Fire Emblem on Forums - Mercenaries, and Recruitment System
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Essentially this system is a way for players to use gold to recruit mooks that will aid them in battles.
Mercenaries are for the most part simple, low powered NPCs that the recruiting players give basic orders to for them to follow. Fine control is left to the GM, and mercenaries are not likely to throw their lives away for nothing.
Recruitment of Mercenaries is handled between missions with the party able to recruit a small pool of mercenaries, this pool grows up to a certain limit after the players have recruited a mercenary captain, and then grows once more after they've recruited a mercenary commander.
Mercenaries are paid for every mission they participate in, if the players are unable to pay the mercenaries then they will refuse to work for them and the players will lose their support.
Alongside the introduction of Mercenaries and their recruitment the player party also gets a reputation rating which determines how much the mercenaries will charge the players if they'll even work for them. Reputation goes up for every mercenary that survives a battle, and goes down for every mercenary that dies. If every mercenary is wiped out in a mission then your reputation drops massively. If the party's reputation gets low enough the mercenaries will refuse to work for them.
Mercenaries do not die when their HP reaches 0, instead they get downed much like a named npcs except that the mercenaries only get a death counter of 1
Mercenary Cap:
Base - 1 Mercenary
With Captain - 3 Mercenaries (Including the Captain)
With Commander - 5 Mercenaries (Including the Commander)
Reputation is a numerical value representing how mercenaries view your party, and how willing (or unwilling in some cases) they are to participate along your quest as you hire them on to aid you in battle. Reputation maxes out at 50, and can go no lower than 0 with 50 representing being extremely trusted, and well like among mercs. 0 obviously represents being extremely hated, and untrusted by the mercenary outfits, so much so that they outright refuse to work with or near you. Who knows, perhaps that hate might actually lead the mercenaries to aid your enemies in a bid to get revenge for the harm you've caused amidst their ranks.
Reputation Values:
Reputation starts out at 30, 30 is where you will pay base price for mercs.
When reputation reaches 40 to 49 then the mercenaries will be 10% discounted.
When reputation reaches 50 then mercenaries will be 20% discounted.
When reputation reaches 29 to 20 then the mercenaries will cost 10% more.
When reputation reaches 19 to 10 then the mercenaries will cost 20% more.
When reputation reaches 9 to 1 then mercenaries will cost 30% more.
When reputation reaches 0 mercenaries will refuse to work for the players.
Reputation Gains, and Losses:
1 Reputation is gained for every Mercenary that finishes a mission alive
2 Reputation is gained if no Mercenaries died by the end of a mission.
2 Reputation is gained if no Mercenaries were downed, and none of them died during a mission.
2 Reputation is lost for every Mercenary that died during a mission.
1 Reputation is lost for every Mercenary downed during a mission.
5 Reputation is lost if every Mercenary hired dies during a mission.
4 Reputation is lost the Mercenaries feel the players committed a massive slight agains them such as charging in and stealing the glory after the mercs did most of the work.
There are a handful of basic orders you can give mercenaries that not only determine how they act, but also give them slight bonuses while performing that act.
No Orders: The mercenaries will do whatever they think is best, no bonuses or penalties.
