[h3]Discussion is [url=http://www.roleplayerguild.com/topics/92545-mercenaries-of-mundus-updated-map-kingdoms-territories-cities/ooc]here[/url].[/h3] [hider=Main Thread] [center][h1]Mercenaries[/h1][/center][hr] [center][i]Sellswords, Bandits & Brigands in a world of fantasy and political intrigue.[/i][/center] [center][i]Inspired by Game of Thrones, FFtactics, D&D and [url=http://www.roleplayerguild.com/topics/91492-a-hostile-galaxy-science-fiction-civilization-political-simulator/ooc]this. (Sort of).[/url][/i][/center] [center][IMG]http://i63.tinypic.com/15zpiqp.jpg[/IMG][/center][hr] [h3][center]Table of Contents[/center][/h3][hr] [list] [*][h3]Introduction[/h3][list] [*]What is Mercenaries? [*]What can I do in the game? [*]How do turns work? [*]Questions? [/list][/list][list] [*][h3]World information[/h3][list] [*]Core Assumptions [*]Map [*]Cities & Territories [*]Races [*]Gods [*]Kingdoms [/list][/list] [list] [*][h3]Companies[/h3][list] [*]Company Office [*]Morale [*]Reputation [*]Storage [*]Co. Ledger & Upkeep [*] [/list][/list][list] [*][h3]Mercenaries[/h3][list] [*]Commanders [*]Commander Archetypes [/list][/list][list] [*][h3]Recruiting[/h3][list] [*]Hiring [*]Generic Recruits [*]Hiring Advanced Level Recruits [*]Class Advancement Table [*]Feats [*]Specialty Units [/list][/list][list] [*][h3]Combat[/h3][list] [*]Sending Orders [/list][/list][list] [*][h3]Items & Equipment[/h3][list] [*]Arms & Armor Explained [*]Potions [*]Medicine [*]Ships [/list][/list] [center][h1]Introduction[/h1][/center][hr] [hider=What is this?] Mercenaries is a turnbased RPG where you control a company of hired mercenaries seeking to gain gold, power & glory. Not even specifically in that order. Essentially you manage the group, hiring, accepting contracts, leveling your characters and exploring the world. You have a real opportunity to shape the politics of the realm and could become very powerful indeed. [/hider] [hider=Who can I play as?] You don't play as one single character & you should consider every character disposable. Instead you handle a group of mercenaries that work together to gain gold & glory. A [b]Commander[/b] leads the troops. You can level and specialize your Commander with more options than your average recruit. Maybe your a [i]Praedish[/i] pirate, sick of the harsh life at sea, you've come to the Capital to become a legitimate business. Maybe you and your men (and women!) are veterans of the [i]Typhere Rebellion[/i] and wish to make more lucrative use of your skills. Maybe you are a disgraced knight from the [i]Kingdom of Karnorax[/i], bitter and full of vengeance. Whatever concept you wish to build your company of mercenaries from is OK with me. At the core of the game is strategy and management-but I really encourage RPing between turns. It makes the world more vibrant and me more likely to not set myself on fire updating turns.[/hider] [hider=Turns] You basically tell me what you want to do each turn. You choose jobs, level and equip your men and send orders for the turn. After I've received all of the orders, I synthesize all of the information with what is going on in the world, check some numbers and post a [b]Turn Report[/b]. In between Reports, your free to Roleplay in the Main IC thread. But beware, characters [u]can be killed at anytime[/u]. So don't get too attached to any one character. [/hider] [hider=Questions?] They're not frequent, but here are some questions you might have. [i]How much time do I need to spend on this?[/i] As a player, you probably need 2-3 hours per week to keep up with RP posts & company ledger. [i]How many players are you taking?[/i] I would like to sign on 4 players to start and add another 2-4 once everyone is comfortable with the way the game works (including me). [i]How often will updates appear and how long in game time is that?