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.
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
Flavor text sets the mood for the mission. Some information is contained here so don't skip it.
Contract Title When you send your orders, put the name of the contract title at the top so I know which missions your taking. (Below that you list which mercs are signing on) Employer: Who's paying you. This will affect relations with your employer, and your employers enemies. Reputation: Your Companies reputation must match or be higher than this number to take the contract. Enemies / Danger: Notes about what kind of danger to expect. Low to Extremely High. Pay: A summary of the payment, any misc. fees and rewards. Summary: This will describe what exactly it is your being payed to do.
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.
Archetypes: (pick one when creating your company commander, pick a new one each time your commander is killed or replaced.) Roaming: +1 DEX to all Ranger Track recruits (Including hunter, scout, skirmisher) Company starts with 1 bonus hunter recruit. Sellsword: +1 CON to all Warrior Recruits. (Including militia, footman, soldier) Company starts with 1 bonus militia recruit. Mysticism: +1 WIS to all Sorcerer Track recruits. (Including novice, adept, initiate) Company starts with 1 bonus novice recruit. Salty Dog: +1 CON/DEX/WIS to all mercenaries when taking contracts at sea (Port Cities/territories). Company starts with 1 Boat. Nomad: +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 each reduced by 5g. Silver Tongue: Contracts yield 10% better profits. Start with an extra 50g. Enabler: Morale +10% Morale per succesful contract/mission. Company Morale starts at 5.
Map mostly up to date.
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. Level 1 Class (50XP) HP/CON/DEX/WIS/Upkeep Generic +++++ 1 / 1 / 1 / 1 / 1 Militia +++++ 2 / 2 / 1 / 1 / 2 Hunter ++++++ 2 / 1 / 2 / 1 / 2 Novice ++++++ 2 /1 / 1 / 2 / 2 Level 2 Class (110XP) HP/CON/DEX/WIS/Upkeep Foot ++++++++ 3 / 3 / 2 / 2 / 3 Scout +++++++ 3 / 2 / 3 / 2 / 3 Adept +++++++ 3 / 2 / 2 / 3 / 3 Level 3 Class (180XP) HP/CON/DEX/WIS/Upkeep Soldier ++++++ 4 / 4 / 3 / 3 / 4 Skirmisher +++ 4 / 3 / 4 / 3 / 4 Initiate +++++ 4 / 3 / 3 / 4 / 4 Level 4 Class (270XP) HP/CON/DEX/WIS/Upkeep Warrior +++++ 5 / 5 / 4 / 4 / 5 Ranger +++++ 5 / 4 / 5 / 4 / 5 Sorcerer ++++ 5 / 4 / 4 / 5 / 5
Human, Dwarf, Elf, Halfling, Half-Orc, Half-Elf, Orc, Goblin The Race of your mercenaries determines additional racial bonus attributes. Race Bonus CONDEXWISHPNotes Human x x x +1 Gain a +1 bonus to HP when in Cosmopolitan terrain Dwarf +1 x x x +1 CON when underground or in mountain terrain Elf -1 x +1 x +1 CON when in forest terrain Halfling -1 +2 x x - - - - - - - - - - - - - - - - - - - - - Half-Orc +1 -1 -1 +1 - - - - - - - - - - - - - - - - - - - - - Half-Elf x +1 x +1 - - - - - - - - - - - - - - - - - - - - - Orc +2 x -1 +1 Orcs are killed on sight in most kingdoms. Goblin -1 +1 +1 x Goblins are killed on sight in most kingdoms.
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.
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.
