The Mercenaries Union crest with a chocobo over a gold and gray shield

The Mercenaries Union

To unionize hardworking, good mercenaries to ensure their rights.Mercenaries are not cheap labor. They are legitimate employees that work to protect our homes and families where our Grand Companies and Adventurers can't.

What is the Mercenaries Union?

The Mercenaries Union is an organization first founded in Ul’dah to ensure that the rights are met of the mercenaries that call Ul’dah home. As the idea behind the Union began to gain more traction, this Union has extended to have their organization tied with many of the cities throughout Eorzea.The Mercenaries Union aims to unite the mercenaries, privateers, bounty hunters, raiders, and assassins of Eorzea. They encourage the mercenaries to form bonds with one another in the belief that having allies you can trust to fall back on will encourage teamwork and synchronicity, increasing the chances of success on bounties and decreasing the chances of death. In the situation that war has been declared against their home, the Mercenaries Union is able to serve as a militia for those that prefer a more casual approach to battle than the strict formations of the grand companies.The Mercenaries Union networks with several organizations among the cities Ul’dah, Gridania, Limsa Lominsa, and more. They gather bounties or investigate issues that need to be addressed swiftly and professionally, often negotiating the price to ensure that mercenaries are compensated fairly. Once negotiations have been agreed upon, they will post all bounties for the mercenaries to have access to.Being an organization supported by the cities, the Mercenaries Union is not a gang or a mob. The Mercenaries Union follows a strict code of honor. That said, they expect all of the mercenaries within the Union to uphold the same beliefs to give them a good reputation. They are professionals, not a group of riffraffs. Even if they may look and act like it. All in all, the general moral alignment of the free company is generally lawful to neutral good. And if no one’s watching, chaotic good.

The Union Council

Alphus Leyor
The Commander
Ul’dah Officer
A weaponmaster, a magical prodigy, and a silver-tongued diplomat, Alphus Leyor has proven himself a valuable asset in combat. He knows the limits of both his allies and his enemies, often knowing what to expect in the upcoming job. He’s dedicated his skills to helping found The Mercenaries Union to ensure that the mercenaries are prepared for what can come in the heat of battle.

Euphene Miller
The Chirurgeon
Gridania Officer
One of the first of the Council to reveal she had the Echo, Euphene was one of the original founders of the Union. Dedicating much of her time in her studies to be of assist to the mercenaries, she is now the Head Chirugeon of the Union. Don't let her meek appearance and gentle touch fool you, however. She is as much of a capable combatant as many of her fellow mercenaries.

Kelta Rehw-gilda
The Strategist
Doma Officer
As a former strategist of the Doma Resistance, Kelta devoted his time to those that welcomed to his new home. Now whether it is going on the front line , or guarding high value targets, he now devotes his abilities to the Union.

K'amzeih Thehero
The Hero of Help
Limsa Lominsa Officer
Don't let his size fool you, what Kam lacks in height, he makes up for in speed, heart and spirit. A Lominsian street rat born and raised, Kam decided early on in his life that he wanted something better not just for himself, but for the people around him, and so dedicated his life to being a "hero" for anyone that needed help. He may not be the brightest knife in the crayon box, but he'll happily help any old lady with her groceries, rescue any kitten from a tree, and defend any helpless individual from a pack of wild animals without hesitation.

