TreasureOP

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Jun 15th, 2017
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  1. --BONUSES--
  2.  
  3. (Choose one wartime, one peacetime and one starting gear. You can also choose one flaw (optional) and you’ll get a mystery bonus based on the content of your fluff.)
  4.  
  5. -WARTIME-
  6. Disciplined – Trains soldiers faster
  7. Diehards – Defeated units have a 25% chance of escaping combat severely wounded but alive
  8. Berserkers – Units near death gain a large bonus
  9. Melee Masters – Troops armed with melee weapons are more effective and are bulkier
  10. Gun Masters – Units equipped with small arms (pistols, SMGs, etc.) and long arms (assault rifles, shotguns, etc.) are more effective and waste less ammunition.
  11. Special Weapons Masters – Units with special weaponry (e.g. grenade launchers, fixed weaponry, etc.) are more effective and waste less ammunition.
  12. Vehicle Masters – Vehicle units are more effective and waste less gas.
  13. Strength – All troops gain a slight bonus when attacking
  14. Resilience – All troops gain a slight bonus when defending
  15. Terrain Specialization – Gives a bonus when fighting in the specified terrain (e.g. Forest, Mountain, Desert, etc.)
  16. Stealthy – Efforts to spy and sabotage are more likely to succeed
  17. Survivalists – Upkeep costs are reduced
  18.  
  19. -PEACETIME-
  20. Reputation – Makes it easier to recruit people to your gang
  21. Camp Followers – Passive population growth is increased
  22. Merchants – Can get better trades with NPC merchants
  23. Craftsmen – Crafted items are more effective
  24. Scavengers – Gain a bonus to scavenging actions
  25. Bandits – Gain a bonus when stealing from others
  26. Industrialists – Base resource buildings produce more
  27. Engineers – Building projects take less resources to complete.
  28. Intellectuals – Research projects are easier
  29. Navigators – Can find points of interest (NPC settlements, scavenging spots, etc.) easier
  30. Diplomats – Makes it easier to strike deals and gain the trust of NPCs and NPC groups
  31.  
  32. -BONUS STARTING GEAR-
  33. Wealthy – Starts with some valuables that will fetch a good price to NPCs
  34. Resource Cache – Starts with more than the average amount of resources and food
  35. Extra Vehicles – Starts with an above-average amount of vehicles and comes with a mechanic unit to repair them
  36. Hidden Armory – Starts with an above-average amount of weaponry. You can optionally choose to specify a weapons type (melee, guns, special weaponry) to get more of that specific type. Otherwise it’ll default to an even spread. Comes with extra ammunition as well (if applicable)
  37. University Textbooks – Starts with a few random extra techs
  38. Popular – Starts with an above average population
  39. Infrastructure – Starts with some decent resource production buildings
  40. Hero Unit – Starts with a particularly talented unit with increased stats
  41. Special Weapon – Starts with a secret experimental weapon
  42. Contacts – Starts with knowledge of one NPC settlement that you are on friendly terms with
  43.  
  44. -MYSTERY BONUS-
  45. Dependent on fluff
  46.  
  47. -FLAWS-
  48. In addition to your bonuses you can also choose a flaw. Choosing a flaw will get you one extra bonus from any category (limit one).
  49. Pariah – At some point in time you pissed off the wrong people and now literally every NPC hates you. All NPCs and NPC settlements will start off as hostile and negotiating may prove very difficult. Some may even send warbands out to imprison or kill you if they find you. If you choose this flaw you cannot have the Contacts or Diplomats bonus. Don’t expect your mystery bonus to help you either.
  50. Traitors – There are one or more traitors in your gang who will do everything in their power to fuck you over if given the chance. Fails and critfails will have more severe consequences and repeated fails/critfails will lead to a possibly catastrophic mutiny.
  51. Unlucky – Angry gods, karma, malignant energy, call it what you will but you and your gang have extraordinarily bad luck. The failure threshold will be increased for you, and critfails occur on rolls of 1-5 rather than just 1.
  52. Addiction – Your gang is hopelessly addicted to an extremely addictive drug called Bliss. Having long periods of time without the drug will cause withdrawals which greatly impair performance and give penalties to all actions. Unfortunately there is no chance of breaking free from the addiction, but as long as you have the drug you can still perform well. The thing is, it's really fucking rare.
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