaneously, if a suppressed
target attempts an attack of their own, it is done with a +6 penalty to the
target number, since they must keep ducking bullets.

On a target’s action, they may choose to risk shedding the suppression,


whether by moving to another location or evading the shots while
remaining in-place. To shed suppression, the target must make an Agility
check with a target of the attacker’s original roll. If it succeeds, all effects
of Suppressing Fire immediately end for that target. If the Agility roll fails,
the target remains suppressed and also takes damage as if shot once by
the attacker’s weapon.

If the suppressed target had hard-cover when first put under Suppressing
Fire, any hit resulting from a failed attempt to escape suppression still has
the normal restrictions on body locations that are provided by hard-cover
(see page XX for more information on Cover).

Trip
A Character can forgo a damaging attack to cause their Target to stumble
and fall.

The Player must have something that can be used to trip their Target. The
Player makes a Called Shot against one of the Targets legs, adding a +6 to
the attack difficulty, using Body for Melee or Agility for Ranged.

If the attack is successful, the Target trips and falls to the ground.

Walking Fire
A fully automatic weapon can sweep it’s fire across multiple targets.

Declare a first and last target. Each target or man-sized space between
them takes up one bullet. The first target’s attack roll is done normally,
however each additional target or man sized space between targets adds
a cumulative +3 penalty to the difficulty of the attack.

Any individual, friend or foe, that occupies the designated spaces must
make an Agility Check versus the Attack roll made. Every failed Agility
Check means a bullet hit and damage is rolled normally against the
individual that failed the roll (Armor, if any, applies to the damage).

Bullets
Bullets are a type of token that can be used to help characters by
adjusting die rolls or various game circumstances. They are meant to
tweak situations to increase the odds of survival and success. However,
they come with a risk. Each time a Bullet is spent, it will pass to the Game
Master to be potentially spent against the players.

The Bullet Economy


Bullets function in a “fixed economy,” meaning there are always the exact
same number in play. Bullets do not typically get added to or removed
from the table. Whenever a character enters the game, they start with
three Bullets. This is the only way that Bullets can enter circulation.
Therefore, at any point during play, the number of Bullets on the table
should be: 3 x (the
Skies numberRPG
of Glass of players).
Rulebook
For example, if there are five players, there are 15 total Bullets.
(Remember the GM counts as a player!)

Additionally, Bullets carry over from game-to-game, meaning each player


keeps the number of bullets they ended their last game with, and start the
next game with that number of bullets.

Whenever a player character enters or exits the game, the Bullet economy
will require some adjustment.

When a Character Leaves


If a character dies, or permanently leaves the game for any reason, three
Bullets should be removed from play. The Game Master should begin by
giving up their own Bullets. If the Game Master does not have enough
Bullets, then any remaining Bullets will be taken from players. Taxing the
players like this should be done one Bullet at a time, picking the player that
has the most Bullets. If multiple players have the same number of Bullets,
the Game Master may either choose the player to remove a Bullet from or
roll randomly to pick the target player.

When this “Bullet Tax” takes effect is dependent on the situation that
arises and what feels best for the group. If a character just died and the
Player is making a new character before the session ends then it might be
best to wait until they have joined. It might also be good to wait till the end
of whatever situation the party was in prior to the character's death, such
as combat, to end. If the Player leaving the game is a permanent thing, do
the tax at the end of the session.

It will be up to the group to decide the best practice for how to handle the
“Bullet Tax” as it comes up.

When a Character Arrives


Whenever a new character enters the game—whether because a new
player joins or someone that lost their character makes a new one—that
player immediately gets the three Bullets from the “Bullet Tax” mentioned
above..

Spending Bullets

Timing and the Immediate Chain


In order to explain when and how Bullets may be spent, it's important to
introduce the concept of an Immediate Chain of rolls. The Immediate
Chain represents any rolls that have already been made and the rolls that
are a necessary, inescapable consequence of rolls already made. In other
words, rolls that are required to happen because of the rules or perhaps a
chain of events in the game world that are never interrupted by player or
NPC choice. One thing forces the next to happen.

For example, the rules necessitate that an attack roll will result in a
damage roll. Thus, the damage roll is a direct consequence of the attack
roll, so those two rolls form an Immediate Chain of rolls.

If a player-character chooses to mend the wound of the injured person,


that came as the result of a choice—not something the rules or situation
forced to occur just then. Thus, the medical roll is not part of the
Immediate Chain
Skies of of the attack
Glass RPGroll.
Rulebook
As another example, imagine a player-character meddling with a blocked
passage in a mine. She botches the roll to clear it, and the Game Master
declares the failure is causing rocks to fall on the entire party. The initial
botch, the Agility checks to dodge the rocks, and the damage dealt by any
rocks that hit are all knit together as a chain of consequences, resulting
from a single choice. Thus, they form an Immediate Chain.

However, if a player makes a Body check to dig out a friend trapped under
a rock, that represents a new set of circumstances and choices, and thus
it is not part of the prior chain.

By the Player
Players may spend bullets in the following ways:

● One bullet as an actual in game bullet if they are out of ammo


● One bullet before dice rolls to add an additional 1d6 to the roll
● One bullet after a roll to re-roll all their dice
● One bullet after a roll to force an NPC to re-roll their dice
● One bullet to roll a 1d6 to reduce damage being inflicted
● Two bullets to take a turn out of sequence
● Three bullets to act first in initiative
● Three bullets to prevent a character from dying

Any bullets spent by the players go into the GM's bullet pool.

By the GM
If any Bullets have been spent by the players—and thus been given to the
Game Master—the Game Master may spend those Bullets on behalf of
NPCs in the exact same way players spend them for their own characters.
This may be done for any NPC, whether friend, enemy, or neutral
bystander.

When the Game Master spends Bullets, they should be given to the player
that is most affected by the expenditure. For example, if the Game Master
uses a Bullet to help an NPC notice that a player-character is lying about
the value of a trade item, that player should get the Bullet.

If multiple players are affected by the expenditure (for example, a


merchant hiding an item from the entire party) or no players are affected
by the expenditure (for example, a friendly NPC buying down the damage
of an enemy attack), then the Game Master may pick the recipient player
in any way they choose.

This does not mean the Game Master can negate a bulleted roll by also
using a bullet to oppose the player’s bulleted action. More about this in the
‘No Competition” section.

Limitations
No Sharing, Mostly
Players may not spend Bullets on behalf of NPCs even if the result would
be beneficial
Skiestoof
them. For example,
Glass a patient may not add a Bullet to their
RPG Rulebook
doctor's medical check.

Players may, however, give their Bullets to another Player at the table.
However, Bullets traded in this fashion may not be used to modify
anything that has already occurred or anything that is an inescapable
consequence of rolls already made or actions already declared.

No Stacking
Bullets may not be used to modify the same roll. For example, a player
could not spend two Bullets to add two additional damage dice to an
attack. However, Bullets may be used to modify related rolls. So a player
could spend one Bullet to add a die to the skill check to attack someone
and then apply a second Bullet to increase the damage by one die.
Additionally Players could spend a bullet to get an extra die to their roll
and then spend another die to re-roll the result if they so choose.

No Competition
Bullets may not be spent to oppose other Bullets already applied to a roll,
this applies to both Players and Game Masters. So, if a player uses a
Bullet to add a die of damage, the Game Master may not spend a Bullet to
remove the die that was added. If two people wish to modify the same roll,
you can use this chart to determine who wins the right to spend a Bullet.

1. The person who declares their intention first always wins.


2. If the above was a tie, then allow players to spend Bullets over the
Game         Master.
3. If the issue is still not resolved, then the “passive” or “target” party wins.
In other words, a person getting shot trumps the shooter. Someone being
searched trumps the person doing the searching.
4. If the issue is still unresolved, then the entity with the highest Speed
stat wins.
5. In some cases, there may not be a clear “passive” party. For example,
two people might be struggling to push the same crate in opposite
directions. So, if the issue is still not resolved, simply have the parties roll
2d6. The party rolling highest gets to spend the Bullet. (The Players
cannot Bullet this roll, just so they can win the opportunity to use a Bullet.)

As a final note, Bullets are a tool intended to help build dramatic moments
in the story, give players a slight edge in the game, and to help define the
world around them. They are not intended as a bullying device so you can
take your frustrations out on a certain player or to play favoritism with the
others. Game Masters should employ common courtesies when spending
bullets against the players and spread out their use accordingly.

Chapter 5: Damage and Health


"Magic Fucking Water!" ~ Mortamar ~

Unlike many RPGs, there are no hit points, health points, or other single
measure of a character’s condition. Instead, each stab, bash, or gunshot is
tracked as an individual wound. If not properly treated, these wounds can
complicate or become infected, making the character’s predicament
worse. And should any wound become too severe, the character will
succumb to their
Skies ofinjuries
Glassand die.
RPG Rulebook
Stat Loss
When a character is attacked, damage should be rolled and then reduced
by the protective value of any relevant armor. The resulting number is the
Wound Level the target suffers. Each wound should be recorded to note
the location affected and the Wound Level received. If a wound already
exists for that location, the Wound Levels are added together, and the
location now has a more serious injury.

The combination of Wound Level and location of the injury causes a


temporary loss to character stats, such as Body or Agility. These stat
losses are applied immediately and are cumulative.

Any rolls made using a damaged stat will use the reduced stat value
instead of the original stat value. For example, if a character had an Agility
of 8, they would normally make an Agility check by rolling 2d6 and adding
8 to it. However, if wounds have reduced the Agility stat to 4, rolls are now
made by adding 2d6 to 4 instead of 8.

Wounds
Wounds are applied to individual body locations, are associated with a
level, and are cumulative for a total level. Each subsequent wound to an
already wounded location will apply another wound, with a level, and
increase the total wound level of that location.

For example if a character is shot in the right arm and gets a level 3
wound and is shot in that same arm for another level 3 wound, they now
have two level 3 wounds, with a total wound level of 6 with associated
penalties.

Wound Location
Level Head Torso Arm Leg
1 Minor wound.
2 Perception -1 Body -1 Agility -1 Speed -1
3 Perc. -1, Speed -1 Body -1, Perc. -1 Agility -1, Body -1 Speed -1, Agility-1
4 Perc. -2, Speed -1 Body -2, Perc. -1 Agility -2, Body -1 Speed -2, Agility-1
5 Perc. -2, Speed -1 Body -2, Perc. -1 Agility -2, Body -1 Speed -2, Agility-1
6 Perc. -3, Speed -1 Body -3, Perc. -1 Agility -3, Body -1 Speed -3, Agility-1
7 Perc. -3, Speed -2 Body -3, Perc. -2 Agility -3, Body -2 Speed -3, Agility-2
8 Perc. -4, Speed -2 Body -4, Perc. -2 Agility -4, Body -2 Speed -4, Agility-2
9 Perc. -4, Speed -2 Body -4, Perc. -2 Agility -4, Body -2 Speed -4, Agility-2
10 Death Limb Loss
Stats Skies of Glass
Reaching ZeroRPG Rulebook

Particularly severe wounds may drop a stat to 0. If this happens, any


check made against the relevant attribute, or any action that would require
employing that attribute, automatically fails. A character with a Speed of 0
cannot move, a character with an Agility of 0 can no longer fire a gun, etc.
Attribute Definitions in Ch. 2: Character & Group Creation also covers
Attributes reaching zero. (P. 19)

For simplicity’s sake, any stat that is dropped below 0 should be rounded
up to 0. Stats cannot drop into negative values.

Wound Recovery
If a character’s Health State is Improving, then once per day--starting every
day after either the most recent wound was received or the Health State
was flipped to Improving (whichever came last)--the character may repeat
the natural healing or medical aid check described in the Stabilizing
Health State section (Pg. 64-65). However, if this roll is successful, roll a
hit location die until a location with a Wound Level is rolled. The Wound
Level on that location is reduced by one, and any relevant stats improve
per the new Wound Level.

Wound Degradation
If the Health State is still Degrading, the character may make another
Stabilizing Health State check in place of a Wound Recovery check. If
successful, the Health State switches the Improving, but no healing may
occur until the following day. Unfortunately, if this roll fails, the character
must roll a hit location die until an injured location is rolled, and that
Wound Level is increased by one.

Wounds at Level Ten


If a location reaches a Wound Level of 10, the location is destroyed.
If the head or torso are destroyed, the character is immediately killed.
If a limb is destroyed, the character has survived, but with several
complications.

First, whether the limb has been outright severed or battered to a pulp, it
cannot be used. Any items held in or attached to the limb are immediately
dropped.

Second, even though the limb is gone, a level 10 wound still remains and
is added to the combined Wound Level of the character. So long as the
Health State remains Degrading, any additional Wound Levels that come
from the degrading wound are added to the Wound Level of the torso.

Third, once the Health State is Improving, the limb is gone forever, and the
limb’s Wound Level is immediately dropped from the character. The limb is
assumed to be amputated or left permanently disabled, but the patient is
otherwise stable, and so the limb’s remaining Wound Levels just
disappear. If any new injuries are rolled for this limb, the location die
should be rerolled until a valid location is selected.

Fourth, whether the Health State is Improving or Degrading, any stat


points lost as part of the level 10 wound become permanent. They cannot
be healed or regained without the use of prosthetics or highly advanced
medicine (See End
Skies Of Arc RPG
of Glass Adjustment Pg. XX).
Rulebook
Health State
When a wound is inflicted, the character may begin slowly convalescing
through the natural healing processes of the body. Conversely, a
combination of blood loss, tissue inflammation, and torn flesh may cause
the character to begin a decline toward death. The distinction between
whether a character is getting better or getting worse is known as their
Health State. The Health State has two possible values: Improving or
Degrading.

Improving
The default health state for characters that are healing, have never been
injured, or have fully recovered previous wounds, is called Improving.

If a character is Improving, whenever a new injury is received they should


immediately make a check for their Health State. Add up the total number
of Wound Levels a character has sustained. If a character has a level 3
wound to the head, a level 2 wound to the torso, and a level 7 wound to the
right arm, their total Wound Level would be 12.

Now make a Body check using the normal method: Roll 2d6 and add the
Body stat (modified by prior wounds, if applicable). If the total matches or
exceeds the combined Wound Level, the character remains Improving. If
the roll falls short, the character's state is flipped to Degrading.

