[SWS] Mercenaries

 

There's another bandwagon going around, something about Randomness. There're rules, though I didn't actually read 'em, just sort of looked at them and acknowledged their existence before I just assumed I knew what the article was about. I did see, however, a certain entry absent from a certain random list. Message received, Birdman. Message received loud and clear. The response shall be cruel. 

Anyway, I ain't doing any of that nonsense. What I _am_ doing is taking a look at my collection of unfinished ideas and rolling for which one to work on. Then rushing slightly due to what day it is. And the winner is...

Mercenaries Redux

The friendly NPCs of Some Weird Sin are nebulously categorized into one of three groups:

  1. Contacts - They're the black market dealers you speak to between missions. They're the informants you've hired to case a place in your planning stage. They're people who will happily take your money, but won't put themselves in danger for you. They're obtained through roleplay and the Fixer ability. 
  2. Groupies - These are a weird combination of Contacts and Mercenaries. Enthralled by your charisma, they'll do nearly anything for you, even, eventually, put themselves in danger via combat. They provide a skill based on their current career, 10 inventory slots, and +1 to Defense and Attack. However, they don't want your money. No, no. They want favors. 
  3. Mercenaries - These are what PCs would be if they didn't have Players playing them. They're other people in the same line of work as you, though each have a different advertised skill, based around (usually) the templates. They provide a +1 to Defense and Attack, and work for hard cold cash. No inventory slots, as they've their own shit to carry. 

That's fine and all. I mean, it's worked so far. Though lately, I've had me the hankering to complicate the Mercenaries a bit. Anyone can acquire them, might as well make it slightly pretty. So given that, Mercenaries now come in two flavors: Nobodies and Named. 

Nobodies
These are your basic, well, nobodies. Effectively just starting out in this life style, willing to do anything for cash. They ain't even got a name yet. They provide a +1 to Defense/Attack and will perform tasks based on their advertised skill. 

JobCostDescription
Chemist₽300Self taught. Fun at parties.
Cracksman₽300They've practiced a little with cracking a safe. They even did it once.
Driver₽250Fine as long as it's not a manual transmission
Electrician₽300Don't use the male-to-male connector they hand you.
Gunman₽400Sometimes you just need an extra gun.
Joeboy₽300Bodyguard jacked full of growth hormones
Lookout₽100They could literally be replaced with a remote camera.
Medic₽650They're pretty sure they can keep the patient alive.
Scriptkitty₽550Amature hacker with some questionable apps
VR Influencer₽400They have some following. Might be useful.

Not a complete list, mind. Just for exemplifying. 

Named
This is where it gets more interesting. These people are established and have names. Mind you, not legal names, but the nom de guerre that members of the merc community like to adopt. They also have hopes, desires, and unique abilities you can deploy in the field. They also provide a +1 plus their level (starting at 1) to the usual Attack/Defense. All this will cost you more though. 

So why pay the price? A few reasons:
  1. You get what you pay for. Each has a unique ability they're able to use, not just access to a skill. You will have to buy it per use up front, however, with any unspent usage going to waste. 
  2. They're upgradeable. Those hopes and desires I mentioned? While your character runs on XP, the Named Mercenaries run on meeting certain goals. "Find my father's killer." "Get my car back." "Steal the mayor's kidney." That sort of thing. You help them out, and you'll unlock an additional level (thus increasing their Attack/Defense bonus) and getting a new ability out of it. 
  3. Domain play. This ain't the most thought out part at the moment, despite the idea banging around in my head for a while. Basically, if'n the PC crew starts looking to irk out their own turf among the gangs of the city, the Named Mercenaries are hireable to cover the boring parts of base building.  

Examples

Name - Role $PricePerJob 
Goals: Describes what the character needs you to do, in order to level up.
Dislikes: Witnessing the hiring PC engage or encourage this causes a loyalty check. 
Level 1 Ability (+CostPerUse): Describes the ability that the +CostPerUse is paying for.
Level 2 Ability (+CostPerUse): Describes the ability gained once the Named Mercenary has their Goal met.

