Reign is an RPG by Greg Stolze. It uses the One Roll Engine (ORE) and focuses on leadership and the interplay between factions. It comes with a default fantasy setting, but is suitable for adaptation to other settings.
The game has several supplements, which are released as PDFs using the ransom model.
Rolls are made by rolling d10 die pools of ability+skill, similar to WoD games. However, instead of counting successes the player counts the number of matching sets; for example, rolling 7 dice and scoring 1, 3, 5, 5, 5, 8, 8 would be a result of two sets, 3x5 and 2x8. Higher numbers are more effective in some ways, while broader sets (sets with more dice in them) are more effective in others.
- For more about the dice rolling, including wanking over the math, see One Roll Engine.
 Character Generation
Chargen operates on a simple point buy method, purchasing attribute points, skills, abilities and advantages from the same pool. You can take Problems for your character, these do not add to your build points but give you bonus experience every time they inconvenience you during play.
There is an optional rule for random generation of a character with a single roll of the dice ("one-roll engine," remember) determining stats, skills, a vague character history and some starting inventory. Remarkably, this method is as balanced as the point-buy method, although it can produce quirky characters.
- See Random Characters for more on char gen.
Another item of note is the Passions optional rule. Each character can have a Mission ("More than anything else, I want to..."), a Duty ("I am obligated to..."), and a Craving ("I can't help myself to..."). When the character is doing something that serves these ends he gains +1 die to the roll for each that applies; if he tries to do something that harms these ends he takes a -1 die penalty to the roll. Passions can conflict, allowing these bonuses and penalties to offset.
The principle feature of Reign is the Company system, which allows players to work for or take command of large or small organisations and pit them against one another. These organizations can be as small as the crew of a single shipping vessel, to as large as a federation of kingdoms. Companies get character sheets of their own, and make skill rolls once a month or so as the agents of the company attempt extraordinary actions. The actions of PCs can affect these rolls, and PC in the group can donate their own experience points to improve the company.
In this way the PC's adventures can directly affect the political landscape of the setting while at the same time the conflict between different Companies can affect the PC's adventures. This makes very open-ended campaigns possible, with the die rolls at the company level providing inspiration for events at the PC level. A dawn raid by the player characters to sabotage an enemy shipyard, for example, may reduce the enemy nation's Might by 1, allowing their own nation a better chance of making the roll to win tomorrow's sea battle.
The usefulness of Companies can go both ways. For example, PCs that are members of an influential company can make purchases using the company's Treasure score instead of their own Wealth score, and a high enough Might score provides a ready pool of mooks to bring as paid-for hirelings into an adventure.
This also opens the way for a certain amount of ad-libbing by the players. For example, if the PCs have decided they want to make a raid on a neighbouring country and reduce their Treasure value by one, the player could make up an explanation for how they intend to do this ("The museum in Takesh on the southern border is said to contain the golden relics of A'kun. We can be there in three days' ride.") The GM can then go and plan out the raid on the museum, with both GM and players understanding what the precise mechanical results will be if they succeed.
The default setting is Heluso and Milonda, a continent made from two divine lovers lying side by side and embracing in the ocean. It has a number of quirky features included in an effort to make it different from typical fantasy. These include:
- Everyone can sense magic -- a sixth sense called 'eerie'. Anyone can perform magic if they take the time to learn, but to do anything more than cantrips requires an 'attunement' ritual, which permanently transforms your body to accommodate and locks you into one school of magic (ie. to attune to the movement-endurance school, a properly-executed ritual turns you into a centaur).
- Men ride sidesaddle for fear of infertility; thus, all cavalry units consist of women.
- Demons are not infernal, but alien elemental creatures from the earth's core. They 'possess' people by killing them and physically 'pouring' themselves into the person's hollowed-out skin.
- Sunlight comes from a stationary orb that oscillates between bright and dim. The way the two continents are shaped, some territories are occluded from this orb, so they are always covered in night.
- Killing someone who begs for mercy results in him coming back and haunting you until you go nuts.
- The most powerful monster is a flea the size of a city that leaves meteorite-scale craters whenever it hops. It can only be killed from the inside.
 Reign on /tg/
Relatively few anons are familiar with Reign, but opinions expressed by those who are have been uniformly positive.
A couple of anons are purportedly working on a Reign adaptation of Reign of Steel
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