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Savage Worlds - Mercenary Breed (Expanded Edition)

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0% found this document useful (0 votes)
18 views138 pages

Savage Worlds - Mercenary Breed (Expanded Edition)

Uploaded by

Florian Loquet
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mystical Throne Entertainment Presents

Mercenary Breed
Mercenary Breed
By
Aaron T. Huss
Editing: Vickey A. Beaver, Creighton Broadhurst, Jeremy Stromberg
Layout: Aaron T. Huss
Cartography: Aaron T. Huss
Cover Art: Shutterstock/Algol
Interior Art: David Sharrock, Joe Calkins, Louis Porter, Jr. Design, Shaman’s
Stockart, Skortched Urf’ Studios.
Playtesters: Bruce Anderson, James Schrecengost
Website: savageinsideronline.com
This game references the Savage Worlds game system, available from
Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all
associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or
warranty as to the quality, viability, or suitability for purpose of this
product.
M�������� B���� is a work of fiction. The content is designed for a
science fiction / space opera role-playing game and is thus presented as
such. No content may be reproduced other than small pieces for review or
journalistic criticism.
Savage Insider is a quarterly electronic magazine dedicated to Savage
Worlds and its licensees. No parts of this publication may be reproduced
without permission except small portions for review or scholarly criticism.
The content herein is often owned and submitted by various publishers,
authors, or designers. This content is the trademark of the applicable
owner and may not be reproduced without their permission. Savage
Insider content may also contain opinions or commentary that may not
reflect the opinion of Savage Insider or one of its regular contributors, and
are not liable for those opinions.
© 2011 – 2012 Mystical Throne Entertainment. All rights reserved.
Mercenary Breed [Core Setting Guide] 3�� Edition April 2012
MTEMB001
Permission is granted to print this eBook. No site license is given.
Home Worlds 48
Contents
Random Home World Creation 48
Mini-Setting 5
Coursian 54
Setting 6
Lak’husa 56
Mercenary Forces 7

Space Travel 8 Corporations 59

Random Corporation Creation 59


Character Creation 9
Genesis Holdings 65
Traits 9
Militant Marines 67
Characteristics 10

Equipment 10 Adversaries 70
Skills 11 Gemini 71
Archetypes 11 Krixtu 74

P’Tarian 76
Equipment 14
Reldon 79
Benefits 14
Create Your Own 82
Renown 15
Random Creature Creation 83
Equipment Tables 17

Mission Generator 87
Races 23
Random Mission Creation 87
Random Race Creation 23

Gemini 28 Savage Tales 90


Festoon 32 Infestation 90
L’Nel 37 Mining Rights 106
Primas 42 Stolen Jewels 118
Mercenary Breed
Mercenary Breed
M�������� B���� is a space opera set in a distant galaxy where
inter-planetary corporations hire mercenaries to do their dirty work.
It is a mini-setting for Savage Worlds with supplemental content
available exclusively through Savage Insider. Players assume the roles
of mercenaries hired by one of the many, inter-planetary mega-
corporations seeking to protect their assets and resources at any cost.
These mercenaries are commanded by a Master of the Mercenary
Force, a role typically assumed by a noble or executive within the
corporation.
Mercenaries spend much of their lives training with the hope that
they, too, will someday work for one of the great corporations and
earn Renown. When joining a mercenary force, the mercenaries spend
their time on a starship completing various missions given them by
their master. The better they perform the more respect they earn
from the corporation and the quality of their lives increases. Let the
corporation down and they’re bound to find themselves conscripted
to guard duty in a backwater strip mine located on a frigid planet.
M�������� B���� is set within the galaxy locally referred to as
Argo. This galaxy houses a collection of life-sustaining planets with
multiple alien races, including a human-like race known as Gemini.
Each planet carries its own government, laws and military while
appointing three senators to sit upon the House of the Alliance – a
governing body for the entire galaxy. Many races raise their children
for a life of action and adventure in the hopes of joining one of the
mercenary forces across the galaxy. Their backgrounds are as diverse
as the technology their race embraces.
Planets and races that wish to have friendly dealings with others
join the Alliance. This allows them to participate in the general
dealings of the other planets including merchant access, ease of
immigration and general starport access. Generally, joining the
Alliance benefits a planet socially, politically and monetarily. By
opening their arms to the rest of the galaxy, they are inviting new
opportunities to increase their wealth.

4
Introduction
The House sets laws and precedence that govern how the
different planets and races interact with each other. This includes
open trade, merchant laws, immigration and any agreement between
multiple planets. However, the House is easily influenced by the
myriad inter-planetary corporations that do business amongst
multiple planets. The money these corporations offer often causes
attentions to turn the other direction while various deeds are being
performed. A corporation is only as powerful as its ability to control
its own holdings; this is where the Mercenary Forces come in.

MINI-SETTING
M�������� B���� is a mini-setting for Savage Worlds. What makes
it a mini-setting is that it lacks much of the core details of a defined
setting; this is done purposefully. M�������� B���� is meant to be
an experience in creativity as much as it is a role-playing game. Game
Masters should encourage their players to design detailed characters,
create their own races, and generate home worlds and communities.
With a galaxy filled with many life-sustaining planets, anything is
possible.
Players should be allowed to create any type of background
imaginable without worrying about how well it fits with the setting.
Design the adventure or campaign setting around the player
characters instead of forcing the players to create characters within
specific design constraints. Make this a collaborative effort where
players feed off each other as well as bouncing ideas off the GM. This
can create amazing characters from fantastic worlds with a variety of
backgrounds.
There are numerous sentient races within the Argo galaxy. Most
of these races are humanoid in nature and train willing and eager
individuals to assume mercenary careers. Some of these races, such
as the Gemini, and associated home worlds are detailed within this
setting guide, while others will be introduced later.
One thing to keep in mind is that all races should be humanoid or
at least carry human-like qualities. Otherwise GMs may find
themselves creating a lot of new mechanics to accommodate races
that can’t carry standard weapons or operate standard equipment.

5
Mercenary Breed
When the player characters are created, the GM can begin the
process of designing the setting and its inherent genre. For instance,
your space opera may become a fantasy space opera or contain
elements of steampunk or post-apocalyptic ideas. The key is to allow
the players all the freedom they desire thus creating a space opera
setting that utilizes the character types they designed. Space opera
can easily contain elements of fantasy, horror, cyberpunk, pulp or
even superhero. M�������� B���� provides the tools, framework
and guidance while the GM and the players build the actual setting.
When everything is done, there may be some balancing to
perform – this is very important. You don’t want your sword-bearing
mercenaries to square off against laser-carrying, power-armored
warriors. However, try not to stifle creativity. Find new ways to
balance your setting with weapon powers or even special abilities –
be creative.