[/i] I don't want to have to update 8 different ledgers each week. That's why I'm not sure yet if updates will be weekly or every other week. Each update will advance the realm about 3 months. [i]Do I have to roleplay/Can I roleplay?[/i] You decide how much time you want to spend on your company. Feel free to introduce characters and concepts. Nothing outside of what is detailed here, in the main thread is canon. Alternately, you can use this game as a strictly military/strategy simulation. But RPing is good. :) [i]Great. When does this start?[/i] When we have enough players and I've finished the main information dump thread. Stay tuned. [i]I have other questions..[/i] Please ask in the [b]Interest Check Thread.[/b] [/hider][hr] [center][h1]World Information[/h1][/center] [i]The world of Mundus is divided into a few distinct geographical locations. The continent to the West is home to the older Human Kingdoms. Dark forests and steep mountains dotted with stony keeps and ruins. A few elvish and dwarven colonies exist and orcish raiders plunder the southern crossings. The continent to the East is more diverse. The great plains in the far east are home to raiding parties of tribal horseman. They fight endlessly with hordes of orcs and ogres. The wealthy and modern kingdoms on the coast are home to Elvish Citadels, and 'Free' human cities. Trade is good despite the lurking pirates of the island countries to the south, the much reviled [i]Praedish[/i]. Opportunity abounds for men and women with a keen sense of business and the talent and bravery required.[/i] [hider=Core Assumptions] [list] [*][u][b]Conflict Arises[/b][/u] [i]Peace, when it comes is welcomed. But the fool expects it to last. The Great Old Wars are long over, but small scale skirmishes between minor lords and factions are common place. Pirates patrol the coasts, disrupting trade. Raiding parties of orcs and nomadic tribes plague the settled kingdoms. Elvish seneschal's manipulate and plot. The common man labors on a suffers, hoping for heroes to appear.[/i] [*][u][b]Opportunity for the Bold[/b][/u] [i]With all the conflict, dangerous trade routes, and political masterminding, opportunity for men-at-arms is abundant. Companies of hired swords and wizards have begun appearing across the land. Some companies are loyal to single royal houses. Others follow the gold. Some stick to small scale conflict on land, others head to sea to protect trade convoys. Still others explore vast stretches of wilderness searching for fabled ruins and artifacts. There is money to be made, power to be gained.[/i] [*][u][b]Magic is Commonplace[/b][/u] [i]Long ago, magic was much, much more powerful and mysterious. Sorcery was a closely guarded secret in that era. The most powerful sorcerers are thought to have killed each other off during the Great Old Wars, and with them, the powerful spells. Now sorcery is common-mundane even, but not to be underestimated in battle. Great Wizards still roam the land and bend the ear of powerful kings. Adepts and apprentices seek out sponsors and companies, hoping to gain skill and power.[/i] [*][u][b]Something Lurks Beneath[/b][/u] [i]The age of the world is far underestimated. Civilizations have risen and fallen. Races of beings have appeared and disappeared leaving their mark on the land. Ruins and dungeons are scattered across the world, waiting for someone brave enough to seek them out and uncover the secrets contained within.