Degrading
If a character that is already Degrading takes a new injury, no further
Health State rolls are made as a result of those injuries. It would be
nonsense for someone to suddenly begin Improving because of a second
gunshot.

Stabilizing Health State


No wound will heal through natural recuperation or medical aid until the
character is first moved to the Improving state. As soon as a character is
out of any conflict or physically stressful situations (e.g. getting shot at,
hanging from the edge of a cliff, or trying to ride a horse to safety), they
should make their first check to see if the Health State is improving on its
own. This can be done in one of two ways: natural healing or medical aid.
The character may not choose to use both and see which rolls better.

If they opt for natural healing, the roll is made exactly as it was during
combat. The player should roll their character’s modified Body, add 2d6,
and see if it matches or exceeds their combined Wound Level. If so, their
state is changed to Improving, and unless they are injured again, no
further Health State rolls are needed. If the roll fails, their Health State
continues to degrade.

If someone capable of providing assistance can reach the injured


character within about an hour, the character may opt to wait on medical
aid. If it is not possible for help to reach the character that quickly, they are
forced to use natural healing using the procedure described above.
Medical aid checks often have a different target number for success than
natural Skies
healing.of
The targetRPG
Glass number is the injured character’s
Rulebook
combined Wound Level, modified by the following chart.

Visibility

Reduced Visibility (e.g. dim lighting, fog, light smoke, strobe lights) +3

Severely Impeded (e.g. near total darkness, total darkness, heavy fog, +6
heavy smoke, blinding lights)

Medical Tools Available

No Tools (e.g. nothing more than simple items on hand, strips of torn +6


clothing, and junk found in the immediate environment)

Poor Tools (e.g. items that can be gathered from most trading posts, 0
sewing kits, washed linens, clean water for flushing wounds, heated iron)

Average Tools (e.g. an industrial era doctor’s bag, alcohol or other -3


disinfectants, clean sutures, sterilized linens)

Exceptional Tools (e.g. high tech surgery kits, highly advanced medicines, -6


cauterizers)

Medic’s Condition

Medic’s Wounds +1/2 combined Wound Level of the medic’s wound

Miscellaneous

Attempting to treat +1/2 combined Wound Level of the injured character, stacked on top of all
oneself other modifiers.
(This does not stack with the above Medic’s Condition if the Medic is
trying to self heal because they are already applying their own wounds to
the target number)

Once the target number is set, the assisting character should make a
Smarts check, using any medical skills (or skill hindrances) they happen to
possess. As with natural healing, if the number matches or exceeds the
target, the Health State of the injured character is immediately changed to
Improving. Otherwise, it remains Degrading.

Regardless of which approach was used, no further attempt to alter the


Wound State may be made at this time.

(Optional Rule)
Infection
Infection is an optional set of rules to make the game even more perilous.
Like all optional rules, Infection should be used all the time or not at all, as
decided by the group before the first game is played.

Whenever a character has their Health State switched to Degrading—


whether through receiving a new wound, botched medical check, etc.—
they might also become infected by a variety of dangerous
microorganisms. Even if their wounds heal, this rotting sickness may take
them down to the
Skies of grave.
Glass RPG Rulebook
Infection Level
All characters have an Infection Level, which represents the total threat
from diseases they’ve picked up. Like Wound Level, Infection Level starts
at zero and may go up through gameplay. If the Infection Level reaches 10,
the character succumbs to their sickness and dies.

Becoming Infected
Whenever the character’s Health State is changed to Degrading, they may
pick up a new infection. Note that this roll is not made when a character
with a Health State of Degrading persists in that state; it is only done each
time the Health State changes from Improving to Degrading.

The player should calculate a target number for this check, equal to ½
their combined Wound Level, modified by the following chart.

Current Environment

Highly Infectious (e.g. sewage, rotting corpses, bio waste, swarms of +6


insects)

Dirty (e.g. the ruins of a building, the wilderness) +3

Clean (e.g. a reconstructed building that is kept up as well as post-nuke 0


conditions allow, a lifeless snowfield)

Sanitized (e.g. meticulously maintained locations that use modern -3


technology, such as scrubbed hospitals or high tech apartments)

The character should roll their current Body, plus 2d6, and compare it to
the target number. If the roll equals or beats the target, then no new
Infection occurs. If it fails, then the character’s Infection Level is raised by
one point.

Treating Infection
Whenever Wound Recovery occurs (see Wound Recovery on page XX) a
character with an Infection should make a second roll to see the progress
of their disease.

Just like Wound Recovery, the check may be made using natural healing or
medical aid.

If they opt for natural healing, the player should roll their character’s
modified Body, add 2d6, and see if it matches or exceeds their Infection
Level, as modified by the chart below.

If they opt for medical aid, the assisting player should instead make the
appropriate Smarts check, using their medical skills (or hindrances). The
target for the roll remains the exact same: the infected character’s
Infection Level, as modified by the chart below.

Current Environment

Highly Infectious (e.g. sewage, rotting corpses, bio waste, swarms of +6


insects)
Skies
Dirty (e.g. the of Glass
ruins RPG Rulebook
of a building, the wilderness) +3

Clean (e.g. a reconstructed building that is kept up as well as post-nuke 0


conditions allow, a lifeless snowfield)

Sanitized (e.g. meticulously maintained locations that use modern -3


technology, such as scrubbed hospitals or high tech apartments)

Medical Tools Available

No Tools (e.g. nothing more than simple items on hand, strips of torn +6
clothing, and junk found in the immediate environment)

Poor Tools (e.g. items that can be gathered from most trading posts, 0
sewing kits, washed linens, clean water for flushing wounds, heated iron)

Average Tools (e.g. an industrial era doctor’s bag, alcohol or other -3


disinfectants, clean sutures, sterilized linens)

Exceptional Tools (e.g. high tech surgery kits, highly advanced medicines, -6
cauterizers)

If the roll succeeds, the Infection Level drops by one. If it drops to zero,
then the Infection is fully healed.
If the roll fails, the Infection goes up by one.
Unlike Wounds, Infections do not continue to heal simply because the
character’s Health State is Improving. Nor does an Infection that improved
on the prior check continue improving. Rolls must be continuously made
until the Infection is fully resolved.

Effects of Infection
As Infection increases, it functions much like a regular Wound, insofar as
it decreases stat checks based on its level. However, unlike Wounds,
Infection levels do not affect the overall Wound Level of the character.
They function as their own problem, independently of any other forms of
damage the character has taken.

Infection Level

1 BOD -1

2 BOD -1, PER -1

3 BOD -1, PER -1, SPD -1

4 BOD -1, PER -1, SPD -1, SMT -1

5 BOD -2, PER -1, SPD -1, SMT -1, SOC -1

6 BOD -2, PER -2, SPD -1, SMT -1, SOC -1, AGL -1

7 BOD -2, PER -2, SPD -2, SMT -1, SOC -1, AGL -1

8 BOD -3, PER -2, SPD -2, SMT -2, SOC -1, AGL -1

9 BOD -3, PER -3, SPD -2, SMT -2, SOC -2, AGL -1

10 The character succumbs to their disease and dies.


Combat and Wound Flow Chart
Skies of Glass RPG Rulebook
<< THE EXACT CHART FOR THIS IS UNDER
WAY AND WILL BE IN A FUTURE UPDATE >>

Chapter. 6: The World of Skies of


Glass
"If you have the focus, confidence, even the simplicity that your friend here
does, then you're going to get through this just fine." ~The Duchess of
House Culler~

The Skies of Glass world is rich with danger, opportunity, discovery, and
struggle. Survivors fight to establish a new safe world in the aftermath of
the bomb, while others gather resources and power. Vast regions of the
world remain unexplored, isolated, or forgotten, inviting any who are brave,
determined, curious, or foolhardy enough to step foot in their domain and
discover their fate.

Throughout this chapter we will explore some of the more well known
regions of the Skies of Glass world including known Settlements,
Geography, Technology, and Threats to those who travel the wasteland.

The World that Was


Genetic constructs were released in product lines and were designed for
many purposes. While agriculture, healthcare, and designer pets
dominated the market they were far from the only uses. While details were
classified, the military, security, and intelligence sectors were very
competitive markets. First responders and park rangers contracted for
genetic constructs to be used in search and rescue operations. While the
purposes were different, the most important aspect of designing a genetic
construct for your game is to remember that all of them had a purpose for
their modifications and they were designed to be viable product lines that
would generate revenue for the corporation investing in their development.

Throughout the history of mankind vast leaps in scientific knowledge were


often met with resistance. Genetic constructs were not an exception to
this trend. A protest movement questioning the morality and safety of
these product lines began to gain traction within a year of them hitting the
market. Amid unverified claims of anesthesia glands leaking into the milk
of a genetic construct cow the protesters rallied around the phrase, “No
knockout milk”. Statements that no line of cows providing dairy had
anesthesia glands did little to dissuade the outrage.

As concerns grew the United Nations Commission on Science and


Technology held a conference to create guidelines for genetic constructs.
These guidelines were not international law, and it was up to each nation
to enforce them. This agreement became known as the Accords on
Genetic Modification and defined five tenets of genetic constructs that
should be the basis for all laws governing them.

1. A Genetic Construct shall not possess near human intellect.


This both placed limits on the boosting of intellect and the species of
animals thatof
Skies could be modified.
Glass There was much debate among the
RPG Rulebook
delegates over which animals qualified and the list varied greatly between
countries. Chimpanzees and dolphins were the most common species to
be banned.

2. Genetic Constructs are not weapon factories.


The real focus of this tenant was on the chemicals produced in genetic
construct glands. This tenant was attempting to ban poisons and
biological weapons from being produced by genetic constructs.

3. Genetic Constructs are animals and any laws protecting animals apply
to them.
By extension, any modification that would cause a genetic construct pain,
shorten its lifespan, or otherwise impair it are to be forbidden.

4. Genetic Construct lines must be identifiable.


Each product line must have a serial number and be registered with the
Genetic Construct Oversight Committee for the nation it was developed in.
Each country has a code that all serial numbers it assigns started with.
This serial must be embedded at the genetic level.

5. Genetic constructs are modified animals and not a new species.


The new animal must share a minimum percentage of active genes with
the source animal, but the percentage varied by country.This banned
wildly different species from those that evolved naturally. It also banned
creating extinct species.

With a heavy round of regulations in place an underground developed


around providing genetic constructs that would otherwise be illegal.
Hidden labs and sovereign islands provided custom genetic constructs for
the extremely wealthy. Underground genetic construct fighting rings
developed generating large sums of money from gambling. Militaries also
violated these restrictions with secret development labs.

Mars opted to not sign on to The Accords of Genetic Modification. They


produced lines of genetic constructs that would better thrive in a lower
gravity environment. Their program focused on micro-organisms and plant
life to produce living organisms that would greatly help the terraforming
efforts. Despite heavy resources being dedicated to engineering animals
that could survive on the surface, at the time Mars cut off communication
with Earth after the war, they had not succeeded in this venture.    

While labs are no longer producing new product lines since the war, that
does not mean that genetic constructs have vanished. Genetic Constructs
can breed not just with other animals of their product line, but because of
the fifth tenant they can breed with the original species they were created
from. Over time by breeding the modified traits can be watered down or
can blend from multiple product lines.

Genetic Constructs are programmed with commands and can be


imprinted to an individual as a primary owner. This process is known as
whispering and is a nearly lost skill. It requires knowledge of the product
line and a chemical to unlock the programming.  

The Fall of the World


A once great nation riding the tailends of a golden age that they hoped
would never
Skiesend.
ofThe United
Glass RPGStates made huge pushes in the pre-bomb
Rulebook
era to advance the world forward in Technology and the sciences. The US
Government, alongside independent and private companies, unveiled the
first feasible plan to advance humanity into space for colonization and
industrial expansion.

However, the Leadership of the United States left much to be desired.


Unable to calm the people over fears of corruption, climate change,
resource shortages, and war, left an unmaintained powder keg of civil
unrest slowly rolling towards an open flame.

The powder keg was ignited just as dawn broke on the morning of July 7th
2101, when missiles were seen launching from American controlled areas.
News spread fast across the world of the event and even though the
American Government tried to use their own missile defense systems to
down the missile before it could reach its destination, they were
unsuccessful.

The missile fell short of its intended target and instead crashed and
detonated on a section of coastline between the North Korean, Chinese,
and Russian borders. Their response to this action was swift and
predictable, Mutually Assured Destruction.

The last thing many people experienced was the falling bombs, the world
breaking, and a deafeningly sudden quiet falling across the world. Like
what follows glass shattering.

The Rest of the World


How the rest of the world fared in the time after the bombs is unknown to
us Midwesterners. We know of our local area and the lands surrounding
us, but outside of our own states, let alone country, is a complete mystery.
Skies of Glass has a major focus on local flavor, where we want Players
and GM’s to build their games around the places they call home because
they know them so well. You know where the best parks are, the most
popular eateries, the cool places to hang out are, along with the local
legends and stories.

As such, three Midwesterns from the United States aren't going to know or
have the same intimate level of knowledge about Nuuk, Greenland as
someone who is local. Skies of Glass is set up to encourage the people
who play the game to infuse their local flavor into the greater world that
we are creating.

This is not to say that your Skies of Glass game can’t have a grand story
that takes your group across the country, the world, or beyond the stars
themselves. But those places will have to be worked out by your individual
groups as we don’t want to overload this book with information about
every county, state, province, or territory for every country. Maybe in a
future installment.

Chapter 7: Game Mastering Skies of


Glass
"Where the fuck is the astronaut connoli?"
 ~ Fat Tony ~

Every roleplaying game has one player that has the most power and the
greatest responsibility. One player that will lose the most characters and
fail the most rolls. One player that will be baptized in blood, tears, and
defeat time andof
Skies time again.
Glass ThatRulebook
RPG player is Wayne, but also, the Game
Master.

What follows is a summary of some basic Game Mastering concepts that


should help with the success of your games. By no means is this an
exhausted list, nor should you limit yourself to only these concepts, these
are just some that we wanted to highlight.

Your Roles as a GM
Advocating
You are the individual that will send every challenge at the players, you’re
the one who will take every drop of blood from the player characters, and
you’re the one who will be on their side the entire time. Everyone wins
when the player characters achieve their goals and the story is allowed to
unfold.

