You grunts are all the same, you think the world revolves around you. You think you are special and different. Prove. Me. Wrong.
So you are all . . . grunts, military grunts, factory grunts, lab grunts, dock grunts, etc. Prove you have what it takes to be the best little grunt and maybe, just maybe, you will get promoted out of being a grunt.
Name:(what you have a name?!)
Profession:(anything reasonable, think mid-1900s)
Age:(16-60)
Sex:(M/F)
Money:($0-10)
Inv:(Basic profession toolkit)
Health:(start at fine)
Team:(start at 0)
Country:(again think mid-1900s(post WW2))
Goal(s):(anything you want, the more unique the better)
fine = nothing wrong
slightly injured = not going to die right away but should probably get some help, builds up to 3 every turn and than 'upgrades' to critically injured, can be healed to fine
critically injured = could die any time should really get help, builds up to 2 every turn and than you die, can be healed to slightly injured
Grunts add 0-1 to tasks/turn, are used at meat shields for pcs, and can be given orders by the pc and have a 50/50 chance to succeed.
0=fail soo bad that something really bad happens(usually death)
1=fail badly enough that you may die
2=fail enough to get noticed
3=just plain failed
4=just plain succeed
5=succeed enough to get the job done [i]before[/i] expected
6=succeed well enough that management might go easy next time
7=succeed soo well that management is worried about you
No max player limit(for now).