[/i] [/list][/hider] [hider=Map W.I.P] [i]Map under construction. Some names will change and I will *attempt* to get a higher res quality. For now, right+click and open pic in a new tab then zoom. I'm stuck with MSpaint so you are too![/i] [center] [IMG]http://i64.tinypic.com/2hxogvo.png[/IMG] [/center][/hider] [hider=Cities & Territories] [i]Cities are categorized into different types: Temple, Free, Fortress, Magic, Trade, Desert, Port & Capital. Territories are categorized into different types: Plains/Deserts, Mountains, Forests & Cosmopolitan. [/i] [h3]City Types[/h3][hr] [u][b]Capital[/b][/u] [center][img]http://i.imgur.com/xlNFuMgm.jpg[/img][/center] Capitals are the central hub of activity in that Kingdom. It is the seat of power and usually the most populus city in the territory. The Capital Cities can be a combination of the other classes of city. For example, [b]Karn Keep[/b] in the Kingdom of Karnoras is a Capital Class city, but it is also a Port & Fortress. The bonuses from those city classes apply. The cost to open a Company Office is considerably higher in Capital cities, and may require a certain level of Reputation. [u][b]Temple[/b][/u] [center][img]http://i.imgur.com/KcjxCagm.jpg[/img][/center] Some cities are built around holy sites, altars, temples or cathedrals. Healing & Morale may increase in Temple cities. [u][b]Free[/b][/u] [center][img]http://i.imgur.com/HoA6q0Zm.jpg[/img][/center] Free cities do not fall under the jurisdiction of any authority outside of the city's governing body-be it warlord, council or other. Free cities enjoy less tax and contracts may be more lucrative. [u][b]Fortress[/b][/u] [center][img]http://i.imgur.com/QN2j7LHm.jpg[/img][/center] Fortress cities are castles, bastions, towers and keeps. They are strongpoints in a territory. Mercenaries and sellswords flock to Fortress cities to find work-of which there is often ample supply. [u][b]Magic[/b][/u] [center][img]http://i.imgur.com/4b4fKEem.jpg[/img][/center] A Magic class city may be home to a guild of mages, a vast library of knowledge, a specific arcane legacy, or be constructed over ancient ruins that harbor darker things still. Sorcerers can expect to find more relevant work, advance in level quicker, or possibly find a unique item. [u][b]Trade[/b][/u] The most common city type. Trade cities have bustling markets and guild houses. Mercenaries, caravans and rumors all pass through trade cities. Expect the occasional bandit. [u][b]Port[/b][/u] [center][img]http://i.imgur.com/rCmM1u9m.jpg[/img][/center] Port cities are similar to Trade cities. Pass through a port city to reach other continents. [u][b]Desert[/b][/u] [center][img]http://i.imgur.com/TIf0wUHm.jpg[/img][/center] [h3]Territory Types[/h3][hr] [b][u]Plains/Desert[/u][/b] Plains and Deserts often house bands of monsters, bandits and baddies. Isolated towns and villages, and only a few roads. Humans, Elves, Goblins, Orcs and halflings often inhabit Plains/Desert territories. [u][b]Mountain[/b][/u] WIP [b][u]Forest[/u][/b] WIP [b][u]Cosmopolitan[/u][/b] WIP [/hider] [hider=Races] [b]Human, Dwarf, Elf, Halfling, Half-Orc, Half-Elf, Orc, Goblin[/b] The Race of your mercenaries determines additional racial bonus attributes. [u][b]Race [/b][/u] [u][b]Bonus [/b][/u] [color=lightblue][u][b]CON[/b][/u][/color] [color=lightgreen][u][b]DEX[/b][/u][/color] [color=red][u][b]WIS[/b][/u][/color] [color=mediumpurple][u][b]HP[/b][/u][/color] [u][b]Notes[/b][/u] [b]Human [/b] [color=lightblue]x[/color] [color=lightgreen]x[/color] [color=red]x[/color] [color=mediumpurple]+1[/color] [i]Gain a +1 bonus to HP when in Cosmopolitan terrain[/i] [b]Dwarf [/b] [color=lightblue]+1[/color] [color=lightgreen]x[/color] [color=red]x[/color] [color=mediumpurple]x[/color] [i]+1 CON when underground or in mountain terrain[/i] [b]Elf [/b] [color=lightblue]-1[/color] [color=lightgreen]x[/color] [color=red]+1[/color] [color=mediumpurple]x[/color] [i]+1 CON when in forest terrain[/i] [b]Halfling[/b] [color=lightblue]-1[/color] [color=lightgreen]+2[/color] [color=red]x[/color] [color=mediumpurple]x[/color] - - - - - - - - - - - - - - - - - - - - - [b]Half-Orc [/b] [color=lightblue]+1[/color] [color=lightgreen]-1[/color] [color=red]-1[/color] [color=mediumpurple]+1[/color] - - - - - - - - - - - - - - - - - - - - - [b]Half-Elf[/b] [color=lightblue]x[/color] [color=lightgreen]+1[/color] [color=red]x[/color] [color=mediumpurple]+1[/color] - - - - - - - - - - - - - - - - - - - - - [b]Orc[/b] [color=lightblue]+2[/color] [color=lightgreen]x[/color] [color=red]-1[/color] [color=mediumpurple]+1[/color] [i]Orcs