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- Welcome to the rules pastebin for Reforged World builder, a game focusing around building up individual ambition - directed through private military companies and other organization - to carve out a new world that's breaking free from the echoes of its past. 2077 to twenty-seven free.
- Sections:
- ALPHA for Rolls
- BETA for Statistics
- CHARLIE for Military Information
- DELTA for Buildings and Facility Upgrades
- - [ALPHA]
- Rolls Table:
- Anything that is not a 01 may have its value changed by bonuses and modifiers. However, a 99 modified to a 100 does not become a natural 100, though the result will be very good.
- 01 - CRITICAL FAILURE. Not only is the action utterly failed and unable to be immediately restarted (with all progress removed), it comes with a set of disastrous consequences, ranging from a sudden natural disaster to a mistake in the lab releasing that deadly virus. If this is naturally rolled, no bonus can stop its failure, though high bonuses may lighten the disaster
- 02-05 - STRONG FAILURE. The action is failed with serious additional consequences attached.
- 06-30 - FAILURE. Damaging circumstances arise, and the action is failed with consequences, though relatively minor ones.
- 31-50 - STAGNATION. The action is failed with no consequences. In other words, no progress is made whatsoever.
- 51-70 - SUCCESS. The action succeeds and progress is made, with no additional benefit. The amount of progress.
- 71-94 - STRONG SUCCESS. The action succeeds and progress is made with additional benefit - for example, a building's construction may be sped up, or an contact may make themselves known.
- 95-99 - TRIUMPH. The action succeeds and progress is made with exceptional benefit. An engineered technology may be found to have additional applications, or a contact may suddenly express their need for an extremely high-value mission.
- 100 - CRITICAL TRIUMPH. The action instantly succeeds with enormous benefit. Critical triumphs are extremely situational, but will offer tremendous benefit whenever happened upon.
- These values, excepting for natural 01s and 100s, assume an action of AVERAGE DIFFICULTY. Actions that are EASY have their results table shifted down by HALF - I.E. 02-03 being a STRONG FAILURE, 04-15 being a FAILURE, 16-35 being STAGNATION, 36-60 being SUCCESS, 61-90 being STRONG SUCCESS, and 91-99 as a TRIUMPH. Likewise, a DIFFICULT task will have its values shifted up by HALF - I.E. 02-10 being a STRONG FAILURE, 11-40 being FAILURE, 41-65 being STAGNATION, 66-85 being SUCCESS, 86-97 being STRONG SUCCESS, and 98-99 being TRIUMPH. A difficult or easy action is not relative to bonus. For example, a DIFFICULT combat action performed by a master combatant is still a DIFFICULT action, but the extra difficulty is mostly offset by significant bonuses that a non-combatant would not have. Difficulty table with examples:
- Trivial action: A trivial action, like reaching out to a contact, communicating with other players, or purchasing extra food for the winter, is FREE. If it does not take any real effort, it is trivial.
- EASY action: An easy action is something like building a simple base with the proper tools and a significant force of manpower. While it could be done incorrectly or with difficulties, anyone competent can do so fairly easily.
- NORMAL action: Most actions in the game are normal. Unless stated otherwise, an action is a NORMAL action.
- DIFFICULT action: Things that are hard to pull off, such as engineering delicate viruses, crafting new technologies, or killing a full squad of soldiers as a normal human are DIFFICULT actions. Be sure you have bonuses to offset the extra difficult in doing them, as a 66 instead of a 51 is required for even the most basic success.
- LEGENDARY action: Tremendously hard things on, as the name suggests, a legendary scale. You'll know when an action is this hard, and all dice values are DOUBLED. Be ready before taking on a project like this.