That does not mean the victories should be handed to the players. The
player characters should be challenged throughout the game and allowed
to grow from their successes. The story of the game will grow with the
ups and downs that come from the challenges the player characters fail
and succeed at.

Narrating
You are the vessel by which the players and the characters experience the
world they play in. You explain everything they smell, see, hear, and taste.
You can make your players and their characters feel but it is best left for
them to tell you how they feel based on what they experience through your
narration.

What the players know about the environment they explore is dependent
on your description and, of course, what they have earned from their
attentiveness.

Refereeing
The rules are your guide in interpreting what and how things happen in the
world. You are the final decision maker for what the rules mean and how
they should be interpreted. Consistency is key when making decisions on
what the rules mean and how to use them. Take notes on the rulings you
make and the reasons behind them for later reference.

Teaching
As the Game Master, the players will likely expect you to teach them the
rules and concepts of the game. It will be up to you to listen to the players,
have patients when the players have questions, help them learn the
system & rules, and provide advice to aid in their decision making.

World Building
The world that your game is played in, whether imagined or based on a
real-world location, you are the individual that decides all the details about
it. Players will be more invested if you allow them to help in the defining of
the world you’re playing in. Allow them to add to the Who, What, Where,
How, When,
SkiesandofWhy of the
Glass world
RPG to make it more personal and
Rulebook
meaningful.

Let the players add things to the world around their characters to help
strengthen their interest in the world. NPC’s, traditions, holidays, historical
events, just make sure they do not define everything in the world.

Skies of Glass Themes


In addition to the concepts we already talked about, this section will cover
the Skies of Glass specific themes that you should use to give the game
the right feel. Some of these points will touch back to chapter 1, where we
asked the question What is Skies of Glass? and some will be detailed to
help flesh out the remaining wrinkles.

Suffering
The danger from the bombs have long passed from the world, but the
threats that were left in their wake are still very real. The loss of
infrastructure took many peoples' way of life and left them ill prepared to
deal with their new reality. Health concerns skyrocketed as disease ran
wild and medical supplies became scarce. Finally, the greatest threat
came from the survivors. Driven by fear, starvation, madness, and
desperation people turned on each other in an attempt to survive in this
destroyed world.

Years later, humanity has been able to establish a foothold, albeit shaky, in
the post-bomb world. Rebuilt infrastructure has led to individual
sustainable towns, the ability to fight back against minor medical
problems, and shelter for many. However, people still remain the greatest
threat in the world. Cults, tyrannical governments, organized gangs, and
violent, nomadic tribes of cannibals wander the world, praying on any
unlucky enough to get in their path.

Gamemasters should really lean into the pain and misery that comes with
a post-apocalyptic world. People lose their family and friends from
common issues like lack of clean water, unsanitary living conditions, and
poor hygiene every day. Everyday decisions, like going out to hunt, could
lead to disaster. The hunt could be unsuccessful, in the worst-case
scenario, raiders attack, but the only people with guns are hunting. Pain
and misery are your bread and butter, you should have a platter ready to
serve your players like a family dinner.

Hope
Humanity has a way of always finding the bright side of a really dark
situation and this nightmare world that humanity has been thrown into is
no different. Hope drives many survivors to continue on with their day-to-
day lives, to rebuild old communities or start new ones, to learn to close
wounds and reload weapons, and to fight for a brighter tomorrow.

For many though, that tomorrow will never come. As mentioned


previously, disease, health issues, and other humans have no issue
extinguishing hope. Many people spend every minute of their last hours
hoping for a cure, looking for clean water and enough food to make it to
the next town, and many hide in terror, hoping their attackers won’t find
them hiding under the floorboards. In the raging river that is the world,
hope is Skies
the small
of fleet
Glassof toy
RPGboats let loose from the bank of dreams.
Rulebook
Gamemasters should remember that many stories in the Skies of Glass
world will be covered in enough darkness to blot out any sign of hope and
that's okay. Hope does not have to be an overt theme of the game, but it
does have to be present, even if it is just a quiet undercurrent helping to
push the story along. Every story arc needs to have moments of hope to
offset the darkness, even if the entire story arc ends in disaster.

Lethality
The post bomb world is a very dangerous and unforgiving place. With the
lack of first aid knowledge and resources many minor injuries are no
longer small inconveniences. Infections run rampant in many
communities and for those who can't live with the pain, find a cure, or
amputate infected areas, death is sure to come. People could go their
entire lives without ever receiving a wound from a weapon, but then die
from infection from a simple glass of dirty water.

Additionally, Skies of Glass does not pull punches when it comes to


weapons and the damage they inflict on those that find themselves on the
receiving end. A bullet to the head will kill everyone, equally, without
prejudice. Weapons being drawn is a serious threat in this world and very
few people will want to jump to this being the answer to their problems.
Many people will try to use their words first, some will jump immediately
to fist, occasionally both are employed at the same time, but those that
draw weapons should expect nothing but to have weapons drawn back on
them.

Gamemasters need to keep in mind the lethality of Skies of Glass is no


joke. A simple club can kill a PC or NPC equally, with one swing. Use this
knowledge to not only influence and shape the NPC’s and communities
you create, but also to inform the Players about the world around them. A
community or group of people that’s willing to draw weapons immediately,
refuse to drink or eat specific foods, or travel through a specific forest
says a lot about what they perceive as lethal to them.

Technology
The technological era that the falling bombs brought humanity into is as
broad as it is sparse. On the one hand, you have a world filled with
advanced technology. Government organizations, private corporations,
and interested individual groups assisted in funding government programs
focused on advancements in Medical Science, Sustainable Engineering,
Robotics, and Aerospace Engineering. Many great inventions and
advancements were made in the following decades allowing mankind to
establish and grow a colony on the Moon and the beginnings of a colony
on Mars.

On the other hand, natural resources were becoming more scarce, foreign
relations had deteriorated, natural & ecological disasters, like famine and
plague, brought economic hardships to many, culminating in the largest
war the world had ever seen, The Resource Wars. A great world war where
many countries willingly and openly committed genocide to take total
control of another nation's resources. This came to a head when America
launched its entire nuclear payload, and shortly after, every other nation
did as well.
Gamemasters should use these two driving forces to dictate how
advanced the technology
Skies of Glass is in their
RPG Skies of Glass game and how available
Rulebook
it is. Keep in mind the previous concepts when making these decisions,
for though it’s possible to have androids, sentient artificial intelligences,
advanced regenerative medication, vehicles that run entirely on algae, or
weapons that run off energy cells, the likelihood of these things coming up
is rare. That's not to say they aren't out there, it’s just more likely that more
powerful entities have gained control of them, or they’re locked away in
some forgotten hidden bunker somewhere on the outskirts of a small
town in what used to be the state of Illinois.

Community
With the loss of infrastructure, many people found themselves truly
isolated for the first time. For most, this meant not being able to get home,
to find suitable shelter, or to check on their loved ones. Many brave and
daring souls tried to return home, find their families, loved ones, and
reestablish their lives. Most succumbed to the wasteland’s harshness,
fewer found any trace of their families or loved ones, alive or dead.

Those that banded together, continued their lives and rebuilt. Many rebuilt
their ruined towns, some started completely new ones, they rebuilt farms,
businesses, roads, and defenses. When times were peaceful, they shared
their stories, beliefs, values, traditions, rituals, food and drinks, and
together they formed new bonds with each other. These survivors built
more than a new home for themselves, they built communities.

Gamemasters, the sense of community is important in Skies of Glass


because, in most cases, the Players will all share the same community,
whether that be an organized group or members of a town or city. The
player characters are going to know the people in town, the traditions,
some of the most common foods available, and some of the local
legends. In fact, to give them a stronger tie to that community, you should
have them fill in a majority of the information about the town or group they
are a part of. It is theirs after all.

Additionally, having stories and adventures that center around the group
and their community can lead to great character moments and
storytelling. It means a lot more to the group that they are successful on a
hunting trip when it means life or death for a NPC they love and helped
establish.

Local Flavor
Unlike many Tabletop Roleplay Games, Skies of Glass is not focused on
exploring the world and going across the country to defeat the big bad guy
to save the world. Though, if that's what your game is, that's fine. The main
idea we’re going for with these themes is “Think global, play local”, where
we take a look at the world as a whole, but zoom in to more closely focus
on the players and the area around them.

This is not to say that they couldn't hear news from other areas of the
world through traders, radio broadcasts, gossip, or traveling themselves.
People are naturally curious about what is going on around them, however,
more people are interested in what's happening in the next town over
rather than the next state over. If there is news that the ruins of Chicago
are infested with raiders and murderers, that may be very interesting, but it
means little to nothing to the players playing in a Skies of Glass version of
Allagash, Maine.
Skies of Glass RPG Rulebook
Gamemasters should cater their Skies of Glass games to focus more
around the people, places, and things around the players. Use the previous
themes to build the framework for your game and define the world the
players are in but keep the focus on the players and what's nearby. This is
not to say you couldn't have a Skies of Glass game where the players
travel from Miami, Florida to Nome, Alaska, Oregon trail wagon train style.
It’s your game, you can play however you want, we’re just suggesting to
keep the focus around the players in the world and not the world around
the players.

Running Games
Running a game of Skies of Glass, like most role-playing games, is about
maintaining a balance between action, story, and fun. For this, we are
going to cover a few things that should help you, the Gamemaster, feel
confident and prepared to run your game.

Players
It comes to no surprise that you are going to need a few players in order to
run a game of Skies of Glass. Though Skies of Glass can be played with
just two people, a GM and a Player, we recommend between 4 & 6, usually
one Gamemaster and up to 5 players.

Once you find your group, you’ll have to work out who the characters are,
what role they play in the game world, and what subjects the people
playing the game are comfortable with in the game. Many gaming groups
will come together and have what's called a Session Zero, which is a
meeting before the game, about the game where the Players and
Gamemaster establish what subject’s the game, and those playing, will
and will not be bringing to the game table. Most of this is covered in
Chapter 2: Character & Group Creation, but if you would like to find out
more, a quick internet search for Session Zero, lines and veils rpg,
and safety tools rpg will direct you to more in depth articles on the above
safe gaming ideas.

Story
While going through Character & Group creation you should be getting an
idea of what the players are interested in exploring in your Skies of Glass
Game. You should be able to use their answers to the Group Template to
hook the players in with a story idea to help solidify a starting point for
your game.

Once you have your starting point and you know what kind of game your
group is interested in playing it’s time to plant some story seeds that will
be used to form a plot structure for your game. In its simplest form, a plot
structure is a map for the story of the game, including the beginning,
middle, and end. This structure can take the form of a straight line plot,
where A leads to B which leads to C, a split plot, where the players make a
choice in the beginning and travel down one of two routes to the end, a
branching or sometimes called web plot, where there are multiple paths
for the story to take, and many more.
At the very least, the plot structure should give you a guideline for what
the overall story
Skies ofcould
Glassbe. RPG
As a quick note, it’s a good idea to not make the
Rulebook
story so stringent that there's no room for growth or change. You can't
always be prepared for how every situation will unfold and you may have
to change the story to match the events happening during the game
sessions because, unlike a book, the sequence of events in your game
develop during play.

Encounters
When it comes to conflict in many tabletop roleplaying games there are
equations, charts, sometimes tables of information to tell the
Gamemaster how to properly construct encounters to be perfectly
balanced for the party to deal with accordingly. Skies of Glass has none of
these for constructing encounters, instead Skies of Glass relies on the
narrative of the story, situation, and how players in the game react to these
situations.

Earlier we mentioned that one of the major themes in Skies of Glass was
Lethality and how weapons harm without discrimination. A single enemy
with a weapon is just as deadly as a single player with a weapon.
Additionally, not everyone with a weapon wants to fight and far fewer want
to die. This means, as the Gamemaster, there will be some things that you
have to consider when the players are put in a situation that could lead to
combat.

First, are the entities encountered living? For many species, bearing
weapons is not an immediate sign of wanting to fight, rather, it’s a subtle
way of showing they are capable of defending themselves and will if need
be. Humans and animals have a tendency to want to avoid violence, pain,
and death, unless it’s necessary. Most animals will only attack people if
they feel threatened, are in desperate need of food, or are rabid. Even
trained attack animals tend to back down once they feel their lives are at
risk.

Humans are much the same way. Most people would rather talk out a
solution than resort to violence and fewer are actually willing to fight to
the death. Even in combat many people will suffer from morality issues
when they notice the odds are no longer in their favor and they may try to
flee for their lives or surrender.

Second, the exception to the above would be individuals that can’t see
reason and don't acknowledge pain. Rabid animals, crazed wildmen, or
zealous individuals may not stop attacking, or may only stop once they get
what they want. These situations should be handled with extreme care
because those individuals who have nothing to lose tend to be the most
reckless and vicious when confronted.

Lastly, doubling back on the first point, what if the entities are not living?
Robots, Artificial Intelligences, and other advanced technologies don’t
have the reasoning ability that humans or animals do. Typically, these
advanced technologies follow simple orders from designated individuals
or are given precise parameters that they are allowed to function within
and when something interferes with those parameters it often doesn't end
well.

Though these advanced technologies are rare, they are still potentially
very deadly. Even those without heavy armor or weapons still tend to have
greater than human abilities and with nothing resembling morality.
Story Arc
Skies of Glass RPG Rulebook
Story arcs are the events that take place during the game that, in the end,
make up the overall story of the game and are set up like mini stories, in
that each one has a beginning, middle, and end. Each arc acts like
structural support to help build and support the overall narrative of the
story, these are represented by the completion of tasks in the game, by the
players.

Let’s say the story of the game is “The players rebuild their home town”, a
story arc can be “finding supplies to build homes”. The extent to what that
means is up to you and the players. Does that mean the Players find
usable trees and make their own lumber for homes, they scout the ruins of
a nearby town and scavenge what they need, or do they make a deal with
another group for supplies.

Maybe you want to go big and have all three of these options, and maybe
more, available but all the players need to do is complete one for the story
arc to be complete. Each Story arc at its completion will move the story of
the game forward, thus moving on to the next story arc of the game.

End of Arc Adjustments


After every story arc has concluded the group will go through the End of
Arc Adjustment which includes a Stressor Phase and Wealth Phases. The
Stressor Phase represents how the story arc, and additional strains, have
affected the group and presents a challenge to the group to overcome.
The Wealth Phase allows the players to spend a meta-currency to change
things involving their individual characters and the Group Worksheet.