SETTING
The M�������� B���� setting is purposefully vague. This essentially
creates a sandbox tool-kit rather than a defined setting. GMs and
players create new races and the planets from which those races hail.
Likewise, you should work together to create racial profiles presenting
basic bonuses and penalties along with creating new Racial Edges. The
framework of the setting should remain the same, considering the
given mechanics, but feel free to create new weapons and armor to
complement the characters being created. Two inter-planetary
corporations are detailed and GMs are encouraged to create their
own. This could range from corporations focused on building weapons
to those supplying food. Do not feel limited by the type of corporation
created.
Subsequent issues of Savage Insider will introduce new races,
planets, weapons, armor, corporations, and a variety of content that
can be used directly within your own games or as a reference for
creating your own items. This will include new Standard Issue
equipment with a higher Renown requirement giving the characters
something to work toward. Standards of Living will also be introduced

6
Introduction
allowing the characters to move out of their simple, starship rooms
and into their own apartments or exquisite condos.

MERCENARY FORCES
Players need very little reason to be brought together as a fluid
mercenary force. Each corporation hires their own mercenaries or
conscripts them from a block of available candidates. Upon being
hired by a corporation, each mercenary is then assigned to an
applicable force.
Available positions within these mercenary forces do not appear
often. They are typically a product of mercenary death, retirement,
reassignment, or part of a newly created force. Mercenaries do not
simply quit their job as they know too many corporate secrets and
have knowledge of possible conspiracies. To avoid a public disaster,
corporations reassign mercenaries that are becoming bored with their
current force or desire a higher seat within the company. Those who
become bothersome to the corporation are sent on extremely
dangerous missions in the hope that they will not survive. Mercenary
deaths are quite common.
Upon the creation of the now complete force, typically consisting
of five to ten mercenaries, all members report directly to the Master
of the Mercenary Force for immediate deployment. By the time one
is assigned to a mercenary force, they have already finished all
required training, thus deployment is immediate. If the force is lucky,
they will be deployed planet-side and given room and board within a
corporate apartment, townhouse, or condominium. If they are not as
lucky, the team will spend their time on a capital ship, living in
confined spaces and sharing all common areas with hundreds,
sometimes thousands, of other people.
The core mechanics of M�������� B���� assume the
mercenaries are being brought together for the first time within a
newly created mercenary force. Expanding a previously created force
would require the creation of NPCs to take the part of the remaining
mercenaries.

7
Mercenary Breed
SPACE TRAVEL
Technology through the Argo galaxy has produced faster-than-light
(FTL) travel. This speed is equivalent to one parsec or 3.26 light-years.
Each FTL increment produces one parsec of travel per year.
EXAMPLE: FTL1 equals one parsec traveled per year; FTL2 equals two
parsecs traveled per year, and so on.
Average spacecrafts can travel at FTL6 while higher technology
spacecrafts can safely travel up to FTL12.
Each planet is contained within a solar system. These solar
systems are all a part of the Argo galaxy. Most solar systems are
one-half to two parsecs from their closest neighboring solar system.
With the average distance being one parsec, the average spacecraft
can thus travel between solar systems in eight weeks. Higher
technology spacecraft, such as those built by the Festoon, can travel
between these solar systems in only four weeks.
Space travel throughout the Argo galaxy uses Earth-based
measurements for ease of mechanics and explanation.
Travel outside of the galaxy is possible, but would take hundreds
if not thousands of years. Those who wish to travel to other galaxies
should incorporate the use of wormholes that quickly transport a
spacecraft from one section of the universe to another.

8
Character Creation
Character Creation
Characters come in all shapes and sizes and can vary greatly from an
epic hero to a simple peasant and everything in-between. Players
follow the standard character creation rules within the Savage Worlds
core rulebook using the following notes, explanations, and changes.
Races, home worlds, and backgrounds are discussed later in this book.

TRAITS
Every character is created using traits that fall into one of two
categories. Attributes describe who a character is through Agility,
Smarts, etc. Skills define what a character is capable of doing through
Fighting, Knowledge, Guts, and more. Players are encouraged to
create any type of character they want from those with high strength
to those with a high level of intelligence.

ATTRIBUTES
Your character begins with a d4 in each of the standard attributes:
Agility, Smarts, Spirit, Strength, and Vigor. Divide 5 points among these
attributes using 1 point to raise a single attribute one die type. No
single attribute may be raised above d12.
EXAMPLE: Raising Smarts d4 to d6 would cost 1 point while raising
Smarts d4 to d8 would cost 2 points.

SKILLS
Each character has 15 points to divide amongst the list of allowed
skills. Not all skills from the Savage Worlds core rulebook will be
applicable to each setting and new skills have been added. Purchasing
a skill costs 1 point and begins at a d4. Raising a skill costs 1 point per
die type as long as it doesn’t exceed the die type of the associated
attribute. Raising a skill’s die type above the associated attribute’s die
type costs 2 points.

9
Mercenary Breed
EXAMPLE: Purchasing Fighting costs 1 point. Raising it to d6 costs 1
more point. Raising Fighting to d8 while the associated attribute,
Agility, is a d6 costs 2 points for a total of four points.

DERIVED STATISTICS
· Pace is 6”, plus an additional d6” when running.
· Parry is equal to 2, plus half your Fighting skill and applicable
bonuses from shields or weapons.
· Every character begins with a Charisma of +0 unless they have
a Hindrance or an Edge that changes it.
· Toughness is equal to 2 plus half your Vigor attribute and
applicable bonuses from armor.

CHARACTERISTICS
Setting your character apart from others is done by choosing Edges
and Hindrances. Each character is allowed one Major Hindrance and
two Minor Hindrances. Each Major Hindrance is worth 2 points and
each Minor Hindrance is worth 1 point.
For 2 points you can raise an attribute one die type, before or
after choosing skills, or choose an Edge. For 1 point you can gain
another skill point or gain an additional 500 credits to your starting
funds.
Before choosing Edges and Hindrances, all characters must choose
a race as part of their character creation. Racial backgrounds carry
associated bonuses and penalties that apply to further character
creation.

EQUIPMENT
Purchasing equipment does not work the same way in M��������
B���� as it does in the Savage Worlds core rulebook. As noted in the
Equipment chapter, mercenaries requisition their gear, even during
character creation. As such, none of their 500 starting credits need to
be spent on the standard equipment load-out.

10
Character Creation
SKILLS
To accommodate the space opera setting and technology, there are
a few skill additions for M�������� B����.
HACKING (SMARTS)
As a new skill, hacking encompasses all advanced computer use. This
includes bypassing sophisticated security systems, finding files within
secret archives and hacking into someone’s computer system
remotely. The need for this skill is to highlight the complications of
advanced computer usage.
INVESTIGATION (SMARTS)
In addition to the current description, the Investigation skill
encompasses all basic computer use. This is limited to standard use
of any computer terminal to look up data, find files, or any other
operation which does not need to be kept secret or require special
skills.
NAVIGATING (SMARTS)
Due to the wide variety of planets within the Argo galaxy, only those
with advanced navigational skills can easily find their way throughout
an unfamiliar territory. This skill covers navigating by spaceship, boat,
car, plane and any other planet-side vehicle. A Navigating roll should
only be required while within unfamiliar territory. If you are
attempting to drive through your own city, country or planet, a
Navigating roll is not necessary.

