The country of Pristania is in a constant state of civil war, and it is a hotspot for Mercenary activity since many factions vie for control of the land their are many who will pay for their services. They are hired to attack key points of another factions supply line, or aid some factions soldiers in taking a city from another faction. That is why so many people have come to these lands seeking a fortune for their services as mercenaries. This is a land of war, and money the faction that pays the most money is most likely to win, but the current civil war has been going on for twenty years, and the factions now trust most of their operations to these mercs than their own men. That is why you have come to this place filled with death, and decay to make your fortune as a merc with some loyal allies by your side you will join this war, and begin a long journey filled with pain, and death.
Pristania Royal Forces - These are the troops under the command of the King of Pristania, Rickard Leon, and they have the money to buy quite a few mercs, but their troops are too weak to hold very much land without them suffering severe casualties. And the people tend not to support their cause out of will. That is why they are in a state of decline. However, despite the sometimes morally bad missions they give, they do pay the most for their jobs, which are usually just helping their men hold some town, or strategic position. A little warning: The local populace won't like you while you're fighting for the PRF.
Enemies with: PFF, AA, BA, ZA, NHFF.
Hostile with:
Neutral with: IPF.
Friends with:
Allies with:
Pristania Freedom Fighters - The PFF are a rebel group based mostly in the southern part of Pristania fighting for various government types; the types may conflict, but they all agree that the current regime must go. They may have very few funds, and they often have very poor quality equipment, but they have contacts all over Pristania, which may or may not have something that none of the other factions have. And if the current regime is overthrown, you may reap large rewards. Their jobs are usually defeating small groups of Prristania Royal Forces, destroying PRF installations, or even making assassination attempts against high level PRF leaders. A little warning: They are trying to protect the people, no matter who they are. Civilian casualties are completely out of the question. However, the local populace will like you if you are fighting for the IPF.
Enemies with: PRF, AA, ZA.
Hostile with: BA.
Neutral with: No one.
Friends with: IPF, NHFF.
Allies with: No one.
Ackman's Army - Ackman's Army are a group of extremists, trying for a highly Police State kind of government, in the south-eastern part of Pristania. They are a splinter of the PRF, and are widely considered by the people to be worse than the current regime. They come heavily armed and armed with superior technology compared to the PRF, since they stole most of the good technology before splitting. They often pay with weapons, of varying types. And if the current regime is overthrown, you may reap very large rewards. Due to their lack of support by most of the people, and since they are a more recent group, their missions are usually about securing resources to supply their army, or "enforcing the peace" on villages under their control. Be careful, they may backstab you if you fail them. A little warning: The local populace will hate you while you're fighting for the AA.
Enemies with: PRF, PFF, IPF, ZA, NHFF.
Hostile with: BA.
Neutral with: No one.
Friends with: No one.
Allies with: No one.
Iona Peacekeeping Force - The IPF are an expeditionary force from Iona based in the western and southern part of Pristania. They are here to "Keep the Peace". Though the correctness in this sentence may vary. Regardless, they have the highest technology of all the factions. They are reluctant to hire mercenaries, so if you want to hook up with them, keep yourself on a good track record. They pay anything that you want, just as long as it's within reason and not extremely expensive; food, cash, technology, weapons, armor, vehicles, whatever. Their missions are usually escorting a convoy through hostile zones, securing villages from the AA, or "Securing" Oil pumps. They are a major rival of the BA, and may rarely do covert ops against them (which they may ask you for help if you prove to be a good mercenary). They are on the brink of war with the BA; they are currently in a sort of Cold War. A little warning: Their code is strict. Abide by it or you will be arrested and tried for war crimes. In addition, you should be very careful around the BA. However, some of the local populace will like you if you are fighting for the IPF. Some will hate you.
Enemies with: AA, ZA.
Hostile with: BA.
Neutral with: PRF.
Friends with: PFF, NHFF.
Allies with: No one.
Brigstan Army - the BA are an expeditionary force from Brigstan in the northern part of Pristania. They are here to try and get their government type into the country. They have large amounts of weapons and cash, though the effectiveness of the weapons may vary. They hire mercenaries often to keep themselves ahead of the IPF. They pay reasonably well, but promise far more than any other faction can if you follow them loyally and don't screw up. Their missions usually involve taking villages over by force or otherwise, covertly sabotaging the IPF, or killing current Pristania government officials. They are a major rival of the IPF. They are on the brink of war with the IPF; they are currently in a sort of Cold War. They have very loose codes, though they warn you that if you get in trouble with the IPF, they'll hand you over to them. This means you should be very careful around the IPF and their allies. In addition, some of the local populace may hate you.
Enemies with: AA, PRF, ZA.
Hostile with: IPF, PFF.
Neutral with: NHFF.
Friends with: No one.
Allies with: No one.