Stressor Phase
To start the stressor phase the GM will draw one card from a shuffled
standard deck of playing cards, including the jokers. This represents a
stressor to the group with the value of the card, representing its strength,
and suit representing which Aspect is being stressed. A Spade will stress
Prospects, Club will stress People, Diamond will stress Resources, and a
Hearts will stress Image. The GM and players should determine the nature
of this stressor by reflecting back on the events of what happened during
the completed story arc, or arcs if this is not the Players first completed
Story Arc.

The party will then choose how they are going to address this stressor:
A. The Players are confident in their Aspect and go straight to the roll off.
B. The Players chose to add another Aspect. The Players must describe
how that Aspect is being used to assist in the situation. Any additional
Aspect that is brought in will automatically be lowered by a value of 2
regardless of outcome.

There are some special scenarios that will come up that are represented
by the drawing of a Face Card or a Joker. Instead of having a flat value,
with Aces equaling 1 and the other numbers representing their value,
these cards have special rules and values that apply to them when drawn,
regardless of suit. They are as follows:
● Jack: Roll 3d6 taking the worst 2 and add them to its starting value of
11. If an additional Aspect is used by the Players, the cost to the 2nd
Aspect is doubled.
● Queen: Yield an additional +2 to the Aspect being challenged, if the
Players are successful.
● King: Starts with a plus 13 and adds the best die of a 3d6 roll.
● Joker:
SkiesDraw
of and
Glassresolve
RPG 2 cards.
Rulebook
Once the GM has defined the stressor and the Players have defined their
defense it is time to roll to determine the results.

● GM rolls 2d6+(value of Card Drawn) = Stressed Aspect Value


● One Player rolls 2d6+(associated Aspect(s) Value) = Groups Aspect
Defence Roll
★ Players may add a 2nd Aspect to the roll, but it will suffer a -2 to its
value (if a Jack is pulled, the 2nd Aspect becomes a -4, as described
above).

If the Stressed Aspect Value roll is larger than the Groups Aspect Defense
Roll, representing the Group failing to handle the situation, the value of the
Group’s Stressed Aspect is lowered by the difference of the rolls. An
Aspect cannot be lowered below one.

If the Stressed Aspect Value roll is smaller than the Groups Aspect
Defense Roll, the party is not impacted by the stressor, indicating that their
group was able to handle the situation successfully. (If the card drawn
was a Queen and the Group succeeded in the roll, the Group automatically
gains a +2 to the value of the Aspect being stressed, as mentioned above)

Wealth Phase
After the stressor is resolved the wealth phase begins. To start the wealth
phase add the value of the group's highest card to their lowest card. This
is how many coins the group gets. This is a meta currency that can be
used in any combination of the following ways:

● Increase Aspect card value 1 for 1. (Still limited to 1-10.)


● Buy personal or group equipment.
● Narrative upgrades such as adding armor to a vehicle.
● Buy off persistent problems.
● Buy off wound levels 1 for 1.
● Buy a leader or party retainer. That NPC is represented by a face card
placed on the suit card of the trait it is modifying.

What Happens Next?


It’s a good idea to have put some thought into this question before getting
to this point. Ideally, the group, as both individuals and a whole, will have
come up with an opinion about what the next steps should be.

How the game continues, along with what has changed with the Players,
should all be worked out before starting the next game session. What the
characters do in the time between games could be summarized into a few
short sentences from the Players or just summarized by the GM.

Should the game continue on, the Group Aspects stay as they were at the
End of Arc Adjustment and the game continues on with a small overview
of what happened previously. The players could make new characters,
maybe continuing the story of a specific group of people or town rather
than individuals. The game could also do a time jump where the story
picks back up days, weeks, months, or maybe years after the first Story
Arc giving the characters time to heal wounds or injuries, establish
businesses or connections, or maybe complete some other in-game
project.
Whatever the decision, we hope the next game and story are fun and
enjoyable.
Skies of Glass RPG Rulebook

Chapter 8: Settlement Building


"I want to live someplace with working technology, running water,
electricity, and TV Shows.” ... “What if I told you I think I can make that
happen?"
 ~ Boon & EMMA ~

In the previous chapter we discussed the larger setting of Skies of Glass


and some potential ideas for regional powers. A typical game though will
not operate at that macro setting. Typically a game will revolve around one
settlement or a group traveling from settlement to settlement. A
settlement could be a small collection of farms, a town, or a large city.
This chapter will provide you with advice around building well defined
settlements, charts for quick building settlements in traveling games, and
a few examples of settlements to inspire or be plugged into your game.

While we recommend building a physical location you are familiar with,


creating a new settlement that does not exist in the real world would
follow this same process. As the GM you can create the setting on your
own and bring it to your players or work through these questions in a more
collaborative manner. These are tools to be adapted to your group's
playstyle as needed.

Building Blocks Of A Settlement


When building a settlement in Skies of Glass there are certain building
blocks that will help form a well defined location. These are history,
culture, governance, and economy. Defining noteworthy people, places,
and organizations will give your setting a feeling of life and make
interaction with it easier. Finally a summary of what is important about the
setting or what visitors are likely to notice right away can be helpful to
keep the feel. You can potentially read this section that we refer to as “At A
Glance” to your players as flavor text.

At A Glance

Think of this as the elevator pitch for your settlement. If there were a
tourist brochure for your town this is what it would say. It can be informed
by the other building blocks or they can be used to explain why the
settlement is what it is. The important thing to cover in this section is
what characters that are from the town would know and what a visitor
would notice first. Sites, sounds, and general attitude are all good things
to include.

A few questions that might help develop this section:


● What makes this town unique?
● Are there any rivers, mountains, or other natural landmarks nearby?
● Do any buildings or manmade structures stand out?
● Does the town have a reputation for anything?
● How clean is the town?

History
The town’s history is what made it into the location it is today. This should
include Skies
history of Glass
of the areaRPG Rulebook
prior to the bombs as well as major moments
that helped shape the society since the bombs. If you are using a real
world location wikipedia and town government websites are good for
getting historical events prior to the bombs. This can also give you
demographic information you can use in later sections. Knowing how a
town developed can help you determine how it would handle the events of
a nuclear war.

A few questions that might help develop this section:


● Why was this town founded?
● What are the major events that shaped the town before and after the
bombs?
● What resources were available to the town and how might they have
gotten ones that were not?
● How far away was the closest location hit by a nuclear warhead?

Culture
The culture of a town covers many facets of day to day life.
Demographics, religion, and celebrations are all good items to consider.
The most important thing for this section to cover is what the town’s
priorities are and how they interact with the outside world.

A few questions that might help develop this section:


● How large is this settlement?
● What traditions remain from before the nukes?
● What traditions have developed in the time since the nukes?
● What is the temperament of the citizens?
● How do the citizens react to outsiders?

Governance
Any settlement of a decent size will require some form of governance.
This could be a dictatorship, a democracy, or something completely
unique that has never been seen before. This will help shape the culture
and economy of the town, but will also impact how your players interact
with the community. One easy approach when using a real world location
is to research how it is currently governed and use that. It is equally valid
to think about what type of government would develop in a postnuke
world. With the lack of infrastructure and stability there is plenty of
opportunity for shifts in power.  

A few questions that might help develop this section:


● Who is in charge and how do they maintain power?
● Is the person holding the title really calling the shots?
● How often does the leadership change?
● What does the town think of the current leadership?

Economy
The economy of your settlement is more than just the monetary system. It
includes what the town produces, what it has to trade for, and how goods
and services are exchanged. The economy describes how the wealth is
distributed and the quality of life the average citizen has.

A few questions that might help develop this section:


● Does your town have a monetary system? This could be a currency
created in town or adopting the currency of a larger settlement.
● Do your citizens have to pay for food or does the town manage and
distribute
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offood?
Glass RPG Rulebook
● What does the town have in abundance?
● What is scarce in the town?

Notables
There are three kinds of notable items to develop for your setting. These
are people, places, and organizations. While developing these it is best to
build ties between them. For example an organization probably has a
place that it meets and places tend to have people associated with them.

Notable People
Notable people in your town are potential NPCs that the players will
interact with. These can be people in positions of power, shop clerks, or
just interesting personalities. They should not be people that fade into the
background if encountered. When defining them you should think about
appearance, role, and personality. Ask yourself what drives these
individuals and shapes their decisions.  

A few questions you might ask about notable people:


● What makes this person notable?
● What does this person look like?
● What motivates this person?

Notable Places
Notable places are locations around town that stand out. They could be
unique buildings, monuments, or places of business. Anywhere that the
players may want to visit or that helps to shape the town should be
considered.

A few questions you might ask about notable places:


● Was this location built before or after the nukes?
● What does the location look like?
● What purpose does the location serve?
● Are there any secrets about this location?

Notable Organizations
Notable Organizations are groups that have an impact on the town. This
could be a political party, town militia, local gang, or trade union. Any
group that has influence and can impact the story being told.

A few questions you might ask about notable organizations:


● What are the goals of this organization?
● Who leads the organization?
● Where does the organization meet?
● How many members does the organization have?

Random Settlement Generation


If you need to quickly define a settlement for your game the next few
pages will provide you with a few steps to accomplish that. To make a
settlement truly interesting you should take this base and build on it with
notable people, places, and organizations. You should also take into
account established geography. Many towns and cities today are situated
in locations that are bound by geographic features such as mountains,
rivers, and deserts
Skies that have
of Glass RPGplayed a part in the development of the
Rulebook
settlement and its people in many ways. Take this into account when
customizing your randomized settlement to give it more flavor and make it
more interesting.

These dice tables provide randomized details for aspects of your


settlement. Pick the column that is relevant to you and roll 1D6 selecting
the relevant row. As options are selected they may contradict previous
rolls. A small camp for example probably would not have a standing
military. If these rolls occur you can reroll or use it as a creative
opportunity to explain why it is not a contradiction. Perhaps the small
camp is the citizens and there's a larger military camp nearby.  

Culture

1D6 Settlement Size Reaction to Outsiders Traditions

Small camp               up to Keeps prenuke traditions


1 Actively Hostile to Outsiders
50 people alive

Values
Large camp         50-250
2 Looks to exploit Outsiders prenuke traditions, but
people
adapts

Village              250-500 Disregards traditions and


3 Suspicious of Outsiders
people lives in the moment

An equal blend of
Town               500-1000
4 Indifferent to Outsiders prenuke and postnuke
people
traditions

Has abandoned
City               1000-5000
5 Welcoming to Outsiders prenuke traditions in
people
favor of new values

Large regional city  over Extreme hospitality treating Has developed strange or
6
5000 people Outsiders like family disturbing traditions

Governance

1D6 Government Defense

1  A single ruler with complete control No organized defense


2 Mayor who is voted in Defense is organized when needed

3 Skies
Mayorof Glass
and TownRPG Rulebook
Council Sheriff and deputies

4 Town Council Standing Militia

5 Everyone has an equal vote Under Protection of others

6 Military Control Standing Military

Economy

1D6 Financial System Basis Wealth of Average Person

1 None to speak of Destitute

2 Raiding Limited

3 Trading Poor

4 Mercenary Struggling

5 Self Contained Comfortable

6 Credit Wealthy

Notables

1D6 People Places Organization Rarities

1 Sheriff Town Hall Street Gang Abandoned Military Bunker

2 Farmer Saloon\Bar Militia A Robot

3 Drifter Lookout Tower Mercenaries Genetic Lab

4 Bounty Hunter Town Square Trade Union Theme Park

Pack of vicious GC
5 Cook Casino Knitting Club
animals

6 Con Artist Cemetery Hunting Party Green Energy System

Example Settlements
Linden, Tennessee
Introduction
People came and went from Linden everyday. At times Red swore it had
no permanent residents, though his own business, situated at the far edge
of town, likely contributed to this. Nonetheless, he was accustomed to
seeing all manner of folk pass through here, and he had learned how to
read them all.

"A Harrington brake system will work just fine for a large truck," he
said,giving his customer sufficient space to peer beneath the vehicle.
"No, this won't work." The young man straightened up, brushing the dust
off his hands.
Skies"Itofmust
Glassbe aRPG
Blackwell model 17b or nothing at all."
Rulebook
"I don't know any truck that needs a17b. What model are you repairing?"
He already knew the answer, but he was curious whether the visitor would
confess it.

"That's not your concern. I have the gold on me. Now, do you have the part
or not?"

"No. I'm sorry, but I don't."

"That's too bad." The stranger took his hat from the place he'd hung it on a
dilapidated tractor. He scanned the junkyard to see if anyone else had
come along and noticed him there. Then with nothing more than a nod,he
snatched up his rifle and took his leave.

Red glanced at the Blackwell17b laying on the ground only a few yards
away beneath a dirty blanket, disassembled, but otherwise in excellent
condition. He was glad the man hadn't recognized it. The braking system
had only one use: it was a specialty item, designed for a30 ton assault
vehicle, and no one would worry about making it stop unless they'd found
a way to make it move and shoot.

The old man tucked his hands in his grease-lined pockets and shuffled
across his junkyard. He'd best go see the Mayor and let him know,
preferably before his wife returned.

At a Glance
Linden sits atop lush, wooded hills along the western shore of the Buffalo
River. The area has warm, humid weather, with sufficient rainfall to support
dense vegetation.

The town has a population of about 1,000 people, though it is frequently


visited by nearby farmers or traveling merchants. Shops, homes, and
workshops line its roads, the mix of modern and archaic buildings (some
dating back to the 19th century) giving the town an eclectic look. The
citizens of Linden take great pride in their city, and it is well maintained.

While Linden was of little significance before the nuclear war, its
importance has grown quite a bit since. If you're looking for raucous
nightlife and seedy deals, this town is not for you. However, if you're
looking for honest work and a market for trading supplies, you'll find what
you need in Linden. And not only is it a stable township and center of local
commerce, but it's also home to one of the most impressive collections of
working vehicles in the state.

History
Being such a small town, Linden was never targeted by nuclear warheads.
As news of the worldwide attacks unfolded, most people stuck to the
nearest media outlet or fled home to tend to their loved ones.

