TEXT: a game of post-apocalyptic community by jim pinto
  t h e  f e r r o u s
  
  f e r r o u s
  The ferrous works with electricity, what little there is of it. He or she 
  collects old batteries, repairs broken capacitors, and builds simple water 
  pump-generator systems. Ferrous even understand the value of running 
  water and plumbing. Ferrous begin play with a small battery and one 
  additional drama point.
  Who* has told you to stop working on the generator project?
  Who needs your help more than the others? Why?
  Who do you see as an interloper?
  Who is a drain on the tribe resources?
  Who** has been stealing power and thinks you do not know?
  Anytime the ferrous rolls dice on an action related to building or fixing 
  something related to electricity, he or she rolls on the welder action 
  chart. All other rolls are made on the welder fight chart or general 
  action chart.
  Note: The ferrous is similar in design to the welder. Though not 
  identical, both of them in the same group could essentially step on 
  each other’s toes. Before the game, clearly deliniate the two characters’ 
  spheres of influence.
  
  3
  ferrous action chart
   Roll 
  Value
   
  2 
   Failure. Meltdown.
   3–5 
   Failure. Sparks.
   6–7 
  Minimal Failure. Pragmatism.
   
  8 
  Minimal Success. The Bargain.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  ferrous fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   3–4 
   Failure. Stymied.
   5–6 
  Minimal Failure.
   
  7 
  Press on.
   8–9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.*
   6–7 
  Minimal Failure.*
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  * Foil may spend one drama point
  
  t h e  c a r c a s s : 
  f e r r o u s
  words by jim pinto
  art by The Forge Studios, Michael Phillippi, Maciej Zagorski
  graphics and doodles by jim pinto
  proofing and assistance by Tobie Abad, Diana Kwolkoski Stoll, 
  Martijn Tolsma
  This is an expansion role to The Carcass roleplaying game. 
  The Carcass is Book 4 in the GMZero series.
  new action results
  Pragmatism. The action neither fails or succeeds, but it is obvious 
  — even at a glance — that it will never turn out as intended. Another 
  course of action is required.
  Sparks. The action has caused something to short out and/or a battery 
  to drain. The setback is minimal, though the foil may spend one drama 
  point to make this problem ongoing. If the foil chooses to spend one 
  additional drama point, trepidation is added.
  Copyright 2014 © post world games and jim pinto. 
  Artwork © The Forge Studios. All rights reserved. 
  There is no open source system data in this product. 
  
SOURCE: textdata/thevault/Deduped  Shit/GMZero - The Carcass/The Carcass - The Ferrous.pdf