Standard Feats (Taken by any class) Sea Legs: +1 to CON/DEX/WIS when on a ship (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. Dungeon Delver: +1 to CON/DEX/WIS when fighting underground (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. Mountaineer: +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. Nomad: +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. Urbanite +1 to CON/DEX/WIS when fighting in Cosmopolitan City. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. Tree Hugger +1 to CON/DEX/WIS when fighting in Forest Terrain. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Warrior Feats: Brothers in Arms: When there are more than 2 Warriors in the group, gain +1 CON (take 3 times) Berserker: +1 damage (take up to 3x) Artful Dodger: Reduce damage dealt by a Ranger by 1. (take 3x) Body Guard: If lethal damage would be dealt to another ally in the group, instead take that damage.
Ranger Feats: 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, must have company office in a dwarven city.) Line of Fire: When there are more than 2 Rangers in the group, gain +1 DEX. (take max 3 times) Study Arcane: Reduce damage from Sorcerers by 1. (take up to 3x)
Sorcerer Feats: Healing Touch: Automatically Heal 1HP of a random ally after battle. (take up to 3x) Loner: +1 to WIS & +1 damage when the only Sorcerer in a combat group. (take once) Mistform: Reduce damage dealt by Warriors by 1. (take up to 3x) Chain Lightning +1 damage. (Take up to 3x)
Note: If you have a suggestion for a feat just ask!
Equipment, for the sake of simplicity is meant to include every piece of armor, weapon etc. that the character would need. No need to pick weapon, shield, helmet, armor, boots etc. just purchase 1 equipment per character.Equipment effects CON/DEX/WIS either negatively or positively depending on the quality. For instance, Poor Quality equipment reduces my CON/DEX/WIS by -1 (probably want to get some better gear!)
Note: Some Legendary Equipment may bestow additional effects.
You may equip potions to characters when you send turn orders. It is assumed that they will use the potion in combat unless the enemy forces are defeated quickly. So assume your potions are gone when you equip them. Name / Buy / Sell / Effect Health Potion / 15g / 7g / Heal +1Hp after a round of combat Strength Potion / 15g / 7 / +1 CON Arcane Potion / 15g / 7g / +1 WIS Quick Potion / 15g / 7g / +1 DEX
Medicine is used in between turns but you still tell me which medicine you used on which mercenary with your turn orders. I.e. "I used 1 Fine medicine on Jon Doe to heal 1 HP, so his HP is back to full. " etc.
Name / Effect / Buy / Sell Medicine / +1HP / 10g / 5g Greater Medicine / +2HP / 18g / 9g Elixir / HP max / 40g / 20g
Ships are used for contracts that take place at sea. The quality of your ship is the single most important factor for contracts of this type. Ships also require an upkeep cost. This pays for docking, supplies and maintenance.
Type / Buy / Sell / Upkeep / Effect Rowboat 25g / 10g / 1g / Holds 5 mercenaries. -2 CON/DEX/WIS Barge 100g / 50g / 10g / Holds 10 mercenaries +1 CON/DEX/WIS Longboat 250g / 75g / 25g / Holds 15 mercenaries +3 CON/DEX/WIS, may travel between continents Galley 500g / 250g / 50g / Holds up to 25 mercenaries +6 CON/DEX/WIS, may travel between continents, must have office in port city.
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
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.
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 Commander leads the troops. You can level and specialize your Commander with more options than your average recruit. Maybe your a Praedish 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 Typhere Rebellion and wish to make more lucrative use of your skills. Maybe you are a disgraced knight from the Kingdom of Karnorax, 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.
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 Turn Report. In between Reports, your free to Roleplay in the Main IC thread. But beware, characters can be killed at anytime. So don't get too attached to any one character.
They're not frequent, but here are some questions you might have.
How much time do I need to spend on this? As a player, you probably need 2-3 hours per week to keep up with RP posts & company ledger.
How many players are you taking? 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).
How often will updates appear and how long in game time is that? 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.
Do I have to roleplay/Can I roleplay? 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. :)
Great. When does this start? When we have enough players and I've finished the main information dump thread. Stay tuned.
I have other questions.. Please ask in the Interest Check Thread.
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.
Conflict Arises 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.
Opportunity for the Bold 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.