Once the majority of broadcast stations had gone offline, people started
trickling into town, hoping to talk to neighbors and learn what might come
next. By nightfall, the town square was packed with people, and to Linden's
credit, they remained peaceful.
The town's Mayor, Frederick Black, had spent the evening trying to get
information
Skiesfrom
of state
GlassandRPG
federal agencies. Realizing they had all either
Rulebook
collapsed or focused their efforts on larger cities, he knew Linden was on
its own. The citizens would need direction to make it through this tragedy,
so he hastily prepared an action plan, and around 8:00pm he emerged
from city hall and addressed the people gathered in the town square. He
called on them to return to their homes, share their material resources
with those in need, and do what they could to keep vital services
operating. The people complied, and this gave Mayor Black time to build a
detailed vision for the town's future.

The only way to keep the town from collapsing was to keep the people fed
and busy. Anyone that had important skills such as medicine, farming, or
handiwork was put to work. Those lacking such skills were assigned to aid
them and learn from them.

Though the town remained peaceful for a while, the hardship of the new
life and lingering emotional shock of the nuclear war started to crack its
unity. Refugees from less fortunate towns also began squatting in and
around the city, putting a great strain on its resources.

On June 18th, 2109, a riot engulfed the city, leaving eleven people dead
and many buildings in the northwest of town burnt to the ground. Mayor
Black raised the alarm, beckoning all able-bodied and willing citizens to
defend their homes. The mustered citizens were brutal in putting down the
riot, but they were also quite effective. Those responsible for the riot were
executed and the rank-and-file participants were driven away.

While the affair lasted less than a day, its effects still linger on. The citizen
militia became the de facto method for protecting the town from large
threats, and the near unconditional support for the mayoral office was
solidified as a way of life. When Frederick Black died from cancer in 2123,
he was buried in a choice plot outside of town, honored like a passing
king, his grave marked by a stone plaque that enumerated his
contributions to the city.

Another mayor, Kevin Black, nephew of Frederick, was elected thereafter.


In the tradition of the first Mayor Black, he too remained in office for life.
He dedicated his time in office to continuing the work of his uncle. Farms
and workshops were expanded, and a formalized system of schooling
was created to pass on both general education and specialized
knowledge of critical trades. Kevin also opened talks with the Tennessee
Guard --a military organization created from the Tennessee National
Guard-- regarding security, trade laws, and other matters of state-wide
interest. Kevin died in 2152 and was buried alongside his uncle.

The third post-bomb Mayor of Lindenwas Lewis Steinmann. Being a harsh


and humorless man, he lacked the diplomatic tact of the previous Mayors.
He demanded greater output from the town's industries, passed
burdensome laws, and irritated the town's most respected members. He
survived only until October 2153 when he fell dead during an inspection of
the streets. Doctors declared the cause of death to be heart failure, but
there was no shortage of conspiracy theories that called it an
assassination.

Mike Townsend was elected as the fourth mayor. He was an excellent


manager and affable man, though also debatably insane. His
eccentricities would have cost him the election, however, his opponent
was the renowned scavenger-cum-mechanic, Red Cohen, who was
generally understood to be disinterested in the office, likely put into the
race by his wife, Loretta. Even more damaging was Loretta's prominent
role in the most credible conspiracy theories surrounding Mayor
Steinmann's death.
Skies of Glass RPG Rulebook
Mayor Townsend is still serving as the leader of Linden today. He has
reduced and reorganized the law books, striking down the vast majority of
his predecessor's edicts and simplifying older laws. These moves have
won him a great deal of love from the community. He has also created a
formalized treaty with the Tennessee Guard, granting them permission to
monitor trade in the town and protect his mayoral competitor, Red Cohen,
whose so-called junkyard is considered one of the best treasure troves of
pre-bomb machines in the state.

Despite his many intelligent moves, he's made no attempts to hide his odd
behavior which annoys Loretta Cohen and occasionally wins her an ally in
her effort to remove the Mayor from office. Tensions between the two are
generally kept quiet from outsiders, but they're an inescapable part of life
in the city.

Culture
The citizens of Linden are predominantly Caucasian, though several
families of African descent live within the town. Unless a traveler from a
distant place is passing through, you will hear no language other than
English. Most citizens are at least marginally Christian, Protestants
outnumbering Catholics roughly five to one.

Dress is typical for an American city, though agrarian and frontier


influences are visible in the rugged fabrics and functional designs. Most
would prefer overalls and woolen coats to finer fashions, the latter
typically appearing only on Sunday mornings or special occasions.

Views on sensitive subjects such as race and religion vary from person-to-
person. However, since the threats of a post-bomb world are never far
from anyone's mind, most are willing to live peacefully with their neighbors
in the interest of mutual survival.

The citizens of Linden value stability and simplicity. They prefer the status
quo to adventurous ideas, the safety of home to wandering outside of
town. They have no interest in meddling in outside affairs and do not take
kindly to outsiders meddling on their own. They may be a bit slow to trust
the intentions of travelers that pass through the town, but will always
show them courtesy and hospitality.

Governance
Linden is governed by a Mayor who is the sole authority and lawmaker for
the entire town, though he will often defer decisions to other citizens when
his workload is too great or the decision is out of his expertise. Examples
of such deferment include the current Mayor's appointment of a Sheriff for
town law enforcement and his reliance on Minister Barrows for matters of
diplomacy.

The Mayor is elected on the second Sunday of every year. There is no term
limit on the Mayor's office, so if he can survive the frequent elections, he
could serve indefinitely. The elections are conducted in the court square
with every adult resident voting by a show of hands.
As with most things, the residents of Linden keep their government
simple.Skies
There are
of no layersRPG
Glass of bureaucracy,
Rulebookno complicated legal codes,
and trials are decided by respected elders of the town.

Economy
Linden enjoys easy access to multiple rivers, a lush landscape, and
constant visitation from merchant caravans. Local trades include farming,
fishing, and logging. The town itself is primarily geared toward retailing the
goods made in the surrounding lands, though it also has skilled artisans
employed in workshops for woodworking, leather tanning, tailoring, and
blacksmithing.

Since Linden sees so many travelers, the town is an excellent place to


obtain luxury goods such as Linden Ale, a wide assortment of candies,
and formal clothing. Some of these goods are brought in from other
places, but most are made locally.

One can readily obtain mechanical devices here as well, mostly from the
graveyard of machines accumulated by Red Cohen. It is not uncommon
for people to travel great distances in search of an unusual part,
salvageable machine, or even just Red's know-how.

Noteworthy Places
Courthouse -The courthouse is a red brick building, trimmed with white
stone, constructed in the early 20th century. It's simple, rectangular
architecture is reminiscent of many schoolhouses and government
buildings constructed during that age. The public is allowed on the lower
levels, which include an art gallery, courtroom, and library. The top two
levels are the abode of the Mayor, the office having been moved there
from the old city hall decades ago. There are no true judges in Linden, so
disputes are typically overhead by the Mayor or a well respected citizen he
appoints to stand in his place.

Court Square -Also called the town square, court square is the plaza
located in front of the historic courthouse, roughly in the middle of town. It
is a common attraction for those passing through, and it is not uncommon
to see locals or outsiders pausing to rest here. A handful of shops and
food carts have sprung up around the square to take advantage of this
traffic. The square is also a common gathering place for town meetings or
celebrations, and is always decorated by the townsfolk to reflect the
current holiday or season.

Linden Methodist Church -The church is a brick building with a white,


gabled roof, and wooden doors. It is not the only religious establishment
in the town, but it is the most popular, giving it great significance in local
life. Sunday services are usually full to standing room only, and numerous
people will visit the church throughout the week,  seeking the religious
advice or prayerful support of the resident Minister.

Red's Junkyard -The name of Red's business establishment is a bit of a


misnomer. His large, fenced property and wooden workshop are home to
some of the most valuable salvage in the state. The land near his house is
lined with old vehicles, farm equipment, generators, and the like. Most are
ruined beyond use, though many still have usable parts, and a few are in
working order. Both Red and his collection are so valuable they have
become something of a security concern to the town which has
established a permanent guard to protect him from thieves, raiders, and
spies from other cities.
Sparks House -Though the original Sparks House --an early 19th century
home-- Skies
burnt down in the mid
of Glass RPG 21st century, a replica was built on a scenic
Rulebook
bluff over the Buffalo River, just north of town. Despite being made with
modern materials and techniques, the builders were careful to maintain
the appearance of the original, down to the stone foundation, brick
chimney, and white-washed walls. The new Sparks House features a
restaurant, candy shop, and guest rooms, making it a popular stop-over
location for those traveling through the town by foot or boating down the
river. The establishment is owned and operated as a collective effort by
quite a few Linden residents.

Noteworthy People
Jack Bailey -Sheriff -Jack is a bear of aman, with thick brown hair and
matching beard, broad shoulders, and a towering frame. Despite his size,
he moves quietly about town with a gentle smile on his face. He doesn't
speak much, and when he does, his voice is soft. Fortunately, Jack's job
doesn't require him to say very much since the townsfolk respect him such
that they rarely argue with him, and disrespectful outsiders are generally
intimidated by his size. He typically dresses in flannel shirts, thick pants,
and heavy boots, earning him the nickname of "lumberjack" amongst the
children. He lives in a house not far from the city hall with his wife, Margo,
and two teenage sons, Alan and Mark. Jack is a humble, God-fearing man
who regularly attends the local Methodist church.

Timothy Barrows -minister of Linden Methodist Church -The Minister is a


short, bald man with glasses that aren't quite the right prescription.
Though physically awkward he is well learned and keeps a modest library
of books inside the church. He never sought the position, but Timothy
Barrows plays a role in town politics equally important to his role in the
church. He is universally regarded as a wise, compassionate man, and is
therefore the lone individual in town that can work as a peacemaker
between almost any disputing persons. For example, it is by his urging
alone that Loretta Cohen has kept her rivalry with the Mayor to angry
chats instead of more open, divisive protests.

Loretta Cohen -Red Cohen's wife; competitor to the Mayor -While Loretta is


wife to the famous Red Cohen, she is also important in her own right.
She's in her 60s, but still possesses the energy and wit of a woman half
her age. Loretta is capable of playing many roles, being a loving
grandmother, resourceful homemaker, and political firebrand, all with
equal passion. While she is graceful and compassionate in most
situations, Loretta's busybody inclinations can sometimes get the best of
her, leading her to meddle in ways that do more harm than good. Her most
important spat at present is her hostility toward the town's presiding
Mayor. Feeling her own husband is the city's most significant resident --
and being rather disturbed by Linden being led by a "madman"-- she works
tirelessly to sway the residents to oppose Townsend or vote him out of
office. She has been largely unsuccessful, but her silver tongue has
swayed a growing minority to her side. It is also rumored that Loretta has
a darker side, perhaps being willing to stoop to questionable means to
reach what she believes to be noble ends. The most noteworthy example
of these rumors is that she had some hand in poisoning the previous
Mayor. Loretta insists these are just the whisperings of unscrupulous
gossip, and her otherwise impeccable character gives some credence to
this claim.

Red Cohen -owner of Red's Junkyard - Red is a gangly man with white hair,
a scraggly beard, and deep-set eyes. He walks with a slight limp and his
gaze frequently wanders. He has had an interest in machines from a very
young age and collected them in an empty lot behind his parents' house,
teaching himself how to build and repair them all. Though he lacked
sufficient materials
Skies to restore
of Glass RPG most of his collection to working order, his
Rulebook
knowledge became encyclopedic and his collection can be readily
harvested for its parts. People travel from great distances to buy material
from him or seek his aid in resurrecting an old relic. Unlike his wife,
Loretta, Red has little interest in town politics, preferring a quiet life,
tinkering in his junkyard.

"Mad Mike" Townsend -Town Mayor -Roughly 50 years old, with salt-and-


pepper hair, lavish suits, a black cane, and a thick beard, there is an air of
distinction about Mike. He is frequently seen strutting about town,
greeting its citizens with a broad smile and "how do you do" as he surveys
his domain. The Mayor is intelligent, diplomatic, and well spoken,
addressing friend and adversary alike in flowery speech that seems about
200 years out of date. Despite his charisma, he is regarded as eccentric --
perhaps insane -- by those that know him best. He keeps an immutable
daily schedule, which includes such oddities as consuming only the inside
of three biscuits for breakfast, insisting the husks be burned in the same
fire that cooked them, petting his three dogs in alphabetical order, and
kissing only his wife's left cheek. Regarding town politics, he is well aware
of Loretta Cohen's ambitions to replace him, though he pays her little heed
and recognizes that her husband, Red, is both uninterested in the position
and a city treasure to be jealously guarded. Most Linden residents
consider "Mad Mike" an exceptional leader or at least a charming and
harmless man, though a growing minority would prefer to see him
replaced by a more sane individual.

Noteworthy organizations
The Tennessee Guard -The Guard, founded from the ashes of the
Tennessee National Guard, serves as an extra-governmental security force
throughout the state. By agreement of the Mayor, they have posted 22
riflemen in the town. While the Mayor may occasionally call upon them for
assistance in maintaining order, their primary purpose is to protect Red's
motor cache. They currently stay in an old store front, converted into a
barracks, located a mere hundred feet from Red's home.

Linden Militia -The town maintains a loosely organized militia to provide


its primary defense and law enforcement. Jack Bailey is the only member
on active duty, but any able-bodied male is considered to be on permanent
call for militia duty, and they are expected to report within minutes should
Jack or the Mayor choose to call them up. While the townsfolk are fiercely
loyal to Linden and its leadership, they lack the organization, discipline,
and consistent armament of a proper military.

Nome, Alaska
Introduction
The three individuals traveled up the long path out of the city towards the
old government early warning station that sat above their town. Many
decades prior the site was turned into a tourist attraction, and later, a
fancy sustainable energy station that used specially curved solar panels to
capture as much solar energy as possible. Now, it was an annoying chore
that needed weekly attention, even in the polar night.

“Alright, let's get this over with.” He said as he brought the sled to a halt.
The other two departed the sled, she with a tool box, him with a rifle. She
approached a side panel that she knew could be removed for access into
the housing
Skiesof of
the Glass
station.RPG
As she slipped inside the two men started
Rulebook
patrolling the perimeter rifles in their arms, safeties off.