Offensive: The mercenaries will go on the offensive, and attempt to break through the enemy towards the objective. +2 Str, -2 Def
Defend X: The mercenaries will attempt to defend a specifc area, or person(s). +2 Def, -2 Str
Precision Strikes: The mercenaries will follow your orders on which units to focus on, for instance you can have them focus on killing any mages the enemy may have. +2 Ski, -2 Spd
Hit, and Run: The mercenaries will strike at the enemy where they're few in number, and weak before pulling out of range if enemies move to support. +2 Spd, -2 Ski
Mercenary {Cost: 500 Gold per Mission}
HP 21 70%
STR 5 60%
MAG 1
SKI 6 40%
CON 8
AID 7
LUC 2 10%
DEF 2 50%
RES 0 30%
SPD 5 50%
MOV 5
Possible Weapons:
(50%) Iron Sword | Slsh (E) | Rng: 1 | Wt: 5 | Mt: 5 | Hit: 85 | Crit: 0 | Ql: 45
(30%) Slim Sword | Thru (E) | Rng: 1 | Wt: 3 | Mt: 4 | Hit: 100 | Crit: 10 | Ql: 35
(10%) Iron Rapier | Thru (E) | Rng: 1 | Wt: 6 | Mt: 5 | Hit: 80 | Crit: 0 | Ql: 40 | +2 DMG vs Armoured
(10%) Scimitar | Slsh (D) | Rng: 1 | Wt: 9 | Mt: 7 | Hit: 70 | Crit: 15 | Ql: 20
Possible Items:
(10%) Vulnerary | Ql: 3 | Heals 10 HP
Mercenary Archer {Cost: 550 Gold per Mission}
HP 20 60%
STR 5 50%
MAG 1
SKI 6 60%
CON 7
AID 6
LUC 4 30%
DEF 6 30%
RES 1 20%
SPD 5 60%
MOV 5
Possible Weapons:
(40%) Iron Bow | Recu (E) | 2 | 6 | 5 | 85 | 0 | 45
(40%) Training Bow | Recu (E) | 2 | 4 | 4 | 90 | 10 | 35
(10%) Mountain Bow | Long (E) | 2-3 | 11 | 6 | 60 | 0 | 25 | Effective when used on hill or mountain
(10%) Forest Longbow | Long (D) | 2-3 | 12 | 8 | 65 | 0 | 25 | Effective when used on forest
Possible Items:
(10%) Vulnerary | Ql: 3 | Heals 10 HP
Mercenary Bandit {Cost: 500 Gold per Mission}
HP 25 100%
STR 8 60%
MAG 0
SKL 2 40%
CON 11
AID 10
LUK 0 30%
DEF 3 30%
RES 0 10%
SPD 3 40%
MOV 5
Possible Weapons:
(80%) Iron Axe | Hack (E) | 1 | 10 | 8 | 75 | 0 | 45
(10%) Iron Club | Bldg (E) | 1 | 9 | 8 | 70 | 0 | 45 | +2 DMG vs Armoured
(10%) Poleaxe | Hack (D) | 1 | 14 | 12 | 65 | 0 | 20 | Effective vs. Horseback
Possible Items:
(10%) Vulnerary | Ql: 3 | Heals 10 HP
Mercenary Priest {Cost: 650 Gold per Mission}
HP 16 50%
STR 2
MAG 4 60%
SKI 2 30%
CON 5
AID 4
LUC 6 50%
DEF 1 20%
RES 8 40%
SPD 6 60%
MOV 5
Possible Staves:
(Always) Heal | Heal (E) | 1 | 30 | 1 | Recovers 10+MAG HP
(10%)
Sleep | Ailm (E) | 30 | 5 | 20 | 1 - 1/2 MAG | Causes Sleep status for 3 turns
/or/
Poison | Ailm (E) | 40 | 4 | 20 | 1 - 1/2 MAG | Causes Poison status for 4 turns
Mercenary Captain {600 Gold per Mission}
Skill: Adept (Passive Effect | After you make an attack, there is a (Skill + Luck)% chance you will get an immediate additional attack in. This skill does not active on an attack activated by this skill.)
Class: Knight
HP 24 80%
STR 6 50%
MAG 0
SKL 3 40%
CON 9
AID 8
LUK 1 20%
DEF 9 80%
RES 0 20%
SPD 2 40%
MOV 4
Possible Weapons:
(Always) Steel Lance | Pier (D) | 1 | 13 | 10 | 70 | 0 | 30
(40%) Iron Pilum | Sper (E) | 2 | 9 | 4 | 80 | 0 | 40 | This weapon always scores 2 hits, but no more
Possible Items:
(30%) Vulnerary | Ql: 3 | Heals 10 HP
Mercenary Commander {800 Gold per Mission}
Skill: Wrath (Passive Effect | While your HP is at 30% Maximum or Less, your Critical Rate gains a +40 bonus.)
Class: Commander
Can Use Rally Orders Ready, Aim, and Fire
HP 23 70%
STR 7 70%
MAG 3
SKI 8 45%
CON 10
AID 9
LUC 3 10%
DEF 3 55%
RES 1 30%
SPD 7 50%
MOV 6
Possible Items:
(Always) Cutlass | Slsh (C) | 1 | 9 | 8 | 80 | 10 | 25 | Effective vs. Armoured
(20%)
Gale | Wind (E) | 1-2 | 6 | 3 | 85 | 5 | 40
/or/
Singe | Fire (E) | 1-2 | 8 | 4 | 80 | 0 | 40 | Poisons for 2 turns
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I've been mulling over making this system for a while now, and I've finally gotten around to it. Thanks to Blade for supplying the progression, and stat sheets that are used for the units here.