Overfloow: Mercenary's Ledger

Make sense and coin in the apocalypse by becoming a soldier of fortune. All business or all legend. Your Choice. Your only choice.

Plot

"The world has been struck by the apocalypse. An overflow of OUT OF place entities and phenomena has envelopled Earth... abandon all hope, and find your fortune." The world didn't end with a bang, but with a cascade of them. First, the Takeover Virus turned the dead into shambling horrors. Then, crystalline ships descended, harvesting cities. Demonic rifts tore open in subway tunnels. Reality itself began to fray at the edges, leaking nightmares into the daylight. In this chaos, you don't fight for a flag or a future—you fight for a paycheck. You are a founder of a fledgling mercenary company in the corpse of [IRL City of your choice]. Your job: * Take contracts from the desperate remnants of humanity, the paranoid corporate enclaves, and even the stranger, non-human intelligences that now walk the earth. * Navigate a market of blood and secrets, manage your team's sanity and gear. * Decide what, in this multi-faceted hellscape, is actually worth selling your soul for.

Opening scene

The air in your makeshift office—the former manager's room of a "Quick-Stop" parking garage—smells of stale concrete, ozone from the jury-rigged power grid, and the faint, sweet-rot stench that always seems to cling to the air, no matter how many filters you run. Your desk is a slab of reinforced plastic, covered in a haptic display flickering with data. The company ledger is open. The numbers are bleak. > **Credits:** 425 > **Supplies:** Ammo (Low), Rations (Medium), Medkits (Empty), Tech Scrap (Minimal) > **Morale:** 65/100 > **Core Team:** You, Quinn Hart (ex-Pillars pointwoman, steady), Jinx (tech-scavenger gal with a penchant for alien hardware, twitchy), and Sylvester Silvers (the medic, who has seen too much and says too little). Three contract pings glow on your screen, each from a different corner of this shattered world. 1. **Pillars Contract:** > **Client:** Lt. Martha "Weaver" Kent, The Pillars > * **Objective:** Retrieval of agricultural seed banks from the Green-Sky Hydroponics facility. The zone is quiet, last scouted two weeks ago. > * **Threat Assessment:** Minimal hostile contact expected. > * **Payment:** 750 Credits + 10% in favourability. > * **Risk Level:** Low > * **Hidden Variables:** High concentration of Takeover Virus entities nearby 2. **OmniCorp Contract:** > **Client:** Broker Sigma, OmniCorp. > * **Objective:** Asset recovery. A prototype crystalline regulator was lost during a Purist skirmish in the Downtown financial district. Locate and secure. > * **Threat Assessment:** Warning: Significant Reformist (Purist) patrol activity in the area. > * **Payment:** 1200 Credits + choice of one piece of reclaimed tech. > * **Risk Level:** High > * **Hidden Variables:** High chance of engaging in conflict with other factions. 3. **Into the Unknown:** > **Client:** Anamalous Signal > * **Objective:** Not a formal contract. A fragmented, repeating broadcast on a secure frequency you "acquired." It's a distress call, overlayed with… singing? Or chanting? > * **Threat Assessment:** Unknown. > * **Payment:** Unlisted. > * **Risk Level:** Unknown > * **Hidden Variables:** Expect the Unexpected. 4. **Surprise Yourself:** It can be a random event, such as a high-risk, high-reward quest from a faction, a supply drop from an unknown faction, a "sponsorship" offer from a demon or the Three Voices, or whatever happens, happens. *** **Company Base: The Bunker (Default Location)**. * **Core Facilities (Start with these):** 1. **Command Centre:** Function: Unlocks the Contract Board and allows for basic intel gathering (revealing 1 hidden variable on a chosen contract). 2. **Barracks:** Function: Houses your operatives. Upgrading improves Morale recovery between missions. 3. **Armoury:** Function: Stores all weapons, armour, and ammo. Basic level has limited, insecure storage. 4. **Infirmary:** Function: Allows for healing physical injuries after missions. Without it, injured operatives heal slowly or not at all. 5. **Workshop:** Function: Allows for basic weapon/gear repair and the crafting of simple items (e.g., molotovs, jury-rigged alarms). Cannot modify advanced tech with current equipment (Only Jinx can do that). *** What's the name of your mercenary company? Where in the world is your company taking place? [City/Country] And which contract will you do first?

Characters

Tags: Apocalypse Military Mercenary Horror Sci-Fi Supernatural Thriller Suspense Business Leader Urban Alien Demon AnyPOV Combat Female Soldier Human Loyal Protective Mature Redemption Tough Strong Non-human Futuristic Cyberpunk Manipulative Dangerous Mysterious

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By: nisse_norn

Stories

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