The men met back by their sled, the man pulled out a homemade
cigarette, lit it, and offered one to him. He refused and kept scanning the
surrounding dark. This far away from the city the only lights were the
statues lights on the various turbines and solar panel stations that dotted
the landscape, the city lights in the distance, and the aurora above.

A loud grunting from the dark caused him to jump and raise his rifle to
scan the dark; the night vision tech of the old gun wasn't great, but it was
good enough to see the herd of elk moving through the area.

“Relax, they’re always up here this time of year.” He ignored the man and
continued scanning through the herd. After a few passes, he lowered the
rifle, second guessing himself.

“Hey!” She yelled, “I figured out the issue, it's a blown fuse, should only
take me a few minutes.”

The man took a pull from his cigarette and sighed loudly, “Fuck, this is
boring.”

He raised his rifle again, checking one last time to settle his nerves. Then
he saw:
One of the elk was larger.
One of the elk had metal sticking out of its coat.
One of the elks wasn’t really an elk.
That one elk was looking back at him.
That one elk knew that one of them now knew it wasn't an elk.

His eyes widened as he suddenly realized what he was looking at.


“Hurry it up, we’re not alone tonight!” He switched the safety off  and
braced the gun against his shoulder as the elk screamed and charged.

At a Glance
Nome sits along the windswept southern coast of the Seward Peninsula in
the Norton Sound inlet of Alaska. The summers are cool and the winters
are long, cold, and harsh. The surrounding area is home to dense
meadows, river valleys, lagoons, wetlands, ridgelands, and Boreal forest
providing a wide range of available foragable goods, wild game, and
fishing opportunities for the locals. The wildlife in the area is widely
ranged from small meadow rodents and birds to large moose, oxen, and
bears.

After the bombs fell, Nome became a beacon of survival in the Alaskan
wilderness. It has gained the nickname “The City of Nightlights” as it has
many sustainable energy systems that are still operational, maintained,
and used by the city, though they are breaking down and require
maintenance often. It holds friendly trading relations with some small
settlements and tribes around the Norton Sound Inlet and boasts a well
trained and armed militia.

Though the city has seen growth since the bombs fell, the population of
around 3,000 know to never lower their guard for too long. More than
once, wolves have been seen wandering around the city and pawing at its
gates, on two and four legs.
History
Skies of Glass RPG Rulebook
Before the fall of the bombs, the country pushed for more sustainable
energy solutions as societal concerns over the overall health of the planet
rose. Additionally, there was a great push from the scientific community,
with the help of independent entities, to further mankind's technological
standing to start colonizing space and other planets.

Many saw great potential in the Alaskan wilderness. Government, private,


and independent entities moved to establish major research and
development firms throughout the state as they tried to get ahead of their
competition, both foreign and domestic. The Alaskan Sustainability Boom,
as it became known, saw a greater influx of people to the state than the
Gold Rush of the 1900s.

Nome became the most popular location for the A.S.B. as its surrounding
geography offered ample opportunities for the movement and its access
to both air and water ports made transporting supplies easy. Soon large
scale wind turbine stations, great solar arrays, dam free river-run hydro
stations, biomass generators, ocean, and tidal wave energy projects could
be seen all around the Nome landscape. These companies, as a whole,
saw such great success in their works that they were able to convert the
state's total energy consumption from only 30% sustainable energy, to
90% sustainable energy in just a decade. Once the news of their success
spread, contracts came in from across the world offering these
companies billions.

As concerns over dwindling fossil fuel resources and tensions of war


began to rise worldwide, Nome became a hotbed of activity. The
government companies that had been working on sustainable energy
projects were turned over to weapons research, development, and
defense. Many of the sustainable energy facilities were repurposed for
government use and further production of sustainable energy was
stunted.

The government had started to grow their military presence in the area
when the discovery of a foreign submarine a few miles from the city
sparked a panic. The United States Navy was quickly dispatched to seize
the vessel and detain its crew. To their surprise the vessel was abandoned
and the only thing that was discovered onboard was a bomb. The vessel
was evacuated and the bomb detonated, destroying the submarine and
one US Navy ship.

Using the incident as fuel for the war machine, the President of the United
States started issuing government mandates across the country on
locations seen as great importance to the country's survival, essentially
placing these locations under martial law. Nome was soon flooded with
government soldiers and agents who started seizing property around the
city.

Conflicts between Nome civilians and government soldiers rose fast as


the soldiers tried to take over the city and imprison innocent people. A
large group of citizens planned to escape the city to gather supplies so
that they could return to liberate their home. While in the middle of their
escape effort, amid sirens and gunfire, the Alaskan night sky suddenly lit
up as bright flashes and glowing clouds speckled the horizon. The nuclear
nightmare had begun.

Culture
The people of Nome are primarily made up of Native Americans of the
Inuit tribes,
SkiesNorth
of American citizens,
Glass RPG and a diverse mix of others from
Rulebook
around the world, thanks to the A.S.B..

The people of Nome tend to observe many Inuit and American traditions
and holidays, but being such an isolated settlement the people never say
no to another opportunity to partake in a celebration that builds
community and builds the bonds between them.

Religious belief is a mix of Old world Christainity and Inuit Religious


beliefs, with the community believing in a mix of the two, leading to an
almost Shamonistic Christianity belief among many.

Much of the food in the region comes from hunting, fishing, and foraging.
Traditional recipes include many fish dishes, sausages made from
reindeer, and other wild game dishes. Few farms exist in Nome, but the
few greenhouses that have been established do provide the local
population with some fresh vegetables that are typically preserved for
later consumption or trade. The cultivation and continual harvesting of
wild yeast has allowed the continued production of Sourdough bread,
which is considered a staple food in the region.

Governance
The city is run by a Dictator with a council made up of other individuals
focusing on Nomes protection, resources, well being, and diplomatic
relations.

The Dictator and Council membership do not have term limits and can be
called into question at any time by the people, but rarely are. Holding a
position is based solely on community image and trust of the individuals,
and with the importance of community in Nome, those positions are held
by very thoughtful and strong people.

If someone does call out a council member, the citizen is given the
opportunity to plead their case in front of the entire community. If the
people take favor of the individual calling out the council member, the
council member is removed from their duties and position, with the citizen
taking the position.

The council member has the opportunity to challenge the citizen, to a one-
on-one combat to first blood. The loser is either exiled from the city with a
bag of supplies packed of their own belongings, or executed, with their
body being used by the city for its needs.

Few people have dared to call the Dictator’s position in question. Those
who had now have their skulls hanging from ropes around the city's walls.

Economy
Nome has access to an abundance of natural resources. The ocean,
rivers, and hundreds of square miles of wilderness allow access to
hunting and foragable goods, such as wild game, grains, and medical
herbs, and access to industrial resources, such as stone, coal, and
precious minerals like gold, silver, and copper.

The Sustainability Movement of the pre-bomb era established many


sustainable power stations throughout the Alaskan wilderness that the
people of Nome use to power energy cells that they can use to provide
power to the city or trade with travelers for their uses. Today, many of the
power stations are still maintained, operated, and protected by the city,
who uses themof
Skies to Glass
power the
RPGcity,Rulebook
a local greenhouse facility, and the only
operational hospital in the region. Seasonal vegetables, medical herbs,
medical treatment, and energy in many forms are traded and treated like
luxury items to those who find themselves trading with Nome.

The city suffers from a lack of building materials to maintain its


infrastructure and keep up with repairs to the energy stations, leading to a
year round demand for supplies. Additionally, though the city has a great
abundance of resources available to it, the majority of them are only
available for a relatively short time.

From early June to late October is the only time available to the residents
to gather food, resources, and most trade goods before the winter weather
sets in and puts the city into a state of lockdown. Within that short time
frame, 75% of the city's food will be grown, hunted, or gathered from the
surrounding wilderness while the other 25% comes from a combination of
trading, winter hunting, the local greenhouses, and preserves that the
people of Nome have stored for the winter season.

Noteworthy People
Atika Johns - Dictator - Atika Johns has been in charge of Nome for
almost 30 years. She is a strong leader with a deep Inuit heritage who has
no issue making tough decisions on behalf of the community. She’s of
average height and has dark black hair that she typically keeps in three
braids. She has cultivated strong relationships with the Inuit tribes that
inhabit the region and frequently host them for holidays, special events,
and has sent out the city's defence force to protect and help the tribes in
their times of need.

Yura Karmun - Owner / Operator of Arctic Green Houses - Yura is Nomes


Oldest resident, who also loves plants. Known as “Everyone's
Grandmother” around Nome, she can typically be seen shuffling around
the Arctic Green Houses with her walker, a cart, and occasionally, her
daughter. She claims to be the daughter of a bioengineer, but no one
around really knows.

She loves to talk to anyone who is willing to listen, especially when she’s
maintaining the greenhouses. She is known to ramble on about many pre-
bomb things which has led many to believe she is much older than is
humanly possible.

Yuka “Ki-Ki’ Karmun - citizen - Daughter of and assistant to Yura. She is


always smiling and is considered by many locals to be the “Smiling Face
of Nome”.
When she’s not helping her mother, Yuka is typically hanging out at the
local club, Aura Bloo’z, listening to all the gossip around town and the
band playing a mix of Jazz and Rock music.

Noteworthy Organizations
The Blues - Nome’s peacekeeping organization. The Blues act as a
combination of City Guard, Highway Patrol, and Armed Mercenaries. They
protect the city, they patrol the wilderness and roads around the city, and
they act as armed escorts for the maintenance teams that keep up the
energy stations, trade caravans, and the local Inuit tribes, when the need
arises.
Nome Trading Co. - The oldest business in town, still operated by the
same family
Skies that
offounded
Glass RPGit. Established
Rulebook in 1900, the Trading company
has grown and changed a lot from its original founding. The Trading Co.
acts as the city's central storehouse, trading depot, and Local History
Museum. The Trading Co. keeps track of all of Nomes resources and
supplies.

Noteworthy Places
Sound of Hope Hospital - The only operational medical facility in the
region. It has been serving the community, and the region, since before the
bombs fell. Its supplies are low, and most of the medicine is made from
the locally grown herbs, but the doctors are the best and the only ones
around.

Noteworthy Things
Alice Solar Array - An old Government Early Warning station from the Cold
War era, the station has been decommissioned for decades. During the
Sustainability Movement, the station was obtained by an independent
company and turned into an experimental solar energy array. The station
is home to four Solar Arrays that act as the main energy supply station for
Nome.

Arc Genetics - An old genetic research facility on the far North East side of
the Nome region. The facility fell into some controversy with its research
and work with Genetic Constructs and BioEngineering fields before the
bombs fell. After a few former researchers went missing the facility
quickly and quietly closed and has been left abandoned behind large
barricades ever since.

