User:Quincy/Mercenaries: Blood and Guts
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Mercenaries: Blood and Guts[edit]
Where nations clash, war, sometimes, had its fair price. That is why the mercenaries appeared...
This is a futuristic campaign setting with a focus on combat and military operations. The players are a team of mercenaries who take on bounties and jobs in hopes of making a few (dis)honest bucks and fulfilling their own personal goals in the process.
Stylistically, this setting is very different from the core assumptions of 5th Edition D&D. It can be considered a "total conversion" supplement inasmuch as the rules are used to represent a setting more or less completely divorced from the standard. You won't find any fighters, wizards, bards, and so on, but you will find their equivalents. Similarly, there are no dwarves, or elves, or any other standard races. Even your bog-standard human is different.
Cosmology[edit]
The galaxy in which the Mercenaries setting takes place is much like our own galaxy, although it's either a long time ago in the past or it's sometime in the distant future, it doesn't really matter which.
Factions[edit]
Player Options[edit]
The Mercenaries setting
Character Alignments[edit]
- Lawful Good
Lawful good mercenaries are typically believers in just war, who believe that their job allows them to do what is right. Lawful good mercenaries will not only refuse to perform tasks that violate their moral code, but have a moral obligation to prevent their own side from doing evil. They are good, loyal soldiers and staunch allies as long as the means and the cause is right.
- Lawful Neutral
Mercenaries are disproportionately lawful neutral in comparison to the general population, as the lawful neutral outlook is both valued by employers and good for surviving in the business. Mercenaries of this alignment are loyal to a fault as long as their employer and their unit hold up their ends of the bargain, and maintain a strict sense of commitment and professional pride. Typically, LN mercenaries don't care about whether the cause is honorable or not, but they are firm believers in honorable methods.
- Lawful Evil
Lawful evil mercenaries are as dedicated and reliable as other lawful mercenaries but are significantly more ruthless. They will resort to cruelty and underhanded methods to accomplish tasks as ordered with glee or cool detachment, rarely if ever caring about what the consequences are for others. Lawful evil mercenaries tend to jump at whatever chances they have to exploit a contract while still following the letter of a contract, but on the other hand they despise individuals who outright break contracts for their unprofessionalism.
- Neutral Good
- Neutral
- Neutral Evil
- Chaotic Good
- Chaotic Neutral
- Chaotic Evil
Military Occupational Specialties[edit]
- Demolitionist: An explosives expert.
- Engineer: A scientist, technician, and innovator who solves problems with technology.
- Heavy: A massive, tanky shock trooper.
- Medic: A healer, supporter, and savior of lives.
- Officer: A charismatic leader of men.
- Operative: A cunning covert operations specialist with an aptitude for stealth.
- Psyker: A mysterious kind of warrior with otherworldly abilities.
- Sniper: A precision-based long-distance eliminator.
- Soldier: A combat specialist with expertise in weapons and tactics.
Races[edit]
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History[edit]
Campaign Specific Rules[edit]
Damage Reduction[edit]
In a Mercenaries game, armor offers two benefits against attacks: an Armor Class, which functions just like it does in the normal rules, and damage reduction, which reduces the damage the wearer takes from an attack. This practically goes without saying, but damage reduction only protects from "external" attacks - NOT from such things as ingested or inhaled poison, and not from psychic damage unless specifically stated! This is because psychic attacks are considered to be "ethereal" and therefore not stopped by material barriers.
For DMs[edit]
Vehicles[edit]
Campaign Setting Information[edit]
Players Guide
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World of Orizon
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Dungeon Master's Guide
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