Acquisitions Incorporated

(Jeff_L) #1
PERSONNEL BODYGUARD
All life is sacred. Well, some lives are sacred. Okay, fine.
The people you protect are sacred. On certain days,
everyone else is negotiable. As an Acquisitions Incorpo-
rated paladin, you are dedicated to the protection of your
fellow franchisees out of loyalty and duty- and because
you can't earn all that sweet coin on your own.
ln your role as the party's bodyguard, your unmatched
training and sense of honor drive you to take untold risks
as you put others' lives before your own. Your heavy
armor is as fearsome as your heavy morals, and your
healing ability, bonuses to saving throws, and lack of fear
create a trifecta of comfort. Your natural leadership role
also comes into play, as the squishier members of your
party come to rely on your presence and protection.

THINGS BEST L E FT UNSAID
Every character has a few private matters they'd rather
not share, but the truth-and-honesty stakes usually a r-
en't as high for others as they are for a paladin. If there's
any extra d rama in your life, chances a re it stems from a
terrible secret in your background that you need to con-
stantly struggle to keep. What'll happen if your friends
and allies learn of your dark past? How m ight a sadistic
DM put pressure on you throughout the unfolding story
to keep your secret at all costs?

TERRIBLE SECRETS
d6 Secret
Before taking your paladin oath, you accidentally
publicly humiliated a good friend. You have sworn to
make it up to them, despite them wanting nothing to
do with you.
2 You took another person's identity to escape the law
in your younger days-and quickly came to realize
that this person was far cooler than the real you. If
anyone finds out your true identity, your reputation
will suffer.
3 You were the child of nobles who were found guilty of
stealing vast sums from their subjects. If your iden-
tity is discovered, you might be hunted down. But you
might also be in line for a massive inheritance.
4 You once belonged to an organization that was even-
tually banned because a typo in its name made it ap-
pear seditious. If anyone discovers this, you run the
risk of being mistaken for an enemy of the realm.
5 You made a deal with a fiendish creature to escape
trouble or save another character's life. Emissaries
of this fiend appear occasionally to tell you that the
paperwork regarding the debt you owe is temporarily
lost, but they're working on it.
6 You owe an enormous amount of money to a forget-
ful and amoral person. So far, that person has made
no sign of wanting you to repay the debt, and you
have no idea what to do about that.

FIXER OF PROBLEMS
When problems arise as a result of your franchise's op-
erations-and clearly through no fault of your own- you


fix those problems as only you can. You excel at remain-
ing calm and attacking each challenge logically and
deliberately. Especially comforting to your teammates
is your insistence on using a witty catchphrase to raise
th eir spirits in the midst of the greatest danger. Your
companions take great pride in your catchphrase, even if
th ey're too shy to admit it.

LEGENDARY CATCHPHRASES
d8 Catchphrase
Looks like this is the end. So let's go back to the
beginning.
2 There's only one way out of this pickle, and that's by
breaking a few jars!
3 Looks like trouble has some vacation time coming
up. So let's book it a nice inn.
4

5
6

7

8

We've got a real game of cat and mouse here ... so
it's time to eat some cheese.
Is that all I've got?!
It's always darkest before the dawn, except when the
moon is full. So let's moon!
We might be beaten, but we're not beaten! Because
"beaten" means different things in both those con-
texts!
"Surrender" is my middle name, but it was a family
thing and I never use it!

THE PALADIN AS FIXER

CHAPTER 3 I PLAYER OPTIONS
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