There aren't nearly enough Caretakers to recruit or train Rangers. The Oracles don't like to leave the Sacred Hills, although their Lorekeepers might be sent out.
So the major sources of new Rangers are:
The seal carries certain benefits; it allows you free passage and free room and board through any Beast settlement... so long as you keep heading towards the Sacred Hills and don't come back again. Beasts who misuse a seal tend to eventually get caught and are punished severely for their temerity.
When you return to the Sacred Hills (as all Rangers are expected to do periodically), they check up on your recruits and determine whether or not you should be given more seals. The biggest black mark isn't recruits that washed out of the training; it's recruits that never showed up at all. It's not unknown for Rangers to track down "missing" recruits and demand the seal back. That may be the only way that they can get another one.
Here's a thought for using cyberware in such a system...
Each point of strength enhancement (cyber limbs and muscle implants) converts 2d6 of your Strength rating into d8s instead. But it also converts 1d6 of your Speed rating in a d4. So you get mostly stronger, but you do lose a little flexibility, too.
While most tribes still worship the All-Mother, there are some heresies and disagreements.
Sin-oriented: these sects teach that the All-Mother is all powerful and could make the world perfect, but chooses not to do so because the Beasts don't deserve it. They point to various sins, flaws and failings of their congregations and believe that the ills of the world are the result of them. No Shadow ever falls upon someone without them first committing some secret (or not so secret) crime that merited such a dreadful punishment. They tend to idolize Caretakers as being without sin (which, for the most part, Caretakers are... you have to have free will in order to sin).
Pantheonists: in addition to the All-Mother, these clans worship a load of minor deities, many of which are anthropomorphic principles such as the God of Thunder or the Father of all Bears. The Caretakers generally don't comment on such beliefs so long as the locals still obey them. If they make another deity more important than the All-Mother, though, they're asking for trouble.
Shadow Worshippers: a very dangerous heresy, and one which the Caretakers have striven to stamp out. Shadow Worshippers believe that the shades of Man are sacred and that Beasts should take them into themselves deliberately. Because they honestly believe that their own personalities should be subordinate to the Shadow, when possessed they tend to be possessed much more completely. Interestingly, though, perhaps because their possession is deliberate, Shadows tend to cling to them more weakly and are more easily removed.
Most Shadow Worshipper clans are smart enough to steer clear of Malignant Shadows, but still regard people possessed by Obsessions, Furies or Whimsies as sacred and try to aid them in their goals instead of driving them away. There's even some evidence that by deliberately channelling these spirits, they make it easier for them to find permanent rest, but such evidence is generally regarded as wishful thinking by outsiders.
Shadow Worshipper tribes who deliberately surrender to Malignants tend to eventually all end up as Malignants and become raveners. These sick, destructive cults are often used to justify the suppression of this religion in general.
Hectorites: another forbidden faith, heavily repressed by the Caretakers. Hectorites claim to follow the memory of Hector, the Caretaker who went mad and led the rebellion. They believe that the All-Mother isn't divine and should be opposed. They generally explain Her away as completely fictional, some sort of robot, or a Malignant Shadow of great power. Some Hectorite groups take these distinctions very seriously and have been known to engage in bloodshed with rival sects.
They also vary in their opinions of Hector. Some groups have deified him (he died to save them from the All-Mother and one day he will return) while others regard him as a martyr, but not a divine being. All of them minimize his supposed madness (many describe it as vicious lies sowed by the Caretakers; others maintain that it was part of his psychic war with the All-Mother) while exalting his great leadership and nobility.
Hectorites only operate openly in the far east, beyond the range of the Caretakers and where Hector raised his army. Here there are still some towns and villages that publicly revere his memory and plot war against the All-Mother and her slaves. Rangers who come here had best tread carefully and hide any silvering they have; it doesn't take much for the locals to become convinced that someone is a Caretaker spy and execute them.
In Caretaker-controlled territory, Hectorites are rare and have to operate in secret. They often try to recruit Beasts who are already discontented with some Caretaker edict or the behavior of local Rangers, but being a Hectorite is really, really risky and most Beasts won't join them.
An armored robot is one that is pretty much proof against normal weapons. Claws can't tear it, bullets bounce off. The Rending power can be used to damage it anyway, but your best bet is to use more powerful attacks such as high explosives (really hard to get; only the Caretakers generally have any and they only break it out for emergencies) or traps. Traps work best: drop a wall on it or collapse a cliffside as it passes and drop it off the side... anything that inflicts a massive amount of damage should be able to harm it.
Types of Shadows
Rangers generally classify Shadows as one of four general types.
