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

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Writing Blog: Notebooks

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The OOC/IC can be found here guys, go ahead and post your character in the Character Tab. I've set up a simple seen for everyone to get acquainted proper like. How long you have been with the company is up to you. Just remember the "Yes and..." attitude of this RP please. Any questions ask in the OOC or shoot me a PM. And don't take yourselves too seriously!

@Dragonfly 9@Dark Cloud@Zoey Boey@Letter Bee@Bugman
Episode 1: The gang avoids a TPK

Mid-moon, Summer, Year 407
The company find themselves camped inside the ruins of an ancient and terrible fortress, healing their wounds and pondering the next course of action.

Pretend there are some dark clouds and shit all around. It's evil.

Three days ago, our heroes battled their way through an ancient and wicked tower, home to the evil wizard Phaendor Goatrider....
Encountering a dozen reanimated skeleton warriors within the hold, the company found their ranks greatly reduced, but managed to defeat the reanimated skeleton warriors. Exploring further, the remaining heroes discovered a magical creature known as a fungoid imprisoned by Phaendor, whom they quickly freed.Humphrey the Mushroom, thankful for his release explained that Phaendor had planned to use his magic for recreational use when the wizard found himself in a better frame of mind. The company agreed to take Humphrey with them and the fungoid ensured everyone had plenty of hit points, and giggled for no reason at all.

Our heroes continued to battle their way through the tower, finally encountering Phaendor himself, and his evil minion, the terrible, winged red haired goat Sassafras. An epic battle ensued and many dice were rolled. Phaendor was eventually reduced to 1 hit point and Escaped! like a bitch. Alas! before he flew away on his hircine companion, Phaendor managed to cast one last spell. The brave leader of the company, Sir Sigurd was unceremoniously transmogrified into an amphibian.


Sir Sigurd, Company Commander

Of the dozen brave souls that entered that tower, only four remained. The Commander was rendered amphibious. But they had a new companion, Humphrey, who was a pretty cool dude. The company had little else to do, save gather their softly croaking leader, what little treasure and coin they had managed to scrounge and make camp in the tower itself to plan their next course of action.


The Tower, Just before Midnight

It is mid-summer and the heroes are gathered around a small cook-fire on the ground floor of the tower. A gentle, warm rain falls through the tower roof, destroyed in the battle that took place their only a few short days ago. The room is rather large, being the base of a once mighty tower. Supplies are stacked here and there; some treasure chests filled with gold and artifacts lay in a corner, covered in a canvas tarp.

The door and only entrance to the tower is well intact, locked with a heavy iron beam to whatever creature might be roaming the wilderness outside in the darkness. It is wide enough for one man only to enter at a time. Opposite the door is a small antechamber with an ancient cistern well. The water drawn from the well has thus far proven safe to drink. Humphrey has claimed this room for himself and can be heard softly snoring.

The stairs leading to the upper chambers of the tower have also been destroyed in the battle, making it impossible to reach the second or third level of the tower, although they might be repaired with the proper supplies and know-how.

To the east are descending steps to a basement where the company decided to place the bodies of their fallen companions. They managed to scrape together what equipment and coin they could from the bodies, and covered them in some spare sheets they found in Phaendors boudoir.

The company commander, Sir Sigurd sits in a shallow wooden bowl filled with some dirt, moss, and a bit of fresh water, flicking his tongue to catch the mosquitoes and fireflies that wander too close to the bowl.

It is here, around the fire we begin our story...
Mercenaries!

The Interest Check can be found here.



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 tropes treasures and riches for the taking-if you don't die along the way.

Game Info & Guidelines:

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.

Playing the Game:
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.)

On the Use of Dice
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:


The Company Roster:










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.
Waitlist:

@Dark Cloud I've got something up my sleeve for that. IC popping up later today.
@Solzimer If you're really really really sure you want to do that. I'll make an exception for just your character.

@GingerBoi123 Accepted.

@Letter Bee If you roll a character and post to this thread before the IC link is up you can start with us at the beginning, otherwise I'll put you on a list!

I will post an IC link tomorrow (Eastern Standard) afternoon with a few extra rules to read if you guys haven't figured out the instructions about how to apply as commander posted in the first post of this thread. Honestly I would have thought someone would have jumped on that shit immediately. Weird.