- Tentative Roll System:
- Everyone gets 2 free rolls (actions) in any given TIME UNIT between turns, to spend on two separate efforts or projects. You may instead roll three, four, or five actions if you wish to split your effort into doing additional things in the same period of time. HOWEVER, rolling three actions forces you to take a -30 penalty, rolling four a -80 penalty, and rolling five a -200 penalty. These penalties can be split as you wish. For example, you could roll four and take -20 on two rolls, -40 on a third, and no penalty on the last, or take -20 on all four rolls as you so choose. This represents what you choose to focus your more limited time on.
- Attempting to exploit this system by doing shit like rolling five and taking -100 to two rolls will cause me to fuck you up.
- - [BETA]
- Statistics guide:
- INDIVIDUAL statblock: (Everyone has to fill out this.)
- [Name]: Character name.
- [Gender]: Character gender.
- [Nationality]: Formatted as Birthplace/Current National Allegiance. If none, put 'Independent' or 'Unaligned'.
- [Ethnicity]: Optional but kinda helps. Format as Race/Nationality. I.E. Caucasian/Ukrainian or Hispanic/Brazilian
- [Color]: The character's color on the map. This is also the color of any organizations they control, and any contacts or characters held influence over will be given a marking of this color.
- [Fluff]: Backstory, additional information, political and religious views. At least give a basic history and information about the character, but the more you want to include, the better the bonuses will likely be, the more I'll be able to customize your story and arcs, and the more fun you'll have. Longer does not always equate to better, but more information usually is.
- (DO NOT FILL OUT BELOW THIS LINE)
- [Strengths]: Personal bonuses and modifiers. Things like [Physical Fitness] - In great shape. +10 to any rolls related to personal physical activity. You'll likely get a small slew of these types of bonuses at character generation, and most of them can be improved - like, for example, improving [Physical Fitness] through some tough rolls to [Adonis] - This character is in pristine physical shape, sculpted like a Greek statue and with the ability to match. +20 to any rolls related to personal physical activity.
- [Inventory]: Any items or equipment directly or personally held by the individual. Personal funds, weapons, etc.
- [Followers]: Only use this tab if you do not also have an organization. Relates to any direct followers of the individual, both notable, named heroes and faceless followers. Get enough and I'll force you to make an organization too.
- [Contacts]: Useful individuals and organizations known and trusted explicitly by the individual. Includes both individuals, such as arms dealers, warlords with money, and politicians, and trusted organizations, nations or megacorps that are inclined to offer contacts.
- ORGANIZATION statblock: (If your hero and individual owns an organization - such as a PMC, a branch of government, or another relevant, powerful group - fill out this stablock as well. Whether you wish to focus on the individual or the organization run is entirely up to you.)
- [Name]: Organization name.
- [Head]: Head of the organization.
- [Allegiance]: This is either to a nation, such as the Eurostate or ASEAN, a megacorp like VALE, Fraser-Klauser, or Glencore, or independent. It marks who you're obligated to. Being under a megacorp or nation brings with it obligations and responsibilities, but a great deal of additional respect and, more importantly, the option to use resources and opportunities provided by your parent group.
- [Fluff]: See fluff for the individual statblock, except for the organization as a whole. Motives, methods of operation, uniform colors.
- (DO NOT FILL OUT BELOW THIS LINE)
- [Liquid Assets]: Money, swiss bank accounts, stocks and bonds. How much raw money the organization has on hands.
- [Hard Assets]: Bases, headquarters, research facilities, important items, patented technologies, anything that isn't strictly military or cash owned by the organization.
- [Manpower]: The number of people you have working under your organization in a non-combat role. [30-man World-Class Design Team] goes here, as do [4,000 Oil Rig Workers].
- [Heroes]: Other than your primary individual, any important heroes working for the organization.
- [Military Force]: An estimate of the military might of the organization, measured through military techs, manpower, and anything else with forceful application.
- - [CHARLIE]
- CURRENT MILITARY PERSONNEL CLASSES:
- Soldier - Basic grunts. Capable of standing in place, shooting at things, lifting heavy objects. Some of them are extremely good at shooting things, but they still can't do much more than what a normal human being with a gun can. This includes a great number of 'types' of soldiers, such as Riflemen, AT units, Snipers, Field Officers, et cedera. They are all 'soldiers'. You can safely assume any group of 'soldiers' larger than 50 holds every reasonable specialty in a functional army. Higher-ranking non-field officers are also included in this count.
