Alignment Axis:
LG|LN|LE: We are a group that lives by contracts, above all else, so lawful is prefered
NG|NN|NE: As long as you can stick to our rules you may join
CG|CN|CE: Very few exceptions, but chaotic might not fit in, in many cases
OOC Structure: A team of mercenaries first, we try to avoid war on our own territories, but for the right price, will take a side in conflicts completely unrelated to us. When our own land is in jeopardy we prefer diplomacy first and try to minimize wars on our own land
RP Level: Medium: We encourage our members to remain in character as often as possible. Accents etc.. are unnecessary, but meeting a feeling of your character is preferred.
IC Structure: Partial democracy, contracts are brought to a vote by officers before accepting.
Purpose: Exploration, Diplomacy, War
Information: IC Summary.
Formerly a group of ragtag adventurers, Pocket Ace was founded under the principle that a few good soldiers can turn the tide of a battle. From joining in battles they had no stake at loss, the Pocket Ace's honed their skills and tactics, growing in numbers and soon becoming a force to be reckoned with on their own.
Of course the most important rule for such a group, is the sanctity of a contract. Pocket ace will never participate without a contract and will have members vote on whether or not to accept a contract. As well any contract that conflicts with an existing one, is immediately rejected (It is against their policy to betray a contract even if offered a greater sum of money after signing.)
Mercenary work: We will take contracts to defend, or to fight within the battles of many conflicts, In general we will try to give an estimate of the success chance with our current intel to the person hiring, and we will decide what contracts to take on a case by case basis. The hirer will have the right to decide whether the deal is to be made public or not. If a contract is offered that contradicts an already in place secrete contract, it will be declined but the reason will not be given. Other reasons a contract may be denied include but are not limited to: impossible odds, target is allied with us in some way shape or form, or the person hiring potentially could pose a threat to our home territory or allies in the near future. In general we prefer to side with smaller forces containing larger forces, as one large overly dominant force, could pose a threat to our way of business and life. In the absense of any alegences or potential threat, it is first come first serve, first person to put money down, gets the contract.
Banditry: Despite a very heavy emphasis on keeping every promise and deal we make, Pocket ace does not prevent its members from dabbling in its old heritage of banditry, so long as the targets are not currently allied in any way, or under any current contract. Groups wishing to not be robbed, can be excluded from potential robberies for a nominal fee. (Depending on whether attacks in the wilderness are defined as chaotic or not, the lawful requirements may change). Banditry is not a primary focus of this chartered company, it is simply not officially condemned by our members as long as it does not conflict with any current arrangements.
Reconnaissance and intelligence:
Now one of the more important things for a mercenary, is knowing your enemy, and since as a mercenary anyone could become an enemy at any time, we intend to gather as much information about every company possible, and catalogue an estimate of their strength and possible information that can assist in tactical advantages when fighting. This information is to be kept highly guarded among the officers and very trusted high ranked members among the company. Pocket ace will also gladly pay anyone who is willing to sell inside information among others (sources will always be kept anonymous, and we will not announce what information we have, both to not show our hand and to protect the seller). Pay for individuals selling information will raise as their information has turned more or less reliable. If the price offered is right, we may offer to sell some information of this sort as well.
Kingdom ownership: We intend to own a town as a central hub for ourselves to organize and meet up with others. This will likely be out in the wilderness and we intend to be allied with the majority of the kingdoms near us, of whom we will defend for drastically reduced prices. As well as a central route for finding and gathering from dungeons. Expansion and domination are generally not our primary concerns.
Economy:
In addition to mercenary work, we intend to gather as much as we can via dungeon crawling, selling protection services to harvesters, bounty hunting and virtually anything else that can earn some coin.
Target recruiting: In general (but depending on size limits etc... for chartered companies/kingdoms) we are looking for people who will play regularly, but not requiring an absolute no-lifer. IE mainly players who are on a few hours a day, but not necessarily 6-8 hours a day.
Pocket ace Handbook:
Pillage, then burn.
A Lietenant in motion outranks a Major who doesn't know what's going on.
A barbarian at a dead run outranks everybody.
A well placed fireball covers a multitude of sins.
If violence wasn’t your last resort, you failed to resort to enough of it.
If the food is good enough the commoners will stop complaining about the incoming fire.
Mockery and derision have their place. Usually, it's several cities away.
Never turn your back on an enemy.
Sometimes the only way out is through. . . through the city walls.
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
Do unto others.
Only you can prevent friendly fire.
If your name is in the mouth of others: be sure it has teeth.
The longer everything goes according to plan, the bigger the impending disaster.
If the officers are leading from in front, watch out for an attack from the rear.
If you're not willing to fireball your own position, you're not willing to win.
Give a man a fish, feed him for a day. Take his fish away and tell him he's lucky just to be alive, and he'll figure out how to catch another one for you to take tomorrow.
Don't be afraid to be the first to resort to violence.
If the price of collateral damage is high enough, you might be able to get paid to bring arrows home with you.
The enemy of my enemy is my enemy's enemy. No more. No less.
A little trust goes a long way. The less you use, the further you'll go.
Only cheaters prosper.
If you’re leaving scorch-marks, you need a stronger spell.
That which does not kill you has made a tactical error.
There is no 'overkill.' There is only 'open fire' and 'I need to reload.
Just because it's easy for you doesn't mean it can't be hard on your clients.
Current members: (most of which are currently not on the forums, but may be joining soon).
Onishi -- General
Nunu -- Colonel
Thimas -- Major
NetNeutrality -- Major
H -- Lientenant
IvanTheFool -- Lieutenant