Rules

1. Be respectful to everyone! We will not tolerate racism, sexism, homophobia, etc. of any kind.
-Racism is allowed with in-game species and races ICly.
2. Do not bring in hot topics such as politics or religion into the free company. You’re free to discuss privately with each other, but please be civil about any disagreements.
-If you need to talk about something a little heavier such as mental issues, stresses from home or just all around venting, please post them in #heavy-topics so members can choose to enter the conversation.
3. You must be 18+ in order to join! But please, refrain from anything overly sexual in IC or OOC.
-If you must ERP, please keep it private and discreet.
-Likewise, do not imply that you believe people are ERPing just because you notice they are alone together. It makes everyone uncomfortable, especially if they really aren’t doing what you think they are. This extends to people outside of the free company as well.
4. If anyone requests for a conversation to end, please do so. If you feel that it is a subject that should be allowed, please bring it up to a Council Member so we can make the final call. Until then, do not continue to insist and persist.
That said, if anyone ever makes you uncomfortable, but you’re unsure if you’re being unreasonable or that it’s not that big an issue, please report it and keep records. For all you know, you’re not the only one someone is causing issues with. We won’t know unless you tell us.
5. Mercenaries can be rude and crude. While you should always be respectful and polite to everyone OOCly, expect some “mean” interactions in RP. Do not take it to heart. Do not confuse IC with OOC by getting upset about something that happened in RP. BUT if you are uncomfortable with something, feel free to discuss it OOCly to make a compromise of the situation.
- Do NOT attempt to exploit this rule to avoid in-character consequences for your in-character actions. If you don’t want punishment for the consequences of your character’s actions, don’t let them do those actions. “It’s what my character would do” is not a valid excuse to avoid consequences.
6. We have zero tolerance for harassment or trolling of any kind, even if it is on an alternate character outside of the free company. If we find out about harassment from you of any kind, you will be given a firm warning or removed, especially if proof of said behavior is provided.
-That said, we know people will claim people are trolling RP just because their character is more willing to poke their heads into something or are just comedic. If they ask you to leave a private RP, do so. But if the RP is taking part in a public place, we will look past that. If they didn’t want their RP interrupted, doing it in an open area is not the place to do it.
7. Do not make plans for collaboration with other free companies without discussing it with the Council first.8. While we do not have a strike system, we do keep track of all infractions of everyone that is reported to us. Punishments may come in the form of warnings, demotions, probation, loss of Discord privileges, or removal from the free company, depending on the severity, frequency, and volume of said infractions.
-If you are being harassed by someone in the free company or outside, please make a habit of screenshotting and keeping receipts of all negative activities so we can make a decision more quickly and confidently. If we can’t get proof, we can’t promise anything will come of it. We’ve had people who have made themselves very convincing victims before screenshots proved otherwise.
*-In-character punishments may be given to your character for negative actions and behavior. However, they are NOT reflected on you OOCly. It's all in good fun, whether your character sees it as such or not.

Ranks, Promotions, and Benefits

Ranks

Freelancer
Part-time mercenaries. They enjoy full pay without 10% of the pay being removed to go back to the Union. However, they don't get the benefits of full-time mercenaries, such as free food, free bunking, free healthcare (unless it's urgent and acquired while on the job). (This rank is for alts within or outside the free company or members not officially in the Free Company)
Recruit
The newest members of The Mercenaries Union. Recruits hold no authority and may be subject to hazing or menial assignments. They work full-time for the Union and have access to all of its amenities at their base. This is the probationary rank to prove yourself by attending and leading events.
Mercenary
The lifeblood of the Mercenaries Union. They have proven themselves capable and productive by taking on bounties or job assignments.
Specialist
With hard work and dedication to the Mercenaries Union, proving themselves a force to be reckoned with and embracing the values of the Union, gaining enough reputation within the Union will earn them the rank as a specialist within the Union.
Professional
Professionals will often be sent on the harder missions or meetings that demand little room for error. They’re the pride of Eorzea and the Mercenaries Union won’t be afraid to show them off, rewarding them justly.
Confidant
True veterans of the Mercenaries Union, they’ve proven invaluable and have the full trust of the Union Council. They’re the best the Union has to offer. They are often working closely with the Union Council and will often be given responsibilities or have them pass orders to the rest of the Union. In the rare moments that none of the Council is available, they can assume control over all units in emergencies (ICly at least).
Deputy
Those who answer directly to the Council as their right hands, they are trusted allies of the Council that the Council would gladly put their lives in their hands, let alone decisions that must be made for the Union. If it comes from them, it comes from the council. ((Officer Alt Rank))
Council Member
The Council Members are the representatives of The Mercenaries Union. They interview new members, keep track of the archives, and keep the free company running. They work with one another to ensure everyone is on the same page within the Union.