ARCHETYPES
While Savage Worlds is a system with lots of flexibility and the lack of
standard archetypes, some players may wish to skip parts of character
creation and jump right into a game. To make this possible, here is a
list of archetypes for quick play or creative reference.
BOUNTY HUNTER
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5

11
Mercenary Breed
Skills: Climbing d8, Fighting d6, Gambling d6, Lockpicking d6, Notice
d6, Shooting d6, Tracking d6
Hindrances: One Major, two Minor
Edges: Alertness, Brawny
Race: Apply racial template, Gemini simply gain an extra Edge
DOCTOR
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Skills: Fighting d6, Healing d8, Investigation d8, Knowledge (Biology)
d6, Persuasion d8, Survival d6
Hindrances: One Major, two Minor
Edges: Hard to Kill, Healer
Race: Apply racial template, Gemini simply gain an extra Edge
ENGINEER
Attributes: Agility d6, Smarts d10, Spirit d4, Strength d6, Vigor d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Skills: Fighting d6, Hacking d8, Investigation d8, Lockpicking d6, Repair
d8, Shooting d6
Hindrances: One Major, two Minor
Edges: Jack-of-All-Trades
Race: Apply racial template, Gemini simply gain an extra Edge
HUNTER
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 6
Skills: Fighting d8, Notice d6, Shooting d8, Stealth d8, Survival d6,
Tracking d6
Hindrances: One Major, two Minor
Edges: Alertness, Fleet-Footed
Race: Apply racial template, Gemini simply gain an extra Edge
INFILTRATOR
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d4, Vigor d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 5
Skills: Fighting d8, Lockpicking d8, Stealth d8, Throwing d8, Tracking
d8
Hindrances: One Major, two Minor

12
Character Creation
Edges: Dodge, Extraction
Race: Apply racial template, Gemini simply gain an extra Edge
NAVIGATOR
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Skills: Fighting d6, Investigation d6, Navigating d8, Notice d6, Piloting
d6, Repair d6, Shooting d6
Hindrances: One Major, two Minor
Edges: Alertness, Danger Sense
Race: Apply racial template, Gemini simply gain an extra Edge
OFFICER
Attributes: Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5
Skills: Fighting d6, Persuasion d6, Shooting d6, Streetwise d6, Survival
d8, Taunt d8
Hindrances: One Major, two Minor
Edges: Attractive, Command
Race: Apply racial template, Gemini simply gain an extra Edge
PILOT
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6, Vigor d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Skills: Driving d8, Fighting d6, Navigating d6, Notice d8, Piloting d8,
Shooting d6
Hindrances: One Major, two Minor
Edges: Ace, Luck
Race: Apply racial template, Gemini simply gain an extra Edge
SHOCK TROOPER
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 6
Skills: Driving d8, Fighting d8, Riding d8, Shooting d8, Throwing d8
Hindrances: One Major, two Minor
Edges: Fast Healer
Race: Apply racial template, Gemini simply gain an extra Edge

13
Mercenary Breed
Equipment
Working for a multi-trillion credit corporation has its definite benefits.
Mercenaries quickly learn they do not purchase their equipment. It
is received through standard issue. A corporation’s pockets are very
deep, but they are limited in the type of gear allowed according to
Alliance laws.
Before reaching planet-side for a new mission, mercenaries take
a trip to the armory and acquire their gear. Each mercenary is granted
up to the following (actual gear availability is based upon their
Renown):
· 3 Standard Issue weapons
· 2 Standard Issue explosive devices
· 1 Standard Issue armor (mix and match to create a desired
armor set)
· 4 Standard Issue sets of ammo (weapon dependent)
· All necessary mundane items
Anyone seeking to use exotic weapons, armor, ammunition, or
other devices must do so with their own money. The corporations will
outfit their mercenaries as dictated by the House, but any unregulated
gear must never be possessed by the corporation itself.

BENEFITS
Mercenary forces are always given the most basic housing. As one’s
Renown increases, they may be able to requisition better housing.
When mercenaries first start, they are each given a small room to call
home. These are on the starship captained by their master and include
a bed, personal area, one large closet and a small attached bathroom.
In addition to housing, the mercenaries are all properly fed within
the starship’s cafeteria. During missions, the mercenaries are granted
a number of credits suitable for meals for the entire party over the
course of the maximum number of days necessary to carry out the
mission. Housing is established by the corporation as long as it has
holdings on that planet. If it is a planet where they do not, housing

14
Equipment
must be arranged and paid through reimbursement. The mercenaries
pay the allowable cost of housing and are reimbursed by the
corporation upon completion of the mission.
Basic clothing is also given to the mercenaries. Anything else must
be purchased by the mercenaries. This is not an activity the
corporations reimburse for.
Mercenaries are paid for their services. Each one receives 100
credits per month of service in addition to the stated benefits.
Mercenaries are free to spend their credits however they choose.

RENOWN
Renown is a measurement of how well your character performs during
each mercenary mission. It is gained during mercenary missions, but
not side missions. Renown can also be earned for fantastic role-
playing or extraordinary feats during game-play. However, do not
throw around Renown as a free gift or treasure: it is designed to
measure a character’s strength, bravery, determination and overall
success as a mercenary. Characters should earn Renown, not simply
be gifted it.
Renown is an integral part of M�������� B���� as it determines
a character’s standard of living and level of equipment they can
requisition. Due to the nature of working for a powerful corporation,
the characters should be able to easily acquire the equipment
necessary to complete a mission. Adding mechanics for Renown
justifies a character’s ability to acquire better weapons and armor
along with sustaining a much higher standard of living.
Each character gains an amount of Renown upon completion of
a mission, dependent upon how difficult the mission was.
· Standard: Standard missions are those which the characters
are able to easily complete. They do not require much time,
nor do they test a character’s limits. Upon completion of a
standard mission, each character is awarded 1 Renown.
· Difficult: Difficult missions are those that span two to three
game sessions and consist of several character challenges.
They require characters to properly use their skills and Edges

15
Mercenary Breed
to achieve success. Upon completion of a difficult mission,
each character is awarded 3 Renown.
· Brutal: Brutal missions are extremely difficult and should span
three or more game sessions filled with multiple character
challenges. Failure is extremely possible. Near-death
experiences should be common. Upon completion of a brutal
mission, each character is awarded 5 Renown.
Remember, combat is not the only way to measure a mission’s
difficulty. Missions that consist of complex investigations are just as
difficult as a particularly strong foe.
Renown is expressed as x RN within cost tables where x equals
the amount of Renown required to requisition that item. Standard
Issue equipment is requisitioned using Renown while Exotic
equipment has to be purchased. A character’s standard of living can
also be increased when their Renown increases; this will be introduced
in later releases.
Characters cannot requisition anything higher than their current
Renown, but can requisition anything lower. However, they are still
limited to the amount of equipment allowed during requisition and
by how much weight they can carry (using standard encumbrance
mechanics).
Higher quality equipment should be created within Renown
brackets of five. Thus, new equipment would become available at 5
RN, 10 RN, 15 RN, etc. Don’t feel obligated to offer complete packages
at each Renown bracket – such as offering a new line of melee and
ranged weapons along with ammo and armor sets. Higher quality
equipment should be spread across to balance their stats with what
a character should have access to.
A simple mechanic for deciding Renown ranks for new equipment
is to compare the new equipment with the old equipment and how
the strength of that equipment increases. Every 2 increases could be
treated as a 5 RN bracket.
EXAMPLE: A Survival Knife is Str+d4 while a Molecular Knife is
Str+d4+2, AP 2. There are a total of 4 increases between the two
knives: d4 to d4+2 = 2 increases; AP 0 to AP 2 = 2 increases. Thus, a
Survival Knife is 0 RN while a Molecular Knife is 10 RN.