Obsessions: these spirits have some goal or purpose that they were prevented from completing in life and they exist solely to fulfull it. They attach themselves to Beasts who are frustrated by a similar need. So a spirit with an obsession about reaching a particular place in Los Angeles might take over a Beast who got lost trying to find his way back to his village. Obsessions generally aren't directly dangerous to other Beasts, only to the one Beast whose mind is being increasingly dominated by an urge to perform some task... a task that may well no longer be possible.
Furies: these spirits are still filled with rage and frustration against whomever they blamed for their troubles in life (usually they're mad about the Last War in general, but sometimes it's more personal than that). They adhere to Beasts who are really angry at someone else and drive them to attack that person in a murderous rage. If the target of their anger is successfully killed or at least beaten into a bloody pulp, the spirit will sometimes become quiscient... but more often it'll just pick a new "enemy" to unleash its anger upon. When a Beast goes into a wild rage, it's often said that "the Furies are upon them". This is sometimes used as an excuse for a violent crime, in which case Rangers are often asked to determine whether the person really was controlled by a Fury or not.
Malignants: the worst and most dangerous of all Shadows, these spirits are creatures of pure, distilled evil. They embody feelings like jealousy, sadism and general viciousness. Unlike Furies, however, Malignants tend to be disturbingly smart. They are quite capable of lurking in a Beast's mind for years, gradually motivating them to increasingly cruel and depraved acts until it finally becomes obvious that they are no longer sane. Malignants experience a sick glee when they do something wrong, and this emotion is shared by their host. As such, a Beast with a Malignant tends to become addicted to causing pain and destruction.
Malignants are also capable of forming attachments to other Beasts, although it's generally more of a violent possessiveness than actual affection. Entire clans, especially ravener clans, have fallen under the sway of malignants until every Beast is governed by one of these cruel Shadows. Such tribes are extremely dangerous because they generally reserve their worst acts for outsiders and content themselves with petty cruelties amongst themselves. A group of Malignants working together to sow evil and dismay can be a truly terrifying force and most Beasts would rather perish than be captured by such a tribe. The deaths of their captives are always long, drawn out and excruciatingly painful.
Malignants attach themselves to a little core of evil inside a Beast. As such, almost anyone is potentially a Malignant host, since most Beasts repress and hide any evil urges they might have. Furthermore, once they do adhere to a host, they are the hardest of spirits to banish and they almost always go into dormancy instead of being banished completely. Because of this, the Caretakers generally advise that Malignant-possessed Beasts just be killed. Rangers are not encouraged to try and free them from the spirit, although there have been successes in the past.
Many Beasts believe (pretty much as an article of religious faith) that normal Beasts are nearly incapable of evil and that all cruelty and selfishness in the world comes from the influence of Malignant spirits.
Whimsies: generally the mildest and least dangerous of Shadows, a Whimsy is a human spirit that has forgotten or refuses to believe that it is dead. Hosts generally suffer from confusion and distraction as the spirit influences their actions in bizarre ways. They may chatter about ancient events or desperately try to find their car keys. A Whimsy is distinguished from an Obsession in that it hasn't got a specific, singular goal that occupies its mind. Instead, its mind wanders randomly through fragmentary memories, causing its host to have problems telling whether something is real or just part of the Spirit's memories. It's believed that Whimsies most commonly attach themselves to daydreaming Beasts, although this may just be a popular superstition.
Banishing a Shadow
There are a number of ways of banishing (temporarily or permanently) a Shadow.
When its murderous rage is temporarily sated, an Exterminator will sometimes go back and resume its original duties. Other times it simply sits and waits, as though bereft of purpose so long as the spirit is dormant.
Psychic Powers and Shadows: Beasts with psychic powers are most vulnerable to possession by Shadows. Beasts who have no psychic powers and no psychic potential get a +4 to resist Shadows and thus rarely become hosts. The "Psychic Potential" Gift is free. It lets you take psychic powers in the future if you want to, but removes that +4 bonus.
Other Names for Shadows: other common names for Shadows include Demons, Ghosts and Echoes. The term Echoes is preferred by those who wish to emphasize that Shadows aren't really people in any sense of the word; they're just psychic residue left by people who died during the Last War.
Mastered Shadows: some Shadows are so weak (or their hosts so strong-willed) that they can be repressed and controlled indefinitely. The urges that they exert on their hosts are easily ignored and the Beast can live a fairly normal life. A Mastered Shadow is basically a free trait that you can take. If you ever use it in a contest (by deliberately unleashing the Shadow and using its urges to aid you), you must afterwards make a willpower test vs its trait to see if it continues to influence you. Taking a strong Mastered Shadow is a bad idea, as it will generally turn into an unmastered Shadow the first time that you use it.