Magic is Commonplace 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.
Something Lurks Beneath 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.
Map mostly up to date.
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.
City Types
Capital
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, Karn Keep 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.
Temple
Some cities are built around holy sites, altars, temples or cathedrals. Healing & Morale may increase in Temple cities.
Free
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.
Fortress
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. Your sure to find fresh ranks of men for your roster in fortress cities.
Magic
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.
Trade 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.
Port
Port cities are similar to Trade cities. Pass through a port city to reach other continents.
Desert/Plains
Travelors and nomads may find themselves in cities in deserts or plains. Laws are lax in these outposts of civilizations. Orcs and goblins mingle freely with men, elf and dwarf.
Territory Types
Plains/Desert 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.
Mountain The Mountains of Mundus rise high, and hide dark secrets below. Most commonly inhabited by dwarves, but also some orcish tribes. Mountains are natural borders between kingdoms.
Forest The ancient pine forests of Raxas. The white birch groves of Lothelonni. The haggard vine walls of Praeda. Forests are as varied as the races of Mundus. Cosmopolitan The largest cities and the surrounding lands are considered cosmopolitan.
Human, Dwarf, Elf, Halfling, Half-Orc, Half-Elf, Orc, Goblin The Race of your mercenaries determines additional racial bonus attributes. Race Bonus CONDEXWISHPNotes Human x x x +1 Gain a +1 bonus to HP when in Cosmopolitan terrain Dwarf +1 x x x +1 CON when underground or in mountain terrain Elf -1 x +1 x +1 CON when in forest terrain Halfling -1 +2 x x - - - - - - - - - - - - - - - - - - - - - Half-Orc +1 -1 -1 +1 - - - - - - - - - - - - - - - - - - - - - Half-Elf x +1 x +1 - - - - - - - - - - - - - - - - - - - - - Orc +2 x -1 +1 Orcs are killed on sight in most kingdoms. Goblin -1 +1 +1 x Goblins are killed on sight in most kingdoms.
The gods are many and varied. It is up to the role players to create dieties for roleplaying purposes if they wish. As of now, no statistical advantage/disadvantage is in place for gods/dieties/faith etc.
The Kingdom of Raxas
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. From Raxas Castle, King Voldrim rules the Iron Circle, his council of knights sword to defend the kingdom and his family. Arcot Dunson Keep Hargrove Gor's Crossing Eaton Seton Raxas Castle
The Kingdom of Karnoras
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. Karn Keep Camor Ledon Fawic Mebrok Wamor Hafeld Sebury Rewich Limor Thergrove Pawald
The Republic of Praeda
The Pirate Kingdoms of Praeda are legendary. It is a rare sailor that does not know the black sails of their hated pirate fleet. Oloh Adeh Chigba Castle Asange Keep Okain Keep Busia Irun Anin Etma Akith Owux Emoh Chasra Itey Bodi Kohiri Thila
The Kingdom of Bapha
The isolated Kingdom of Bapha in the northeast is a land of sorcerers, priests and paladins. A predominantly human kingdom, Bapha once held dominion over all of Malaph Kar. A devestating war some centuries ago greatly diminished Bapha's power. While some seek to reconquer The Dominion, others in Bapha prefer isolation. Aresh Sina Abyre Emish Larsa Sonos Sibis
The Kingdom of Lothelonni
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. Noble houses quarrel openly, often leading to bloodshed. Gold is to be made for those who are willing to compromise their principles. Tyne Orwendel Ellem Ilthya Langan Gaven Argond Abery Brethna Valoress Colwen Porthca Argond Olithen Castle Aben Lear Linosea
The Dominion of Malaph Kar
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 trespassers. The monstrous warlord known as Malaph Kar rules over a loose confederacy of nomadic orcs, goblins and wild men. Although all races are welcome in Malaph Kar, men, elves and dwarves experience trepidation or prejudice. Eredz Port, Trade, Desert/Plains NPCS: Big Bad Grig, Kelmet the Sorcerer, Yirig Scarmoon, Margoz the Ugly, others. Balag Mauhar Wala Argac Etalar Gesanga Muzga Salla Gorbul Lifah
The Kingdom of Naramunz
House Naramunz, last of the great Dwarven lords is also the last of the Dwarven Kingdoms. The Kingdom of Naramunz is the last bastion of civilization before the Dominion of Malaph Kar. Naramunz is allied with the Kingdom of Lothelonni. The forges of Naramunz supply arms and armor the world over. Vatelundz Tumunzar Riklif Hold Arndsetr Urumar Zahuram
The Free Cities of Maleah
A handful of merchants, some Praedish pirates and other wealthy businessmen 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. Larica Argac Ramor Matoc Aeldun
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.
