Acquisitions Incorporated

(Jeff_L) #1
CrRCLE OF DREAMS
Normally, druids who come from the Circle of Dreams
have a connection to the dreamy lands of the Feywild.
As an Acquisitions Incorporated druid, y ou maintain
this connection and expand it, e mbracing the marketing
potential of dreams and positive energy. This effluence of
radiance and light is meant to be harnessed, shaped, and
shared with as many people as possible. And if they're
willing to pay for that sharing, so much the better.

CIRCLE OF THE LAND
Any o rganization that wants to make an imprint on the
world needs to employ an e nvironmental cons ultant, en-
suring that they're engaging with the land in a sustain-
able and efficient manner. As a druid of the Circle of the
Land, your role in your franc hise makes extensive use of
your knowledge of nature. Your expertise e nsures that
the exploits of the franchise don't disturb nature-and
just as importa ntly, prevent nature from disturbing the
franchise.


CIRCLE OF THE MOON
Circle of the Moon druids are known for the myriad a n-
imal forms they wear, but those forms need not tie you
to the wilderness. In rat form, you can s lip past the sen-
tries of a well-guarded g uildhall to secure trade secrets.
On a risky urban operation, you can adopt the form of a
pigeon or an alley cat to be your party's chief scout and
spy. And in a pinch, your most combat-focused animal
forms make you an exceJlent hand at black ops, able to
infiltrate, extricate, or e radicate with equal ve rve.

CIRCLE OF THE SHEPHERD
The world is a dangerous place, and the innocent always
need champions to keep the figurative and lite ral wolves
at bay. Others in your ci rcle focus on protecting the
helpless creatures of the wild from natural and unnat-
ural threats. But your vow of protection e xtends to the
common folk as well, recognizing that they are just as
much a part of the natural world-and are often just as
scared and helpless as any c reature left to the me rcy of
that wo rld.

FIGHTER
The best thing about blood money is that it spends just as
readi/y as any other kind of money.

Some fight to slake bloodlust. Othe rs fight for the thrill
of besting an enemy. Some fight for a code, a faith, or
an ideal. But a true pragmatist fights only for coin, un-
derstanding that battle is a means to an end and not an
e nd in itself. A fighter in an Acquisitions Incorporated
campaign often fights for money above all else, whethe r
focusing on a primary role as a combat specialist or pro-
viding martial backup for the franchise as needs be.


MISSION ACCOMPLISHED
Whethe r your intention is to e nd a ta rget's threat or
s imply deliver a message (viole ntly o r otherwise), those
around you can take comfort in knowing that when you
take on a job, the job gets done. Whe n your franchise


loses its direction o r collective nerve, you stand taJI with
the powe r of your convictions and a n even more pow-
e rful assortment of weapons to keep th ings on track.
If that sometimes inspires a need to c rack some rival
s kulls, that's jus t the way of war. And if those s kulls
sometimes turn out to belong to people on your own
s ide of the ledger, weJI, that's just business.
You are anything but reckless, however, recognizing
the effort that goes into doing a job right. Berserkers
flailing about the battlefield and challe nging all comers
have a certain amount of flamboyance, sure. But you
can't spend the coin you've been promised for a job if the
job leaves you dead.

KEEPING THEM GUESSING
No combat tactic is too down-and-dirty when your
life and t he welfare of your franchise are on the line.
Smart fighters use any means necessary to gain the
edge in battle, whether those tricks were learned from
a long-gone drill instructor, first used by an opponent
against you, or an original tactic perfected by long hours
of training.

MARTIAL TRICKS
d6 Trick
You are an expert at pretending you've been injured
to the point where you can' t possibly go on. By goad·
ing foes to finish you off, y ou keep your allies safe as
you reveal how much fight you still have in you.
2 You always keep a small pouch of salt or sand at your
belt. If you can blind an opponent, even momentarily,
you can usually end a fight quickly.
3 You fight with your off hand at the start of a battle, so
that your opponent sets their defenses and attacks to
one side. Then you quickly switch hands at the most
opportune moment, making your foe wonder what
other tricks you might play.
4 Swearing, name-calling, political satire-you do it all.

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You make use of a range of down-and-dirty fighting
epithets that would make an ogre barbarian blush.
You constantly converse with your opponents during
the battle, doing whatever you can to distract them
or get into their heads. It's surprising how many com·
batants enter a fight not knowing whether their boots
have come untied.
You have a belt pouch specially made to release ball
bearings or caltrops in the thick of the fight, forcing
your enemies to avoid those hazards while fending
off your blows.

WIELDING THE BEST
ft might seem ridiculous to say that your weapon, a rmor,
or s hield is your best friend and most stalwart com-
panion- but you'll take that risk. lfyou had to choose
between entering a battle without your favorite combat
gear or without the party's bard, Singy McLuteface can
s it this one out. You and your equipment have got this.
Your piece of signature equipment is more than a tool
that has never let you down. It le ts others know who
you a re on the battlefield. Even when your features are

CHAPTER 3 I PLAYER OPTI O N S
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