16
Equipment
If the equipment appears too easy to obtain, increase the Renown
brackets to 5 RN per 1 increase. Using the above example, the
Molecular Knife now becomes 20 RN instead of 10. Increases could
consist of augmenting damage with a given number (such as +2) or
increasing the AP. However, this is simply a guideline and GMs are
free to create their own Renown brackets.

EQUIPMENT TABLES
Mundane equipment follows the standard items available from the
Savage Worlds core rulebook along with what would be reasonable
for a given mission. There are a number of changes to hand, ranged,
and special weapons along with new charts for armor and
ammunition. Those tables are contained herein with cost removed
and Renown put in its place.
All equipment appearing on these tables with a given Renown
cost are considered standard issue appropriate for a characters level
of Renown. None of this equipment requires purchasing but still
follows the standard load-out. Any equipment that does not conform
to one of the given items may be considered exotic which is not
considered standard issue. Exotic equipment must be purchased by
the character, given as a reward for excellence during a mission, or
recovered during the course of a mission.
All standard issue equipment is available across all racial members
of the Alliance. Exotic equipment can only be recovered from races
outside of the Alliance, exotic weapon collectors or dealers, or from
pirates.

17
18
Type Range Damage RoF RN Weight Shots Min Str Notes
Pistols
Hand Pistol 12/24/48 2d6+1 1 0 4 17 - AP 1, Semi-Auto
Needle Pistol 12/24/48 2d6 1 10 3 6 - AP 5
Plasma Pistol 12/24/48 2d6+1 1 15 5 6 - AP 4, SBT
Hand Revolver 12/24/48 2d6+1 1 0 3 6 - AP 1, Revolver
Machine Gun
Machine Gun 30/60/120 2d10 3 0 30 250 d8 AP 2, May not move

Submachine Gun 12/24/48 2d6 3 0 10 30 - AP 1, Auto


Rifles
Assassins Rifle 60/120/ 2d8+2 1 10 12 5 - AP 4, Snapfire
240
Mercenary Breed

Assault Rifle 24/48/96 2d8 3 5 10 30 d6 AP 2, Auto, 3RB


Coilgun 30/60/120 2d8+3 1 15 8 2 d6 AP 6, Snapfire

Electrothermal 24/48/- 2d8+1 1 15 6 - - AP 8


Rifle
Hunting Rifle 50/100/ 2d8 1 0 12 5 d6 AP 2, Snapfire
200
Plasma Rifle 20/40/80 2d10 1 15 8 8 d6 AP 4, Snapfire, MBT
Type Range Damage RoF RN Weight Shots Min Str Notes
Railgun 50/100/ 2d8+3 1 20 10 2 d8 AP 8, Snapfire
200
Scram Rifle 60/120/ 2d8+3 1 25 8 2 d6 AP 8, Snapfire
240
Semi-Auto Rifle 24/48/96 2d8 1 0 10 8 d6 AP 2, Semi-Auto
Shotguns
Double-Barrel 12/24/48 1-3d6 1-2 0 11 2 - See core rulebook
Pump Action 12/24/48 1-3d6 1 0 8 6 - See core rulebook
Special

Flamethrower Cone 2d10 1 15 6 - d6 Ignores Armor


Template
Grenade 5/10/20 3d6 - 0 2 - - MBT
Hand Flamer Cone 2d6 1 10 3 - - Ignores Armor
Template
Plasma Grenade 5/10/20 3d6 - 10 2 - - AP 4, MBT
Bows/Thrown
Axe 3/6/12 Str+d6 1 0 4 - d6
Bow 12/24/48 2d6 1 0 3 - d6
Crossbow 15/30/60 2d6 1 5 10 - d6 AP 2, 1 action to reload
Knife/Dagger 3/5/12 Str+d4 1 0 1 - -
Long Bow 15/30/60 2d6 1 0 5 - d8

19
Equipment

Spear 3/6/12 Str+d4 1 0 5 - -


20
Type Damage Weight RN Notes
Hand Weapons
Axe Str+d6 4 0
Brass Knuckles Str+d4 1 0 You are considered an Unarmed Attacker
Chain Axe Str+d6+4 6 15 AP 2, a natural 1 on the Fighting die (regardless of
the Wild die) hits the user instead
Chain Sword Str+d8+4 10 15 AP 2, a natural 1 on the Fighting die (regardless of
the Wild die) hits the user instead
Dagger Str+d4 1 0
Electrostick 3d6 2 5 Requires 1 action to reload, 50% chance of
causing +1 level of Fatigue
Halberd Str+d8 15 0 Reach 1, 2 hands
Hand-forged Axe Str+d6 4 5 AP 2
Hand-forged Dagger Str+d4 1 5 AP 2
Mercenary Breed

Hand-forged Halberd Str+d8 15 5 AP 2, Reach 1, 2 hands


Hand-forged Sword Str+d8 8 5 AP 2
Katana Str+d6+2 6 10 AP 2
Molecular Axe Str+d6+2 4 10 AP 2
Molecular Halberd Str+d8+2 15 15 AP 4, Reach 1, 2 hands
Molecular Knife Str+d4+2 1 10 AP 2
Molecular Spear Str+d4+2 5 10 AP 2, Parry +1, Reach 1, 2 hands
Molecular Sword Str+d8+2 8 15 AP 4
Type Damage Weight RN Notes
Rapier Str+d4 3 0 Parry +1
Shockstick 2d6 2 0 Requires 1 action to reload
Spear Str+d4 5 0 Parry +1, Reach 1, 2 hands
Survival Knife Str+d4 2 0 +1 to Survival rolls
Switchblade Str+d4 1 0 -2 to be Noticed if hidden
Sword Str+d8 8 0
Vibro Halberd Str+d8+4 15 30 AP 8, Reach 1, 2 hands
Vibro Knife Str+d4+2 1 20 AP 6
Vibro Spear Str+d4+4 5 25 AP 6, Parry +1, Reach 1, 2 hands
Vibro Sword Str+d8+4 8 30 AP 8
Warhammer Str+d6 8 0 AP 1 vs. rigid armor

