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Author Topic: Mercenaries of [FATE] OOC (Players Needed)  (Read 23440 times)

Tack

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Mercenaries of [FATE] OOC (Players Needed)
« on: January 01, 2016, 10:46:56 am »

IC Thread
Setting: Low fantasy
-- If coarse language is an issue for you, I tend to indulge in it heavily, so beware.
Fate SRD (Shouldn't need it, but there for reference.)

Abstract:
BASICALLY this game will be starting off as an RP|G, and will eventually turn into a company/army simulator, with politics and finances to boot.
As with the real world, the bigger your company gets, the more macro you have to deal with, and the less micro you'll be able to indulge in.

Spoiler: Races (click to show/hide)

Spoiler: Game Mechanics (click to show/hide)

Spoiler: Intro to FATE (click to show/hide)

Spoiler: The skill table (click to show/hide)

Watch this space.
Currently: Pre-game night of fun and introduction.
« Last Edit: July 23, 2016, 10:48:38 am by Tack »
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #1 on: January 01, 2016, 10:47:21 am »

Reserved for world info.

Spoiler: Kingdom (click to show/hide)

Spoiler: Surrounds (click to show/hide)

Spoiler: Goblin fiefdoms (click to show/hide)

Spoiler: Eastern Wilderness (click to show/hide)
« Last Edit: January 13, 2016, 03:02:02 pm by Tack »
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #2 on: January 01, 2016, 10:49:35 am »

Reserved for company info.
« Last Edit: January 01, 2016, 10:17:05 pm by Tack »
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #3 on: January 01, 2016, 10:16:34 pm »


Current Characters:

OOC Thread

Spoiler: Name: Larok Ar'grush (click to show/hide)
Spoiler: Name: Riskiss Malodie (click to show/hide)
Spoiler: Name: Oliver Travis (click to show/hide)
« Last Edit: July 17, 2016, 09:45:11 am by Tack »
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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #4 on: January 04, 2016, 12:03:02 pm »

OK! Currently in the early Suggestion Game bit. I'm hoping to get some input creating the finer details of our map.
So!

The city-state everyone currently resides in:

Name?
Big-Small? (Give it a 1-10, 1 is hamlet, 10 is metropolis/capital)
Is it built on/around a something?
Which races currently are common, rare, and/or hold sway here?
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Rolepgeek

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #5 on: January 04, 2016, 12:31:50 pm »

Name: Dashess
Size: 5-6
Location: Spans two steep cliff faces. At the 'rear' of a valley, fed by and overlooking the farms that use the river farther downhill, where it widens to actually be useful. Though the majority of the buildings are, of course, on top of the cliffs or built into their side, it is nonetheless referred to as the City of Chasms by those who know of it.
Races: Mostly humans and goblins; ogres aren't very common. Something about the number of bridges makes them uncomfortable. While humans are the majority, as in most cities, goblins hold a surprising amount of sway, though their antics are only tolerated in isolation, as the upper ranks get nervous when the humans get nervous -  not without good reason, either...
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Kashyyk

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #6 on: January 04, 2016, 01:02:17 pm »

Name: Reridge
Size: 4 (due to the terrain though, is actually a collection of hamlets around a small town)
Location: the majority of Reridge is marshland or submerged mangrove,  warm and humid. Non-intelligent life is abundant,  but the ground is poorly suited for construction. Hills and plateaus dot the area however, providing much drier and sturdier places to build. The source between these islands can be anywhere from trends of metres to several kilometers. The major plateau is home to Reridge,  initially called Red Ridge due to the distinct coloration of the ground it stood on.
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #7 on: January 05, 2016, 11:27:05 am »

Ok- may as well use both.

We have the City of Dashness, known as the City of chasms for its intriguing terrain, with the enormous dwarven-built cogworks at the back, harnessing the power of the waterfall to power its labrynthian mass of moving bridges, to allow traffic and ships to pass uninhibited. Because of this extraordinary terrain, the military infrastructure is Fortified, Yet Complacent, believing no outsider would bother attacking.
Sadly this means their mercenary companies are all rather small, with those holding the prized guard contracts being rather lazy and overfed, whilst other mercenary companies are over eager, and maybe a little desperate.

Behind the city lies the noted "Tenshu Teeth", a range of jagged and difficult to cross mountainlands between the surrounds and the goblin fiefs. Despite the inhospitable terrain, the closeness to the homeland explains the larger than normal goblin population. Further down the river, past many leagues of farmland, lies the marshy delta, and the Town of reridge which sprawls upon it.

This Swampbound Archipelago is a mass of tiny hamlets and villages surrounding a single hub. Movement is usually via bridges, but those who are braver, or more desperate, can choose to take a more direct route through the mangroves. This naturally makes the town proper incredibly difficult to navigate, as well as encouraging an insidious thriving underground population. Any number of abandoned or sunken towns can turn out to be the hideout of some band or another of smugglers, cutthroats, or even one of the more suspicious of the mercenary companies.
« Last Edit: January 05, 2016, 01:38:20 pm by Tack »
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #8 on: January 05, 2016, 01:38:38 pm »

So- we have towns. (If someone can be bothered to make a third in the area, it'll save me a bit of trouble.)
Next! Competition! What mercenary companies are active in the two towns?
1. Registered or unregistered? (A registered company is able to take open contracts from the town. Unregistered companies are usually too small, illicit, or haughty)
2. Size? (Keep in mind the size and scope of the cities when you make this. Between 10 and 100 is good for all but the city-vs-city companies.
3. Majority race?
4. Principles/Standing contracts?
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SOLDIER First

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #9 on: January 05, 2016, 03:04:26 pm »

ptw
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #10 on: January 07, 2016, 10:02:01 am »

Ok- time's passed too far.
The price for me making these up is that players will need to pass the relevant checks to know more.

Extra towns:
City of Veracim. East. Size: 7
Border Fortress Raskenvess. West. Size: 3

Known Dashness guilds:
Kite Arms co.

Known Reridge guilds:
Marshland Conclave
Reridge People's Army

From here the rest of the world will fall into place as I settle the quests.

PLAYERS.
Character sheet is simple to begin with-
Just give Name, gender and short bio. Most specifically where you came from, and how you earned enough money to start a mercenary company (Costs approximately a years hard labor wages.) debts and inheritance should go in an aspect.
Then, Five aspects, bolded.
Spoiler: Aspects (click to show/hide)

Skills can either be done now for those familiar with FATE- or filled in as the story progresses.


Name:
Race: (Max one ogre player)
Gender:
Bio:

High Concept:
Trouble:
-
-
-


Equipment Aspects:
Weapons-
Armor-
(Starting gear is "dull" or "shoddy" usually)
« Last Edit: January 07, 2016, 03:15:19 pm by Tack »
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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #11 on: January 07, 2016, 11:06:58 am »

« Last Edit: January 08, 2016, 06:05:25 pm by Sentient Bowtie »
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Tack

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #12 on: January 07, 2016, 11:38:51 am »

So, how'd Larok end up in a bridge town like Dashness?
I'll accept "unshakeable will" for why he doesn't show the typical Ogre trepidation for the narrow footing- but the town has to have something to offer.
Spoiler: Aspect Ideas (click to show/hide)
« Last Edit: January 07, 2016, 01:09:30 pm by Tack »
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Kashyyk

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #13 on: January 07, 2016, 11:43:12 am »

Posting to reserve a spot
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GiglameshDespair

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Re: [FATE] Mercenary Co. Startup/OOC (0/6)
« Reply #14 on: January 07, 2016, 11:51:18 am »

How specific are skills?
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