MERCENARY ESPIONAGE AND RECONNAISSANCE CORPORATION
The Mercenary Espionage and Reconnaissance Corporation is the most prominent faction of mercenaries and adventurers in this world. Their skills are offered for hire to anyone who can pay. More than that, the Corporation exerts considerable control over the teeming masses of the freelance mercenaries, adventurers, hired weapons and troubleshooters of the chaotic land of the Nexus. They offer licenses that entitle one to discounts, legal protection and job offers... in exchange for a cut of the profits. To that effect, MERC has offices in Inside, Riverside and Skyside. MERC does not appreciate competition, so unlicensed mercenaries operating in these cities are subject to a negative marketing campaign. If one proves troublesome, harsher steps may be taken.
Hiring MERC:
SpoilerHiring MERC is as simple as providing any information needed and negotiating appropriate payment. Contracts must gain the approval of a MERC member. If the member thinks the job is too risky, doesn't pay well enough or is otherwise troublesome, they may contact Dipsnig or one of his lieutenants for special approval.
There are two categories of official MERC contracts. MERC Member Contracts, jobs to be carried out exclusively by MERC members, and MERC Licensed Contracts, jobs to be posted publicly for any MERC license holders to complete.
The following for must be filled out. MERC Member Contracts are posted in an area exclusively viewable by MERC members, while MERC Licensed Contracts are posted in all MERC locations and are viewable by all license holders.
Note that MERC refuses to deal with slavers, and will not accept contracts that involve returning slaves to their former owners, or sending them to be enslaved.Quote:
Job Description: Brief description of the job to be performed.
Contract Type: MERC Member Contract or MERC Licensed Contract.
Hired by: Character or group name (Player name).
Target: Character or group name (Player name).
Payment: Approximate or specific where applicable.
Notes: Any additional information.
Current Contracts:
SpoilerMERC Member Contracts:
Available exclusively to MERC members.
Every MERC member and license holder will get a commission for protecting Trog's Tavern and Black Dragon's Den from attacks, attempted robberies, random encounters and other events.
Completed contracts can be found here.
Licenses:
SpoilerThose unwilling or unable to join MERC full-time can apply for their licenses. Obtaining one is relatively simple, requiring only coming to their main base or one of the offices and filing in their name. A license comes with the following benefits:
- Discounts in Trog's Tavern, Black Dragon's Den, Erin's Emporium and Azik's Enchantments
- Protection from dishonest employers.
- Access to MERC Licensed Constracts.
- Free medical care by MERC's lieutenant and medical robot, CB.
In exchange for the license, its holder is obliged to pay MERC a cut of their profits.
However, the license may be revoked if the holder breaks MERC's restrictions on jobs or glaringly breaches the organization's professional standards. The first time it happens, the license can be returned for a fee. The second time the fee is higher and the third time, the license is revoked permanently.
Membership Information:
SpoilerIn order to be hired as a full-time member of MERC, one needs to prove their worth either to their leader or one of his lieutenants. Usually, it involves being a mercenary of some skill and professional standards, but the organization is also open to those with other valuable skills, provided they can prove that they'd be useful to the group. Full-time MERC members enjoy the access to MERC-exclusive jobs, and a cut of the profits and influence their control over the mercenary business brings.
Membership Application:
Quote:
Name:
Race:
Profession:
If you were on the list before and dropped for inactivity, you can be re-added at any time by request.
Name Player Role Dipsnig Razortooth Morty Chief Executive Dena Xifhara Shadowcaller Senior Officer Kirk Locke Gulaghar Senior Officer Astrana Shadowcaller In-House Magic Specialist Cassandra Ashen Lilies Cassidy Devixer Electra Nova Eclipse Fade Zefir Jazirian Ashen Lilies Krayger LordDeathKeeper Rilla Halae Magic Engineer
Locations:
This thread not only serves to contain the MERC base, but also all other MERC associated locations. These locations are separate from each other and events in one location will not affect the others. Because of this, please label posts appropriately for any scene's location.