are killed on sight in most kingdoms[/i]. [b]Goblin [/b] [color=lightblue]-1[/color] [color=lightgreen]+1[/color] [color=red]+1[/color] [color=mediumpurple]x[/color] [i]Goblins are killed on sight in most kingdoms[/i]. [/hider] [hider=Gods] [/hider] [hider=Kingdoms] [h3]The Kingdom of Raxas[/h3][hr] [i]The Kingdom of Raxas rises from the coast into the mountains. Fortress cities and walls guard the ancient kingdom of man. Great pine forests supply lumber for fleets of merchant ships bound for the Western Continent.[/i] Arcot Dunson Keep Hargrove Gor's Crossing Eaton Seton Raxas Castle [h3]The Kingdom of Karnoras[/h3][hr] [i]The Kingdom of Karnoras arose from the ashes of a bloody Raxas civil war. A feud which lasts to this day. It is said the great Sorcerer Gor divided the land with his most potent spells, so that the two nations would remain separate.[/i] Karn Keep Camor Ledon Fawic Mebrok Wamor Hafeld Sebury Rewich Limor Thergrove Pawald [h3]The Republic of Praeda[/h3][hr] [i]The Pirate Kingdoms of Praeda are legendary. It is a rare sailor that does not know the black sails of their hated pirate fleet.[/i] Oloh Adeh Chigba Castle Asange Keep Okain Keep Busia Irun Anin Etma Akith Owux Emoh Chasra Itey Bodi Kohiri Thila [h3]The Kingdom of Bapha[/h3][hr] [i]The Kingdom of Bapha [/i] Aresh Sina Abyre Emish Larsa Sonos Sibis [h3]The Kingdom of Lothelonni[/h3][hr] [i]The Elvish Kingdom of Lothelonni is powerful, modern and wealthy. Trade, industry and knowledge combined with the formidable politics of Elvish seneschals has helped Lothelonni prosper through the ages. [/i] Tyne Orwendel Ellem Ilthya Langan Gaven Argond Abery Brethna Valoress Colwen Porthca Argond Olithen Castle Aben Lear Linosea [h3]The Dominion of Malaph Kar[/h3][hr] [i]The Dominion of Malaph Kar is a vast wilderness of plains, deserts, oasis and sandstone passes. Cities shine in the desert like jewels. Oasis' are heavily defended against aggressors. The monstrous warlord known as Malaph Kar rules over a loose confederacy of nomadic orcs, goblins and wild men. [/i] Balag Mauhar Wala Argac Etalar Gesanga Muzga Salla Gorbul Lifah [h3] The Kingdom of Naramunz[/h3][hr] [i]House Naramunz, last of the great Dwarven lords is also the last of the Dwarven Kingdoms.[/i] Vatelundz Tumunzar Riklif Hold Arndsetr Urumar Zahuram [h3]The Free Cities of Maleah[/h3][hr] [i]A handful of merchants, some Praedish pirates gone legitimate, others with strange notions of a 'democratic' form of government have built a small kingdom in the south east. They are fledgling, but becoming wealthy through trade, and remaining neutral in larger conflicts.[/i] Larica Argac Ramor Matoc Aeldun [/hider] [center][h1]Companies[/h1][/center][hr] [center][img]http://i.imgur.com/dZEY01p.jpg[/img][/center] [i]Companies are the groups of mercenaries that you, as a player control. A company has an [b]Office[/b], where the men rest, strategize and keep their equipment and gold. [b]Reputation[/b] is how well known your company is and determines which jobs/missions are available to your company. [b]Morale[/b] is how loyal your men are and how well they fight.[/i] [hider=Company Office] [center][img]http://i.imgur.com/PThp0qmm.jpg[/img][/center] Your Office is your base of operations. The base price for opening an office in a new city is 250g. This allows you to take contracts in those cities. [u]You may not take contracts/jobs in cities where you do not have an office.