21
Equipment
22
Type Armor Weight RN Notes
Personal
Battle Suit 6 20 20 Covers all
Body Glove 4 10 15 Covers all
Clean Suit 2 15 0 Covers all, only used for missions on planets with
toxic atmospheres, provides 5 hours of oxygen

Flak Jacket 2 12 0 Covers torso


Kevlar Vest +2/+4 8 10 Covers torso, negates AP 4 from bullets
Kevlar Vest w/inserts +4/+8 12 20 Covers torso, negates AP 4 from bullets
Leather Covering 2 10 5 Covers torso, arms, legs
Leather Jacket 1 10 0 Covers torso, arms, legs
Mercenary Breed

Pressure Suit 2 20 0 Covers all, only used for missions under the
water, provides 5 hours of oxygen and allows for
deep sea diving
Space Suit 2 20 0 Covers all, only used for space exploration and
moon missions, provides 5 hours of oxygen
Shields
Blast Shield - 20 10 +2 Parry, +2 Armor vs. ranged shots
Riot Shield - 10 5 +1 Parry, +2 Armor vs. ranged shots
Races
Races
While everyone is encouraged to create their own race, the following
tool-kit allows you to create one with less effort. Four ready-made
races follow. See the Making Races section of the Savage Worlds core
rulebook for further advice.

RANDOM RACE CREATION


When creating a new race, a list of positive and negative abilities is
attributed to the characteristics of that race. Humans (Gemini) do not
have a racial template and simply gain a new Edge. To keep the system
and setting balanced, the net result of a racial template for any
created race should be +2, the equivalent of a free Novice Edge. Use
the positive and negative abilities ranging from -3 to +3 in any
combination that produces a net result of +2. Further guidance is
provided within the tables below.
To create a new race, use the standard deck of playing cards and
deal out a total of 3 cards. Each card’s suit and value define the
different racial characteristics. Examples for creating the racial
template are provided for guidance and are not meant as a decisive
feature. Your net result should always be +2. If a Joker is dealt, place
it back into the deck and deal a new card.

READING THE CARDS


Card number one’s suit defines the type of race. Card number one’s
value then defines a prominent characteristic of that race.
Card number two’s suit defines the overall physicality of the race.
Card number two’s value then defines a prominent characteristic
associated with that type of physicality.
Card number three’s suit defines a special trait exhibited by that
race. Card number three’s value further defines that trait including
its in-game effect.

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Mercenary Breed
CARD NUMBER ONE
Club Gemini: The race is similar in structure to a Gemini in
that they are humanoid with skin.
Diamond Mammal: The race is similar to that of a mammal with
fur and animal instincts.
Heart Avian: The race is similar to that of a bird with wings,
talons, and a beak.
Spade Reptile: The race is similar to that of a serpent or lizard
with scales, claws, and a tail.
CARD VALUE
2 Short. (-2) Size becomes -1, imposing a -1 penalty to
Toughness.
3 Tall. (+2) Size becomes +1, providing a +1 bonus to
Toughness
4 Long arms. (+1) They gain +1 Reach.
5 Three arms. (+2) Gain one extra non-movement action per
limb with no multi-action penalty.
6 Large hands. (+1) Gain a free d6 in Climbing.
7 Pointed ears. (+1) Gain a +2 to Notice for sound.
8 Large eyes. (+1) Gain a +2 to Notice for sight.
9 Thick skin. (+2) Gain +2 to Armor.
10 Strong hands. (+2) Gain the Brawler Edge.
J Increased brain capacity. (+2) Start with a d6 in Smarts.
Q Heat/Cold tolerance. (+1) +4 bonus to Vigor to resist the
effects of the chosen tolerance.
K Resilient. (+1) Immune to either poison or disease.
A Flight. (+2) Gain the Flight ability.

CARD NUMBER TWO


Club Agility: The race is visibly more or less agile than the
average Gemini.
Diamond Strength: The race is visibly stronger or weaker than the
average Gemini.
Heart Speed: The race is visibly faster or slower than the
average Gemini.

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Races
Spade Dexterity: The race visibly has better or worse motor
skills than the average Gemini.
CARD VALUE (CLUBS)
2-3 Athletic. (+2) Start with a d6 in Agility.
4-5 Sluggish. (-3) Agility requires two points per step to raise
during character generation and two Advances must be
dedicated to raising Agility during game play.
6-7 Acrobatic. (+1) Gain a +1 bonus to Agility when making any
type of acrobatic maneuver.
8-9 Clumsy. (-1) Receive a -1 penalty to Agility when making any
type of acrobatic maneuver.
10-J Quick hands. (+2) Gain the Quick Draw Edge.
Q-K Fumble. (-2) When dealt a 10 or higher in combat, discard
and draw again until you get a card that is lower than 10.
A Great reflexes. (+2) Gain the Quick Edge.
CARD VALUE (DIAMONDS)
2-3 Strong. (+2) Start with a d6 in Strength.
4-5 Weak. (-3) Strength requires two points per step to raise
during character generation and two Advances must be
dedicated to raising Strength during game play.
6-7 Solid. (+2) Gain a +1 bonus to Toughness.
8-9 Frail. (-2) Receive a -1 penalty to Toughness.
10-J Iron fists. (+2) Gain the Brawler Edge.
Q-K Delicate. (-1) Unarmed attacks impose a -1 penalty to
damage.
A Firm grip. (+2) Gain the Steady Hands Edge.
CARD VALUE (HEARTS)
2-3 Fast. (+1) Start with a Pace of 8.
4-5 Slow. (-1) Start with a Pace of 5.
6-7 Quick. (+2) Gain a +1 bonus to Agility when evading an area
effect attack.
8-9 Indolent. (-2) Receive a -1 penalty to Agility when evading
an area effect attack.
10-J Quick attack. (+2) Gain the First Strike Edge.
Q-K Slow attack. (-1) Gain the Pacifist (Minor) Hindrance.
A Fast feet. (+2) Gain the Fleet-Footed Edge.

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Mercenary Breed
CARD VALUE (SPADES)
2-3 Steady hands. (+1) Gain a +1 bonus to Driving or Piloting.
4-5 Shaky hands. (-2) Receive a -1 penalty to Fighting, Shooting,
and Throwing.
6-7 Supple fingers. (+1) Gain a free d6 in Healing or Repair.
8-9 Big fingers. (-1) Receive a -1 penalty to Shooting.
10-J Good balance. (+1) Reduce the Unstable Platform penalty to
-1.
Q-K Poor balance. (-1) Unstable Platforms impose an additional
-1 penalty.
A Coordinated. (+1) Gain a free d6 in Fighting or Throwing.