Your Office is your base of operations in a city. Here your men can rest, heal and plan. You also keep all of your gold and items in your Company Office. The base price for opening an office in a new city is 250g, but you start with a free one in the city of your choice at the beginning of the game. Upkeep for 1 office is 25g per turn. You may not take contracts/jobs in cities where you do not have an office.
Morale 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. When your morale is lower than 0 for two subsequent turns, your men will begin to desert. All companies start with a morale of 2 unless your Commander has the Enabler (Morale +10% per contract, start at Morale 5) trait. Morale maxes out at 10.
Reputation 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. You start with +10 relations to your home city. (The city you choose to place your Company Office at the start of the game).
Your Company Storage is where you stockpile your items, arms and equipment. You may sell items from your storage at any time.
Relations are how a faction, nation, city or group feels about your company. Completing contracts, or killing enemies of certain groups may improve relations. Likewise, completing contracts that target specific factions, nations etc. will decrease your relations. Positive relations might yield more opportunities, more gold or special Boons that affect your company for a time. Negative relations may reduce available contracts etc.
Your Co. Ledger is a record of your men, equipment, gold, morale, reputation and relations with factions and nations.
Player Name: Your forum name in mention tags 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. Relations: (You start with +10 to your home city, add that here) Company Upkeep: Total. Include upkeep of all mercenaries under your command (including commander), company office and ships. Specialists: You start the game with 1 specialist. Choose from the list below. Mercenaries: Name: Class: Feats: Equipment: XP: HP/CON/DEX/WIS (include modifiers from feats, equipment etc.)
Your company consists of mercenaries, who are the main fighting force. You also have non-combatant specialists that act as support members.
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.
Archetypes: (pick one when creating your company commander, pick a new one each time your commander is killed or replaced.) Roaming: +1 DEX to all Ranger Track recruits (Including hunter, scout, skirmisher) Company starts with 1 bonus hunter recruit. Sellsword: +1 CON to all Warrior Recruits. (Including militia, footman, soldier) Company starts with 1 bonus militia recruit. Mysticism: +1 WIS to all Sorcerer Track recruits. (Including novice, adept, initiate) Company starts with 1 bonus novice recruit. Salty Dog: +1 CON/DEX/WIS to all mercenaries when taking contracts at sea (Port Cities/territories). Company starts with 1 Barge. Nomad: +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 each reduced by 5g. Silver Tongue: Contracts yield 10% better profits. Start with an extra 50g. Enabler: Morale +10% Morale per succesful contract/mission. Company Morale starts at 5.
Recruiting
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
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 Your standard fighting unit. They carry sword/spear and shield Hunter---->Scout--------->Skirmisher>Ranger Your nimble scouts, your formidable archers Novice---->Adept--------->Initiate------>Sorcerer Masters of the arcane. Slow to develop, but powerful once leveled.
In addition to class, recruits have Attributes 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.
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.
