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ThaCruelLlama
#72149876Wednesday, July 11, 2012 11:38 PM GMT

(Credit to MarkJarkson, gavinfirefox, Pieperson2222, and AbCatchem for help on this thread. This thread are only for the major strategists and experienced RP'ers. This will be very hard to keep up with and manage, some for you and mostly for me, so cooperation would be useful. Don't get mad if you 'loose'. It is slim chances for each and everyone to get through with it. A maximum of eight may join though technically five since three spaces are reserved. On top of the frightful news about this RP, have fun! This is my brand new series and a I plan on making more to come.) ----- Index: #1: Introduction #2: Businesses #3: Races #4: Destinations #5: Basic Statistics #6: Helpfulness #7: Rules #8: Creation! ----- #1: Introduction The world of running illegal business is limited to the criminal masterminds. They take place in many shapes and forms may that be weapon running or assassins. Currently tensions are rising. With work at an all time low in the kingdom of Kuorte many citizens have resorted to a.. different source of quick money. Only the smartest and well prepared can survive in these types of business. At the rumored threat of more businesses being formed, the king of Kuorte started to form units of national guards, fit just for the job of taking down the masterminds and their henchmen. These guards are named Upholders. Upholders are the largest threat of your head on the execution block. Besides Upholders, some very interesting things have been going on within Kuorte's goverment. A number of previously loyal subjects have started to go corrupt, making it even harder for King Devins to continue his hold with a iron fist. With this it evens out with the Upholders enough to where there is a chance for... work. ----- #2: Businesses 'Businesses' Assassin's Guild- A risky one to run. Consists of some of the stealthiest figures in Kuorte that are willing to take a life for some coin. Hard business to set up since you need a trustworthy crew of at least five, secured headquarters, and a stream of work. Strategy: Before founding you should pick a nice, secluded area. Pack it with supplies in case you become a major threat to King Devins to where he's doing a large search for you. Hire at least two people just for the soul purpose of guarding the area. Thieve's Guild- On the danger meter, just about right below Assassins. Nearly the same idea for Assassins as far as stealthyness and trustworthy only minus the kill and replace with steal. This will actually in most circumstances be a harder job then Assassins because in nearly all cases you want to go unnoticed. You may want to get into a more local area to tie yourself in with shopkeepers to give you some funds. If you do resort to this sometimes messages will have to be put through and a greater risk of being caught will be made. Strategy: Try to settle in a lower quality large city. Have a few money sources if you find yourself in a squeeze. Starting off you should have at least four trustworthy members. Bandits- Some of the biggest outlaws of them all. They're your average sword swinging, ruined castle holding, citizen mugging fellows. If you get your infamity up high enough then the King will be sending plenty of Upholders to try and stomp out you and your group. The only legit way that this type of business makes money however is by mugging, stealing, and killing. Strategy: Start off with a band of six. Start looking for an abandoned stronghold, may that be a small fort, castle, tunnel, you name it. This may take time to find a suiteable one for your band but until then set up a camp and have at least three guard it. (Sorry, no flintlocks or rifles though I think I'll allow cannons though that must not make any sense..) Pirates- One of the hardest to set off. For the first while of your time you and your crew will have to resort to being either Mercenaries or Bandits. Though no worry about this as long as you have a strategy-set mind then within time you'll get yourself a ship and large crew. Strategy: For obvious reasons it would be nice to start off at a port town. Sport up in a tavern for a while, looking for work to start saving up money for you to actually start running your business. Another option is a loan but only from someone trusted. Mercenaries: Made up of the most muscle. Swords, bows, and any other weapon for hire. This business can be viewed as 'good' as long as you keep you work with the kingdoms (if any) and your work with other businesses seperate. Though if you do indeed end up being a double agent things may come down to picking one side or the other. Strategy: If choosing Mercenaries as your business you may want to have a more strategic mind set. You'll want starting off a few swordsmen and maybe a single archer. Make room for two handers and rogues later. This is just a suggestion but it will prove useful in your early years of business. Weapon Runners: This are the manufactures and sellers of the fight though can sometimes be a threat to all. You will want to latch onto someone else's business to sell them weapons to gain strong trust and protection. Strategy: When starting a Weapon Runner business you will want a cover up business first, may that be a alchemy shop or your average blacksmith. Try to set up in either a more country or mildly populated city. Supplier: These are the big money makers. Who you go to for that extra steel or a little bit of alcohol. Perfect business, right? Wrong. Considering you have to find out which stock to buy, price range, who to sell it to, if they're trust worthy, and who YOUR connections will be. On top of that you need some sort of muscle to protect you. If you get all this out of the way then it may actually