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Organizations

This page covers the creation & management of organizations within this TTRPG system.

These rules are entirely optional.  Most games will not need to use them at all.

Most organizations within your TTRPG world do not require this level of attention & simulation.  This mechanic is meant for organizations that the player characters are involved in managing, and their direct competitors.

“Organization” will be commonly referred to as “Org” throughout this document.


 

Organization Attributes

Org attributes include: Material Resources, Human Resources, Territory, and Departments. Organization Attributes can have ratings from 0-12.

 

Material Resources

Cash assets or material goods liquid enough to be functionally equivalent to cash.

Without intervention (Org Actions), each Org will lose ((Human Resources / 2)Rounded Up) points of Material Resources per month.

 

Human Resources

The number of people in the organization.

The rating of Human Resources is an abstraction, with only a handful of individuals at Rating 1, and millions of people at Rating 12.

 

Territory

The area that the Org calls home, and can operate in without the need to take actions to act on another territory.  Also the area that the Org can most easily extract resources from.

Territory does not imply sovereignty over the territory.  For example, the territory of your local McDonald’s might be 5 miles, but it doesn’t own everything in that space.

Territory Ratings are based on the amount of economic output which can be extracted from the territory within the next month. For example, a single small retail store in a downtown metropolis is rating 1, while a 200 acre farm is also rating 1. This is not limited to natural resource extraction or tax extraction – it can mean selling things to customers or refining goods.

 

Departments

Departments are major operational structures within your Org.

The primary advantage of having lots of Departments is that the Department Heads can be highly specialized.  

Departments, like all Org Attributes, can be gained or lost.

Number of possible Departments is calculated as ((Human Resources + Material Resources) / 4 round up).   This calculation is made each month, before any actions are taken.

Loss of Org Attributes can easily cause an Org to lose entire Departments.

 

Department Heads

Each Department is headed by an officer of the Org.  Create a character sheet for this individual.  Use this individual’s stats when rolling actions on behalf of the Org.

Department Heads are typically not Player Characters.  It is a full time job that happens in 1-month blocks.  Most PCs just don’t have time for it.  The GM is of course free to have the PCs as department heads if they wish.

Most Department head character sheets should be generated in the same manner as a new Tier 1 Player Character, minus any supernatural abilities.

When interacting with an individual lower level worker for the Org, use their Department head’s character sheet, but subtract 3 dice from every roll.


 

Organization Actions

This section details how to organize & resolve Org actions.

Most Org actions can only be used once per Org turn(month).  For example, you cannot use the Resource Extraction action twice in the same turn(month).

 

Action Points

An Action Point is spent to take an Org Action.  All Org Actions have a cost of 1 Action Point.

An Action Point symbolizes about a month worth of effort.

Most organizations will only have 2 Action Points in any given month, but some powers can change that.  Action Points cannot typically be saved for the next month.

 

Org Turns

Make a list of 1-4 competing Orgs.

The Org with the lowest Human Resources goes first, while the Org with the highest Human Resources goes last.  Ties are broken by the Org with the least Territory.  If you still have a tie, the GM can flip a coin or something.  

Each Org in the list announces their actions for their 1st action point.  Once all actions are announced, resolve each action in order.  Once all actions are resolved, do the same for the 2nd action point.

 

Overt Actions

ActionRoll
(Overt) Warfare(Mental + Leadership)
Resource Extraction(Mental + Leadership)
Recruitment(Social + Leadership)
Governing/policing(Mental + Leadership)
Other ProjectsGM discretion

 

Covert Actions

Covert Actions are not announced to all organizations, only the GM knows them. 

They can be revealed after they’ve taken place, if  competitor Orgs win a contested dice roll. 

Test: Competitor Orgs uses the same dicepool calculation as the Org taking covert action.  For example, if the covert action taken is Covert Recruitment (Social + Leadership), competitors would also roll (Social + Leadership).  If the competitor gets 1 net hit on the roll, they get to know which covert action was taken as well as the result of that covert action.

Covert WarfareMental + Stealth
SabotageMental + Stealth
EspionageSocial + Guile
TheftPhysical + Stealth
Black Market Trade & CommerceMental + Leadership
Covert RecruitmentSocial + Leadership

 

Resource Extraction

This is a broad category.  At its core, it is about extracting resources from the Org’s Territory.  It includes but is not limited to: trade & commerce, taxation, farming, mining, etc, Resource Extraction requires a minimum rating of 1 in the Territory Asset.

This action is not an opposed roll.

Test: (Mental + Leadership).  Every 2 successes extracts 1 Material Resources Asset point from the Territory.  Successes on this roll are capped by the lower of your Human Resources or Territory attribute ratings.