Promotions

There are several requirements that must be met in order to be promoted. All activity carries over into the next rank. People outside of the Union will receive their rank in Discord and, should they join, will receive the rank they had based on their activity prior to joining.Recruit-> Mercenary
- Must duel one of the council members (Usually done upon joining)
- Must attend three (3) events
Mercenary -> Specialist
- Must attend ten (10) events
- Must host one (1) events
- Must be a part of the free company for one (1) month
Specialist -> Professional
Must attend fifteen (15) events
Must host three (3) events
Must host one (1) campaigns or consistently host an activity
Must be a part of the free company for three (3) months
Professional -> Confidant
Must attend twenty (20) events
Must host six (6) events
Must host two (2) campaigns or consistently host events
Must be a part of the free company for six (6) months
Exceptions may be made to members who make significant contributions to the Union in some way. We try to only reserve these exceptions to people who are not comfortable with hosting events or do not have the time. If you have an idea of how you would like to contribute, contact one of the Council Members.

Benefits

We ask that all mercenaries not abuse their benefits, such as taking items they have already obtained or don't plan to use by selling them on the marketboard. We also ask that you not attempt to rearrange the base without the permission of a Council Member. Abusing this may lead to demotion or removal. Widespread abuse will lead to restrictions.Access from past ranks follow up the ranks.Recruit and Freelancer
- Access to Company Chest Tabs containing dyes and glamours (Tab 1) and minions, mounts and orchestrion rolls (Tab 2).
- Chocobo Stabling.
- Plant and tend to the company garden.
- Project material donations.
Mercenary
- Access to Company Chest Tabs containing garden supplies and crops (Tab 3), and interior and exterior furnishings (Tab 4), and the furniture storage (Housing Storage), and crystal storage.
- Painting and placing of furniture and fixtures (but cannot be removed).
Specialist
- Permission to invite people into the free company (Please do not invite strangers, only friends that you are willing to vouch that they are 18+ or you have acquired confirmation of them saying they are 18+. Please notify the council when you have invited someone)
- Company Action Executions
- Profile added to Handbook
- +1/+50 to combat rolls (Basic/Advanced)
Professional
- Access to free company applications
- Orchestrion control
- Permission to start Workshop Company Projects
- +2/+100 to combat rolls (Basic/Advanced)
Confidant
- Write on the Company Board
- Use and make purchases with company credits
- Permission to purchase land for the free company
- Training other chocobos
- Message book management
- Full access of the company workshop and its vehicles
- Company Action Executions and deactivations
- +3/+150 to combat rolls (Basic/Advanced)

Events, Campaigns, and Activities

Events

Almost any gathering of The Mercenaries Union members, whether pre-planned, spontaneous, an allied free company’s event, or a server event counts as a free company event. Events can be social gatherings, bounties, work assignments, anything! Members are NOT required to attend or host events, but they are a requirement for promotion out of the probationary intern rank.In order to schedule an event, you must do so in the Discord server. To do this, you must go to the server settings, and click Create Event. It’s recommended that you post them in the Discord calendar if there is a free day to ensure no one schedules an event over yours. For now, there is no limit to how many events you may host, but this is subject to change.There is an #upcoming-events channel within the Discord that is used for posting announcements of upcoming events.There is an #event-attendance channel within the Discord that is used to post attendance for each event. Attendance MUST be posted for each event so it may be archived for promotions. This can be done by writing the names down, or, more easily, taking a screenshot. In order to take a cropped screenshot of the attendees in the party list, use win-shift-S.