CARD NUMBER THREE


Club Physical: The race has a unique physical trait.
Diamond Mental: The race has a unique mental trait.
Heart Spiritual: The race has a unique spiritual trait.
Spade Racial: The race has a unique trait that is inherent to
their races home world or ecology.
CARD VALUE (CLUBS)
2-3 Natural weapons. (+1) Gain a Str+d6 natural weapon.
4-5 Feral. (-3) Smarts requires two points per step to raise
during character generation and two Advances must be
dedicated to raising Smarts during game play.
6-7 Synthetic. (-3) Spirit requires two points per step to raise
during character generation and two Advances must be
dedicated to raising Spirit during game play.
8-9 Carnivore. (-2) Gain the Bloodthirsty Hindrance.
10-J Canine. (+2) Gain the Alertness Edge.
Q-K Adaptive pigmentation. (+1) Gain a free d6 in Stealth.
A Natural armor. (+2) Gain a +2 bonus to Armor.
CARD VALUE (DIAMONDS)
2-3 Aggressive. (-1) Gain the Mean Hindrance.
4-5 Corrupt. (-2) Opponents receive a +2 bonus to Persuasion
rolls.
6-7 Vast Memory. (+2) Gain a +2 bonus to all Knowledge rolls to
recall information.

26
Races
8-9 Foolish. (-2) Gain the Curious Hindrance.
10-J Naïve. (-1) Receive a -1 penalty to all Common Knowledge
rolls.
Q-K Intelligent. (+2) Start with a d6 in Smarts.
A Perceptive. (+1) Gain a +2 bonus to Investigation.
CARD VALUE (HEARTS)
2-3 Devout. (+2) Start with a d6 in Spirit.
4-5 Empathetic. (+2) Gain a +2 bonus to Charisma.
6-7 Immoral. (-1) Gain the Delusional Hindrance.
8-9 Honest. (-1) Receive a -1 penalty to Streetwise.
10-J Dishonest. (-1) Receive a -2 penalty to Charisma.
Q-K Agnostic. (-3) Spirit requires two points per step to raise
during character generation and two Advances must be
dedicated to raising Spirit during game play.
A Aloof. (-1) Gain the Outsider Hindrance.
CARD VALUE (SPADES)
2-3 Aquatic. (+2) Cannot drown, gain a free d6 in Swimming,
moves at full Swimming skill.
4-5 Jungle environment. (+1) Gain a free d6 in Tracking.
6-7 Toxic environment. (+2) Immune to poison and disease.
8-9 Spacefaring. (+1) gain a free d6 in Navigating.
10-J Underground environment. (+1) Gain low light vision.
Q-K Tribal. (+1) Gain a free d6 in Survival.
A Sand environment. (+1) Gain burrowing.

CALCULATE THE TOTAL


Using the table as-is can easily produce a racial template with a net
result higher than +2. To remedy this, choose negative attributes that
reduce the total to +2 or change the characteristic of that attribute
to a negative ability instead of a positive one.
EXAMPLE: Large hands can give you the +1 attribute to gain a free d6
in Climbing. An alternative -1 attribute would be the loss of manual
dexterity, gaining the All Thumbs Hindrance.

27
Mercenary Breed
CHARACTERISTIC DESCRIPTIONS
Now that you have a list of characteristics for your new race, describe
how they manifest themselves. This helps to define what the new race
looks like and why they exhibit these differences compared to the
average Gemini.
EXAMPLE: The Primas race is physically strong and starts with a d6 in
Strength (or +1 to die type.) This characteristic is manifested visually
as large, bulging arms.

GEMINI
Gemini are the dominate species in the Argo galaxy and formally
named it as such. They are equivalent to slowly aging humans,
resulting in a life expectancy of 120 years (150 years for those who
can afford regular medical upkeep). Their average height is between
5 ft. 10 in. and 6 ft. 4 in. for males and 5 ft. 6 in. and 6 ft. for females.
Skin color, hair color and eye color vary widely. For in-game purposes,
treat a Gemini character the same as a human character. This means
they gain the standard, extra Edge during character creation.
The Gemini are relatively peaceful and are not currently waging
any major wars. Minor conflicts occur from time-to-time, but nothing
of substantial purpose has happened for several centuries. They are
responsible for forming the House of the Alliance and currently sit at
its head, negotiating peace between all new alien races and
themselves. Their central language is Argosian, in reference to the
name they gave the galaxy, but dozens of dialects exist.
There is no single, central government, but there are central
governments for each galactic region. Each planet is expected to
properly govern itself under the watchful eye of the Alliance.

HISTORY
The Gemini’s history started roughly ten millennia ago. Their birth
home world, Coursian, sits in a rimward arm of the Argo galaxy. As
with many races, they spent centuries growing and developing until
reaching the stars 7,500 years later. They began exploring their solar
system discovering an intelligent alien race, the Festoon, on a

28
Races
neighboring planet. The two races quickly became friends, allies and
trading partners.
The Festoons taught the Gemini to achieve faster-than-light travel
while the Gemini taught the Festoons about diplomacy and
democracy, upon which the Gemini culture is built. With their new
technology, the Gemini expanded their presence throughout the Argo
galaxy.
With each new discovery, the Gemini race sought only diplomacy
and the opportunity to make new allies. After expanding to claim five
planets in 500 years, the Gemini announced the formation of the
House of the Alliance and the development of a central language –
Argosian. From this they “renamed” the galaxy, in their own eyes, to
Argo and sought to ally every alien race possible. For them, a grand
democracy where everyone shares in the profit is the key to societal
growth.
To this day, the Gemini race inhabits over 30 planets with an
Alliance that covers around 100 alien races. Their trade routes are
plentiful and profitable with inter-planetary corporations dominating
proceedings. Antagonistic alien races have all been thwarted and most
regions of the galaxy remain in peace; at least from the outside. Minor
skirmishes between corporations often occur and many planets are
unable to completely rid themselves of crime. For this, the House of
the Alliance has deemed that all corporations may maintain a set of
regulated mercenary forces to combat crime against and within their
holdings.

GOVERNMENT
Coursian spent many millennia with tribal, feudal, and emperor-ruled
societies. Upon the fall of the last emperor, the central powers teamed
together to form a democratic society to rule the world fairly with
equal representation given to all. While not everyone on Coursian
conformed to these ideals, the majority agreed to this democracy.
From that point forward, democracy kept the world thriving, except
for those who opted not to comply, and eventually allowed the Gemini
to form strong ties with alien races.
At present, inter-planetary dealings are handled by the House of
the Alliance while planetary decisions are handled by local

29
Mercenary Breed
governments. However, the Alliance maintains a central navy for
protection across the galaxy. Local governments are expected to guard
their planets, but are not allowed to form military strengths to combat
the masses (like antagonistic alien races). This responsibility falls onto
the shoulders of the Allied Navy, a massive fleet of space-faring
vessels, fighters and carriers.
The Gemini hold the highest seats in the Alliance including
President, Vice-President and Galactic Defense Secretary. Other less
powerful administrative positions are also held by Gemini. Local
governments typically have similar seats to the House of the Alliance,
and many tailor their positions to accommodate how the citizens vote.

