Avatar of Polybius
  • Last Seen: 3 mos ago
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    1. Polybius 10 yrs ago
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Recent Statuses

7 yrs ago
Hello guild my old friend :)
3 likes
9 yrs ago
The nostalgia is fierce tonight...so many ideas. Where did the time go? roleplayerguild.com/topics/…
1 like
9 yrs ago
The Archive is Activated
9 yrs ago
Guild issues making it difficult to post. Will update when the server errors stop.
3 likes
9 yrs ago
To Teluval, Farewell . A surreal fantasy adventure: roleplayerguild.com/topics/1..

Bio

Writing Blog: Notebooks

Most Recent Posts

<Snipped quote by Polybius>

Are these the items/values that every company starts off with?


No. Just an example.
<Snipped quote by Polybius>

Has the thief class been scrapped then?


At this point thieves will be specialists and advance differently than standard warrior/ranger/mage classes.
I'm guessing that different races (dwarves vs. humans vs. elves) have slightly different stats? And spellcasters have various types of spells available to them?

And I hate to bother, but are there hybrid classes as well? I.E. a warrior-ranger?


Considering multi-classing. I mean it makes sense to do that but I'm still working out combat and I don't want to throw too many rules/additions in quite yet. But probably yes, multiclassing will be available. Racial bonuses will be applied according to standard D&D fare (Dwarves have high CON, Elves have high DEX etc.)
@Polybius

What kind of races would we be able to hire?


Currently contemplating racial bonuses for recruits. Would follow standard D&D fare. Dwarves would be good fighters, elves would be good sorcerers. Humans would be...well. I'm not sure yet.

Conversation is now at this thread.
Interested! It'll be my first time in a tabletop/turn-based RPG style roleplay, but I'll give it a shot.

EDIT: I can also make graphics (like maps, banners etc.) for the roleplay if you want.


That's amazing! It shouldn't be too complicated and I'm of the mind to throw out any rules that hinder good old fashioned roleplay. Most of the numbers will be kept on record by me but to say you won't have to do some basic addition/information management would be a lie. Also this thread will be closed and all discussion will be moved to a formal thread that will be updated continuously.
Here's some more information about Recruit Classes and Combat Basics

Quick question. Is their a set class system? Also are black powder firearms available?


There is a set class system. Very basic on purpose. In terms of game statistics there are no rules concerning firearms, however you can 'window dress' your ranged attack units however you want. Here is a basic rundown of how the recruit/class system is shaping up. Note that nothing is finalized yet.



As you can see, it's a work in progress. This RP will take place over in the Nation Roleplay Forum where a much slower pace is to be expected.

Conversation is now at this thread.


Mercenaries


Sellswords, Bandits & Brigands in a world of fantasy and political intrigue.

Inspired by Game of Thrones, FFtactics, D&D and this. (Sort of).
















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.
@PolybiusSignificantly upset and sorry. I expressed interest and hadn't realized that this had started. Will get a character up if you'll still have me.


One more would be great. It's off to a bumpy start but maybe you could be a stowaway on the Sweet Anne. Let me know what kind of character your thinking of.
Mercenaries


Sellswords, Bandits & Brigands in a world of fantasy and political intrigue.

Inspired by Game of Thrones, FFtactics, D&D and this. (Sort of).



Table of Contents


  • Introduction
    • What is Mercenaries?
    • What can I do in the game?
    • How do turns work?
    • Questions?
  • World information
    • Core Assumptions
    • Map
    • Cities & Territories
    • Races
    • Gods
    • Kingdoms
  • Companies
    • Company Office
    • Morale
    • Reputation
    • Storage
    • Co. Ledger & Upkeep
  • Mercenaries
    • Commanders
    • Commander Archetypes
  • Recruiting
    • Hiring
    • Generic Recruits
    • Hiring Advanced Level Recruits
    • Class Advancement Table
    • Feats
    • Specialty Units

  • Combat
    • Sending Orders
  • Items & Equipment
    • Arms & Armor Explained
    • Potions
    • Medicine
    • Ships

Introduction











World Information

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 Praedish. Opportunity abounds for men and women with a keen sense of business and the talent and bravery required.













Companies



Companies are the groups of mercenaries that you, as a player control. A company has an Office, where the men rest, strategize and keep their equipment and gold. Reputation is how well known your company is and determines which jobs/missions are available to your company. Morale is how loyal your men are and how well they fight.







Mercenaries


Your company consists of mercenaries, who are the main fighting force. You also have non-combatant specialists that act as support members.




Recruiting













Combat



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. Each character hits for 1 damage + extra damage from class stats (CON/DEX/WIS). When a characters Hit Points reach 0, they die. HP can be restored by resting, (having no action or assignment during a turn), priests ( a specialist unit), or medicine.



Items & Equipment


You may equip your mercenaries with equipment and items like potions to make them more effective in combat. Some items temporarily boost damage stats like CON or DEX, while other items heal HP. Medicines may only be used in between turns. Ships are needed for contracts at sea, or if you wish to avoid passage fees to move to another continent. Each type is detailed below, with buy/sell price & effect.







Get Started!



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