TEXT: a game of post-apocalyptic community by jim pinto
  t h e  t r u e  a s t r o l o g e r
  
  t r u e  a s t r o l o g e r
  The true astrologer predicts the future through clouds, stars, and the 
  weather. Sometimes he or she may need to read someone’s birthdate 
  or do a few hundred calculations to predict a specific event. But. These 
  predictions are based on ‘science’ rather than faith and therefore not 
  subject to the same scrutiny of a witch. Because of his or her abilities, 
  the true astrologer is a perfect advisor to a true leader. Or a terrifying 
  leader in his or her own right. The true astrologer starts play with two 
  additional drama points.
  Who* can predict the future more accurately than you?
  Who has nicknamed you ‘the charlatan’?
  Who is the unpredictable snake?
  Who was born under a two-faced moon? 
  Whose** death do you foresee?
  In addition to the two questions above, the true astrologer must answer 
  this question. He or she may choose to answer the question secretly or 
  reveal the answer to the group.
  Who was born under the wrong star?
  Anytime the true astrologer rolls dice on an action related to predicting 
  the future, he or she rolls on the true astrologer action chart. All other 
  rolls are made on the true astrologer fight chart or general action chart.
  Note: The true astrologer is similar in design to the curate. 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
  true astrologer action chart
   Roll 
  Value
   
  2 
  Failure. Trepediation.
   3–4 
   Failure. Misled.
   5–6 
   Failure. Confused.
   7–9 
  Visions.
   10–12 
   Overwhelming Success.
  true astrologer fight chart
   Roll 
  Value
   2–4 
   Failure. Trepidation.
   5–6 
   Failure. Stymied.
   
  7 
  Minimal Failure.
   8–10 
  Minimal Success.
   
  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 : 
  t r u e  a s t r o l o g e r
  words by jim pinto
  art by Michael Phillippi
  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
  Visions. The action has lead to a vision that may or may not come true, 
  but that has a resonating affect on the tribe. The character may spend 
  one drama point to narrate his or her own result.
  Copyright 2014 © post world games and jim pinto. 
  There is no open source system data in this product. 
  
SOURCE: textdata/thevault/Any (Any System Generic)/GMZero - The Carcass/The Carcass - The True Astrologer.pdf