[/u] [/hider] [hider=Morale] [b]Morale[/b] affects how well your men fight in battle. When you lose a member of your company in combat, your morale decreases by 1. If you lose a company Commander your morale drops by 4. [u]When your morale is lower than 0 for two subsequent turns, your men will begin to desert[/u]. All companies start with a morale of 2 unless your Commander has the [color=lightblue]Enabler[/color] (Morale +10% per contract, start at Morale 5) trait. [/hider] [hider=Reputation] [b]Reputation[/b] measures how well your company is known, whether for good or bad. Some jobs require you to have a certain level of reputation. Some mercenaries and NPCs may not be for hire without sufficient reputation as well. Increase your reputation by successfully completing contracts. [/hider] [hider=Storage] Your [b]Company Storage[/b] is where you stockpile your items, arms and equipment. You may sell items from your storage at any time. [/hider] [hider=Relations] [/hider] [hider=Co. Ledger & Upkeep] Your [b]Co. Ledger[/b] is a record of your men, equipment, gold, morale, reputation and relations with factions and nations. [hider=Ledger Template] Company Name: Make something up Location: (Where main office is) Commander & Traits: Pick a name, level 1 class (Militia, Scout, Novice) and 1 trait. Morale: starts at 2 unless otherwise affected Reputation: 0 for all unless otherwise affected Gold: 400g to start. This is for hiring & equipping your men beyond the starting roster of 3. Mercenaries: Name: Class: Feats: Equipment: XP: HP/CON/DEX/WIS (include modifiers from feats, equipment etc.) --- Name: Class: Feats: Equipment: XP: HP/CON/DEX/WIS (include modifiers from feats, equipment etc.) etc. [/hider] [/hider] [center][h1]Mercenaries[/h1][/center][hr] [i] Your company consists of mercenaries, who are the main fighting force. You also have non-combatant specialists that act as support members.[/i] [hider=Commanders] Your Commander leads your troops in battle and affects the company recruits through Archetype traits. If a commander is killed your company Morale is immediately reduced by 2. A Commander advances just like any other generic recruit, taking feats and choosing a class track (Warrior,Ranger,Sorcerer). In addition, Commanders take on an Archetype trait. You may choose new Archetypes if you need to replace your Commander. You may promote a new Commander from your company recruits if your starting Commander dies.[/hider] [hider=Commander Archetypes] Archetypes: (pick one when creating your company commander, pick a new one each time your commander is killed or replaced.) [b]Roaming:[/b] +1 DEX to all Ranger Track recruits (Including hunter, scout, skirmisher) Company starts with 1 bonus hunter recruit. [b]Sellsword:[/b] +1 CON to all Warrior Recruits. (Including militia, footman, soldier) Company starts with 1 bonus militia recruit. [b]Mysticism:[/b] +1 WIS to all Sorcerer Track recruits. (Including novice, adept, initiate) Company starts with 1 bonus novice recruit. [b]Salty Dog:[/b] +1 CON/DEX/WIS to all mercenaries when taking contracts at sea (Port Cities/territories). Company starts with 1 Boat. [b]Nomad:[/b] +1 CON/DEX/WIS to all mercenaries when taking contracts in plains/desert territory. Self-reliance has taught you how to live simply. Office upkeep reduced by 5. [b]Silver Tongue:[/b] Contracts yield 10% better profits. Start with an extra 50g. [b]Enabler[/b]: Morale +10% Morale per succesful contract/mission. Company Morale starts at 5. [/hider] [center][h1]Recruiting[/h1][/center] [hider=Hiring] You may hire any available recruits in your home city each turn as long as you can afford them and your reputation is high enough. Generic recruits have no reputation requirements. A list of available recruits can be found on each city roster. New hires come with randomized starting feats, XP and class, but you can view their stats before you purchase them. To hire them, simply send the turn orders with the names of the recruits you wish to hire. If more than one player chooses the same recruit, the company with the higher reputation will hire the recruit. In case of a tie, I flip a coin. (If you don't get the recruit and still wish to hire that turn, you may pick from any other available recruit on the city roster). Generic Recruits cost 10g [/hider] [hider=Generic Recruits] All new recruits start as Generic Recruits. They are not trained in any specific style of fighting yet. At first level, you choose which class track to pursue. They are Warrior, Ranger, and Sorcerer. Here is how the classes advance: Militia----->Footman----->Soldier----->Warrior [i]Your standard fighting unit. They carry sword/spear and shield[/i] Hunter---->Scout--------->Skirmisher>Ranger [i]Your nimble scouts, your formidable archers[/i] Novice---->Adept--------->Initiate------>Sorcerer [i]Masters of the arcane. Slow to develop, but powerful once leveled.