be the perfect business. Strategy: Same with the Weapon Runners, try and get a cover up business. Try and get a big city with medium guards. ----- #3: Races Races: Human (Plural - Humans) - Humans are well, you and me. A Human is a a well rounded race, but not really the master of anything. Humans are the most common species in all the lands, and is almost never a source of r.a.s.i.s.m between species. Recomended Occupation(s) - N/A Non-Recomended Occupation(s) - N/A Recomended Weapon(s) - N/A Non-Recomended Weapon(s) - N/A PROS- All around good, large popuation, never excluded because of race. CONS- Not great at anything. Elf (Plural - Elves) - Elves look like humans almost exactly, except they have pointed ears, are naturally paler and their hair is naturally lighter. Almost all Elves have green eyes. They are great Hunters and have natural skill with the Bow, as they have a keen eyesight. They have a above average knowledge of the wild. They aren't too skilled with heavier weapons, such as a long sword. Elves aren't as skilled in people made areas, as their abilites lie in the wild. They often think of themselves as a higher race. Recomended Occupation(s) - Bandit, Mercenary. Non-Recomended Occupation(s) - Supplier, Weapon Runner. Recomended Weapon(s) - Bow, Dagger, Shortsword Non-Recomended Weapon(s) - Two handed weapons, longer weapons. PROS - Good at 'bushwacking', great with the bow, good sight. CONS - Not as good in cities, think of themselves as better, not as good with larger weapons. Dwarf ( Plural - Dwarves) - Dwarves are the jolly men of the mountain, they look almost the same as humans but males usually have long beards. They are very hardy and great builders. They can see in the dark, and have skill with two handed weapons. Their biggest weaknesses are their height and their inability to use ranged weapons. They aren't good at the water because they get sea-sick easily and their short limbs make it harder for them to swim. Recomended Occupation(s) - Mercenary, Supplier. Non-Recomended Occupation(s) - Pirate. Recomended Weapon(s) - Two handed weapons. Non-Recomended Weapon(s) - Bows. PROS- Naturally nice, stonger than most, Good with Two-Handed Weapons, can see in the dark, and are great at building and designing. CONS- Shortest of the races, the tallest being the size of a human child (Estimated around 4'6 feet tall.), Easily gets sea-sick, horrible swimmers. Borloa (Plural - Borloians) - Borloians are a humanoid cat race, with great speed and climbing ability. Their bones are more brittle than ours making them a little weaker. They have great hearing, but are physically weaker than most races. They usually have stripes but not always, and can vary in thickness and color of fur, like domestic cats. They have catlike ears and usually have green cat's eyes. Recomended Occupation(s) - Thief, Assassin, Weapon Runner. Non-Recomended Occupation(s) - Mercenary. Recomended Weapon(s) - Dagger, and shortsword. Non-Recomended Weapon(s) - Heavier Weapons. PROS - Fast, good at climbing, great hearing, they have claws which can pack a punch. CONS - Not as strong, can't take as much damage. Gallo (Plural - Gallos) - Gallos are a humanoid race resembling a shark. They have many rows of teeth and are strong. They are amazing Pirates as they have a great sense of smell and can breath underwater. They can get really sick if outside in the sun for too long. They have extremely sharp claws and bulky hands. Their feet and hands are webbed so they are terrible at using Bows and smaller weapons as it requires both their hands to really grasp things. They have poor eyesight. Recomended Occupation(s) - Pirate. [Best Pirate in all the lands.] Non-Recomended Occupation(s) - Supplier, Weapon Runner. [Besides Pirate, none are really very good besides Pirate for this race.] Recomended Weapon(s) - Two Handed. Non-Recomended Weapon(s) - Bows, and One handed weapons. PROS - Amazing Swimmers, Strong, sharp teeth and claws, great sense of smell, and can breath underwater. CONS - Poor eyesight, can't stay in sun for long amounts of time, can't hold one handed weapons. Hadoozie - A race of easy going ape-like people. They're a bit taller than humans, but stand at the same height due to thier ape-like slouch. Between thier arms are torso are long flaps of tough skin that allow them to glide. Traditionally they're sea farers, loving the adventure of it, in fact many Hadoozie don't have a last name, but rather take a first name and the name of the ship they first worked on. Recomended Occupation(s) - Pirate Non-Recomended Occupation(s) - Recomended Weapon(s) - Non-Recomended Weapon(s) - PROS - Amazing ship worker. CONS - Very very unland worthy, and is quite clumsy. Rule out the thieve's job and the assination job here. Nighshadow - These creatures are a human-like shadows. Their eyes are either red, jet black, or a light grey. Quick and agile, the Nighshadow race usually always sport daggers. They live in darkness, however light effects them harshly, causing them to sometimes to flinch. However, those are rare and even more, they are an amazing assassin, and excell in thievery. They aren't as physically strong as most species, but have a great sense of smell, hearing and can see in the dark. Being a shadow, they aren't very flexible. Recomended Occupation(s) - Thieve's Guild, Assassin's Guild Non-Recomended Occupation(s) - Mercenaries, Bandits Recomended Weapon(s) - Dagger, Shortsword. Non-Recomended Weapon(s) - Two Handed Weapons PROS - Extremely fast and stealthy, hard to see at night. CONS - Gets slightly weakened in light, physically weaker, not very flexible. Ghara: A nearly always dark orange skinned, more brutish orc species. They have a tremendous amount of strength usually always wielding two handed weapons. Due to this their speed is