Johnny Lockheart (he/they) - Pretty Boy $6000
Converse shoes, leather jacket, and a grin that could melt a steel beam, Johnny is Grade A Pretty Boy - a Face unconcerned with the mercenary gig - usually just in it for the Flash and Cash. He'll do the job you want, and he'll look good Beautiful while doing it. 
Goal: A friend of his from the club scene has gone missing and was last seen with technocultists. Be a dear and find them, would you?
Dislikes:  
Level 1 Ability (+$1000/use): That Damn Smile - After a failed social attempt by the supported PC, he'll swoop in with that smile of his, along with a little honeyed words, and allow for a second attempt at the check, now made with favor. 
Level 2 Ability (+2000/use): Disarming Smile - Literally. With a quick flash of the pearly whites and a wink that would have destroyed Puritan society in an instant, he's able to make the target drop whatever is in their hands. No save, he just does that.

"Tex" Redgrove (he/him) - Gunslinger $4000 
I want you to imagine Orville Peck with a Colt SSA Peacemaker strapped to his side. If you won't, I certainly will. But, also, use that as a character description. His cowboy themed attire often makes him the butt of jokes in the local merc community, but his deadly accuracy while shooting from the hip stifles any laughter. 
Goal: A local gang leader has taken his motorcycle as collateral. The debt has been paid off, but the gangbanger insists additional interest is needed. Damned if he's paying it. Help him get that bike back.
Dislikes: Liars and Cheats
Level 1 Ability (+$2000/use): Dead Eye - Performs a single ranged attack that automatically deals the supported character's Max damage to the target.
Level 2 Ability (innate): Fan the Hammer - Multiple Dead Eyes can now be chained up to six shots at a time across multiple targets. 
 

So What If a Named Mercenary Dies?
Well...did the PCs see a body? Did they confirm beyond a shadow of a doubt that it was dead? No? Then guess who has some hot new cyberware and a burning desire for revenge!  Hell, even if they did, capitalism values not the sanctity of life and death if there's the possibility of profit. Jank the carcass full of cyberware, behold it to a megacorp that hates the players, and send the poor stuck-between-life-and-death bastard after them.
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Slush Pile 2025


Not all ideas are important or big enough or fully thought out for an entire post. Or even relevant, really. But I still need to get them out of my brain meat for more important things. So, a slush pile was formed. 

Maybe you can use something here. 

His Majesty the Worm
Most are unsorted, but a few were His Majesty the Worm related.

A list of things that one can call to their side, that are not a dog. 
I never figured out why Josh wanted this. 

  1. Horse
  2. Well trained goat
  3. Cat
  4. Vehicle with a sassy AI
  5. Magic sword
  6. Magic keytar
  7. Griffin 
  8. Trash Gryphon
  9. Wise cracking Octopus sidekick riding in a small hydrogen basket
  10. Chain-smoking raven 
  11. Dog
  12. Shark with spider legs
  13. Bomble Bee
  14. Plant in an animated planter with legs, so when it walks it makes a dok, dok, dok sound. 
  15. Drunken wizard in the midst of a multi week bender
  16. A wise-cracking robot sidekick
  17. Dour robot sidekick
  18. Motorcycle riding orangutan. Also they chain-smoke. 
  19. The anthropomorphic personification of past arguments played out in the shower. 
  20. Giraffe
  21. Do you know what a rabid blood armadillo is? Never mind, you'll learn when it gets here.
Aufhocker
Often lurking at crossroads, paths through hallows, wooded forests, and cemeteries, this spirit appears as a humanoid obscured by a hooded monk's robe and waits to leap out unto it's victim's back, where it grows heavier and heavier, eventually crushing the victim.

Sword 1 | Pentacles 4 | Cups 0 | Wands 0
H/D: 1/4

Likes: Piggy back rides
Hates: Church bells

Notes:
Parasitic - Curing the Curse (see below) automatically kills the aufhocker.
Lesser Doom:
When You Least Expect It - The aufhocker may play a Lesser Doom to Roughhouse, leaping upon the target's back and becoming Rooted to them, moving as they do.
Greater Doom: 
Emotional Burden - A round after becoming Rooted to the target, the spirit may then play a Greater Doom to Curse the target, thus vanishing. While Cursed, after each Camp phase or whenever the Fool is played, the player must fill an additional inventory slot with "Aufhocker" (or just "Curse" if they can't remember how to spell the damn thing). Any item formally in that slot gets dropped to the ground.
 