[/i] In addition to class, recruits have [b]Attributes[/b] that determine their abilities in combat. Hit Points (HP) determine how much damage a character can take before dying. Constitution (CON) is a measure of the endurance & strength of the recruit. Warrior track recruits have a high CON. Dexterity (DEX) measures the mobility and handling of your recruit. Ranger track recruits have a high DEX. Wisdom (WIS) is a measurement of the recruits knowledge of arcane power. Sorcerers have a high WIS. To advance, gain more experience by sending your recruits on missions/jobs.[/hider] [hider=Hiring Advance Level Recruits]WIP WIP In order to hire recruits that have already gained levels, you must have the prerequisite Reputation. When you hire advanced level recruits, they come with pre-assigned feats. Some cities may not even have Advanced Level Recruits for hire. Class Cost Reputation Militia +++++ 50g / 5 Hunter +++++ 50g / 5 Novice +++++ 50g / 5 --- Foot ++++++ 75g / 10 Scout +++++ 75g / 10 Adept +++++ 75g / 10 --- Soldier ++++ 100g / 25 Skirmisher + 100g / 25 Initiate++++ 100g / 25 --- Warrior+++ 250g / 50 Ranger +++ 250g / 50 Sorcerer +++ 250g / 50 [/hider] [hider=Class Advancement Table] [i]This might look intimidating, but it's really just adding one to every attribute each level + one for the class main attribute (CON for militia, DEX for Hunter etc.)and one for HP/Upkeep per class level.[/i] [u]Level 1 Class HP/CON/DEX/WIS/Upkeep[/u] [b]Generic +++++ 1 / 1 / 1 / 1 / 1[/b] (A 0 Level Recruit) [color=lightblue]Militia +++++ 2 / 2 / 1 / 1 / 2[/color] [color=lightgreen]Hunter ++++++ 2 / 1 / 2 / 1 / 2[/color] [color=red]Novice ++++++ 2 /1 / 1 / 2 / 2[/color] [u]Level 2 Class HP/CON/DEX/WIS/Upkeep[/u] [color=lightblue]Foot ++++++++ 3 / 3 / 2 / 2 / 3[/color] [color=lightgreen]Scout +++++++ 3 / 2 / 3 / 2 / 3[/color] [color=red]Adept +++++++ 3 / 2 / 2 / 3 / 3[/color] [u]Level 3 Class HP/CON/DEX/WIS/Upkeep[/u] [color=lightblue]Soldier ++++++ 4 / 4 / 3 / 3 / 4 [/color] [color=lightgreen]Skirmisher +++ 4 / 3 / 4 / 3 / 4[/color] [color=red]Initiate +++++ 4 / 3 / 3 / 4 / 4[/color] Level 4 Class HP/CON/DEX/WIS/Upkeep [color=lightblue]Warrior +++++ 5 / 5 / 4 / 4 / 5[/color] [color=lightgreen]Ranger +++++ 5 / 4 / 5 / 4 / 5[/color] [color=red]Sorcerer ++++ 5 / 4 / 4 / 5 / 5[/color] [/hider] [hider=Feats] As your recruits progress you can give them feats at each level. Feats give you an edge in combat and more shape your company to your play style. [u][b]Standard Feats[/b][/u] (Taken by any class) [b]Sea Legs:[/b] +1 to CON/DEX/WIS when on a ship (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. [b]Dungeon Delver:[/b] +1 to CON/DEX/WIS when fighting underground (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. [b]Mountaineer:[/b] +1 to CON/DEX/WIS when fighting in Mountain Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. [b]Nomad:[/b] +1 to CON/DEX/WIS when fighting in Desert/Plains Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. [u][b]Warrior Feats:[/b][/u] Brothers in Arms: When there are more than 2 Warriors in the same line of attack, gain +1 CON Blade Master: Deal double damage to Sorcerers New Feat New Feat [u][b]Ranger Feats:[/b][/u] First Shot: Deal 1 damage automatically to a random enemy before battle. (Take once) Fire Arms: Train in the use and tactics of Black Powder Firearms. +2 damage. +2 