Scraps: currency, healing, loot, time, distance, and exp points
Would you trade a finger for an extra month to live?
SCRAP. The means and the end. Fix, barter, travel, build, and if some are left, fight entropy. A kidney you can trade for a sick gun.
CURRENCY. A single Scrap goes a long way. Get a hireling. Access a closed off tribe. Buy information. An eye for an eye.
HEALING. For each Scrap spent, raise the tier of a Condition Dice or heal a point of Attribute. Fix that defective vocal module. Reinforce your weakened spinal cord.
LOOT. Deep into the sunken machines of the Departed Gods, or ripped from the body of this dead Droid. A nearby thoroughly clean dungeon will have few and far between. A distant, closed off maze to the depths can hold eternal life.
TIME. Cicles of the suns or the moons mean little to the Droids. A life measured in Scraps spent and Scraps remaining. The neighboring tribe comes to collect its tribute every other Scrap.
DISTANCE. Travel the pointcrawl overworld1 in Scraps. The old mine a Scrap away can offer some respite. The space observatory two Scraps to the other direction have not sent news since the last Scrap.
EXPERIENCE POINTS. Save and build new Parts. Upgrade the ol' reliable. Better Parts, better weapons, better odds. Its a droid eat droid world.
soft launching the overland travel system in a footnote.↩