Metropolis, Illinois
Introduction
“You better hurry up and get moving boy. You don’t want to be late for your
first day of Militia. Sergeant Reynolds doesn’t have much patience and you
DON’T want to start off on his bad side. That man sure can hold a grudge.”
James chuckled as he watched his son nick his cheek shaving. “See now
that wouldn’t have happened if you’d woken up earlier.”
        Jim was rushing to get ready as quickly as he could, but had been up
a bit too late the night before celebrating his 18th birthday. Good friends
and poor-quality liquor had taken its toll. Of course, Jim didn’t really have
any frame of reference to determine what liquor would be good or bad. “I
know dad, I’m hurrying. The fort is only a mile away, so I’ve got plenty of
time if I run.” Jim’s words were muffled as he slipped a shirt over his head.
        “Yeah, I’m sure you’ll make a great first impression on Sergeant
Reynolds if you show up panting and out of breath.” Jim’s father sighed
and all the laughter drained from his face. “Look in all seriousness son I
want you to be careful out there. I know it’s your first day and you’ll be in
training, but it’s a dangerous world. We’ve had it pretty good here in
Metropolis and a lot of people out there are jealous of that. Keep your
guard up because the Ists are always out there waiting to stab you in the
back if you don’t.”
        “I’ll be fine, don’t worry so much. We haven’t heard from Ists in almost
six months now. Besides it’s not like I have a choice in this. Every male
age 18-22 HAS to serve full time in the militia.” There was a mocking tone
to Jim’s voice as he paraphrased the line he had heard so many times
growingSkies up. Theofidea of serving
Glass RPG in the Militia was something that really
Rulebook
bothered him. The idea of being forced to do anything bothered him. He
took a deep breath to get control of his voice hoping to keep things from
getting out of hand. “I know how dangerous the Ists are. I may not like the
idea of being in the Militia, but it’s important and to be honest I wouldn’t
mind getting a little bit of payback for what happened to Mom.” His father
started to speak, but Jim cut him off abruptly. “I won’t do anything stupid,
but I can’t talk about this now I really am going to be late.” Jim paused at
the door on his way out. “Besides it's just training, what could possibly
happen during training?” With that parting comment Jim grabbed his bag
and was out the door running full speed east towards Fort Massac.
        Jim’s father stood in the door to their house watching him run off into
the distance. “Your mom would be so proud to see this day,” he mumbled
to himself. Memories of all the time both good and bad he had in the
militia swam through his mind. He thought of his old friend Jason
Reynolds and broke out into a laugh. “I’d give anything to see your face
when you meet Jason.” When the laughter stopped James went back into
the suddenly very quiet house.
Jim was exhausted by the time he reached the Fort. It wasn’t that he was
out of shape, but the June sun was beating down on him the whole way.
He had forgotten his water at home in the rush to get out the door and
hadn’t bothered to eat that morning either. Dehydration was starting to set
in and a nasty hangover certainly wasn’t helping his disposition. Jim
couldn’t help but think of the string of bad decisions that left him doubled
over panting inside the supply depot.
  “You look like Hell.” Old-Man Higgens chuckled. He was walking through
the depot picking out uniforms, basic supplies, and much to Jim’s relief a
bottle of water. “Bet you can use this.” He was an older man with a full
head of grey hair. Time had begun to catch up with him as he moved
slower than he once had. Despite these signs of wear and tear he was in
fairly good shape for a man in his 70s. The years couldn’t take the smile
from his face.
        “Let me guess, you stayed out all night celebrating your birthday with
friends and had to run all the way out here from town. If I had a dollar for
every time that happened, well I guess it wouldn’t make any difference at
all now would it with the dollar not meaning anything and all. I just can’t
seem to give up those old phrases though.” He sat a pair of black boots on
the counter and wiped a bit of mud off them.
        “I can’t seem to give up this building either to tell you the truth. This
used to be a visitors center before the bombs dropped.” He pointed to the
wall behind Jim. “You can tell by all those pictures I won’t let Jason take
down. He keeps telling me that maps or signs would be more useful.” A
sigh escapes his mouth. “He’s a good man, but he misses the point.
History is important or we’ll just repeat our own stupid mistakes. Society
has just gotten to the point now where we can start stabbing each other in
the back again.” The man’s face took a much more somber tone as the
conversation shifted.
        “You know I was working here that summer. When the bombs
dropped that is. I wanted a little extra money and was hoping to buy a car
before school started up again. My parents were visiting relatives, and
well...” A hint of pain could be seen on his face. “They didn’t make it. All I
had left was this place. Nobody cares about the history here anymore
though. That’s a whole ‘nother world. They only care about the now and
the technology of before. It’s such short sightedness. If they would have
only looked to history before deciding to blow us all up it might never have
happened.” There was another sigh. “Ah, but I’m rambling.” He sat the
bundle of supplies on the counter and turned away. “You best get changed
and up the hill to report for duty. Jason’s going to be mighty hard on you
for being late. The way you look now ain’t gonna help your case much
either.” As old man Higgens strolled into the back-room Jim was thinking
that he Skies
had justof
finished
Glassthe most
RPG one sided conversation in his life.
Rulebook
         As Jim approached the Fort he got his first good look. Once it was a
replica of a fort built by the French in 1757. At least that’s what all the
plaques in the supply depot said. Pictures had shown a large wooden
structure that only barely resembled what now stood in front of him. Metal
from cars, buildings, and whatever else could be found had been used to
reinforce the walls. These additions had grown the fort to twice its original
size and changed its clean structured appearance into a twisted metal
monstrosity. On either side of the fort were tent structures and buildings
that Jim could tell had been constructed after the bombs. There was a
clear style difference in post bomb Metropolis architecture that focused
much more on function than aesthetics. A large drawbridge sat in the
middle of the fort’s outer wall, but without a trench or water running
around the fort it sat flat on the ground. It reminded Jim of a mouth
waiting to swallow him whole. His dad had described it, but nothing he
had ever seen could quite compare to the site before him.
  As Jim walked across the drawbridge, he saw three other boys slightly
older than himself in appearance lined up. He couldn’t help but be
disgusted by how perfectly in formation they stood. They were so rigid
and stern. In front of them was a fourth much older man who was pacing
back and forth. A sense of dread filled Jim. The moment had finally come
for him to pay for his bad decisions.
  Jim noticed a girl he recognized from school curled up in a corner with a
book. Chloe Reynolds was undeniably cute, and Jim liked how her long
blonde hair draped over her shoulders. He found himself staring a bit
longer than appropriate. Perhaps he was just delaying the inevitable. Jim
quietly approached the older man and with a nervous voice gathered the
courage to speak. “Are you Sargeant Reynolds?”
  “What do you think? Who else would be standing here pacing because
some snot nosed punk can’t seem to wake up in the morning? Do you
think these men have nothing better to do than stand here wasting their
morning waiting on you?” His voice had gotten extremely loud, and he
moved to be directly in Jim’s face. “Well boy don’t you have anything to say
for yourself?”
        While the run from town had worn him out; the sweat pouring from
Jim’s face now came from fear and nervousness. He knew that Sergeant
Reynolds would be a stern man, but he wasn’t prepared for anything quite
like this. He wanted to say something smart to put the man in his place
but found himself struggling to form a coherent thought. “Well, uhm, sir. I
errr, I tried to get here on time sir. I didn’t…” His mind raced trying to come
up with a way out.
“What’s wrong with you boy? Do you have some sort of brain damage?
Spit it out. Well uhm, sir. Are we going to have to teach you English on top
of everything else? You might be the sorriest excuse for a trainee I have
ever seen walk through that gate. Well, are you going to say something or
am I going to have to make you run laps around the fort until you
remember how to speak?”
        Jim didn’t know what he would have said next, but he was shaken out
of his shock by the sound of laughter. “Sorry Sarge, that look on his face is
just too priceless. Well, uhm, sir. I err. He looks like he's going to piss his
pants.” The boy on the end was laughing loudly and barely managed to get
the words out. Once one of them had broken down it was only seconds
before the others had joined in. Soon they were all bending over holding
their stomachs as they laughed hysterically. Jim saw Chloe look up from
her book just long enough to give them an annoyed look and then return to
reading.  
        “Well damn boys, I had a whole speech ready to go. I thought I could
make this one cry and you have to go and give me away. I didn’t even get
to ask him if Higgens had laced his boots for him.” Sergeant Reynolds
looked annoyed for a minute as his hands waved in the air. Finally, a smile
cracked, and heof
Skies couldn’t
Glasshelp
RPGbutRulebook
join in the laughter.
        Jim stared relieved and confused all at the same time. “What’s going
on here?”
        Sergeant Reynolds managed to regain his composure, but the smile
never left his face. Jim noticed that it made him look significantly less
scary than he had been just minutes before. When he spoke again his
voice had a jovial tone to it and Jim could tell that he was trying to hold
back more laughter. “This is a militia, not a military. We’re just another part
of the town and like to have a little fun with our new recruits. Everyone
gets the speech. Even if they show up an hour early. I can usually keep up
the angry act for at least five minutes, but the boys here just had to be a
part of it this time.”
        “Dad warned me about you though. He said that you were really
hardcore and that you didn’t have a sense of humor to speak of.”
        “Your pop is an old buddy. We went through training together twenty-
five years ago. There’s no way he’d spoil this joke for me. We expect a lot
out of you here. Make no mistake; it will be hard at times, but it can be fun
too. Of course, today you’re going to be doing a lot of sitting around and
listening to me talk. For the record, that’s not the fun part.” Sergeant
Reynolds pointed to one of the doors on the inside wall of the fort. “We
best get started. Head on in there and take a seat.”

At a Glance
Metropolis is a small town in southern Illinois positioned on the northern
shore of the Ohio River. The town is bordered by farmland to the north, a
heavily trafficked trade route to the east, and forest to the west. It sees the
full range of seasons with extremely hot summers and very cold winters.
Floods are a major weather concern in Metropolis during springs with
heavy rain. Tornados are also a concern in late spring through early
summer.

Prior to the bombs Metropolis thrived on tourism, but it has since adapted
to agriculture and trade. Walking through the town you will see the
remnants of its tourism past in the form of statues, commemorative
bricks, and murals that have been maintained over the years as a source
of town pride.

There are no organized Ist groups in the area around Metropolis. The last
organized group was broken by the Metropolis Militia fifteen years ago.
Since that time the Militia has only had to deal with roving bands of Ists to
the north, pirates from the river, and road bandits to the east. The town
has not grown complacent though and remains very suspicious of
outsiders.

Metropolis citizens are better educated than many towns in the post
bomb world. This is due to Metropolis having a public school with a well-
stocked library. In the days after the bombs, librarian Janet McNealy led
an effort to transcribe as many books from digital media to physical as
possible before the devices lost power. This was a tedious job, but the
salvaged knowledge along with the library's physical books proved
invaluable in the years to come.

History
Metropolis, Illinois was a small, isolated country town before the nuclear
destruction of society. It was far enough away from any major population
center to be spared the initial wave of destruction, but the loss of supply
lines hit hard. The Mayor at the time, Shannon McQuery, rose to the
challenge and united the town under his leadership. He gave a motivating
speech Skies
at city hall the firstRPG
of Glass day and started coordinating efforts to build
Rulebook
resource stockpiles. He made sure the town knew from the beginning that
there would be no rescue and that they had to become self-sufficient.

         A few years after the bombs, the town experienced a bad harvest.
The genetically modified seeds were gone, the summer was harsh, and
most of the farm machinery had run out of fuel. Soon the hungry crowds
got violent and an event the town has come to call the food riots occurred.
As a result, Mayor McQuery setup the town pantry to ensure there would
never be a food shortage again. When it was discovered that the riots
were instigated by infiltrating Ists he set up the Metropolis Militia to deal
with external threats.

The town realized after the food riots that no matter how self-sufficient it
was, they could benefit from ties to other communities. This led to
retrofitting the riverboat casino that once brought in tourist revenue to be
a trade vessel instead. Interstate highway 24 to the east of town had one
of the few remaining bridges over the Ohio River so trade caravans had
started traveling it. The town decided to take on the preservation of the
bridge and build a small trading camp along the highway. To defend the
location from pirates and road bandits the historical Fort Massac became
the new home of the Metropolis Militia.

         After years of unsuccessful raids by Ist bands to the north many of


them gathered to form a larger group calling themselves the Spyders.
They were led by a man named Charles Davidson who had a very strategic
mind. The Spyders managed to get spies inside the town to feed them
information and cause distraction. Davidson crossed a line when his spies
abducted then Militia Leader James Seibert’s wife. Davidson tossed her
severed head at Seibert’s feet in an effort to break his resolve. Instead of
faltering, Seibert led the Metropolis Militia in a vicious campaign to wipe
out the Spyders. The gang was completely broken and scattered
throughout the countryside. Davidson himself was never found. After this
campaign James retired from the Militia and his close friend Jason
Reynolds took over command of the Militia.

Culture
While Metropolis used to be a tourist destination it has grown to be a
town that does not trust outsiders. This had developed from multiple Ist
Infiltrations that cost the lives of Metropolis citizens. The town is not
outright hostile due to being a trading hub, but strangers are watched
closely if they leave the trading camp and come into the town proper. One
side effect of the hardship has been that the town grew to be extremely
close knit with everyone knowing each other.

         Metropolis is a town that wants to keep its traditions alive even if the
origins of those traditions have little impact on the world in its current
state. The annual Superman Celebration has become an annual Summer
Festival. Music and dancing around the bonfires in town square are a
regular weekend occurrence, but the festival is a large multi day event.
There are games, craft demonstrations, and talent contests. It is the
highlight of the year for the town.

Governance
Metropolis government consists of a mayor and a town council. After the
bombs,Skies
elections
of were
Glass suspended as the town felt the need for stability.
RPG Rulebook
When Mayor McQuary finally stepped down elections for mayor and town
council were reinstated to be held every five years. The town council is led
by the mayor and made up of the commander of the militia, the captain of
the Metropolis Bell, the headmaster of the Metropolis school and library,
and the lead geneticist at Fort 24.

Economy
Metropolis is a farm town with an economy based around trading excess
food and GCs through the town’s trade ship, the Metropolis Bell, and the
trader camp along interstate highway 24. The town does not have an
official currency but due to trade, currency from other communities has
made its way into circulation. You are as likely to see bartering among
locals with items, work, or favors.

Noteworthy Places
Courthouse – The Courthouse is a large brick building located just off the
town square. The town council chambers are on the first floor and the
mayor’s office is on the second floor.

Town Square – Metropolis town square houses a fifteen-foot-tall statue


dedicated to a comic book character that once served as the cornerstone
to the town’s economy. It is one of the few remaining landmarks to the
town’s history before the bombs. The town square serves as an open
market for selling goods during the day. At night it serves as a location for
town festivals.

Fort Massac – Located overlooking the Ohio River; Fort Massac had been
a tourist attraction before the bombs fell. The wooden structure was a
recreation of the original French fort built on the site in 1757. Visitors
could learn about its historic past in the visitor center or attend annual
recreation events in the park.

After the bombs Fort Massac found new life. Its strategic location
overlooking the river, bridge, and docks made it the ideal home for the
newly formed Metropolis Militia. The historic artifacts were removed from
the visitor center, and it was converted to a supply depot. Additional
buildings were constructed to serve as barracks, stables, and a cafeteria.
These buildings function as the operational hub for the Militia.

The original wooden structure has been repurposed as a training site for
the Militia. The towers at each corner remain active lookout posts, but the
buildings themselves are now classrooms. The courtyard had been
converted to a firing range.

Fort 24 – Fort 24 is an unassuming two-story prewar building located off


interstate highway 24 just North of Metropolis and surrounded by
farmland. At first glance nothing seems out of place, but further
observation reveals a large, disguised militia presence. Fort 24 is the best
kept secret of Metropolis. Inside the two-story building is a working
Genetic Construct lab powered by solar panels on the roof. The
surrounding fields are used to care for and breed the Genetic Constructs
that serve as the town's most profitable export. While the farm is common
knowledge, very few in town know that the lab is still functional.
WorkingSkies
out of of
Fort 24 is aRPG
Glass teamRulebook
of three geneticists and Bill Turner. They
work to breed second and third generation Genetic Constructs to sell for
trade while keeping first generation for the town's use. Notable Genetic
Constructs at Fort 24 are Connie and Dayton, two lions that have been
engineered to function much like guard dogs. They have been trained to
protect the Fort at all costs.

The Bridge – The bridge over the Ohio river once known as Paducah
Bridge is a well-known trade path in the area. The town has kept the bridge
in working order doing regular maintenance to ensure that the caravans
can safely cross the river.

The Pantry - The Metropolis Pantry is a converted grocery store halfway


between Metropolis and Fort Massac. Since the food riots the town
government has kept a stockpile of food to help the town through rough
times. There is a thirty-foot tall, faded fiberglass statue of a man holding a
grocery bag out front marking the building.

Metropolis Airport – The Metropolis Airport is a single airstrip located two


miles northwest from town. It is operated as a satellite fort for the
Metropolis Militia and run by Big Dan. In the hangers there is a single
agricultural crop duster airplane. The town as a whole does not believe it
to be functional, but Big Dan has repaired it and acquired fuel through a
trade with Linden, Tennessee.

The Metropolis Bell –The Metropolis Bell was once a riverboat casino.
After the bombs it was converted to a trade ship and serves as the
primary source of income for the town. The trade ship has full time militia
guards to defend against the Ist pirates that roam the Ohio River. Out for
months at a time the Bell has a standard route that takes it as far west as
the Mississippi River and as far east as Ohio.

Noteworthy People
Sergeant Jason Reynolds - Jason Reynolds is the commander of the
Metropolis Militia. He has little patience for the day-to-day bureaucracy
and finds paperwork tedious. He is a man who likes to have fun and is
always playing jokes on the new cadets. He has developed a reputation
for being an unforgiving taskmaster that is a complete fabrication. He
starts every training regimen by yelling at the cadets before revealing that
this is just another of his practical jokes. Many suspect that having that
opportunity is why he personally runs the initial training program. While he
may be easily distracted, when it comes to fighting, he becomes extremely
focused. He is a strong strategist and commands with complete
confidence.