Campaigns

Campaigns are very similar to bounty job events that are prominent in The Mercenaries Union agenda. However, campaigns require a little more planning and coordination. Campaigns are often a series of at least two (2) to four (4) events with the goal of either defeating a particularly difficult enemy, an enemy leader, or otherwise ending the source of a persistent issue, such as entering the nest or cave of creatures causing trouble in an area to end them for good.Campaigns do need to feel like a significant amount of work and research is needed in order to reach a mission success. This can include events leading up to the completion of the operation, such as organizing scouting missions, defeating lieutenants, culling enemy numbers, etc., before facing the final target.Multi-part storylines do count as a campaign, but are not required. Only if you simply have a story you want to take the Union on! Do keep the Council up to date though on what events are part of the storyline. Generally, every three parts will count as a campaign, even if it's still the same storyline.

Activities

Activities refer more to activities that are done on a consistent basis, usually monthly. This can include social gatherings, game nights, training nights, classes, and more. Consistently keeping to a certain schedule with these events can be done in place of a Campaign in order to be promoted. This is excellent for people who are not comfortable with DMing combat events and want to rely on something that requires some organization and preparation, but done right, even if an event is done consistently, you can come up with ideas on how to keep it entertaining for all. Three events of hosting the same activity counts the same as one campaign.

Additional Information

Our Discord server is extremely encouraged to be active in so you can stay up to date on announcements and events! Please be sure to go through the #read-here-please and #role-selection channelsThe Mercenaries Union is set on the Malboro world (though we world hop as needed). We encourage non-Malboro RPers to hang out with us or to request us!Our base is located in Mist, Ward 12, Plot 7.We have a pony! If you'd like it, you'll find it in our #read-here-please

Union Base Map

To help make it easier to find what amenities are available, we'll be placing them here. This will be updated as needed. Anyone is welcome to design a room that is not already taken that seems fitting to have at the mercenaries base. Be sure to speak to the Council if you want dibs on a design.

Entrance
- Study area/Client meeting table
- Requisitions area
Downstairs
- War Room
- ???
Upstairs
- Kitchen
- Common Room
Company WorkshopPrivate Chambers
Room 1: Mercenaries Bar
Owner: Alphus
Room 2: Infirmary
Owner: Euphene
Room 3: Library
Owner: Kelta
Room 4: Barracks (For mercenaries who can't afford their own place to stay)
Owner: Amorandis
Room 5: Forge (WIP)
Owner: K'amzeih
Room 6: Bathhouse
Owner: E'ren
Room 10: Cage Match Room
Owner: Sanyo
Room 12: Chapel
Owner: Svenn
Room 13: Union Council Meeting/Paperwork Room
Owner: Alistena
Room 15: Azim Steppe Chill Room
Owner: Lillith
Room 17: Dojo/Exercise Room
Owner: Ise

Combat Systems

While The Mercenaries Union is open to everyone using a system they prefer, in order to reduce the time of having to introduce a new system for every DM that is hosting an event, we have a couple of FC-wide combat systems, but it is not required.NOTE: Mercenaries gain buffs to their rolls based on their ranks in Council-hosted combat events. This is not required for other DMs but is encouraged. You can find more information in the Ranks page.When it comes to the Basic Combat System and the Advanced Combat System, each have their pros and cons.

Basic Combat System ProsBasic Combat System ConsAdvanced Combat System ProsAdvanced Combat System Cons
Simple and quick to pick up for new membersRelies on luck and can lead to mercenaries not getting any hits inGuarantees hits more frequently to allow most mercenaries to contribute in some way if they plan their attacksMore advanced and takes times to learn for both the players and the GM
Easier to keep track of HP and mechanics for the DMLess strategizing and more brain numbing for the players between rounds with little opportunityto plan more ocmplex strategiesWinning fights feels like it is earned through strategy, rather than relying purely on luckRequires constant use of a calculator

Character Versus Character Duels

Spars are a common activity between mercenaries, usually done through roll battles. They are great for training, proving yourself, or settling a disagreement. Spars are commonly allowed among the Union.In these duels, those competing are allowed to choose their own system. However, a common system within the guild for a one-on-one battle is 3 HP for each opponent and the use of a D20 (/random 20).Again, everyone can choose their own system, but this is the one commonly used within the guild.