Anyone else that wants to hop in from this point will go on a waiting list. On that note, I would advise any mercenary group to find some decent magic users, Break the fourth wall and send a few PMs if need be. After all, mercenary companies need to fill the ranks every once in a while.
Please see subsection six paragraph four, addendum A titled "Company Recruits"
@Dragonfly 9@Dark Cloud@Zoey Boey@Letter Bee@Bugman

Looking good so far...Waiting on a response from that paladin guy. Pending that and SOMEONE CLAIMING THE GLORIOUS ROLE OF COMMANDER there will be an IC post forthcoming. Meanwhile, give that first post a good thorough read.
@Zoey Boey@Bugman

Jolly good. I'll give it a day or so to see if any more interest is gathered.

Go ahead and start posting character sheets. @Dragonfly 9 You too!
@Dragonfly 9
Hola dragonfly! We'll be working out character personalities and backgrounds through exposition as we go, so a rough sketch outline of an archetype is perfect. Let's see if we get some more interest gathered.
Mercenaries!

A game where the rules are made up and the points don't matter



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 tropes treasures and riches for the taking-if you don't die along the way. You will encounter kings who hold a grudge and may or may not resemble David Bowie in both mannerism and speech. Drunken clergy. Monsters that are totally not derivative of certain Intellectual Properties. Toll trolls. Screaming things. Extra-planar butlers. Dungeons that may or may not be sentient and clinically depressed. You will uncover ancient artifacts that do crazy shit but does not do game breaking crazy shit. It's all pretty open-ended at this point except for a few things I'll go ahead and add below right now because my lunch break has been extended by three hours.

Welcome to Mercenaries, the bastard spawn of this monstrosity I foolishly thought I could manage years ago. This game will be more spontaneous, a little sillier and hopefully more fun for all parties involved. I've nerfed all that number crunchy shit to focus on story and player interaction. It's all tongue-in-cheek and characters should reflect that. Pretend your a fantasy character that truly believes that what they are doing is incredibly important. Characters will probably die, and the whole point of the game is to build a slowly evolving lore together while wrecking havoc through the game world and having fun. Your characters will be limited only in that: They all must belong to the same company of mercenaries and they must be limited to the abilities on their character sheet. Yes, there are stats, but only four and I am only using a d6 to determine outcome. This is simply to avoid any in-game fuckery that might arise and make sure nobody goes god-tier power for no reason.

"Yes and..."
Roleplay will primarily consist of adventuring through the game world searching for adventures-which I will provide as the GM. Players are encouraged to take an active part in the world as it develops in the spirit of improvisation. So your character knows about a wizard lurking in that forest? Let's go loot his shit. Your character suddenly remembers their cousin lives in this village and owes him a considerable amount of coin? Let's go loot his shit. As the game progresses, I will post seasonal or situational updates. Seasons are how time will progress in this game. (Summer,Spring,Autumn,Winter) with three months in-game time passing. In between seasons, we'll take stock of the companies accomplishments, treasure, coin, and advance the characters in power. Situational updates will be pre-adventure planning and explanations or whenever I think shit has gone horribly off track.

The World
Mundus is a world described in one DMs notebook as "Not really worth the graph paper it is printed on-". Remarked one player: "It's a fucking kitchen sink man". This may be true, but for a few small corrections, and also screw you Alan, your favorite system is GURPS. Orcs are not real. Never were, except in folk tales invented to make naughty children shit their breeches, clean themselves up and go to bed without a luke-warm bowl of grool. Humans are pretty much the only creature left after some horrible deep-lore ancient war stuff going on. Elves have shiny towers in the distance but only if it suits the current narrative arc. Look, the Dwarves have all dug too deep and I never liked hobbits halflings all that much. So for this stories purpose, I'll only be accepting human characters. (for now) Also, they will probably die pretty quick so don't fuss about with it too much.

On Magic:
Magic is derived from extra-planar beings that are usually so pissed off at being bothered that they want to kill, harm or in some other way cause serious mental or physical anguish to who ever dared to summon them. Now don't get me wrong, certain safe spells have been known to work without something truly horrible going wrong. Mage Hand is probably a safe bet. I wouldn't try a fireball in close-quarters though. Spellcasters may only have one spell ready at any given time, per level. A list of spells will be provided to spellcasters.

On Characters & Playing the Game as a Company of Mercenaries:


On Building a Character:
Hey Congrats for making it this far. I usually just skim all that shit above. I guess you're still interested in joining the game? If so, read on, fill out a character application and submit it in this thread to get in the game.











A special note for those that made it this far:



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