- Special Forces - Special Forces can do everything that regular Soldiers can, with the additional ability to carry out subversive, or 'commando' actions. Special Forces are capable of (competently) infiltrating areas, launching assassinations, taking over a ship from the sea, and anything you might see a Green Beret or Navy SEAL do. Generally speaking, they are also better at shooting stuff, though this is not always the case.
- Scout - This unit is similar to the Special Force's espionage side, but focused much more heavily on that. As their name suggests, Scouts are capable of literally scouting out areas or people, but can do considerably more than that. Scouts are 'blue-collar' spies, experts in spreading propaganda, getting ground intelligence, dealing with native populations, and inciting angry protests. These guys are often important in established governments and larger PMCs as peerless intelligence gatherers. Sensitive information will be privately sent. Nothing is a mystery to a scout.
- Saboteur - As far as spies go, these are the real deal. If Scouts are 'blue-collar' spies, Saboteurs are 'white-collar' ones. Saboteurs are unmatchable in top-level infiltration, corporate espionage, high-profile thievery, sabotage, political pressure, and the most difficult of assassinations. Additionally, Saboteurs are *capable of running offensive intelligence against other players.* All saboteur actions are private, meaning you should put one of your actions as a fake and then contact me privately for what you want your Saboteurs to do with that action. Additionally, Saboteurs can be hidden on the unit sheet, though Scouts are capable of discovering their actions. Saboteurs also run passive counterintelligence.
- Troop Ability Guide: Untrained<Green<Trained<Experienced<Veteran<Elite<World-class<Peerless.
- MILITARY MODIFIERS
- - Loyal - This unit is exceptionally loyal, and as such is largely resistant to bribes, propaganda, and other forms of subversion.
- - Disloyal - This unit is disgruntled, fully mercenary, or wavering. As such, bribes, propaganda, and other forms of subversion are considerably more effective.
- - Hardened - This unit has seen some serious shit. As such, they are unaffected by death, disaster, and other gruesome scenes as far as morale goes.
- - Unorganized (cause) - This unit lacks proper organization. The most common cause of this is not having enough experienced or senior officers, but this can also be caused by having too many officers, or political infighting muddying the chain of command. Unorganized units have a 25% chance to ignore commands for whatever reason. This can cause a loss of great rolls, so it should be fixed ASAP. Freshly-drafted units, or particularly huge recruitment, are given the Untested Officers cause, which goes away with some experienced. A lack of officers requires officer recruitment. Other problems are more complicated.
- - Well-Organized - This unit is exceptionally organized, receiving a +10 bonus to ALL rolls featuring it. This modifier is difficult to obtain and requires particularly competent officers.
- - (weapon type) - This unit utilizes the listed advanced weapon type instead of standard kinetic weapons. This includes such things as plasma weapons, gauss or railguns, and other advanced weaponry. This does NOT include such things as sniper rifles and anti-tank weaponry, which soldier and special forces groups have included by default.
- - (armor type) - Like the above, except for armor. Usually meaning nanosuits, simsuits, or powered armor. Nanosuits are skintight adaptive armor that is as effective as it is nearly impossible to get, reserved for the greatest Eurostate operatives and few others, being often able to create optical tricks. Simsuits are full-body armors that pump drugs into soldiers and connect them with their squadron, like a poor man's power armor. Powered armor is full enhancement noise - hitting hard, moving fast, and shooting true. Just a step below mecha.
- - Broken - This unit has been broken and will dissolve soon if not recovered. Sucks.
- - [DELTA]
- BUILDINGS:
- I will do this later. There are a lot. If you have questions about one, ask me, but they are mostly self-explanatory and you are stupid.
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