Rules

1. The duel must be agreed to by all opponents (ICly, not exactly required but this can lead to trouble if it's an unwanted fight for one side).2. There must be a referee and a healer on site. The healer will mend the fighters after the fight is over. (Again, not required except in a standard Union duel)3. Neither duelist may heal themselves during a fight.4. Duelists are not to deliberately attempt to kill their opponents.5. Poisons and curses are allowed, so long as they don’t linger too long after the fight.

Turn Order

Both characters roll for initiative to decide who attacks first (unless someone is willing to have the second attack).Whoever attacks first is Duelist 1 and the second person is Duelist 2.Duelist 1 emotes their first attack against Duelist 2 then /rolls 20 to determine their attack roll. Duelist 2 /rolls against them to determine their defense roll. If Duelist 1 rolls higher than Duelist 2, they are successful in their attack and Duelist 2 loses 1 HP. If Duelist 2 rolls higher, they successfully dodge or block the attack.Duelist 2 emotes their injury or dodge, depending on the outcome of the previous roll, in their emote. In the same emote, they will emote their counter attack. Then they will make their attack roll against Duelist 1’s defense roll.This repeats until one of the opponents reaches 0 HP and the duel will either be announced as complete by the referee or the losing duelist is knocked out.
Nat 1s and 20s are generally ignored, but it's optional to choose if you want to test your luck against a nat 20 in the low chance you are able to tie.
If there are ties in the attack and defense rolls, a reroll is called.

Basic Combat System

In guild events involving combat, people generally tend to each have their own combat system to determine the fights. However, this can be inconvenient due to the fact that everyone will need to learn a new system for each Dungeon Master and if there are latecomers, they will need to repeat the new system for them. It generally slows things down before the actual event begins. So I’ll be covering one system that will be the generally used system in the guild but it’s not a requirement.Each character will have HP based on their role.Healer: 3 HP
Ranged DPS: 4 HP
Melee DPS: 5 HP
Tank: 6 HP
The DM will choose the HP of their NPCs that they will be fighting. Generally, I advise hiding the HP so that you can base it on how much time has gone by. When it’s about time to start wrapping things up, then emote when the monster is being weakened (like 3 attacks from being defeated).The DM will choose the attack order between NPCs and players. The DM will also be rolling for the NPCsWhen it is a player’s turn to attack an enemy, they must roll against the DM. If they roll higher against the DM, they are successful in taking the enemy down 1 HP. If not, the enemy is able to dodge.Nat 20s are usually honored as critical attacks and will give 2 HP in damage.The DM may choose how often their NPCs attack. It may be after every attack against the enemy, after every other player turn, or before or after every player has attacked. The NPCs may have single-target attacks or AoEs. It depends on the DM. However, be sure to ensure that the attack is realistic. If an enemy performs a shockwave attack while a character is in the air, that character will likely not need to roll to dodge it.If an enemy reaches 0 HP, they are no longer in play.
If a mercenary reaches 0 HP, they are knocked out and no longer in play. Healing them will not help them regain consciousness.
Optional FeaturesLimit Break
Including a Limit Break system where a nat 20 will fill up one Limit Break bar out of three (additional nat 20s may or may not carry over after use). Mercenaries are encouraged to ask their allies if they can use the Limit Break.
Tank Limit Break
1 bar: Everyone gains +1 temporary HP
2 bars: Everyone gains +2 temporary HP
3 bars: Everyone gains +5 temporary HP
Heal Limit Break
1 bar: Everyone heals for +1 HP
2 bars: Everyone heals for 2 HP
3 bars: Everyone heals for 5 HP and KO'd mercenaries are raised with +5 HP
Ranged/Magical DPS Limit Break
1 bar: Guaranteed -1 damage to 3 enemies
2 bars: Guaranteed -1 damage to 4 enemies
3 bars: Guaranteed -2 damage to all enemies
Melee DPS Limit Break
1 bar: Guaranteed -3 damage to one enemy
2 bars: Guaranteed -4 damage to one enemy
3 bars: Guaranteed -5 damage to one enemy
Chocobo AlliesThe mercenaries are encouraged to bring their chocobos to fight alongside them. Their HP is based on their role and their turn is the same as their owner.TeamworkMercenaries choose to combine their rolls, either emoting a dual attack together or one assisting the other to attack with a better opportunity. A combined attack of 20 or over counts as a crit of 2 damage (In the rare case of 2 nat 20s, this would be 4 damage). It's the DM's decision to decide if team attacks, should they combine to be over 20, count as a nat 20 and adds to the Limit Break Bar.Enemy Special Condition AttacksEnemies having abilities that apply in special conditions, such as:
- Counterattack: When they dodge an attack, they can counterattack, even if it's not their turn. If it is their turn, they get a second attack.
- Limit Break: They gain Limit Break under the same conditions as the Union by rolling nat 20s (Hard mode: They gain a Limit Break bar at the end of each round)
- Modified Rolls: A condition that either gives the enemy a buff to their rolls or the Union has been weakened to have a debuff to their rolls
- Tankception: An enemy tank moves to take the damage of an ally's failed defense roll, even if it's not their turn
AoE: The enemy has an AoE attack, range of the DM's discretion. (Hard mode: The enemy, often the big boss, has a second attack besides their own turn, that activates at the end of each round)
Feel free to be creative and add your own mechanics!

