When a player receives a Mercenary Role PM, they must send the host back their "Callsign". A Callsign must be composed of one or more of the following - weapons, equipment, nationality, and any specific titles they wish to give themselves. A Callsign will be reflected in any write up they are involved in.
All Mercenaries have the following abilities, and each ability has a minimum payment. Actions can be done without a contract, but the Mercenary gains neither pay nor experience for doing so -
Sabotage: Can Roleblock a Mercenary or Asset - 2K minimum
Guard: Can Protect an Executive, Mercenary or Asset - 5k minimum
Assassinate: Can Kill an Executive or Mercenary - 5k minimum
Seize: Can steal an Asset or from a Bank Account - 3k minimum
Inquiry: Can Investigate an Executive or Mercenary - 1k minimum
Conceal: Can Protect an Executive or Mercenary from Investigation -2k minimum
Sabotage functions just like a standard roleblock. Roleblocking a Mercenary prevents their participation in an action, while roleblocking an Asset prevents the owner from gaining money from it, and the Asset loses an investment level.
Guard protects any target from Sabotage, Assassinate, and Seize actions. When a Mercenary is specifically targeted, factor in his own Guard skill to determine success.
Assassinate allows the attempted killing of either a Mercenary of Executive. Any Executive who is assassinated has all Assets turn neutral (Assets are now known but must be taken with "Seize" actions) and his Bank Account is locked.
Seize allows the attempted taking of Assets or Bank Account money. An Asset must be targeted - you may not simply target a person to seize an asset - and the same applies to Bank Accounts. If seizing a Bank Account, only 10% can be taken per participating Mercenary, 50% max for a cooperative effort.
Inquiry allows one to investigate an Executive or Mercenary. The first inquiry will only reveal role, but a second inquiry will reveal bank account, assets and number if the target is an Executive, and will reveal level, best skill, and PMC affiliation if Mercenary. A third inquiry reveals last turns dealings as well as personal goals.
Conceal protects from Inquiry's. An overly successful conceal will also reveal who is inquiring.
All Mercenaries start at Level 1 and progress in level based upon number of successful actions.
Level 1: Starting Level
Level 2: 1 successful action, +.5 to abilities
Level 3: 2 successful actions, +1 to abilities
Level 4: 4 successful actions, +1 to abilities
Level 5: 6 successful actions, +1 to abilities
Every Mercenary may buy "Training" for each ability up to 3 times. Each time they do so, it adds +1 to that specific ability. Training has the following costs -
Sabotage Training: 4k, 6k, 9k
Guard Training: 12k, 18k, 27k
Assassinate Training: 10k, 15k, 22k
Seize Training: 6k, 9k, 13k
Inquiry Training: 2k, 3k, 5k
Conceal Training: 4k, 6k, 9k
Mercenaries can win through accumulating the most amount of money by the end of the game. Every Mercenary also has personal goals, which will be described in their role PM.
Action Resolutions
Any uncontested actions are instantly resolved as successes. Actions that are contested, are resolved based upon the total skill level of those involved, and those with higher total skill level are deemed the victors, and their action is a success. However, in the event of a tie, those involved will then compare their RPS throw, which must be sent in with any action. Actions without an RPS throw will be ignored. Their RPS throw must consist of a first and second throw, in case of a further tie. Players are then paired off against each other based upon closeness of skill, starting from highest to lowest, and those that win their throw will be calculated into the final total, to determine the victor.
Due to this, it is possible for partial victory - you do not gain anything but half a success however for partial victories. A partial victory is achieved by winning your own throw, but losing the action, or by tieing completely, in which case both sides have partial success.
Example: Mercenaries A, Z and E will assassinate Executive B - Merc A has 3 skill for Assassinate and Z has 5, while E has 2. However, B, C and Y are protecting Executive B, and their skill is 2, 7 and 1 respectively. They tie, and must now be paired off to determine who has won or lost. Z and C square off, and C wins. However, A and B compare and B loses, while Y loses to E. However, Executive B is protected, because C's 7 skill tops the 5 skill A and E have combined.
PMC
Minimum 3 people, no maximum limit. Host must be PMed the following - the formation of the PMC and the choosing of it's Captain, PMC name, and those currently in the PMC. You may submit anything else you wish to about your PMC, such as equipment and methods, and I will try to incorporate that into the write-ups.
PMC's gain 1000 x total level of all involved in PMC. Thus, 5 Level 5 members equals 25, or 25000 that the Captain can give out. He is not obligated to give any specific amount to anyone within the PMC and can keep the PMC's base earnings all to himself.
Captain - Appointed leader of a PMC. A Captain acts as a voice to his other PMC members, and provides money to the other PMC members. If a Captain is involved in an action where he among the group holds the highest level, then he adds a +.5 bonus to those working with him.
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