1. Notes

PC Organization Rules

PC Organizations

SUMMARY


After each game session, an ORG TURN is conducted. 


1) Generate Orders

2) Select Organization Action

3) Conduct Agent Missions


GENERATE ORDERS

The leader (usually player) rolls a LEADERSHIP check. The number of success determines the number of ORDERS generated.

ORDERS can be spent to send agents on missions.


FAILURE, THREAT and DESPAIR will be spent narratively to represent red-tape, laziness, or even betrayal.


ORGANIZATION ACTIONS


You may choose among the following actions for each ORG TURN. Some of these actions require the use of an AGENT, some are automatic, and some are plot/story based.


These actions are described in the GOLEMS rules

  • Accumulate Resources

  • Acquire Asset

  • Assault 

  • Espionage

  • Upgrade Tier (Requires Story/Session Basis)

  • Train Agent

  • Use an Asset 


Org actions should be faciliated and recorded by a GM.


AGENTS

Players will typically have to conduct their Org Turns through AGENTS. However if they miss a session, they may use themselves as an AGENT. 

The one exception to this is the Craft Item or Purchase Item action, which are used to acquire personal equipment. 


Missions

Players can send their agent on missions. For each agent sent on a mission, players must spend 1 ORDER. 


Agents can be sent on a practically limitless variety of missions, but here are some basic suggestions.


Basic Missions

  • Move to Location

  • Establish Trade Route

  • Build Building

  • Craft Item

  • Purchase Item

  • Explore/Minor Quest 


Settlement Missions

  • Improve Fervor

  • Adjust Human Sacrifice

  • Train Garrison

  • Stimulate Economy

  • Grow Population (..Probably a much larger subset, including fertility initiatives, slavery, immigration)


Mission Skill Checks
Rolls for downtimes should be done in front of a willing GM. Contact a GM and tell them what you want to do! At this point, skills checks will be established by fiat, typically referencing other Genesys system material. 


In general, missions should be resolvable in one skill check.

Later on, this might be facilitated by bots/programs.



CAMPAIGN MOVEMENT

Unless the GM specifies, you’re free to go wherever you want after the end of an adventure session. Typically it’s assumed you head back to the party base/lair/city.. You can head back to a city/village/whatever. 


At the start of the next session it’s assumed you received a summons/message and arrived at the starting place on time.


Unless the GM specifies, there should be nothing keeping you from moving around or spending time between sessions. 


TRAVEL

PCs can automatically travel back to any settlement they own after an adventure. PCs also automatically show up at the site of an adventure for free.


TRADE ROUTES
PCs and Agents can automatically travel between any settlements connected by a TRADE ROUTE. Routes can be established by PCs or NPCS during downtime


ESTABLISHING TRADE ROUTES

A PC or Agent can go on a mission to establish a trade route between settlements.  The length and terrain the route passes through determines the difficulty of the check.

BANDITS, ATTACKS, ENEMIES, OTHER EVENTS

During downtime, your followers and property might get attacked by bandits and other types of enemies. Unless a GM is willing to run a short adventure for you, assume you can't intervene in these affairs normally. You will have to let your followers deal with it, or the GM might let you personally intervene with a quick check. 


Stuff that happens during downtime should generally be beneath the notice of an actual adventure of your appropriate level, like giant rat attacks or low level goblins attacking villagers. Downtime events can however inspire events of the next session, or entire sessions themselves.


Later on, downtime events might drive campaigns entirely, like running a multifront war where the players call a session to paradrop on the BBEG, or they might organize a hit on a bandit king that keeps attacking their villages.


ECONOMICS

We’ll just use the standard gold/silver rules from D&D 5e. Assume the typical D&D conversion of copper/silver/gold/plat

These rules can and will be adjusted if modern/scifi tech get involved.

https://roll20.net/compendium/dnd5e/Expenses#content