Guild Event Healing

Some characters specialize in healing in combat. Though it’s safer to heal them in a quiet, professional environment, sometimes in the heat of the moment, your team members are getting hurt. There are two types of healing we’re going to cover: Self-healing and AoE healing.Self-healing allows a mercenary to roll to heal only themselves for that many HP. However, this can only be done once.When you are planning to use your turn to self-heal, simply /roll [character’s maximum HP]. For example, your HP is 4 HP. You /roll 4 to determine how much of your HP you get back, usually at least giving you 1 HP.However, healers have more freedom and flexibility in healing their teammates. When healing, they must cast two rolls./roll [The number of allies fighting]
/roll 3
So if a White Mage t wanted to cast an AoE heal, they would roll first to see how many people they can heal. Then, they /roll 3 to determine how much HP they each get back. They may choose which people they wish to prioritize.At the moment, there is no limit to how much a dedicated healer can heal. The DM may choose to make the attack patterns of enemies more frequent to counter multiple healers if they wish to make it more difficult.Optional FeaturesIf a player requests to use a certain ability, it's the DM's discretion to decide if they are allowed or not. Many spells often include:
Health Drain: Using an ability to attack an enemy that also heals them.
Shields: Casting a shield to grant someone temporary HP.

Advanced Combat System

It is highly recommended you read over the Basic Combat system first as several things, such as initiative, KOs carry over here and will not be explained.One of the cons of the basic combat system is that often times, players with particularly bad luck on rolls will often feel they have not contributed to the fight. In order to make it more relying on strategizing who you target than on pure luck, we've implemented a second battle system.This combat system is currently being tested and features may change. Everyone is encouraged to give it a try and share their opinions and suggestions on it. Should it be difficult for the mercenaries to follow this system after enough time has passed that they should be used to it, this system will be taken down and either refined or scrapped for a new system to counter the pure luck system of the basic system.Each player starts with a set amount of Hit Points.
- Tanks: 5,000 HP
- DPS: 4,000 HP
- Healers: 3,000 HP
If you are experienced with the basic combat system but are unsure of how much health to give the enemy's, simply use the amount of HP you would normally use for each enemy and multiply it by 1,000. (i.e. normally, you give your BBEG 10 HP with the basic system. Their HP is now 10,000. Smaller enemies usually have 2 HP, so they have 2,000 HP).Attacking
In place of the d20, the game's default d1000 is used instead.
Each player and enemy is guaranteed a hit and roll a /random 1000 to determine how much health is taken.Resistances
However, both players and enemies have resistances determined by their roll. If the player or enemy is a melee class, they are resistant to melee attacks. The same goes for magic classes being resistant to magical attacks. For classes that use both melee and combat, whatever their role is classified as in the game is what determines what attack type they have. (i.e. while Red Mages can make melee attacks, they are classed as a magic class in the game).
If a player or an enemy attack someone who is resistant to their attacks, the attack is not a guaranteed hit and the opponent rolls a /d1000 to attempt to deflect all or some of the damage. For example:

Enemy's /randomPlayer's /randomResult
Maurauder: Attacks with 886Bard: Deflects with 763The Bard deflects some of the damage, but not all, and still takes 123 damage.
Black Mage: Attacks with 323Summoner Deflects with 456The Summoner rolled higher than the attack points and no damage is taken.

Critical attacks are gained by rolling a number that ends in 50s or 100s. If Limit Break is at play, this also adds 1 Limit Break Bar.Healers can use their /random roll to do damage, but their /random roll can also be used to heal the party. They roll a “/random x” (x = how many party members there are, so a party of 3 would be “/random 3”, and a party of 5 would be “/random 5”) to determine how many people they can heal, then /random to determine how many to heal. Once the number of people is determined that will be healed, the healer rolls /random 1000 to determine how much health will be added to their HP. If a healer heals over the maximum number of Hit Points, a player can have, they cap at their max HP.

Optional FeaturesLimit Break
Including a Limit Break system where rolling a number that ends with 50s and 100 will fill up one Limit Break bar out of three (If it caps at three, it may or may not carry over after use depending on the DM). Mercenaries are encouraged to ask their allies if they can use the Limit Break.
Tank Limit Break
1 bar: Everyone gains +1000 temporary HP
2 bars: Everyone gains +2000 temporary HP
3 bars: Everyone gains +5000 temporary HP
Heal Limit Break
1 bar: Everyone heals for +1000 HP
2 bars: Everyone heals for 2000 HP
3 bars: Everyone heals for 5000 HP and KO'd mercenaries are raised with +5000 HP
Ranged/Magical DPS Limit Break
1 bar: Guaranteed -1000 damage to 3 enemies
2 bars: Guaranteed -1000 damage to 4 enemies
3 bars: Guaranteed -2000 damage to all enemies
Melee DPS Limit Break
1 bar: Guaranteed -3000 damage to one enemy
2 bars: Guaranteed -4000 damage to one enemy
3 bars: Guaranteed -5000 damage to one enemy
Chocobo AlliesThe mercenaries are encouraged to bring their chocobos to fight alongside them. Their HP is based on their role and their turn is the same as their owner.TeamworkMercenaries choose to combine their rolls, either emoting a dual attack together or one assisting the other to attack with a better opportunity. A combined attack or 1000 or over, or a sum that ends with 50 or 100, counts as a critical damage doubling the amount of HP the enemy is damaged (In the rare case of reaching 2000, this would be 4 damage and likely an insta-Limit Break Bar). It's the DM's decision to decide if team attacks, should they combine to be over 1000 attack or ends with 50 or 100, count as critical damage and adds to the Limit Break Bar.Enemy Special Condition AttacksEnemies having abilities that apply in special conditions, such as:
- Counterattack: When they dodge an attack, they can counterattack, even if it's not their turn. If it is their turn, they get a second attack.
- Limit Break: They gain Limit Break under the same conditions as the Union by rolling 1000 or a number that ends in 50s or 100s (Hard mode: They gain a Limit Break bar at the end of each round)
- Modified Rolls: A condition that either gives the enemy a buff to their rolls or the Union has been weakened to have a debuff to their rolls
- Tankception: An enemy tank moves to take the damage of an ally's failed defense roll, even if it's not their turn
AoE: The enemy has an AoE attack, range of the DM's discretion. (Hard mode: The enemy, often the big boss, has a second attack besides their own turn, that activates at the end of each round)
Feel free to be creative and add your own mechanics!

Employed Mercenaries

These mercenaries have proven that they desire to do more than just the bare minimum and the Union proudly displays them for all who wish to hire them or just simply get to know them.

(To Be Added)