downsized. They are quite big and bulky, and have a humanoid body shape. They have little to no hair on their head, and their canines are longer and sharper than normal. Their skin is leathery and hard making them good for different landscapes. They have elfish ears and large fat noses. They are not good at climbing or anything agile. They aren't skilled with ranged weapons because of their large hands. They have a terrible sense of smell. Recomended Occupation(s) - Mercenaries, Bandits Non-Recomended Occupation(s) - Thieve's Guild, Supplier Recomended Weapon(s) - Two handed weapons Non-Recomended Weapon(s) - Daggers, Ranged weapons. PROS- High resistance to blows along with heavy hits with two handed weapons, resistance to heat and cold is a little higher than normal. CONS- Slow speed, near impossible for it to use bows, not agile, cannot climb well, horrible sense of smell. Halflings: Wee folk who look like humans but are about half as tall and have very hairy feet. An easygoing race, known to enjoy the simply pleasures in life. Small, and physically weak, they make poor combatants, but many become skilled thieves. Recomended Occupation: Thief Non-Recomended Occupation: Mercenary Recomended Weapons: Slings Non-Recomended Weapons: Two handed weapons, including bows Pros: Stealthy, agile, and a good shot with a sling. Cons: Physically weak, slow runners (They have short legs) ----- #4: Destinations Destinations: Iquel: The capitol and most densely populated of Kuorte. Within this city are all ready a few businesses that are smaller and can easily be stomped out. This city ranges between plenty of lifestyles, each accidently fit to appeal to nearly all businesses. Most Common Species: Humans Sectors of Iquel: Larchen: Larchen, the most rundown, diriest and rat infested part of Iquel. Every large city has them. Crime is the highest here, and there aren't as many Guards, as only the poorest of people live there. If you go to Iquel to do crime, best to start here, but as the poorest people live here, you won't get much money or good items from looting. Best for Assassin's Guild and Thieve's Guild. Hawlen: Welcome to the business sector of Iquel. It has plenty of business for the pickin', and plenty of places for cover up businesses. The only problem is, it's crawling with guards. Also, houses aren't to be found here. Best for Weapon Runners and Suppliers. Jalay- This is the residential part, famous for housing the well, famous in a word. There is plenty of shady alleys, lots of top price targets here. Houses are pretty plain however, with only two stories, and nothing exactly valuble until you reach the end street, loaded with guards. There are a few shops for the picking however, and a few sell daggers. The only con is, that rumors spread fast here. Guard level is normal otherwise. Best for Thieve's Guild. --- Silfyord: This is a large town on the beaches of Silver Fyord, which it was named for. Though the town takes up a fair bit of land, it's not particularly densly populated. As such, the town is popular among farmers, as the land is cheap. There is also a good fishing industry here. Currently, the crime rate is low, as such the town gaurd here is small. Most Common Species: Hadoozie Central Silfyord: This is the commercial area of Silfyord. Though it's only a town, there are various legitimate businesses here. Also, there are a few supplier businesses running here, as it's easier to smuggle things in and out of Silfyord than larger cities. There are also several small homes here. Best for Suppliers and Weapon Runners. Silfyord Outskirts: Where what might be the slums of a city, Silfyord has a rather nice amount of land where barns and homes have been built. Land is cheap, as such there may be a cheap headquarters to be made here. Best for Bandits and Mercenaries. The Docks: Here fishing barges take off and dock frequently. Many of these ships never leave the Fyord, but one or two are built to transport goods down the river to ((Whatever town might be near a river)). The Docks are also where all the warehouses are in the town. Best for Mercenaries and Pirates. --- Skuller's Town: Welcome to Skuller's, a town with the highest ratio of known pirates. Port, loaded with goods make this also a bandit highway. However, guards have amazing tatics to deal with pirates, so its been dropping a bit. Not noticed by the goverment much however. Most Common Species: Galloians Sectors of Skuller: Highland Hell- Appropiately named, this place contains too many bandits to count. However, merchants must pass through this section of the town to get onto the road. There is plenty of inns, and some houses, but that's it. Best for Bandits. Hawk's Port- A port made in an inland lake basically with an outlet to the east. There are plenty of pirates, but do be warry, as cannons line the coast. You're going to have to do some serious bribery just to have one tiny base here. The guards are relentless in this sector trying to turn this into a popular shipping district. Best for Thieve's Guild and Pirates. Slurs- Basically the middle of the town. Houses, and all that rot. Not many contacts however. Shops are plentiful here too. Best for Suppliers. --- Imorta Forest: A large forest with plenty of shady locations. There are two swamps, and lots and lots of trees. On the bright side, there are no guards, and barely any rivals (yet) to have to worry about. However, your going to have to head off to Skuller if you want to get anything useful. Sectors: Marsh Lands- Most certainly the best place to hide out. Plenty of caves, and an inland hole cave. Some weapons can be scavenged too. That's about all you need. Good for everyone. Pine Thicket- A long abandoned quarry was once set up here, perfect for hiding a huge guild. However, its not claimed yet. You'll need to get