No one ever has more than one Mastered Shadow. Shadows just don't like to share hosts. If you do somehow end up with multiple Shadows, the weakest one will eventually leave.
Just in case the real game doesn't work anything like what I'm imagining, here are my current thoughts about using something like the Dogs in the Vineyard system for Nuclear Beasts.
Monitor: the communications / radio officers.
Bioeth: expert on plant and animal life. They make the decisions about what should be exterminated and what is all right to keep or even desirable.
Sergeant: the warleader. In battle, all other Rangers are expected to defer to their expertise.
Mediciner: expert on treating wounds and illnesses. They diagnose poisons and diseases and often have psychic healing powers.
Historian: expert on ancient technology and human artifacts.
Scout: the group's scout. Preferably a stealthy and skilled tracker.
Haven't done much with this in awhile, but I'm still thinking about it. I'd kind of like to pick a very simple, easy to expand upon base system, one that already exists, and then use Nuclear Beasts as a setting for it. See how hard it is to customize that system to my needs.
In particular, I'm thinking about making the default setting to be that all PCs are Rangers. They'd serve the Goddess and the Caretakers by pacifying outlying areas, organizing people against the Blight, exploring ruins that need exploring, et cetera. The All-Mother could be portrayed as a benevolent ruler... or a cynical manipulator... or just a mad A.I. with delusions of grandeur.
PCs would then have access to the full range of abilities... psychic powers (Rangers who manifest them get the best training), cyberware (at the behest of the Caretakers, of course, but they're flexible if you've earned it or need it) and plain old competence (the Rangers are picked from among the best candidates). There would be a built-in rationale for adventuring (they need Beasts who are loyal, tough, and can go places that the Caretakers can't... oh, and they have to be expendable, too).
I could delve into more detail on the Rangers, breaking them up into various groups. The Monitors, for example, have built-in radios. They exchange info with other Monitors and are the best at communicating with robots... they can talk to an Exterminator at a safe distance and can often identify a robot's type, purpose and current activity by studying its radio traffic. When a military unit suddenly switches to high encryption or complete radio silence, it's time to get out of there.
I'd probably still keep the "psi interferes with cyberware" theme, but tone it down a bit so that it's more of a tradeoff than an either-or thing. The presence of "psi-demons" and evil spirits might become a bigger deal, as that adds another major form of opposition. The Rangers should feel like they're desperately trying to keep this civilization running but there are a dozen different ways it could be destroyed if they screw up.
What little I've seen of Dogs in the Vineyard looks very interesting. I want to pick up a few more specialized systems and playtest them. Since they're generally very specific to their genre, I'd probably have to make major changes in order to support the setting that I'm looking at... which is fine; then I could actually publish it without it just being a ripoff. But I want a good starting point.
Well, I'm still of the opinion that an interesting setting is more important than the rules. In fact, I'd generally prefer for the rules to be oriented around the setting... if the game involves lots of fights, the rules should support exciting fights. If there's tons of politicing, there should be good rules for social interaction.
I'm toying with the idea of making the Rangers more important. The PCs could all be Rangers by default... the elite of the Beasts, chosen by the Caretakers for special training. Those who perform heroically are often allowed to be silvered if they want to, allowing PCs to take both psi and cybernetics. The two should "mess" with each other in some fashion, probably by increasing the Risk from 1 to 2 (or to 3 for extreme cases).
The All-Mother sends them on various missions, fighting monsters in one area, rooting out toxic plants in another, reactivating an ancient factory or whatever. She can be benevolent, whimsical or even outright insane, depending upon the course that the GM wants the game to take. PCs might be fanatically loyal to Her, merely practical, or actually come to oppose Her and seek freedom from Her rule. She could well be grooming the Rangers to run the country after She finally shuts down.
Ugh. I've been trying to get feedback on my setting ideas at RPG.net and I'm about ready to give up on the whole thing. No interest, no comments... the only replies I get it's obvious they haven't even read what I asked them about. I can only guess that folks have all, at one time or another, glanced at the blog and gone, "Eh, whatever," and now ignore my posts. I dunno.
Basically, I guess I should try for feedback on some other locations (rpg-create and the Forge are about the only other options I know), then maybe give up.
I mean, I'm trying to devise a setting that interests folks. If folks like the setting, they'll learn the rules... if they don't, the rules are pointless.
I see a few basic things I could do to try and salvage something out of this.