Zantonian Army - The ZA is the army of the Zantonians, the Pristania's north-eastern neighbors. Their goals are to take the country while this civil war is going on. The major powers standing in their way are the IPF, BA, HA, and PRF. They are willing to hire mercenaries to further their goals. They promise weapon, cash, and if they win, your own private land. Though expect to go up against the brunt of almost every single other faction in the game. Their missions are almost always either taking territory or sabotaging the IPF, BA, HA, or PRF, and are extremely dangerous. They have one rule; obey their orders. They do not care at all how you get the job done, just that you get it done. Expect to be hated by all of the local populace.
Enemies with: PRF, PFF, AA, IPF, BA.
Hostile with: No one.
Neutral with: No one.
Friends with: NHFF.
Allies with: No one.
New Hasa Freedom Fighters - the NHFF are a group of nationalists from the nearly forgotten nation of Hasa, conquered a long time ago by Pristania. They are in the eastern part of Pristania. Their one and only objective is independence from Pristania. They will not stand for anything less than the original borders. They do not pay mercenaries, but if you really want to, you can help them in their objective. Since they're friendly with quite a few people, even friends with the Zantonians (they were close nations way back), helping them will get you on better terms with other nations. Their missions are to simply take over villages that were once theirs. Their code is as strict as the PFF's code. If you help the NHFF, the eastern part of the local populace will love you.
Enemies with: PRF, AA.
Hostile with: No one.
Neutral with: BA.
Friends with: IPF, ZA.
Allies with: PFF.
Wassa Criminal Syndicate - Ruled by one mean son-of-a-gun, the WCS are a group of people who seek to profit the most they can from this civil war. They will employ anyone who's willing to get their hands dirty. They are willing to pay anything from a handsome wad of cash to weapons to even illegal goods (including body-boosting, yet degenerating, drugs). Often all three. Expect a very good retirement if you work for these guys, but at what cost? Their missions are always illegal, covert, and dangerous. Their code has rules, but those are on loyalty. They don't care how you get the job done. If you are caught working for the WCS, expect to not only alienate every other faction, but face severe charges if caught after the fact. You have been warned.
Enemies with: Everyone.
Hostile with: No one.
Neutral with: No one.
Friends with: No one.
Allies with: No one.
Hizuma - Hizuma is a town located in the northern mountains of Pristania it is an important trade center, and the locals here are quite wealthy. Also the black market is quite large here if you can gian their trust you will get acess to many weapons, and vehicles that would take ages, and much split blood to get otherwise.
Renard - Renard is located along Pristania's main river, and since it is their main trade route this town is quite wealthy, and has a variety of goods, but the town is almost always under siege as factions try to take it from other factions.
Logost - Logost is a small town located in the large western forests of this country. It may not have as much wealth, or goods in it, but this place is very unlikely to be attacked, so it is easier to hide from any factions that may be angry at you.
Rivet -
Haven -
Pretsky -
Hirsta -
Frensad -
Klimar -
Alzma -
Cretain -
Abbreiviations: CS = Clip Size, D = Damage, and A = Ammunition type
Handguns
Desert Eagle ( CS - 12/12, D - 3, A - 9mm Rounds ) Cost - $150
'Raptor' 9mm Pistol ( CS - 8/8, D - 4, A - 9mm Rounds ) Cost - $100
9mm Luger ( CS - 5/5, D - 2, A - 9mm Rounds ) Cost - $75
Rifles
AK-47 ( CS - 30/30, D - 4, A - 5.56 Rounds ) Cost - $300
Rinmager ( CS - 25/25, D - 5, A - 5.56 Rounds ) Cost - $325
AK-47 U ( CS - 20/20, D - 3, A - 5.56 ) Cost - $200
Shotguns
Spaz-12 Guage ( CS - 5/5, D - 6, A - 12 Guage Shells) Cost - $350
Shieldbreaker ( CS - 12/12, D - 4, A - 12 Guage Shells ) Cost - $500
Elephant Shotgun ( CS - 2/2, D - 8, A - 12 Guage Shells ) Cost - $500
SMGs
MP5 ( CS - 30/30, D - 3, A - 9mm Rounds ) Cost - $250
Uzi ( CS - 20/20, D - 3, A - 9mm Rounds ) Cost - $150
Heavy Weapons
RPG ( CS - 1/1, D - 20, A - RPG ) Cost - $1250 ( Effective against Armored Vehicles )
BAR ( CS - 40/40, D - 5, A - 5.56 ) Cost - $500
Ripper HMG ( CS - 100/100, D - 5, A - 5.56 ) Cost - $750
Javelin ( CS - 1/1, D - 15, A - Missle ) Cost - $900 ( Effective against Air units )
Explosives
Smoke Grenade ( Creates Smoke, and reduces all characters hit rolls by 2 who are effected by it ) Cost - $25
Flashbang ( Stuns enemy for 1 turn ) Cost - $75
C-4 ( Causes mass explosion, D - 50 in near vicinity ) Cost - $150
Vehicles
Ford Truck [No Weapons Attached] [Fuel-250/250] [Capacity- 0/6] Cost - $1250
Humvee [.50Cal Heavy MG [ CS - 100/100, D - 6, A - .50Cal Rounds] [Fuel- 500/500] [Capacity- 0/5] Cost - $3000
Melee Weapons
Combat Knife ( D - 3 ) Cost $25
Baseball Bat ( D - 2 ) Cost $15
Lead Pipe ( D - 1 ) Cost $5
Armor
Civilian Clothing - O Def bonus, and a +1 Stealth Bonus $25
Bullet-Proof Vest - 1 Def Bonus $250
Kevlar Vest - 2 Def Bonus $500
Ammunition
Box of 9mm Rounds (50) Cost - $15
Box of 5.56 (100) Cost - $30
Box of 12 Guage Shells (25) Cost - $25
RPG (1) Cost - $100
Missle (1) Cost - $100
Case of .50 Cal Rounds (250) Cost - $125
There are few individuals who are born that have the ability to us Psychic powers. While they may be able to lift a car if the psychic power was to backfire it would heavily damage your body.