moving ASAP to hold this, as the rumors go around about how good this is, it'll be difficult. Good for everyone except Suppliers. Castle Andreas- The structure which sticks out of the forest. Its probably the only place with anybody in it, and its been looted twice. However, its very old and is on near collapse on itself. However, it is worth it, there is some remaing plunder, and a huge space to hide your guild away. Taking it, is a different matter. Best for Bandits and the occasional Mercenary Guild. --- Torne- Probably the most luxurious town, and the most important. This mines iron, gold, and silver. It also produces a large quanity of alchohol. The goverment favors this town highly, so there is no huge or even small guilds to be found. However, that is starting to change. There is an insane quanity of guards here. Most Common Species: Humans Sectors: Reliy- This is the liquor section of the town, with plenty of the rich and the famous. There is also a river flowing through here, with a pool cut out, which simulates as a beach. There are about a five guard ratio to street, so starting here would kill you. Okayish for suppliers. Jethro- This is the religious sector, just west of Reliy. There are plenty of valuble priest artifacts to be stolen, and priest contacts to finish off. Best for Thieve's Guild and Assassins. Tlorn- Industrial section. Responsible for the gold mining, and some of the food. Also a good glass blowing place too. Plenty of contacts here to take in. Its updated by the goverment daily. Amazing for Weapon Runners and Mercenaries. --- Elwood City: This city is 'played' by the eccentric Duke Phineas Elwood. Home to the Amos Sorcerer's Guild, the leader of this guild, Janus Greywords, is thought to be the real power behind the city. Of course, those who voice this opinion are publicly reassured by the mad duke that he's taking care of everything. Though the town does have a militia, and the Guild is known for it's enforcerers, the duke deliberatly sends off any of the Kings Men unless there's a war going on. Most Common Species: Borloians Sectors of Elwood City: Uptown Elwood: This is the power center of the city. Here there is the Town Hall, the Sorcerers Guild Building, and the Town Square. Unless you have the approval of the Mad Duke, or Janus Greywords himself, you'd be a fool to try and claim this sector for any buisness. Best for Supplier and Weapon Runner (if you actually ever get that far, or if you're really dumb). Downtown Elwood: The commercial center of the city, this is where nearly all the shops of city are. While Sorcerers Guild Enforcers might be seen here, and militia men when the need arises, the security is lax compared to uptown. Businesses can be run under a cover buisness here, or just out of one of the small warehouses. Best for Thieves and Assassins. Warehouse District: Homeless often come to the warehouse district to sleep, and that'd be here. The only blades you'll see here are private mercenaries to keep vagrants out of thier employers warehouses, as the Enforcers tend to have better things to do. Best for Mercenaries, Suppliers, and Weapon Runners. Residential District: This is where all the middle class homes are built. Small but well built homes are for sale here, some of which might make good hideouts for Assassins and Thieve's Guilds. --- Garneth: Garneth is smaller town, but is full of Guards and has great defenses. Sometimes called the 'Home of the Upholders' but this is for good reason. The small town is located inbetween the the Imorta Forest and Elwood, as many travelers take this route to get to the big city, making many Bandits hideouts located around here ready to ambush caravans and whatnot. Most Common Species: Humans. Sectors of Garneth Liliya- The only real sector of Garneth, containing the homes and businesses of the town. In the center is the Guard Barracks. Best for Thieve's Guild and Suppliers. (Recommended to wait until a maintained business if formed.) Bandit Haven- Not a real sector, but referred to so much by many people of the land that it should be considered a sector. It consists of the two entrances to the town which is located in a path leading to major cities. Bandits hide outside the town on the paton the path and wait for caravans to come by, ambushing them. Best for Bandits. --- The Gorrum Tunnels: This is a dwarven city built at land level, except it was built through a mountain. The entire city is a series of tunnels, pillars, and rooms under the Gorrum Mountain, lit by oil lanterns every ten meters. This fact makes the two largest sources of employment in the city drilling for oil in the mountain itself, and replacing the oil in the hundreds of lanterns. Most Common Species: Dwarves Sectors of The Gorrum Tunnels: Uptown: Most cities have an uptown of some sort. Gorrums Uptown is literally up town, any of the buildings built on the mountain itself, such as the homes of the oil drillers, are part of uptown. Very isolated, making it ideal for Thieves Guilds, but downright awful for anything else. Highway District: Running through the city is a highway on which the rest of the town is built. The Champs-Élysées of the Dwarves, this is the most highly populated part of the town. Here, there are many shops, luxurious hotels, fancy restourants, and the like. Space here is expensive, but to a Weapon Runner, Thieve's Guild, or Supplier, well worth it. The Dark Alleys: Dwarves name things very literally. The Dark Alleys are of the slums the Gorrum Tunnels, where the lantern oil is rarely replaced, and when it is, it's stolen within the hour. Due to this, and the mazelike patterns dwarves like, it's very easy to get lost here, making it very secure. The rooms are small, but no one will even notice if you just start living in an empty house. Good for thieves and