MERC Base:
SpoilerThe base consists of several buildings located in the cold regions of the Nexus. It tends to snow a lot. It resembles an arctic base somewhat, but is much more friendly and hospitable.
Layout:
Spoiler
One central building, containing the common room, the kitchen, the infirmary, the armoury and the tunnel entrance. Four smaller buildings connected to the main one by roofed corridors: One for sleeping quarters, one for the laboratories, one for the training area and one for storage. Also, there are considerably large beast pens also connected with the main building.
Main Room:
In need of description.
Room Descriptions:
In need of description.
Infirmary:
SpoilerThis room has come a long way from where it was. The circular room has been fitted with a number of high-tech hospital beds, and some healing tanks. The walls are lined with supplies, tools, medical apparatus, and many things that look very, very advanced. Everything short of surgery can be done in here. The tanks are on the far side of the circle from the door, five of them, currently empty. A sign is posted next to the tanks:
WARNING: HEALING TANKS ARE ONLY FOR EMERGENCIES. ONLY USE TANKS WITH DOCTOR RECOMMENDATION. ACTIVE TANKS MUST BE MONITORED BY A TRAINED PROFESSIONAL AT ALL TIMES.
Against the wall near the entrance are a number of stretchers. One spot in the right wall is a marked out section of blank wall. A note is attached:
“See about having a door put in here, for emergencies.” Oddly, on the other side of that wall is the armoury.
Almost missable in the calculated medical clutter are white curtains, which can be pulled upon tracks in the ceiling to give bedridden patients some peace. Sanitation stations (like modern hospital sinks, but even cleaner) are at the front and back of the room. Each station has spots for hand washing, instrument washing, general trash throw-out, and hazardous trash throw-out.
Yeah, the MERC infirmary is now prepared for anything short of surgery.
The surgery is done in the member’s quarters.
CB-484, not seeing the point in a large room for himself, has converted the bulk of his room into a fully-equipped futuristic emergency room and surgery centre. It has lots of adjustable lights, emergency supplies, pointy objects, things with large warning signs on them, and a sanitation station. One door off to the side is marked “CB-484 Only.” What was once the closet of the room has been deemed suitable to be CB’s living quarters, and he has no intention to expand.
Kitchen:
In need of description.
Labs:
In need of description.
There's an extensive cave and tunnel network is located under the base and the mountain behind it and some tunnels go forth to key Nexus locations. Both are accessed through the main building. There's a separate door for the complex and the tunnels.
Defences:
Spoiler
- Secure walls and windows that can be locked if needed.
- Six Aperture Science laser-targeting chain-gun turrets placed on the exterior of the base.
- Two Asuran golems programmed to obey MERC members and defend both the personnel and the base.
- Clockwork penguins, armed with light machine guns. Crude and ineffective, but numerous.
- Dimensional lock placed on the entire base.
Offices:
SpoilerMERC has offices in Riverside, and Skyside, where mercenaries can come to receive licenses, inquire about job opportunities, make complaints about dishonest employers, and conduct other administrative business. Their offices in Inside were closed due to a conflict with the government. Their operations there are now underground, literally and figuratively.
OoC Rules:
Spoiler
- No godmodding.
- No destroying the whole place. No, not even then. This applies to all locations.
- Keep the curtains to a reasonable amount.
- Label posts for appropriate location. It's especially important here, seeing as there are multiple buildings in this thread.
Spoiler: NO/MERC Thread Archive
MERC XVI: Morality is Relative, Professional Standards Aren't!
MERC XV: All In One Package
NO XIV: Running with the Wolf Pack
NO XIII: Do Clockwork Penguins Dream of Mechanical Fish?
NO XII: Frostburns Are For Free
NO 11: This is NOT what I was hired to do
NO X: Mind the Half-Dragon Dire Rancor
NO IX: We Don't Accept Seashells As Payment
NO VIII: The season of what was to be
NO VII: Beware the Penguins
NO VI: Disconnect Imminent
NO V: Ember
NO IV: Not too good to be bad
NO III: New. And Improved
NO II:II ON
NO