[center][h1]Mercenaries![/h1][/center][center][img]https://i.imgur.com/rJRfgPx.jpg[/img][/center] [center]The [url=https://www.roleplayerguild.com/topics/189217-mercenaries-a-tongue-in-cheek-fantasy-roleplay-where-things-often-go/ooc]Interest Check[/url] can be found here.[/center][hr] It is an era of darkness in the world of Mundus. Petty kings and queens rule great city-states. Sorcerers and Monstrous beings stalk the wilderness. YOU are a brave company of sellswords- mercenaries who work for coin and hold little allegiance to anyone who bounces a check. You take on the role of one of these skilled adventurers wandering with your companions through a somewhat generic fantasy world filled with [s]tropes[/s] treasures and riches for the taking-if you don't die along the way. [h2]Game Info & Guidelines:[/h2] [indent]In Mercenaries, players are encouraged to develop their characters through in-game exposition. They are also encouraged to embrace the spirit of "Yes and..." going along with whatever their fellow players and the GM comes up with. Within reason of course while respecting the rules and general themes and plot. The GM will have ultimate say in what can occur in-game. Think of this game as a way to flex those creative muscles. Also don't die. [b]Playing the Game:[/b] Players may post in-character as frequently as they choose with a minimum of 2-3 posts per week. During the game, the GM will post updates regarding the current situation of the company to summarize decision points or to get things back on track if shit has gone awry. Less frequently will be seasonal updates to simulate the passage of time, summarize what the company has accomplished and move the action forward. Time will progress as 'seasons' change. Seasons are approximately 3 months time and follow a Summer, Autumn, Winter, Spring format. Players can summarize what they have been up to during season changes (request character advancements, flesh out some secondary plot line shit etc. Be creative.) [b]On the Use of Dice[/b] Dice are used to determine any major action that a character might take that does not guarantee a success. It is a simple d6 system that works like this: [hider=Explanation of Die Rolls] Whenever a [u]player or non-player character action is not certain[/u], a die or die rolls will determine the result which is then interpreted by me in game terms. [list] [*]1 critical failure. Depending on the circumstance you lost a limb or exploded the entire plane of existence. [*]2 Failure. You fucked up. [*]3 Minor Success. Probably didn't work out how you planned. [*]4 Success. It worked out. [*]5 Major Success. Nothing bad happened at least. [*]6 Overshoot. It worked out with unseen consequences including but not limited too: losing a limb or exploding the entire plane of existence.[/list] I'm using a very basic version of a d6 roleplay system. Each stat will add either a (+) or a (-) to any given roll. Which stat is applied is chosen by me, the GM. With one caveat, critical failures (1) and critical hits (6) only occur naturally. If a modifier would equal either a 1 or a 6, the roll will be considered a Failure or a Major Success. I will be using the guilds own dice thingy. [hider=Example of an action requiring a roll] Chuck the Intern, Pacifier of Chickens wants to attempt to pacify a particularly [b]Large Rooster[/b] to add to his growing army of attack chickens. The GM decides this [b]Large Rooster[/b] ain't having that and calls for an opposed PHYSICAL check. Chuck is pretty strong with a +2 modifier to his roll. (1d6+2) die roll: (nat 6) critical success. Chuck is now the proud owner of a large rooster, and names him Commander Foghorn. Commander Foghorn is a bit of a despot with ambitions of power and will attempt a chicken coup in the near future. (See what I did there?) [/hider][/hider] [/indent] [h2]The Company Roster:[/h2][hr] [hider=Commander Sigurd] Name: Sir Sigurd Age: Unknown Class: Commoner Stats: PHY: -1 MENTAL: +2 ARCANE: -1 LUCK: 0 Spells Known: N/A Weapon: Fathers' Great Grandfathers' Grandfathers Short Sword (chipped) , A stout shield Inventory: Catchphrase: "Ribbit...brr....ribbit" [/hider] [hider=Humphrey Mushroom] Name: Humphrey Age: 3,411 Class: Fungi Stats: PHY: 0 Mental:+1 ARCANE:+0 LUCK: N/A Spells Known: Healing Spores(1) , Dimension Door (1) , Aura of Protection (1) , Weapon: N/A Inventory: N/A Catchphrase: "Y'all wanna see some cool shit?" [/hider] [hider=Anslem] Name: Anslem Age: 50 Class: Fighter Stats: PHYSICAL: +1 MENTAL: +1 ARCANE: -1 LUCK: -1 Spells Known: N/A Weapon: Shortsword Inventory: N/A Catchphrase: "It's bloody work, this mercenary business. Least it pays well." [/hider] [hider=Olvera] Name: Aya "O'kaya" Olvera Age:22 Class: Rogue Stats: PHYSICAL- +1 MENTAL- -1 ARCANE- -1 LUCK- +1 Spells Known: Weapon: Long dagger, throwing knives, charming good looks. Inventory: Leave blank to start. Catchphrase: "Okayokayokay..." "Aya O'kaya, professional street sweeper, feet sweeper offer and swiper of loot, at your service! How may I be of service?" "Magic! That ain't real magic. That's just wizard shit! Real magic is all about misdirection and sleight of hand. Watch, pick a card, any card...no, not that one. Any card but that one. Really just try to avoid any card that my thumb isn't touching and we're golden." [/hider] If you would like to apply, please read the interest check front page post and post a character in this thread. Be sure to tag me. [h2]Waitlist:[/h2]