assasins. Outskirts: Several homes and warehouses are built around the mountain with the stone excavated from the mountain while the tunnels were being built. Good for a beginning weapon runners, suppliers, or mercenaries. --- Zalvis: A stronghold for Elves, civilized by the Elves several centuries ago, it is a large, lush forest inhabited by many life forms, but mainly hundreds of Elves, descendants of the pioneers that settled there before, the trees are ENORMOUS and wide, but soft and easily carved, small apartments are built into them where Elves reside and run shops, as well as some mercenary and such. It's vast with many resources, but the main attraction for most other races is business. Most architechture is as natural as the Elves can make it, but shops are usually more furnished to suit customers of other races. Most Common Race: Elves Sectors of Zalvis: The Business Center: A crowded sector, up 24/7, people of all races crowd here to buy goods and make deals with the Elves, but there are very few homes, this sector is more furnished than the others to suit other races there. This place is fairly large, located in the west of the woods. Best for Suppliers and Weapon Runners. The Housing Sector: The sector is public, but not many other races come by and it's smaller than the business sector. It's located to the north of the woods, medium-sized, taking up about a fourth of the forest. The place is far more natural and Elf-oriented, almost all of the Zalvisian citizens live here. Best for Thieve's and Assassin's Guild. The Meeting Sector: Located in the heart of the woods, nobody lives here and it's hardly used, very small and surrounded by greenery, not everyone knows about it and it's well-guarded with a variety of spells, only opened by Elves with authorization. Here, Elves and other races (occasionally) will gather and hold meetings, usually important meetings. Best for Mercenaries. --- Land of Trenitre: This a large dry and rocky area. The entire ground is sand and some parts are the eastern coastline. There are plenty of large rock foundations almost considered mountains. Not many people travel or live here since it is considered useless land to the kingdom though it would still be nice land to found a more secluded business in. Sectors of Trenitre: Slrye's 'Mountains': When this part of the kingdom of Kuorte was discovered it was considered a wonder. Slrye, a Ghara who had discovered this piece of land, ended up never leaving. He had tried to interest other Ghara to come and create a civilazation on this mountain but none gave in. Slyre ended up living on the large rock formation all alone, eventiually disappearing to never be seen again. Along the formation are various patches of smooth land. To find these it will take quite the while though it will be worth it once you finally do find one. Or you could always just resort to the more rocky terrain. Best for Bandits. Igad: This is a medium sized port town on the northern most coast of Trenitre. Most of the people here are species of the uncommon like Nighshadows and Ghara. Hardly any of the 'finer' races come to live here. Best for Suppliers, Weapon Runners, and Pirates. Dust: This nearly abandoned section of land is just simply referred to as Dust because of the mass amount of dust (duh) and sand particals blowing around. There are all ready some Sand Mauraders around here since a caravan often passes through here to get to Igad. Hidden among Dust are caves with gold and silver veins though this is known only by few. There are also a few large hollowed out caves that would make the perfect sanctuary for a Thieve's or Assassin's guild. Basically, to the eyes of the kingdom this land is useless. In the eyes of a founder it is a gold mine, so to speak. Best for all. Fortress of Sert: This is a large, abandoned fortress previously held by a group of Human bandits named Hand of Sert. While they occupied the fortress their group was the most feared and infamous in all of Kuorte. After being in a 'golden age' for a little over a dozen years they were taken down by authority. Kuorte's military never did anything to the base, instead just letting it stay for a reminder to what Kuorte did to bandits. Despite this it would be an excellent stronghold for either Bandits or Mercenaries. (Wewt! A total of thirty-two sectors!) --- Map Graph The box below will be basically a bad example of how it is layed out. Even though it's a more boxy lay out Kuorte is shaped slightly like Japan. Trenitrel|| Zalvis|| -----------|| Imorta Forest || Elwood City|| Iquel || Gorrum Tunnels || Garneth || Silfyord || Torne || Skuller's Town || N W | E S That is a cruddy example of the map of Kuorte but I hope you get the basic idea of the borders and where the destinations are. Refer back to this when you want to expand so you'll know where you would want to go next/to see where your ally or enemy is. ----- #5: Basic Statistics Explanation of the Statistics (Make sure to take a short break on the reading before this.. it's about to get really confusing.) The Basics: Supplies: You will always want to keep this up high. The bigger the jobs the more supplies is needed. Once you actual get to the Post by Post sheet (will be shown later) will you see that there are plenty sub categories of supplies (ex. water, food). Based on what business you start with you will be given the suiteable amount to get you started. The supplies will be measured in rations. Medical supplies will be used for the wounded, based on how bad the injury will result on how much medical supplies you use. An Other option will be at the end of the PbP sheet and that will start to fill up as you get more supplies. Weapons: Explains it all. You should try to keep track of all your load out, may that be posting it with each post or posting