- Mercenaries are Versatile.
- They can appear in most Settings & Genres.
- They make for great Protagonists & Antagonists.
- How do you create Mercenaries with an attitude?
Summary – 6 steps to a Mercenary Story
- Define the Character’s Origins.
- From her Origins, define why she became a Mercenary.
- Define the Type of Contract she will accept.
- Define her Strengths & Attitude.
- Define how she choose her Partners.
- Give her 2 Unique pieces of Equipment.
- The Mercenary’s Story write from 3 Elements :
- Her own Rules.
- Her Contracts.
- Her Partners.
Origins
- Location
- Where did the Character Start?
- You can include the Character’s Oldest memories.
- Even if they are not Essential.
- Always prefer to Suggest rather than to directly Answer.
- The Location modeled the Mercenary.
- Wherever it is the Lack of Resources.
- The Atmosphere.
- Or the Organization which rule this place.
- Education & Ethics
- In her Early age, the Character will be taught rules.
- They can be indicted directly through an Educative system.
- Or be the result of Influence from different figures.
- These Fundamental Rules will direct how the Character will :
- Develop her Strengths.
- Forms bonds.
- Choose her Contracts.
- Why did she became a Mercenary?
- The 1st Crisis is quintessential in the decision of becoming a Mercenary.
- The Character must Lose something.
- This Loss will be transcribed directly.
- And the persistent Grief emerging from it will resurface if the Character is put in a similar position.
- The Perpetrator of the Crisis may survive.
- She may be tracked by the Mercenary.
- And she can be replaced.
If you want to know more about Origins.
Contracts
- Crimes
- Does the Character commit Crimes?
- Killing will be defined as Acceptable or Unacceptable early in the Story.
- The Character’s position can change.
- Explain this Change, through a Crisis.
- The Mercenary can be Stealing.
- She can be Destroying goods.
- And she can execute other Illegal acts.
- All acts should be justified through the Characters Origins or Relationships.
- Legitimate Authority
- Is the Mercenary Assisting the Legitimate Authority?
- If it is the case she may be given Specific Authorizations.
- Permits allowing to commit Crimes.
- It can be limited to her mission only.
- Or be a General permission.
- In the case of Fugitives recovery.
- She could also be authorized to arrest & detain the Fugitives only.
- Is she Opposing the Legitimate Authority?
- She may Directly oppose the State, Police, or Other Organization.
- Or she can only Refuse to ally with them.
- Customers
- How doe she choose her Customers?
- Does she refuse Contracts?
- The Mercenary should adapt to her Customer’s Needs.
- She can therefore limit her Clients.
- For example she can have a limited list of Regulars.
- She can work exclusively with Organizations.
- She can work exclusively with Individuals.
If you want to know more about Contracts.
Behavior & Partners
- 6 Profile
- In your Stories the Public will meet a Diversity of Mercenaries.
- 6 Profiles provide the proper Balance.
- They allow the Public to Choose their favorite.
- They make Interactions more Diverse.
- Each of them an will be defined by an Orientation.
- Strengths
- The Strengths & the Attitude of the Mercenary is likely to Attract allies.
- And attract Customers which could become Allies.
- As well as grant her enemies.
- Allies need the Mercenary’s Strength.
- A Mercenary needs to be Prepared & Focused.
- She could benefit from being Inclusive.
- Focus
- The Fundamental Strength of a Mercenary is her Focus.
- Once her Goal has been identified she will prioritize it.
- All missions follow a similar structure :
- Identify the Target
- Track the Target
- Catch the Target
- Recover the Target
- Partners & Reputation
- Finding Partners requires a certain Alignment.
- Alignments allow you to display which Characters are likely to join forces.
- Partners should have Similar Goals.
- If the Characters have divergent Goals their alliance should be justified.
- For example, they can be long term relationships.
- Is it a short term Alliance?
- Were the Characters forced to ally?
- Partners should be Helpful.
- Partners should enhance the Character’s reputation.
- Wherever they fight, they plan, they track, they support, they promote or they sabotage.
- The Role of each Partner needs to be Clear.
Role | Trait 1 | Trait 2 | Trait 3 | Orientation | Name | Goal | Main Skill | 2nd Skill | Minor Skill | Quirk | Comfort | Crisis |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Enticer | Entertaining | Confident | Generous | Adventurer/ Saboteur | ||||||||
Manager | Empathetic | Individualist | Providing | Promoter | ||||||||
Strategist | Competitive | Curious | Learning/Sharing | Detective | ||||||||
Reliable | Assertive | Relentless | Protective | Vigilante | ||||||||
Advisor | Pondering | Temperate | Self-Aware | Agent/Spy | ||||||||
Exemplar | Dedicated | Participative | Leading | Pirate |
If you want to know more about Partners & Teams.
Identity & Items
- Adaptability
- The Mercenary needs an advanced knowledge of her Environment.
- Her Survival skills are tested in most mission.
- Her Camouflage skills.
- Her ability to blend in the enemy ranks.
- Her ability to find Food & Shelter in particularly hostile environments.
- Identity & Symbol
- The Mercenary as preferred Environments.
- Her accessories reflect her Identity.
- Through her Clothes.
- Through Souvenirs she holds.
- These Seemingly useless items are meant to become essential in late Storyline.
- They are bounded to her Goal.
- Weapons
- The Mercenary should have an Armor.
- Wherever it is a light, medium or heavy armor.
- It may be integrated to her body or be her body.
- Her Weapons & Tools are specific.
- 1-2 individual weapon is ideal.
- She could use Autonomous Items.
- All these items should be Skill-related.
- They could be Items which only her can use.
Role | Orientation | Symbol (example) | Skills | Clothing | Armor (most likely) | Weapon | Tool | Survival | Shelter |
---|---|---|---|---|---|---|---|---|---|
Enticer | Adventurer/ Saboteur | Maps & Bag | Light/Medium | ||||||
Manager | Promoter | Communication Device | Medium | ||||||
Strategist | Detective | Lenses/Glasses & Toolbox/Belt | Light/Medium | ||||||
Reliable | Vigilante | Shield | Heavy | ||||||
Advisor | Agent/Spy | Notebook/Memory Stick | Light | ||||||
Exemplar | Pirate | Sword | Medium/Heavy |