How Psychic Powers work in combat
First if the character is able to use psychic powers they then roll a 1d10 + any modifiers to determine if they are able to actually gather the power to do something. Then you roll a 1d6 to determine how effective it is, and a 1d10 + any modifiers to determine if it backfires.
Merc Company Name:
Location: Hizuma, Renard, Logost, Rivet, Haven, Pretsky, Hirtsa, Frensad, Klimar, Alzma, or Cretain ( Choose one as your starting location )
Merc Company Starting Equipment: ( You have $5,000 Spend it wisely )
Commander Name:
Previous Occupation:
Skills:
Stats:
Hp - 10/10
Carrying Capacity - 0/80 Lbs
Endurance -
Agility -
Strength -
Intelligence -
Combat is handled by rolling a 1d10 for both characters adding Agility Modifiers where applicable, and if the attackers roll is higher than the defenender's roll the attack hits. After that you take the armor level from the damage level to determine how much damage is dealt. If you are aiming for a specific body part such as the head then a 1d10 is rolled after confirming the damage to determine if it hits that part ( The roll has to be lower than your agility score if it reaches ten, or higher then that number is havled (Rounding down if needed) to determine the hit ) if this is succesful then the damage inflicted is doubled.
Ex:
Grubs takes a headshot at Rebel 3
Atk: 5 - Def: 3 = 2 Attack is succesful
Draganov Damage = 10 - 3 Kevlar Vest's Defense = 7
Aiming Roll = 4 ( Grubs Agility = 5 ) head shot complete
Damage Dealt = 14 Rebel 3 is now dead!
You have 4 points to spend.
( Cost for all skills is 1 point in tier 1, and it increase by 1 for each tier. )
Tier 1 Endurance Skills:
Hardy - You gain 10 HP
Strongback - You can carry 50 more pounds
Strong Willed - You gain a +1 to resisting Psychic attacks
Tier 1 Strength Skills:
Main Batter - You gain +1 to damage with melee weapons
Weightlifter - You can carry 50 More Lbs
Tier 1 Agility Skills:
Quick Reflexes - You gain +1 to dodging, evasion, and hit rolls
Sneaky - You gain +1 to stealth rolls
Track Team Member - You gain +1 to fleeing rolls
Tier 1 Intelligence Skills:
Brilliant - You gain a +1 to inventing stuff
Effecient Builder - You can make items with less materials ( - 1 to all required materials )
Genius Mechanic - You gain a +1 to improving items
Psychic Power - You unlock the Psyconic Skill Tree Cost - 2 Skill points
( You can come up with your own skills but I will have to approve of them. )
You have 25 points to use.
Endurance - For Each point in this your base hp increase by 1
Strength - For each point of strength you have you can carry 10 more LBs., and for every 5 points you have you gain a plus 1 to trying to break down doors, and stuff like that. For every ten points added you gain + 1 damage with melee weapons.
Agility - For every five points in this you gain a plus 1 to evasion, block, and hit rolls as well as gaining a plus 1 to stealth rolls. Also for every 10 points you put into this you get a plus 1 to lockpicking, and other thievish activities.
Intelligence - For every five points in this you gain a plus 1 to inventing, and creating something, and for every each ten points you unlock a secret weapons blueprint, and earn a plus 1/2 bonus to using Psychic powers.
( all bonuses achieved to rolls max out at plus 5, adn for every ten points placed into a stat you unlock a tier of that stats skill tree )
For each enemy defeated a 1d10 is rolled to determine the amount of experience earned, and each time you level up the needed xp is increased by 100
EX:
Lvl 1:
Xp required till next lvl 10
Current Xp: 90
Xp roll: 10
Character gains a level earning 5 atribute points, and 1 skill point.
New level
Lvl 2:
Xp required till next lvl 200
Current XP: 100
Posting this here before I delete it from my harddrive so others can use it.