Resource Extraction can only be used once per turn(month).  You may not spend 2 action points on Resource Extraction in the same turn.

 

Recruitment

This action is not an opposed roll.

Test: (Social + Leadership).  Every 2 successes recruits 1 Human Resources Asset point.

Recruitment can only be used once per turn(month).  You may not spend 2 action points on Recruitment in the same turn.

 

Other Projects

Orgs can take on projects that do not directly influence their own Org Attributes.  The players may wish for their org to dig a canal, construct a fortress, build a ship, or give the player characters some other asset.

 

Creating Assets

Create and record the details of the asset to be created.  Each single point of the asset requires that 1 Org Action Point and 1 Org Material Resources is spent.

A number of Org Human Resources must be available for use, equal to the amount of Material Resources spent.

It is entirely possible for the Org to go bankrupt by ceaselessly pursuing the creation of assets.  If this occurs, the asset is never completed.

Creating assets in this manner requires no rolls or tests to be made.

 

Bankruptcy

When your Org hits 0 Material Resources, it is bankrupt.

You have 1 month to gain a minimum of 1 point of Material Resources before your org loses all Human Resources.

 

Selling Out

You can sell off your Orgs Territory to competing Orgs.  This negotiation should probably happen on-screen, but a fair trade would usually be about 2 Material Resources per 1 Territory.

This does not cost an Org action point.

 

Warfare Actions

An attempt to damage another organization through violent force.

The use of a single Action Point on Warfare causes about a month’s worth of warring.

The target of a Warfare action does not need to spend an Action point in order to defend.  They do have the option of making their own attack against the enemy Org, though, which does cost an Action Point.

Warfare Action Resolution:

  1. Determine Target
    1. Attacker briefly narrates how their Org initiates hostilities.
    2. Attacker states an Asset of any enemy Org they wish to destroy.
      1. Valid options are: Territory, Human Resources, Material Resources
  2. Determine Attacker dicepool
    1. The base dicepool is (Mental + Leadership)
    2. Determine Attacker’s assets to risk
      1. Each point of risked assets adds an automatic success to the dicepool above.  You may not risk more resources than you have.
      2. A minimum of 1 point of Human Resources must be risked to make the attack at all.  This 1 point does not add an auto-success.
      3. You may risk either Human Resources or Material Resources, or both.
        1. Territory may not be risked.
    3. Determine sortie goals
      1. Assets may be captured instead of destroyed.  Capturing Assets requires that you declare it before any dice are rolled.  1 Point of Assets are captured per 2 net hits on the Attacker’s roll.
  3. Roll Defender dicepool
    1.  (Mental + Leadership)
      1. Defender may not Risk Assets for automatic successes, as the Attacker can.
  4. Determine Asset Damage
    1. Net successes by the Attacker over the Defender determine the number of points worth of Assets damaged.
    2. (non-net) Successes by the Defender determine the number of Risked Assets that the attacker loses.  This damage is capped by the Attacker’s Risked Assets.
    3. Example:  Attacker rolls 5 successes & adds 2 auto-success by risking 3 Human Resources, totaling 7 successes.  Defender rolls 5 successes.  The Defender takes 2 points of Asset damage.  The Attacker takes 3 points of Asset damage, due to having risked 3 points of Assets.
      1. If the Attacker had chosen to capture Assets instead of destroying them, in this example, he would gain 1 point of Assets, while still losing the  3 points of Assets he risked.  The Defender loses only the Assets that were captured.  

Player Character Intervention in Org Warfare

The GM simply needs to set Org Asset values for each target the players destroy or capture.  For example, if the PCs attack an enemy Orgs caravan, the GM may decide that this caravan has a total Material Asset value of 1, which is captured for the PCs Org.  This may not always be simple.  3-5 heroes may easily clear an enemy position of armed opponents, but that doesn’t mean that the territory is automatically captured.  The PCs’ Org may still need to spend Action Points to move personnel into the new territory in order to be able to exploit it.

 

Opposed Organizations

The GM must create a few Orgs which are competitors with the PCs Org.  These competitors should generally be in the same sort of business, and have territory nearby the PCs Org.  We suggest creating 2 or 3 to start.  You do not need to create every conceivable Org in the region.   Steps to create opposed Orgs:

  1. Define broad strokes business model
  2. Define geography of territory as it relates to PCs Org
  3. Assign Asset Ratings
    1. You have a lot of freedom with how many points to give them, depending on the kind of story you want to tell.
      1. Do you want the PCs to be struggling against a megacorp?  Walmart vs Mom & Pop Shop?
  4. Define Departments
    1. Draft statblocks for department actions.
      1. Maybe: Create names for Department heads.