Upkeep. (Take once) Line of Fire: +1 damage if more than 2 other Rangers in same line of battle (take max 3 times) [u][b]Sorcerer Feats:[/b][/u] Healing Touch: Automatically Heal 1HP of a random ally after battle. (Can be taken multiple times) Me, Myself and I: +1 to WIS & +1 damage when the only Sorcerer in a line of battle. [/hider] [hider=Specialty Units] Special Units do not advance and can only be obtained as your [b]Reputation[/b] increases. WIP potential Spec Units Alchemist make potions per level per turn Assassin reduce HP of mercenary in other players company Bard increase reputation per level per turn Master of the Coin reduce upkeep Physician Heal HP per level per turn Priest Increase morale per level per reputation Thief steal gold per level per turn [/hider] [center][h1]Combat[/h1][/center][hr] [i]In combat, each unit attacks and deals damage to each other at the same time. Attributes, stacking bonuses, equipment, morale and boons are all taken into account. The character attributes CON/DEX/WIS determine extra damage per hit. Technically, each character hits for 1 until I calculate the other factors I just mentioned. When a characters Hit Points reach 0, they die. HP can be restored by resting, (having no action during a turn), priests ( a specialist unit), or a healing potion.[/i] [hider=Sending Combat Orders] Combat is simulated by me, with a bunch of numbers to consider, so sending orders is easy. Just tell me which mercenaries in your company you wish to send on which job and how to order them in combat. Order your men in combat by filling in 'lines'. You may have any number of men in each line, and as many lines as you wish. When building your attack squad, remember that outside of feats that say otherwise, units will attack the first enemy they come into contact with and deal attacks and damage simultaneously. Here is an example of an attack line: First Line (Attacking First) Joe Schmo, Human Militia Rodger Protractor Human Militia Buck Rodgers, Human Militia Second Line Lucy Law, Human Scout Freddy Mercury, Human Scout Third Line Nergul Dwarf Sorcerer When anticipating extra damage for combat remember: [u]CON---->WIS---->DEX----->CON[/u] Warriors deal extra damage to Sorcerers who deal extra damage to Rangers and they in turn deal extra damage to Warriors. [/hider] [center][h1]Items & Equipment[/h1][/center][hr] Arms and Armor Explained [hider=potions] [/hider] [hider=Medicine] [/hider] [hider=Ships] [/hider] [hider=Example Company] [i]Here is an example Company Ledger. You will maintain something like this for the RP. Note that some things may change as I finalize the system.[/i] [i]Company Name:[/i] Kill Clan Five [i]Player Name:[/i] Polybius [i]HQ Location:[/i] Hogrum Castle Commander Name: Killer Dave [i]Morale: How well your men fight and how loyal they are[/i] [i]Reputation:[/i] [i]Fufilling contracts, killing bandits and otherwise being a badass increase reputation. This leads to better opportunities for jobs, info and contacts. [/i] [i]Relations: Negative is bad, positive is good.[/i] Local: 5 Kingdom: 1 Bandits: -5 Gold: 200g [i]Your money. Use this to recruit new mercenaries, buy equipment or bases and boats[/i] Company Inventory: [i]A list of your companies items[/i] 1 Healing Potion 2 Potions of Strength 1 Longboat Mercenaries: [i]Includes character name, class,stats and level.[/i] [list] [*]John Fahque, Footman, Lvl 1 [*]Jim Blob, Soldier Lvl 2 [*]Arturo the Mad, Soldier Lvl 2 [*]Pris, Adept, Lvl 1 [*]Deckard, Adept Lvl 2 [*]Blackbarn, Thief Lvl 3 [/list] Specialists: [i]Specialists are non-combatant support troops like healers and scouts[/i] [list] [*]Yaeger Meister, Healer [/list] [/hider] [i]Thanks for taking a look! Ask any questions you may have or express interest here in the IC thread. This sort of RP takes a little while to get up and running but I think it will be a fun and rewarding game for everyone involved.[/i] [/hider]