Gary
Being a Gary is a truly terrible existence. The universe hates you. Your parents can't like you too much better, they named you 'Gary' after all. They looked at their new wiggling, screaming bundle of assumed joy and said 'That looks like a Gary, don't it?" Garry. Garrrry. Gaaaary. Good lord. 

Sword 1 | Pentacles 0 | Cups 0 | Wands 4
H/D: 3/0

Likes: Making others miserable
Hates: Itself, Fire

Greater Dooms
God Damn It, Gary - During an Attack, discard a greater doom card to attempt to rename the target character. If successful, instead of dealing a Wound, the adventurer is now named Gary. That's what everyone calls them and knows them as, because that is their name. "Oh, then I'll just go by a nickname" - No the fuck you won't, Gary. 

Sheaths
Adding a sheath in one of your belt slots makes for a quick and easy way to get a free hand, be it combat or whenever the GM asks "what's in your hands?" You know, the reason sheaths were (probably) invented.

Unsorted
Many of these were just in a draft by themselves. 

"The Yakuza HATE werewolves" 
I found this written on my arm in sharpie one morning after a party. 
--
Hellruna
"There are those whom, using the mixed tongues of the east, would refer to those who weld the power of the dead within the realms of the living as "necromancers." The proper term though, of course, is "hellruna." Further, popular tale holds that they are people that seek out power over death. Not so. To seek out this power would be both futile and insane. One does not take this power. One must be invited."

It happens in many different ways: A vision during a near death experience; A dream one cold and torpid night; Whispers upon the wind during a full moon near a cemetery. All different and each a chance at power exmortal. No one is truly sure why the dead offer extensions of power, or how, but in accepting this gift, the hellruna becomes a servant of the dead. And, in turn, is served by them. 

In acceptance, the hellruna is marked by the dead patron and placed under a geas. Should they ever break this geas, their powers leave them and the fury of the dead soon turns upon them. However, while bearing this mark and following the taboos, the caster is able to summon the dead to their aid, take council with ghosts, and other abilities only dreamed of by living wizards. 

Of Both Worlds: As a creature of both the material world and the realm of the dead, you can freely perceive and interact with ghosts around you, as well as detect where the veil between worlds is thin. However, you also detect as both living and dead, and are affected by magics as if a ghost.

Ghost Retinue: Every time the sun crosses the horizon, a collection of ghosts equal to your level are drawn to you. These ghosts will provide what council they can, and provide minor ghostly services. These ghosts also harbor some fragments of knowledge from their former lives and, as a quick action, you can allow them to possess you temporarily. Expelling them from you is also a quick action. Their skills are drawn randomly from the table below.

Spell Casting: Hellrunas are capable of casting a limited number of spells. However, unlike Magic Users, they do not have to learn the spells they seek to cast. Rather, they join in pacts with a ghost, taking up temporary taboos until the spell is cast. Such pacts must be performed at places of power, where the veil between realms is thin. 
--
Spells to Write
  • Intellect to Sparrows
    • save or take intelligence damage as your education springs from your head as a flock of sparrows and flies off
  • Testiment of Stone
  • Echo of Urban Sorrows
  • Awakening the Heart's Delight
  • Passage to Reflection's Road
  • Narcissus' Storage
    • Store items within a mirror's reflection 
--
"The World has Fallen. Gone are the Kingdoms of old; the world is now free of the constraints and protection of Civilization. All that remains is the Violence and Chaos that was held under a thin veneer of Stability.

The Fall. What caused it? Who gives a shit, it was a week ago, move on. You've got to fight for your life now, no time to dwell on the ancient past. Find Guzzo and keep driving. "

--
"Opossum with a knife"
--
Lyblaeca - Beer Wizards


Not as exciting as some other folk's slush posts, but ehhhh. 
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