The only thing that Sargeant Reynolds cares about as much as the Militia
is his daughter Chloe. Early in his career Jason went on a mission to get
needed parts for the Metropolis Bell. His team was ambushed by Ists on
the way back and after the conflict he found a baby wrapped in a sling on
the back of one of the dead women. While he had no choice, he felt guilty
about having to kill the woman and took Chloe in as his own. Only those
on the mission with him know where Chloe really came from. When she
got old enough to ask, he was honest about what happened, but Chloe has
chosen not to share that with her friends. She grew up around the Militia
and wants nothing
Skies more than
of Glass RPG to Rulebook
follow in his footsteps.

Big Dan - Big Dan is a bear of a man with a large black bushy beard. He
has a deep laugh that he is known for, but also a temper. Sargeant
Reynalds enjoys playing practical jokes with the cadets at his expense. He
will give them things to say to Dan that he knows will get him worked up
and frustrated. When he is in a good mood though he is known to ramble
and will talk about machines for hours.

Dan is a mechanic at heart and is seldom found with clean clothes or


hands. He got his passion for machines from his grandfather who owned
an auto body shop before the bombs and kept an extensive library of
physical books. He has a natural skill but doesn’t always know the proper
names of the parts he is working with.

Old Man Higgens – Thomas Higgens cares as much about the Metropolis
Militia Supply Depot as he does his own home. Running it smoothly and
efficiently is not just a sense of pride, but also a purpose. Despite his body
starting to give out on him he drives himself to continue working because
he feels that he is needed. He comes off as gruff at times because of how
strict he is, but deep down he sees all the cadets as his children.

Bill Turner - Bill Turner is the stable master at Fort Massac. His horses are
his babies, and he often gives the impression that he prefers them to
people. This is not entirely inaccurate. Bill has no tolerance for people who
take his animals for granted, but if someone shows a level of interest in
their care, he is more than happy to educate them.
What most in town do not realize is that Bill is not just the stable master.
He spends a considerable amount of his time at Fort 24 breeding the
Genetic Constructs for desirable traits. Through his work he has cultivated
three hereditary lines of horses. One line is bred for strength to be used on
the farms and pulling loaded carts. A second line was bred for speed. The
final line is the most forgiving and used to teach new riders.

Mayor James Seibert - James is a haunted man. He dedicated most of


his life to the Metropolis Militia, but retired after the loss of his wife. He
focused on raising his son Jim until he was old enough to enter Militia
training. He soon realized that his son was a very different person than he
was though and pulled some strings to get him moved to Fort 24 to train
with the team working on Genetic Constructs.

James became aware of severe corruption on the part of then Mayor


Shannon McQuery Jr. The mayor had used his father’s name to grab
power for himself, but he was not a natural leader. James played a major
role in getting McQuery Jr. removed from office and in the process found a
new purpose for himself. Easily winning the election James has used his
natural leadership and close ties with the community to try to bring
Metropolis back to what he sees as it’s glory days.

Noteworthy Organizations

Metropolis Militia - All male citizens of Metropolis are required to go


through Militia training from age eighteen to twenty-two. While females
are allowed to train and join the Militia it is not mandatory as it is with
males. The standing active Militia is a volunteer organization, but the town
wants everyone to be trained and know how to fight in case of
emergencies. It is expected that if the alarms go off the civilians in the
town will step into the needed roles to bolster the Militia.
The Metropolis Militia functions as a standing army, a police force, and a
scouting organization.
Skies of Glass While
RPG theRulebook
commander of the Militia is assigned by
the Mayor, the organization itself functions independently of the town
government.

Further Inspiration

Seen by many survivors as the harbinger of the nuclear holocost the


former Land of the Free is now nothing but free roaming nature. Even with
its sophisticated defense systems the United States was still unable to
protect itself from becoming a charred wasteland. Many survivors have a
strong distrust of the former United States regions and those who wander
its lands.

If you are struggling for ideas to make an area interesting here are some
inspirations for various parts of the United States.  These are not cannon
to the setting, but intended to be used as examples of things that could be
included in your game.

The American Northeast


The hardest hit region of the former United States. Most of the bombs hit
areas along the coast line leaving an almost continuous path of
destruction that stretches from Brunswick, Maine down to Chesapeake,
Virginia. The Bombs also carved a path from Cleveland, Ohio to Maysville,
West Virginia, almost severing the region from the rest of the country.

Known settlements in the American Northeast

SouthPort, MA: An Island community just off of Maine's Southern coast


that was just out of the blast radius from Portland. Locals have a
fascination with fish and use them for many things. The locals use fishing
tackle, such as hooks and lures, as currency.

Lubec, MA: A community that stretches across what was once Canada
and the United States. It’s the beginning, or end if you prefer, to a large
nation spanning, caravan trail.

Stark, NY: Mountain home to a large band of Ist that control a large


reservoir of fresh water. Usually mild mannered and open to trading, few
outsiders have seen inside their settlement and lived.

Lancaster, NH: A military run settlement with working arms and


armaments that is constantly harassed by a few Ist Clans in the
surrounding foothills.

Geography

Appalachian Crossing: An Isthmus that is about 80 miles wide and 100


miles long, it separates the Atlantic Ocean flooded ruins of Washington
from the bomb made lake Iron Erie.This is the last bit of American soil that
still connects the American Northeast with the rest of the country.

Ashlands: An area stretching from the middle of Pennsylvania to New


Brunswick, Canada. So much fallout fell in this area that the trees and land
still hold onto an ashy appearance.

The American Southeast


The majority of the American Southeast was saved by the quick response
of a missile
Skies defense system
of Glass deployed
RPG by Jacksonville Naval Air Base. The
Rulebook
system made sure many of the bombs were only debris when they hit their
intended target areas, minimising their overall impact on the area, however
the system wasn't able to neutralize all the bombs, and those that did hit,
devastated their target areas.

Known settlements in the American Southeast

Jacksonville, FL: A Military Air Station that was the first to respond to the
nuclear threat. After the bombs fell the city went into Martial Law and
closed its borders to everyone outside the walls. Rumors talk of space
shuttles being seen leaving and returning to the air station.

Swamp Kingdoms, FL: Two large theme parks that sit on the edge of the
Great Glades. Before the bombs, the parks were known world wide, with
thousands of visitors yearly. The Artificial Intelligence Systems, advanced
robotics, and General Constructs that were added to their parks are the
only things that still call these two parks home now.

Waycross, GA: The only known settlement to trade with Jacksonville. As


such, the settlement is a hotbed for traders looking to get high quality
goods, such as medicine and advanced technology.

Natchez, MS: A popular Mississippi River trading town known for large
plantation style houses. Many of these houses were maintained so well
that they have survived well into the post nuke age, acting as home
businesses to the locals.

Dog Wood, VA: A community of survivors that have taken over a former
state prison. The ruined town near the prison, Big Stone Gap, was
destroyed in the events following the bombs. The locals have been slowly
expanding out from the prison.

Roanoke, VA: A large mountain city that was able to rebuild after being hit
by debris from a destroyed bomb. The city is able to power a large star
shaped light on top of a nearby mountain that the locals have taken an
almost cult-like devotion to.

Geography

The Great Glades: Bombs and debris destroyed most of central Florida’s


infrastructure allowing for the everglades to expand from Tampa to Palm
Bay and as far south as the tip of the state. Whole towns have been
swallowed up by the expanding swamps and everglades, making small
islands out of them and making land based travel nearly impossible.

The American Midwest


Once called the American Heartland, home to a wide diversity of cultures,
people, industries, and small towns, now should be called the American
Necropolis. Small abandoned towns and industries litter the region, like
headstones and crypts in a cemetery. Many are lost in great oceans of
overgrown farm fields, unmaintained yards, and parks, but amongst the
endless green sea are beacons of society, guiding survivors to salvation
and damnation.

Known settlements in the American Midwest

St. Louis, MO: Completely spared from the bombs, thanks to Jacksonville,
St. Louis has become the largest standing settlement in the midwest. Run
by five individual faction houses and one overseeing house, the whole
known as The Machine,
Skies of GlasseachRPG one controlling specific needs the city
Rulebook
requires to survive. The city's territory expands from the top Northeast
corner of Missouri, down to the boot heel of the state, with them
constantly trying to expand East and West from the Mississippi River
Valley.

Chicago, IL: The city and surrounding suburbs were destroyed in the


bombing. Since then, the city and surrounding areas have become
infested with dozens of different Ist Clans that choose which clan’s
incharge by holding a large free-for-all death battle, called The Carnival, in
the ruins of a small town about two hours outside of the city.

Amboy, IL: A small town in western Illinois that had a strong renewable
energy movement reinvent the town. Before the bombs fell, back before
World War 2, the town was home to a munitions plant and hundreds of
bunkers, that are invisible from the air, that they used to store emergency
supplies, incase of an American Invasion. Now the town is empty, but
survivors passing through have reported strange activity around the
bunkers and town at night.

Hayward, WI: A small city that was devastated by fallout from the bombs.
A group of survivors and an Ist clan now call this place home, they live
peacefully because of their religious devotion to large statues of
freshwater fish, found throughout the city.

Dodge City, KS: A trade hub for traders that travel Coast to Coast, known
to have fully functional, green converted vehicles and for being home to a
functioning train system.

Geography

Iron Erie: A large lake that was made when the bombs fell. It stretches
from what was Cleveland, Ohio to Maysville, West Virginia and is partially
fed by the fresh water of Lake Erie. Survivors named the lake “Iron”
because its center was what was once Pittsburg, PA and because of the
amount of Iron that can be gathered from it.

Mississippi River: The great divide between the Eastern and Western
United States. Though the bombs changed the river's shape slightly, it’s
still an immense obstacle for survivors to traverse.
The American Southwest
Except for some key target locations and major civilization areas, the
region remains mostly untouched by the bombs themselves, most of the
damage to the area came from the aftermath of the event. Wildfires,
fallout, severe weather, and loss of infrastructure caused the majority of
deaths and ghost towns to plague the region. Now few survivor
settlements and dozens of Ist clans can be found throughout the region,
fighting for their right to exist.

Known settlements in the American Southwest

Woodward, OK: A city that has managed to survive the bombs and has
become a beacon of survival in the region. The city is divided into three
tiers divided by walls made from some of the destroyed local buildings.
The Inner tier of the city holds many of the city's high tech, including a
Biomass power plant, that provides power to the most important facilities
to the city.
Breach, NM: A fortress city in the Sacramento Mountain range that now
has access
Skiesto the
of only
Glassremaining safe passage through the mountain.
RPG Rulebook
Acts as a bastion between the irradiated desert to it’s West, the Ist Clans
roaming the surrounding wilderness, and the survivors living to the East of
the mountains.

Port O’Connor, TX: A port town that acts as a hub city for many pirate
gangs and Ist Clans that have taken over the Gulf of Mexico. Port
O’Connor is a neutral zone for these different factions where they settle
grudges, trade, and work out political business.

Geography

Ist Canyon: The once majestic Grand Canyon has been taken over by
various Ist Clans. Many of the Clans see the Canyon as a great gathering
of holy sights for various reasons and they fight to claim or hold control
over these areas. Alliances are made and broken, Clans merge forming
new Clans, and large celebratory rituals are done
throughout the Canyon. One known Clan in the Canyon is a cousin to the
Carver Clan.

Crystal Desert: Large sections of the American Southwest desert regions


that were hit by the bombs caused sections to crystallize. The green
colored crystals are used as currency amongst some traders and some
make it into jewelry, weapons, and various other goods.

The American West


The largest region of the former United States saw the wildest spread of
destruction. Many sections of the region saw relentless assault from the
nuclear attack while others only were witness to the nightmare aftermath.
With the Rocky Mountains on one side and the Pacific Ocean on the other,
the region was perfectly designed for disaster.

Known settlements in the American West

Newberry, OR: A town built by survivors that sits between two lakes on
what was considered an active volcano. Natural hot springs sprinkle the
area which the locals believe hold healing power, giving some the
creedence the town was built on a holy site.

Hayfork, CA: A small town in the Northern California mountain region that
was once home to a large scale solar energy project. The towers that were
built to house the project are now used as look out towers, they line the
mountain ridge that surrounds the town.

Finley Point, MT: A city that sprang up on a peninsula that walled off all
access to the city except through a large land based gate. The people of
the city have spent many years scavenging the ruins of the surrounding
old world towns and expanding their influence in the area. They have set
up a network of vasile settlements throughout the area to house survivors
and act as resource gathering outposts.

Parking Lot, UT: A large used car lot and junk yard that has been
converted into a desert oasis settlement. The survivors have taken
advantage of the abundance of vehicles and scrap metal present to make
civil defenses, like walls and guard towers, and residential necessities, like
housing, food storage, and wells. The town is home to Destruct-O-Saurus,
a retired transforming demolition robot that the town can deploy as
needed.
Geography
Skies of Glass RPG Rulebook
Rocky Mountains: With the loss of infrastructure this massive mountain
range has become a literal divide between the Eastern and Western United
States. Travel that once took hours over the mountains now takes months
and many don't survive the journey. If the harsh environment and wildlife
dont get survivors making the journey, the Ist that call the mountains
home will.

Broke-Cal: The West Coast missile defense system failed and ended up
attacking its own defense network causing enough destruction to the
former state of California to fully split it into four separate sections. The
destruction severed the state from Carson City to San Francisco,
Sacramento to San Diago, and from Los Angeles to Las Vegas.

Appendix A: Character Sheets


The following pages include sample character sheets you can use in your
games. The final character sheet will be designed by our layout artist
when the final version of the game has been handed over to them.
Character sheet inclusion at this point is not just done to make playtesting
the system easier, but is also intended to get feedback. We want to know
what does and doesn’t work on these sheets. What do you like and not
like? This will help with final character sheet design.
Skies of Glass RPG Rulebook
Skies of Glass RPG Rulebook

Appendix B: Group Worksheet


The group worksheet is much more finalized than the character sheet but
is open for feedback as well.
Skies of Glass RPG Rulebook

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