Playing with "Wild Talents", which uses the "One Roll Engine" inspired me to dig out "Reign", which uses the same core system. Along with its general fantasy adventure goodness, one of Reign's big features is its set of "company" rules. A company here meaning an organized group from a gang to a guild to a state to a nation. Essentially, it's something like "Birthright", but maybe with better rules.
So, anyway, here's Capernus, a mercenary from the decadent Empire, and his small "adventuring group", "Red Hunt". "Red Hunt" basically includes his five or so adventuring companions, the "founding members". If things go well, perhaps their ranks and coffers will swell.
Capernus (120pts - Serious Adventurer)
STATS: (55pts)
Body: 4
Coordination: 3
Sense: 2
Knowledge: 2
Command: 4
Charm: 2
SKILLS: (54pts)
[BODY]
Athletics: 2 (6d)
Endurance: 3 (7d)
Fight: 3 (7d)
Parry: 2+ED (6d+ED)
Run: 2 (6d)
Vigor: 2 (6d)
[COORDINATION]
Climb: 2 (5d)
Dodge: 3 (6d)
Perform ________: -
Ride: 2 (5d)
Stealth: -
Weapon Skill (Sword): 3+ED (6d+ED)
[KNOWLEDGE]
Counterspell: -
Healing: 3 (5d)
Language (Imperial): MD
Lore: 1 (3d)
Strategy: 3 (5d)
Student of (Military History): 2 (4d)
Tactics: 3+ED (5d+ED)
[COMMAND]
Haggle: -
Inspire: 3+ED (7d+ED)
Intimidate: 3 (7d)
Perform ________: -
[SENSE]
Direction: 1 (3d)
Eerie: -
Empathy: -
Hearing: -
Scrutinize: -
Sight: 2 (4d)
[CHARM]
Fascinate: -
Graces: 1 (3d)
Jest: -
Lie: -
Plead: 1 (3d)
ADVANTAGES: (3pts)
Beauty: 1
Wealth: 2
ESOTERIC DISCIPLINES: (6pts)
[PATH OF PERPETUAL READINESS]
Basic Mobility: 1
(Organize mook attacks)
Bring Fear: 2
(Impressive readiness saps enemy morale)
Improvised Arms: 3
(Mook enhancement montage!)
POSSESSIONS: (2pt)
Decent Quality Chess Set: -
Small Metal Shield: -
Steel Sword: -
Chainmail: 2
Various Personal Effects: -
COMPANY: (Red Hunt Adventurers)
[GOAL]
Become famous and wealthy through deeds of derring-do!
[QUALITIES]
Might: 2 (A crew of about 6 armed bad-asses)
Treasure: 0 (While the members have personal wealth, very little is pooled between them)
Influence: 1 (Little sway, few contacts)
Territory: 0 (They sleep where they can can find a room)
Sovereignty: 3 (Squabbles are common, but they pull together when it matters)
"If you fudge dice rolls, your system is failing you!" -Sons of Kryos
"I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB