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Premise

"Mercenary" isn't really a word one hears often these days, at least outside of certain third-world countries and secret army corps, but it's really the only one that applies to the teams the mysterious figure known only as "Grimm" has assembled. You know the drill: They'll do anything for a price. These particular mercenaries were collected Division-style from the orphans and the criminals, the forgotten castoff people who had nothing left to lose. The organization was started in 1998 and is still going strong today.

The fairytale codenames--Wonderland, Oz, Pridelands, Neverland, Sherwood and Narnia Units--only sugarcoat the truth. They're an army in training, each with a purpose, whether it be drugs, guns, or darker, nefarious things. They're thieves and murderers, criminals one and all. So now that you know the truth, what will it be? Will you join them on a trip down the rabbit hole?

There are six Units, each with their own specialty. Each Unit consists of a Desk Leader (who coordinates with the other teams, organizes contracts coming down from "Grimm", basically the "command center" of the team),a Field Leader (second in command and the individual responsible for getting the contract fulfilled and mission objective achieved), as well as other operatives with skills tailored to the Unit's specific needs.

Wonderland is loud and in charge, the unit that one goes to if you want the message to be anything but quiet. Whether it's explosions or massacres full of blood, they've got it covered.

Oz is made up entirely of shadows. Espionage and assassinations are words often found in their vocabulary. They're the ones to call if the contract is meant to look like an accident or simply...disappear without a trace.

Pridelands deals in drugs. Simple and yet oh so complicated at the same time. Dealing on the streets, they've still got marks to watch and killings to fulfill.

Neverland folks prefer 'acquisition specialists' or 'material reassignment agents' to mercenaries. All just fancy words for thieves, which is what they do best--stealing, cheating, pillaging and looting all come naturally to the Lost Boys.

Sherwood is full of the Merry Men. They're infiltrators and extrication experts, kidnappers and interrogators, con artists and high stakes grifters. Their forest is the information highways and byways, the sparkle of society and the grime of the dregs. Only chameleons need apply.

Narnia is the "public face" for Grimm. They take the jobs from the government agents and politicians, and then keep the evidence buried somewhere safe in case any of those people decide to turn on Grimm.

Dragons is specifically in charge of acquiring raw good/supplies or, more often, getting people that Grimm wants alive one way or another. And if someone who isn't the target dies during the missions well... That's quite unfortunate for them, isn't it? They also takes on the training/guidance of some of the new kids on the block. Can't have them accidentally killing someone (or themselves) on the field, can they?

Grimm's Orphans (for backstory purposes)
Grimm orphans are those operatives who were recruited as children. All of them are prodigies of some sort, showing a particular skill which caught "Grimm's" eye. The Fairy Godmother recruits, raises, educates and oversees training for the "next generation", and when they turn eighteen they're transferred to active field duty with one of the units. Note: Orphans are not recruited past the age of thirteen (13).

Guidelines for Play

1. Fill out the app. Get it approved before joining.
2. There’s a three character limit. (For now.)
3. No more than one character per player in each unit. For example, Character A is in Narnia, Character B is in Neverland, and Character is in Oz.
4. Every month, there will be an activity check-in. Nothing too strenuous, just enough to let us know you’re alive.
5. No kid characters. Let’s be realistic here, this is a group of mercenaries, an idea that is filled with adult concepts. While being recruited young is allowed in a character’s backstory, no one under the age of 18 is allowed to be in the field.
6. On that note, be realistic in your character’s ages. As a group of mercenaries on whole, most already have a bit of experience as soldiers and in other fields. Things like serving with armed forces or training in medical fields take several years. Field and Desk leaders are generally more experienced, older individuals who have been around a while. So as a general rule of thumb: An eighteen year old newbie is not going to be a leader and won’t have had enough training to become a brain surgeon or weapons expert.

Questions? Ask them here!
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March 2013

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