[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:
- 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.
| Job | Cost | Description |
| Chemist | ₽300 | Self taught. Fun at parties. |
| Cracksman | ₽300 | They've practiced a little with cracking a safe. They even did it once. |
| Driver | ₽250 | Fine as long as it's not a manual transmission |
| Electrician | ₽300 | Don't use the male-to-male connector they hand you. |
| Gunman | ₽400 | Sometimes you just need an extra gun. |
| Joeboy | ₽300 | Bodyguard jacked full of growth hormones |
| Lookout | ₽100 | They could literally be replaced with a remote camera. |
| Medic | ₽650 | They're pretty sure they can keep the patient alive. |
| Scriptkitty | ₽550 | Amature hacker with some questionable apps |
| VR Influencer | ₽400 | They have some following. Might be useful. |
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?
Cardinal Goons
The Gist
Six candidate Cardinals must delve into the catacombs of Vatican City. There, they will face unknown and terrifying challenges; tests to ensure their Devotion, Piety, and Infallibility. They must delve deep and retrieve the triregnum, to return with it and sit upon the Cathedra.
But be warned: The throne only seats one.
(You know Tunnel Goons? It's that, but with select cardinals. The majority is rehashed here for convenience.)
Action Rolls
When the outcome of an action is uncertain, roll 2d6 + ability + 1/relevant item. If the result is equal to or greater than the assigned Difficult Score (DS), then it is a success. If the action is potentially dangerous (ie. attacking a roaming Head of John the Baptist), then the difference in the resulting roll and the DC is the amount of damage done. Basically, if you fail the roll, you take damage equal to the difference. If you succeed, you give the damage.
Difficulty Score
Easy: 8 | Medium: 10 | Hard: 12
Inventory
The Inventory Score is how many things you can stuff into your adventure sack. Anything over this number causes a -1 to be added to your Pius and Sin rolls.
Characters come with 3 unique items, but the rest of the pack is yours to fill. Or overfill, even.
Inventory Score starts at 8.
Heath and Death
Heal starts at 10. When you reach 0, you are dead.
Regain all Health lost by stopping for a meal of pasta and wine. This takes about 30 minutes.
Advancement
If you’re still playing this for some reason, you advance every 2 game sessions. Raise 1 attribute (below) and choose your Inventory or Health to also increase by 1.
Attributes
Every character starts off with 0 or more points in the following attributes.
Pius - Your ability to avoid the devil. Literally dodging away from him.
Devotion - Your dedication to scripture, both the written and spoken word.
Sin - Your ability to do terrible things. Hitting, stealing, trials of the flesh.
Also, everyone speaks their native language and Latin.
The Papabili
Cardinal Chook Duggery
_The Tree Hugger_
P 2 | D 1 | S 0
* Habit of Francis of Assisi - Allows for speaking with Animals.
* Corked Galero - Protects against swarms of things.
* Crozier of Saint Fiarce - Functions as a Staff weapon, but also can cause Grasping Vines to grow (DC 10)
Cardinal Giuseppe Archette
_The Studious_
P 1 | D 2 | S 0
* Scroll of Saint Floran (DC 10) - Spits a fireball at the target. Consumed on Failure.
* Scroll of Jude Thaddeus (DC 10) - Restores Health. Consumed on Failure.
* Finger Bone of Saint Anthony of Padua - Protects against the Undead as Armor. 1st degree artifact.
Cardinal Godric Foundling
_The Knight_
P 0 | D 1 | S 2
* Armored Mitre - Dented and bloodied, but it perceivers
* Sword of Saint Catherine - Yes, that one.
* Rib Bone of Saint George - Provides divine protection from the knight of knights.
Cardinal Ignacio Marquez
_The Red_
P 1 | D 0 | S 2
* Piano wire reinforced rosary beads
* Dagger (hidden within crucifix)
* Red silk gloves
Cardinal Jean-Claude Chisanga
_The Untouchable_
P 2 | D 0 | S 1
* Ankle Bone of Saint Christopher (DC 10) - When set to a trip line, causes an alarm to cry once the line is tripped.
* Habit of Saint Nicholas Owen (DC 10) - Allows the wearer to appear to be up to five feet from their actual location. Consumed on failure.
* Sack of Golden Caltrops
Cardinal Lucien De Vos
_The Raven_
P 3 | D 0 | S 0
* Toe Knuckle of Saint Casila - Aids in sneaking. 1st degree artifact.
* Lockpick of Saint Baldomerus - Set of lockpicks used by Baldomerus of Lyons. 2nd degree artifact.
* Hand of Glory - Unlocks any door. Once. Consumed on use.
Cardinal Seamus O’Brien
_The Lich_
P 0 | D 3 | S 0
* Scroll of Saint Rita of Cascia (DC 10) - Raises a servant from a currently unused corpse. Consumed on failure. Fails if a servant currently exists.
* Blood of Saint Januarius (DC 10) - Allows for the viewing of ghosts. 1st degree artifact. Consumed on failure.
* Thurible (as mace) - Billows sweet smelling smoke as it swings.
Cardinal Stanislaw Kovacs
_The Serpent Tongued_
P 0 | D 2 | S 1
* Pickled Tongue of Saint Bartholomew - When placed in the user’s mouth, anything they speak detects as the truth.
* Scroll of Saint Joseph of Cupertino (DC 10) - Makes the target forget the last few moments. Consumed on failure.
* Silver snake dagger
Cardinal Tex Smith
_The American_
P 0 | D 0 | S 3
* Thoughts - Gold plated desert eagle. Twined with Prayers.
* Prayers - Gold plated desert eagle. Twined with Thoughts.
* Plate of Deep Fried Spaghetti (ration)
Doug Nash
_The Lost Tourist_
P 1 | D 1 | S 1
* Cell Phone - No reception
* Sacred Heart of Jesus statue (as Club) - Bought from the gift shop
* Tourist Guide Book - Good for looking things up.