Avatar of Polybius
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    1. Polybius 10 yrs ago
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7 yrs ago
Hello guild my old friend :)
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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..

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Writing Blog: Notebooks

Most Recent Posts

<Snipped quote by Shorticus>

The OOC thread is up?


Yup. Fixed some small detail things that Shorticus pointed out (thanks!). Should note that Specialty Units and Enterprises are still a WIP but should be fleshed out by the time I get all the Company Sheets sorted.
Will do when I get home tonight.
Mercenaries!


Turn One , First Quarter, Bright Moon


Each turn is about 3 months of game time. Each turn a list of available contracts in each city will be posted along with rumours, missives and any flavor text about the world. You pick which jobs you wish to sign on and send me your orders. Tell me how you wish to conduct your operations in as much (or little) detail as you wish. When sending orders, more information is better. While I synthesize the battles and world, your free to roleplay in the main IC thread however you wish. Roleplay is not required to play. You may interact with each other, or any NPCs you wish to make up. Or you could write storie-whatever you wish. When I post the Turn Updates it is assumed time has elapsed regardless of where you are at in your respective RPs. Have fun! Pm me questions, or post in the OOC.

Reading the Bounty Boards

GM Notes / Worksheet























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
    • Enterprises

  • 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.








This looks awesome, but what's the role play about?
I'll rephrase myself and then explain. I wasn't asking if there's evil magic, but if there's magic that's seen as evil. More specifically...
In the context of the setting, are there any kinds of magic which are broadly associated with negative concepts such as evil, wrongness, or generally are viewed as being wholly unacceptable in most societies in this setting / something which ought to be purged?
Basically, I want to know what the "forbidden" magics are, if there are any. I'm not assuming there is such a thing, but asking if there are. For instance, necromancy is typically seen as a "no-no" in most settings, and certain kinds of conjuration (summoning demons or C'thulu-realm beasties) would be seen as bad in others, etc. Are there any brands of magic which are seen in this light by most societies in this setting? And is there a reason why? (Or why not?
I'll wait for your answer, but that's the gist of it is me wanting to know things like...
  • How many rows of dudes could I have if I really wanted and still have the guys in the back fire?
  • Does the enemy's melee guy in the front row deal damage in the first round at the same time as my archer in the front row?


Just basic stuff that lets me know what to expect and lets me form my basic battle line that I can adjust slightly depending on if any information I get from the contract details is useful. For instance, I'd hate to put guys in the 5th row only to learn that the 5th row is too far away from combat to actually shoot anyone. (Not saying I'd do that, but it COULD happen.)

I assume the First Shot ability is actually very useful because, heck, that's damage that can kill guys before anyone's hits even make contact. Dead guys before the fight starts = less damage to your own guys. I just wanted to double check this stuff because other feats that crop up may make me have to chew on their value, etc.


Magic: I'm kinda leaving all of that up to the roleplayers. For purposes of combat, magic isn't judged. If dwarves hate the magic wielded by orcs and goblins-so be it. I leave it to the players.

Combat:
I've been mulling a lot of questions-ran a few battles and crunched some numbers and kind of got fed up with figuring out mechanics. So here's whats going to happen and my reasons for doing so.

1. Combat lines are gone. You just tell me which characters you want to send on a specific job. Damage is dealt immediately an simultaneously. Feats and equipment will give your characters the best advantage in battle. So yes, First Shot is a remarkably awesome feat to take. I want this game to be less tactical, more resource management and progression. The Combat Section will be rewritten and feats adjusted soon.

2. I've been thinking about the suggestions that @rush99999 gave regarding side businesses and enterprises. I really like that idea and wanted more input from people who were (are) still interested in this game? You guys all still here?

A few more questions, this time focused on lore.

1. What sort of time period are we looking at? I notice there are black powder weapons and pirates abound. Can you name a real-world time period (1800's? 1600's?)
2. Magic is no longer rare, but it remains very powerful. Are there types of magic which are seen as evil in this setting?
3. Is magic something you are born with the talent to use, something you have to learn, or both?
4. What lies beyond the borders of the map?
5. How long has the mercenary age been at hand?


1. Simply put, dwarves figured out black powder for mining purposes, retooled it into weaponry to fight the hordes from Malaph Kar. I assume you want a time period for tech purposes-but there really is no analogous time period in the real world. Pirates can mean anything. They had pirates in Roman Times. It's just a word to describe thieves at sea. I don't want to open a can of worms by saying this is like the 1700s or 1800s or whatever.
2. Powerful magic does exist sure, but the common, everyday magic is akin to Elder Scrolls-everyone knows a little bit but it's not earth-shaking. What do you mean by evil magic?
3. A little of both. Think of it like painting or writing. You read a little. Try out a few different techniques.
4. Nothing.
5. After the Great Old Wars (The Raxas-Karnoras Civil War is lumped in with the G.O.W) there was a period of relative quiet. Everyone was too beat up to really do anything. Small Kingdoms emerged briefly-then were united under stronger warlords. Eventually becoming the modern Kingdoms. About 500 years have passed since the end of the Old Wars. The current 'mercenary' age as you put it falls somewhere in there.

A couple more questions of relevance, this time concerning battles...

6. After at-start-of-battle effects go off (like the Ranger's First Shot ability), do the two forces immediately clash in melee or do ranged fighters attack in a round before the melee fighters clash?
7. How much range do Rangers and Sorcerers have? Two tiles? Three tiles? Ten?
8. Is there an order in which attacks are executed, or does everyone attack at once?


First, let me say battles are not as tactical as you seem to think. There simply is no way for combat to be synthesized like that outside of doing a D&D style play-which I totally am not up for. There are still a lot of things to work out in combat, so I'm holding off on these questions for now. As it stands, both sides attack each other, check defenses and ability scores and deal damage simultaneously . Certain feats like First Shot can give a side the edge it needs to win in battle. I'll get back to you.
<Snipped quote by Polybius>

All this talk of brawlers has given me an idea though. What if there were prize fights in certain cities that you could send you mercs to for money. And perhaps you could buy stuff like brawling rings and taverns with the gold your company earns from contracts to give it a steady income.


That would fall under contracts, of which there will be a wide variety. So essentially some sort of enterprise system with side businesses? That's totally do-able.
<Snipped quote by Polybius>

I think this should be called a Guard instead.


I think your right.
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