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. Level 1 Class (50XP) HP/CON/DEX/WIS/Upkeep Generic +++++ 1 / 1 / 1 / 1 / 1 Militia +++++ 2 / 2 / 1 / 1 / 2 Hunter ++++++ 2 / 1 / 2 / 1 / 2 Novice ++++++ 2 /1 / 1 / 2 / 2 Level 2 Class (110XP) HP/CON/DEX/WIS/Upkeep Foot ++++++++ 3 / 3 / 2 / 2 / 3 Scout +++++++ 3 / 2 / 3 / 2 / 3 Adept +++++++ 3 / 2 / 2 / 3 / 3 Level 3 Class (180XP) HP/CON/DEX/WIS/Upkeep Soldier ++++++ 4 / 4 / 3 / 3 / 4 Skirmisher +++ 4 / 3 / 4 / 3 / 4 Initiate +++++ 4 / 3 / 3 / 4 / 4 Level 4 Class (270XP) HP/CON/DEX/WIS/Upkeep Warrior +++++ 5 / 5 / 4 / 4 / 5 Ranger +++++ 5 / 4 / 5 / 4 / 5 Sorcerer ++++ 5 / 4 / 4 / 5 / 5
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.
Standard Feats (Taken by any class) Sea Legs: +1 to CON/DEX/WIS when on a ship (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. Dungeon Delver: +1 to CON/DEX/WIS when fighting underground (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times. Mountaineer: +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. Nomad: +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. Urbanite +1 to CON/DEX/WIS when fighting in Cosmopolitan City. (con for warrior, dex for ranger, wis for sorcerer) Take feat up to 3 times.
Warrior Feats: Brothers in Arms: When there are more than 2 Warriors in the group, gain +1 CON (take 3 times) Berserker: +1 damage (take up to 3x) Artful Dodger: Reduce damage dealt by a Ranger by 1. (take 3x) Body Guard: If lethal damage would be dealt to another ally in the group, instead take that damage.
Ranger Feats: 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, must have company office in a dwarven city.) Line of Fire: When there are more than 2 Rangers in the group, gain +1 DEX. (take max 3 times) Study Arcane: Reduce damage from Sorcerers by 1. (take up to 3x)
Sorcerer Feats: Healing Touch: Automatically Heal 1HP of a random ally after battle. (take up to 3x) Loner: +1 to WIS & +1 damage when the only Sorcerer in a combat group. (take once) Mistform: Reduce damage dealt by Warriors by 1. (take up to 3x) Chain Lightning +1 damage. (Take up to 3x)
Note: If you have a suggestion for a feat just ask!
WIP Special Units do not advance like regular recruits and can only be obtained as your Reputation increases. Certain rumours may point to contracts/jobs that can be completed in order to obtain a specialist. Specialists apply to you. You may either accept or reject a specialist. You may have any number of specialist in your employ, including more than one of each kind.
Alchemist The Alchemist specialist will produce random potions for your company each turn. The number of potions is dependant on the Alchemist level. (1 random potion per alchemist level per turn)
Armorer The armorer will produce equipment for your Company at the rate of 1 piece per turn. The quality of equipment will be dependant on the Armorers level.
Assassin An assassin can attack another players company and reduce the HP of the Commander.
Bard Your Bard can sing praises for your Company in taverns and inns. Bards increase reputation over time.
Brawler Your brawlers are hired muscle, paid to extort money, compete in fights or just rough someone up.
Master of the Coin Your Master of Coin will reduce the Upkeep of your Company Office.
Physician A physician will heal wounds in between turns.
Priest Having a priest in your employ (regardless of diety) will increase company morale.
Thief A thief may be tasked with stealing gold or even items from another company.
Guard Guards protect your Home Office when your men are asleep or away on missions. They counter Thieves and Assassins.
WIP Need some extra gold to keep your mercenaries up and running? Enterprises may be invested in to produce long-term profit. While they are not cheap to start, an enterprise can bring in large amounts of gold later on. List of Enterprises:
Tavern (requires Bard)
Forge (requires Armorer)
Temple (requires Priest)
Apothecary (Requires Alchemist)
Trading Post (requires Master of Coin)
Guild House (requires Thief or Assassin, respectively)
Arena (requires brawler)
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.