it a few before but keeping track or just putting it on a word document. Armor: Same explanation as Weapons. Members: This is where you'll keep track on how everyone is doing. You will need to cast an eye to this one often to make sure your crew are doing well. Occupations: To explain this as easily as possibly it is where all your members well.. occupy! --- Post by Post Sheet: This will be the key to keeping yourself organized. If you desire to learn more about some things like who is injured, who is unhappy, what type of two handed blunt, who is using what armor, just request 'More Information' and then the order. Supplies: Water: Food: Medical: Other: Weapons: Two Handed 1. Blunt 2. Blade: One Handed 1. Blunt 2. Blade: Ranged 1. Bow 2. Throwable 3. Crossbow: Ammo 1. Arrows 2. Bolts: Shields: Weapons Being Used: Other: 1. Ranged 2. One Handed 3. Two Handed: Armor: Heavy: Light: Armor Being Used: Members: Alive: Injured: Idle: Guarding: Happiness: Cooperation: Occupations: Gold Pieces: The PbP sheet will work two ways. On your turn you will fill it out if you did an action that you know the result, like equipping weapons to members or feeding them. Once I post I would also fill out the things that you wouldn't know like the outcome of a mission or a buy in supplies. If I catch you padding the PbP sheet you will immediatly be banned from all 'Minds of the Ages' threads. --- Job/Battle Scenarios This will usually be one of the most confusing of the statistics. It's all of the factors of your current selected team (or single person) to execute the job. This will basically be what I'll be basing it off of: The D100 Roll Chacters/items that were assigned correctly for this job Enemey's position Job Rating And also sometimes none of the above but simply common sense. The 'hardness' of the job will be known simply through reasoning and the description. --- Members: Starting off you will have to 'hire' the orginals, the ones that will be on top and help found the business. These people will be the ones for you the longest and you get to hand select them though be careful and only pick the most trustworthy. Founders will be hired at the beginning of thread. While the founders will be easy to select recruiting other members will be another story. You need to search in the right places for the right people. Never dare to go over your spending limit for a hire, make sure you have enough supplies and money to support and pay your crew before overboard hiring. Once you do have enough money and and supplies to hire plenty of people, go for it if you really want to! Character Application: Name: Age: Race: Gender: Perferred Weapon: Years of Experience with this job: Perferred Salary: Profession(s): Ranking (Only filled out when joined): I will fill this out if when you go hiring and find someone that would like to join. It is up to you if you want to accept them or not. Below is how you will keep track of all your members and where they are stationed, you can always request for them to move charters and summon other charters for assistance. (Insert name of business here)'s Members Members of Orginal Charter: (These will be all that are stationed in where you start out.) (List of all your character's applications here) Charters: (This will be if you started growing and spreading out to other sectors, each sector occupied will be a Charter. Each charter will have it's own Charter Space.) --- Bartering'n'Buying This one is actually quite simple. I will roll a d12 for a small outcome but another large thing will be how you speak, offers made, and common sense. ----- #6: Helpfulness Pointers/Tips When starting up your business you will want to designate a safe zone. Either after or before that with the money you have hire at least three founders (some businesses will need more.). Don't blow out all your money right away or it's a sure failure to your business. When spreading out and making new charters do not go out into territory that you have not secured/an ally has and has allowed you to set it up. It is also okay to charter out to unclaimed turf. If you venture out to a nuetrel/enemy's turf a territory war may break out. If a weapon runner or supplier only manufacture what your characters speacilze in. Go for quaility, not what's big in profit. If it just so happens one of your members speacilize in that big profit maker, nice. ----- #7: Rules Rules: 1. No padding the PbP sheet. Consecunces will be severe. 2. Keep it realistic. 3. A max of eight can join, though pretty much five since three are reserved. 4. Be patient. It will be difficult maintaining this for myself. 5. Do your share of work for the PbP. (Was explained in the Post by Post section.) 6. If reservations are made I will wait only a maximum of one day. 7. We will start once everyone has joined. 8. I will try to even out turns by order of joining. 9. For full enjoyment please do not look at other people's threads. ----- #8: Creation! Founder Sheet: Name: Age: Gender: Race: Appearance: Personality: Bio: Assistant Sheet: (meeee.) Name Age: Gender: Race: Group Sheets: Assassin's and Thieve's Guild Name: Place of Origin: Insigna: Mark (Leave at the spot of a steal or assassination for a 'claim'.): Signature Weapon(s): Preach/Chant/Motto (Optional): Armor/Uniform (Optional): Bandit's and Mercenary's: Group Name: Place of Origin: Emblem: Signature Weapon(s) (Most common): Battle Cry/Chant/Motto (Optional): Armor/Uniform (Optional): Pirate's: Crew Name: Place of Origin: Jolly Roger (Emblem on sails/flags): Motto/Battle Cry (Optional): Signature Weapon(s): Uniform (Optional): Weapon Runner's and Supplier's: Business Name: Place of Origin: Emblem: Signature Weapon(s): Signature Sell (Optional): Motto (Optional): Uniform (Optional):
Wizardly01
#72151281Wednesday, July 11, 2012 11:52 PM GMT

