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:
- 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.
- 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.
- 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.
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.
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:
- 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.
- 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.
- 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
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.
"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?