Sending combat orders is simply telling me which contracts you are accepting, and who from your company roster will be attempting to complete the job. Below are the 4 important factors regarding combat.
1. Rounds of combat will continue until one side is wiped out or one side retreats. You may give the order to Retreat if numerical superiority is lost in your Combat Orders for the turn. 2. Combat happens instantly and all damage is dealt simultaneously. 3. Feats and Equipment/Items will give your men advantage in battle. 4. Warriors deal more damage to Sorcerers. Rangers do more damage to Warriors. Sorcerers deal more damage to Rangers. (CON---->WIS---->DEX----->CON)
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.
Equipment, for the sake of simplicity is meant to include every piece of armor, weapon etc. that the character would need. No need to pick weapon, shield, helmet, armor, boots etc. just purchase 1 equipment per character.Equipment effects CON/DEX/WIS either negatively or positively depending on the quality. For instance, Poor Quality equipment reduces my CON/DEX/WIS by -1 (probably want to get some better gear!)
Note: Some Legendary Equipment may bestow additional effects.
You may equip potions to characters when you send turn orders. It is assumed that they will use the potion in combat unless the enemy forces are defeated quickly. So assume your potions are gone when you equip them. Name / Buy / Sell / Effect Health Potion / 15g / 7g / Heal +1Hp after a round of combat Strength Potion / 15g / 7 / +1 CON Arcane Potion / 15g / 7g / +1 WIS Quick Potion / 15g / 7g / +1 DEX
Medicine is used in between turns but you still tell me which medicine you used on which mercenary with your turn orders. I.e. "I used 1 Fine medicine on Jon Doe to heal 1 HP, so his HP is back to full. " etc.
Name / Effect / Buy / Sell Medicine / +1HP / 10g / 5g Greater Medicine / +2HP / 18g / 9g Elixir / HP max / 40g / 20g
Ships are used for contracts that take place at sea. The quality of your ship is the single most important factor for contracts of this type. Ships also require an upkeep cost. This pays for docking, supplies and maintenance.
Type / Buy / Sell / Upkeep / Effect Rowboat 25g / 10g / 1g / Holds 5 mercenaries. -2 CON/DEX/WIS Barge 100g / 50g / 10g / Holds 10 mercenaries +1 CON/DEX/WIS Longboat 250g / 75g / 25g / Holds 15 mercenaries +3 CON/DEX/WIS, may travel between continents Galley 500g / 250g / 50g / Holds up to 25 mercenaries +6 CON/DEX/WIS, may travel between continents, must have office in port city.
To get started, you have to fill out a Company Sheet. First, pick a company name and choose a starting city from the world map. When you begin, you receive 3 free recruits at 1st level. Choose one of these to be your Company Commander. (Your responsible for naming your men). Pick a Commander Trait and add it to the sheet. Fill in Morale, Reputation and Relations. You have 400 gold to buy equipment and items for your company. You may also hire any number of generic recruits at the beginning of the game. Calculate company upkeep and fill that in. When you've chosen equipment and feats for your 1st level mercenaries, add them to your company sheet in the format below. XP for 1st level characters start at 50. Finish your sheet and post in the OOC thread to be accepted. PM @Polybius if you have any questions.
Player Name: Your forum name in mention tags Company Name: Make something up Location: (Where main office is) Commander & Traits: Pick a name, race, 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. Relations: (You start with +10 to your home city, add that here) Specialist: You start with one free specialist. Choose from the list above. Company Upkeep: Total. Include upkeep of all mercenaries under your command (including commander), company office and ships. Mercenaries: Name: Class: Feats: Equipment: XP: (50 at first level) HP/CON/DEX/WIS (include modifiers from feats, equipment etc.)
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?
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.
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.