One question...How long did this take you to write?!
Pieperson2222
#72152285Thursday, July 12, 2012 12:01 AM GMT

((It took the four of us about two days.))
ThaCruelLlama
#72154032Thursday, July 12, 2012 12:18 AM GMT

Yuppers. Anyone joining?
Pieperson2222
#72154839Thursday, July 12, 2012 12:25 AM GMT

Guild Name: The Elwood Thieves Guild Place of Origin: Elwood (Residential District) Insigna: A Ruby Eyed Raven Mark: It's currently been decided by the founding members that Elwood is too high security a city to take chances like bragging over territory, as such the Elwood Thieves Guild does not yet use marks. Signature Weapon(s): Slings Preach/Chant/Motto (Optional): “Hiding in the shadow of Sorcerers” Armor/Uniform (Optional): The members all wear dark cloaks, more a practical choice that a stylish one. Ideally they'd all have brooches bearing the Guild Insignia, but they currently can't afford that.
ThaCruelLlama
#72155011Thursday, July 12, 2012 12:27 AM GMT

Accepted.
ThaCruelLlama
#72155271Thursday, July 12, 2012 12:29 AM GMT

Actually that was the first part. You still have to fill out Assistant and Founder sheet.
ThaCruelLlama
#72156870Thursday, July 12, 2012 12:44 AM GMT