MILITARY
Planetary defense is managed by the local guards. These military
forces go by many names such as Planetary Defense Force, The World
Army or Planetary Guard (the Coursian planetary defense led by the
Commanding Guardian). They hold small fleets of fighters capable of
near space flight while large batteries of surface-to-air cannons are
scattered across the planet. The majority of these forces are equipped
for planetary fighting including planet-side air fighters and tanks.
Space warfare, when necessary, is handled strictly by the Allied
Navy with its large holdings of vessels, fighters and carriers. Each fleet
is led by a commander. Regional command is dictated by a general.
The Galactic Defense Secretary within the House of the Alliance holds
the ultimate power over all sectors of the Allied Navy.
The Allied Navy has so many sector and regional fleets that calls
for help are serviced within a day or two. A large network of satellites
and inter-planetary communications means the Alliance sectors of
the galaxy are monitored every second of every day. If any hostile
alien races enter a sector, the Allied Navy is immediately called to
action. It is quite rare for combat to actually reach planet-side, but
precautions are necessary.
Mercenary forces are given the okay to work within the space
commanded by the Allied Navy as long as they comply with
regulations. This provides them with an easily accessed array of
standard equipment and allies. Due to its size, the Allied Navy cannot
police the corporations’ holdings and thus rely upon the mercenary

30
Races
forces to do the job. The Allied Navy may be able to stop an alien
carrier, but they cannot stop a jewel thief.

SPACE TRAVEL
The Gemini race builds fairly standard space-faring vessels. Most are
designed for transport, exploration and recreational use. While these
ships are extremely expensive, they are available to common citizens.
They must register their ships and pass a rigorous inspection of their
personal and professional holdings. This reduces the chances of
criminal activities. Unfortunately, a black market does exist and
spaceships are available, unregulated, on non-Gemini planets. While
the government recognizes this, they have not experienced enough
problems to consider it a threat.
All space-faring vessels carry faster-than-light drives allowing
them to travel from planet to planet, but to travel quickly throughout
the galaxy requires more than citizen-class vessels.
These are significantly more expensive and
typically owned by the Allied Navy or inter-
planetary corporations. Space lanes are setup for
this type of travel. Government officials travel
on navy vessels while mercenaries travel on
corporate vessels. After gaining enough
Renown, mercenaries have been known to
purchase their own spacecraft.

ALIEN RELATIONS
Being a very diplomatic race, Gemini have
neutral or good relations with all races
within the House of the Alliance. While
they may encounter a hostile alien race in
the depths of space, none have returned
to wage war. However, some have decided
to join the Alliance instead of combat it.
While their diplomatic nature may create
tension with other alien races, this has not led
to military engagements. Rather, it leads to

31
Mercenary Breed
simple disagreements during committee discussions and votes and is
considered to be a neutral relationship.

MODERN TIMES
Within the current time frame, the Gemini race holds the most power
and influence throughout the sectors of the galaxy controlled by the
House of the Alliance. They continue to expand their holdings while
their population grows at exponential rates. With over 30 planets
populated, they are still looking for additional, inhabitable planets to
house their people. While this may seem noble, much of their desires
are two-fold. Gemini are often motivated by money and resources.
They seek new planets for food, precious metals, valuable gems,
resources, trade avenues and possibly new customers to hawk their
wares to. This has produced greedy inter-planetary corporations who
try to persuade the Alliance to explore new regions and sectors. Not
only do they need resources to sustain their ever-growing population,
they also want to mine these planets for anything they can sell or use.

FESTOON
Festoons, as pronounced in the Argosian language as their native
pronunciation is not feasible by other races, are the eldest known race
in the Argo galaxy. They are humanoid but differ from their Gemini
allies in many ways. Their bodies are tall and slender with a head that
juts out at the back of the skull. They age significantly slower than
Gemini and live considerably longer with an average life expectancy
between 250 and 300 years. However, it is believed that some
Festoons have mastered the art of near immortality. Rumors abound
of those who are over 1,000 years old.
Their size varies little and their height averages between 7 ft. and
7 ft. 6 in. Even with this towering height their body mass is so low that
their weight does not seem comparable. Although they are slender,
Festoons are not fragile and have a very solid bone structure. Each
one has eight long fingers, eight long toes and ears that come to a
very slight point. Their skin tends to be dark with dark hair and
vibrantly colored eyes.

32
Races
The Festoon race loathes
violence and always looks for the
most diplomatic solution, which led
to their immediate friendship with
the Gemini race. Their central
government contains many levels
of administration. The main
governing body consists of a group
of appointed elders. Their language
is called Bah’hala in the Argosian
language and is often deemed as
unpronounceable, or at least
confusing, by many within the
Gemini race. For this purpose, the
Festoons use the Argosian language
when interacting with other races.

HISTORY
The Festoon race dates back an estimated 100,000 years, although
this is a best-guess estimate. Their history is one of turmoil, disaster
and rebirth. It has been philosophized that the Festoons were
responsible for the birth and advancement of the Gemini race. While
this is plausible, it’s only partially correct. The truth is much more
tragic.
Around 4,000 years ago, the Festoon race was living in the far side
of the galaxy, thousands and thousands of light-years from their
current home world of Lak’husa. They lived a particularly fearful life
as their docile nature made them targets for particularly hostile alien
races. The elders spoke to the oracles and deemed that a possible
solution lay on the other side of the galaxy. Plans were laid to move
the race elsewhere and flee their degrading situation. They had the
technology to get there, but keeping their assailants from following
was a problem. So the elders laid out a plan.
The Festoons, small in numbers due to continued raids, loaded
their entire population onto a dozen galactic vessels and planted the
seeds for the apocalypse within their home planet. They lay in wait
as the last devastating raid came crashing into the planet. The invaders

33
Mercenary Breed
found empty homes and abandoned buildings. By entering space on
the opposite side of the planet and using their two moons to shield
their escape, the Festoons were able to unleash a massive bio-weapon
upon the entire planet and launch nuclear weapons toward the
antagonist’s docked vessels. The invading force was annihilated. Most
of the planet was destroyed, but eventually the flora and fauna would
find a way to rebuild.
Following the oracles’ lead, they traveled across the galaxy to find
a new, safe home world. The oracles had foretold a race of sentient
beings in their youthful stages that may be key allies in the distant
future. Contact was forbidden until the race reached the stars, so the
Festoons made planet-fall on a neighboring planet they named
Lak’husa. Life sustainability was low so terraforming occurred
immediately and bio-tech was installed to allow them to survive. With
a new home, the Festoons began life anew and watched their
neighboring alien race.
After many centuries, the alien race sent satellites into the skies
allowing the Festoons to tap into their communications. They learned
the alien race referred to themselves as Gemini and focused heavily
upon democracy. The Festoons began to learn and master the
Gemini’s language for hope of future diplomatic relations. When that
day came, it was a joyous occasion.
The Gemini race was mysteriously drawn to the planet of Lak’husa
and welcomed with open arms. The two races found common ground
and a desire to help each other out. The Festoons desired the military
safety the Gemini were willing to provide while in-turn they provided
new technologies for further inter-planetary travel. The future of the
House of the Alliance was born, rooted deeply in democracy.