You've got to be kidding me. Bump.
awesome234
#72157636Thursday, July 12, 2012 12:52 AM GMT

I would join, but I literally can't. My computer lags out when I try to read word walls
Pieperson2222
#72158349Thursday, July 12, 2012 1:00 AM GMT

Founder Sheet: Name: Marren Highhill Age Twenty Three Gender: Male Race: Halfling Appearance: Marren is tall as far as halflings go, standing about as tall as a Dwarf. He has light brown hair, and pale skin. While not on a job, he tends to wear the sort of colourful clothing popular with bards, featuring his favourite hat, a fine red wide brimmed topped with a dove's feather. However, when on the job he wears a dark grey cloak over leather armour, his hood concealing his face during the dark nights. Personality: Marren is a tricky sort, with a silver tounge and willsome grin. Hiding behind a happy-go-lucky facade that most people are willing to believe purely on the basis that that's what halflings in general are like, he's really a chessmaster, planning, plotting, and scheming several steps ahead. Bio: Marren, like many halflings, enjoyed the little things in life. Fine food, drink, the like. However he wasn't born into the money to enjoy such things, he had to earn it. Thing is, a halflings definition of "earn" tends to be a bit skewed. Along with his brother Darrel, he began commiting petty crimes, from confidence games to pick pocketing. However, unlike many halfings, Darrel's rather ambitious. As such, he decided to start a Thieves Guild, and what better a place to start a thieves guild than where the Duke's mad enough to chase away the Kings Gaurd? Of course, Marren didn't know that the Sorcerers Guild kept a tight lid on things until he got to the town itself, but hey, what's life without a challenge? Assistant Sheet: Name: Darrel Highhill Age Twenty Gender: Male Race: Halfling
ThaCruelLlama
#72159816Thursday, July 12, 2012 1:15 AM GMT

@Pie Accepted. @Awesome If you really want to join I can send bits and pieces at a time through Private Message.
awesome234
#72159947Thursday, July 12, 2012 1:16 AM GMT

I copied it to a pirate pad, it took forever for my computer to scroll it, and I'm so confused, I'm pretty sure I would just mess it up.
ThaCruelLlama
#72160400Thursday, July 12, 2012 1:21 AM GMT

I can clearify if you want on the parts that seem.. fuzzy.
awesome234
#72161948Thursday, July 12, 2012 1:37 AM GMT

I think I'll just watch, unless you really need someone to join. Also are you done with Bandit, and the hunger games ISRP?
metanate
#72162220Thursday, July 12, 2012 1:40 AM GMT

LETS GET DOWN TO BUISNESS.....TO CONTROL...THE WORLD.... *insert TFS song here* Sorry, the title made me do it...
ThaCruelLlama
#72163501Thursday, July 12, 2012 1:54 AM GMT

Not a problem. And yes. Currently need quite a few people to join.
ninjagirl920
#72167707Thursday, July 12, 2012 2:41 AM GMT

Reserve me a spot, and the Assassin's Guild thing, pls.
MarkJarkson
#72168181Thursday, July 12, 2012 2:46 AM GMT

I've got no chance on a phone of doing the cs, so keep holding my spot.
ThaCruelLlama
#72181746Thursday, July 12, 2012 5:23 AM GMT

Can do.
ThaCruelLlama
#72199361Thursday, July 12, 2012 1:27 PM GMT

-
Pieperson2222
#72199895Thursday, July 12, 2012 1:37 PM GMT

I'm already plotting ways win during the mid/late game, I just need a plan to survive the early game.
ThaCruelLlama
#72202231Thursday, July 12, 2012 2:21 PM GMT

Yeah, starting off will be the most tricky part.
Pieperson2222
#72202574Thursday, July 12, 2012 2:27 PM GMT

I'm not entirely sure we're going to get eight people.
boomer549
#72204966Thursday, July 12, 2012 3:03 PM GMT

I would join, but... It's so complex.
Pieperson2222
#72205137Thursday, July 12, 2012 3:06 PM GMT

It's not actually, it's just a bunch of background information. I kept Llama from making it very complex.

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