GOVERNMENT
The Festoon race has an extremely convoluted government system.
Their administrative groups have multiple levels of “management”
with red-tape running deep. There seems to be no end to the amount
of requests needed and sign-offs required just to get a simple
requisition completed. Sitting atop everything is an appointed group
of elders who make the most important decisions.

34
Races
Decisions concerning the Festoon way of life and interaction with
alien races are strictly performed by this group of elders. Appointed
to the Elder Circle are the most powerful oracles and psions. They
weigh these decisions heavily upon how they affect their race and the
races around them before making a final decision. They do not
concern themselves with day-to-day activities, leaving that to the
administration. However, anything that affects the race as a whole
must be first considered by the Elder Circle.
Festoon members of the House of the Alliance are part of the
administration, but ultimately report to the Elder Circle. They are
given a sense of freedom until the Festoon race is put in jeopardy.
The elders are appointed by others within the Elder Circle and not by
the general population.

MILITARY
Festoons loathe violence and do not possess an actual military. There
are pockets of organized volunteers who can muster in a minute’s
notice, but they prefer stealth tactics and the use of bio-camouflage.
Instead, the Festoon race relies upon the Allied Navy for planetary
defense and only builds diplomatic, civilian and exploration space-
faring vessels of their own. This is one reason why they stay very close
to their Gemini allies and rarely populate planets on their own.

SPACE TRAVEL
Space travel has been an integral part of the Festoon life for many
millennia. It is not known when they first reached the stars as much
of their past has been destroyed, but their technology has been
forever retained. Festoons build the most capable space-faring vessels
including some of the best ships for long-distance, galactic travel.
In addition, the Festoons created and maintain the various space
lanes throughout the galaxy with the help of the Allied Navy. It is said
that without Festoon technology, the Gemini race would never have
left the solar system. As such, the Festoon race is relied upon heavily
for their technology, research and especially space travel. Their civilian
designs are the most popular in the galaxy.

35
Mercenary Breed
ALIEN RELATIONS
Since the Festoons relegate any type of combat, they have made very
few enemies. Enemies are more often formed due to an unwillingness
to work together. Festoons have a difficult time understanding alien
races that aren’t interested in technology and diplomacy, rather
looking for trade and resources. While the Gemini can assist and make
new allies, the Festoons become confused and usually end regular
discussions. While this is not meant to be an antagonistic move, it is
sometimes viewed that way.
For this, the Festoons have made a few other races angry, but
none have initiated combat. Besides, if they do, the weight of the
Allied Navy would come bearing down upon them.

MODERN TIMES
The Festoon race has become an integral part of the House of the
Alliance and all the alien races involved. They travel confidently
between allied planets and even enjoy a sense of safety no matter
where they go. As a race, they are welcomed as an intelligent species
with the greatest technology. In addition, they are sought for their
wisdom and teaching abilities. However, not all Festoons spend their
time teaching and designing.
As integral members of the Alliance, the Festoons have learned
to further harness and enhance their spiritual and psionic abilities.
Mercenary forces seek them out for protection against supernatural
creatures and many types of unknown species. They may not be apt
to use guns, but their psionic powers carry some of the most deadly
effects. Targets cannot see them, nor do they expect them. A
Festoon’s mental strength more than makes up for their lanky bodies
and is as important as a projectile weapon.
In addition to psionic powers, there are Festoons who know how
to harness the divine power of the cosmos. It is not truly known or
understood how this is possible, but this mental connection can
produce incredible effects. While psionic powers tend to be
destructive, these spiritual powers tend toward defensive and
protective.

36
Races
RACIAL TEMPLATE
When choosing the Festoon race, characters do not gain the extra
Edge but rather apply the following racial template:
· Language: Festoons are fluent in the Bah’hala and Argosian
languages.
· Feeble: Festoons are thin creatures who spend more time
concerning themselves with knowledge and inner-spirit.
Mercenaries may never take the Brawny Edge.
· Intelligent: Festoons are known for their mental prowess and
excel in all areas of knowledge and lore. Mercenaries gain +1
die type to Smarts and may never take the Clueless or
Illiterate Hindrances.
· Lore: The festoon race has spent much time studying many
areas of knowledge and lore. Gain a free d6 in a single
Knowledge specialty.
· Loyalty: The festoon race is extremely loyal to everyone
within their society, especially their elders. Gain the Loyal
(Minor) hindrance.

L’NEL
L’Nels are an aggressive race living in large spaceships throughout the
Argo galaxy. They are humanoid but lack any resemblance to the
Gemini race. Their faces are more serpent-like and their skin has a
leathery feel. Their bodies are tall and lean with long heads. Their
bodies do not adapt well to environments outside of tropical areas
and thus the average life-span is only 65 years. Those who spend their
entire lives in tropical environments have been known to live for up
to 100 years.
Their sizes vary significantly with the shortest L’Nels measuring 4
½ ft., and the tallest 6 ½ ft. Shorter L’Nels rarely achieve high ranks
and are typically used as expendable guards or assigned to perform
the duties no one else will. They have 8 fingers with each one ending
in long, sharp claws that are hard enough to be used in combat (Str+d6
damage). While they are not long enough to cause significant damage,
their claws can provide protection in combat.

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Mercenary Breed
L’Nels are a fairly violent race and honor all military effort. This
has created few allies within the Alliance outside of their strong
partnership with the Gemini. Civilizations with no military are typically
considered to be weak while those with strong militaries are seen as
worthy allies or opponents. Although they are aggressive, the L’Nel
honor code states they never attack a race lacking an organized
military.

HISTORY
The history of the L’Nel race is mostly unknown as they have never
bothered to track their time-line. For them, history is in the past and
does not need to be of a concern. This has ultimately led their race to
lack medical evolution, preventing them from living longer lives.
Instead, they focus their efforts on building and maintaining a space
fleet that sustains the entire race. Approximately 100 years ago the
L’Nel emperor constructed a grand fleet and ordered the entire
population to leave their dismal planet and live their lives out in the
stars. The L’Nels no longer have a home world and only live within
their fleet of spaceships.
Around 25 years ago, the L’Nel fleet came upon the Allied Navy.
They quickly recognized the military-styled ships and initiated combat.
Unfortunately for the L’Nels, the Allied Navy out-gunned and out-
numbered their aggressors. Instead
of destroying the entire fleet, as
they came to realize it held the very
essence of the race’s population,
the Allied Navy attempted a truce.
Upon boarding the main ship and
speaking to the L’Nel emperor, a
bond of honor was formed and all
aggressions were ended.
The L’Nels were given a choice to
either flee all Gemini-held sectors
or join the House of the Alliance and
become an ally. The L’Nels had no
interest in becoming a part of
Gemini society and were thus

38
Races
offered an alternative solution. The Allied Navy recognized the
strength in the L’Nel fleet and instead asked them to be an ally of the
Allied Navy, a very valuable arm of the House of the Alliance. The
L’Nels quickly agreed and joined the allied ranks.
Throughout the past 25 years, the L’Nel fleet has been an integral
part of the protection of the Alliance. They have found a method of
channeling their aggression in a way that satisfies their urges and
assists the entire Alliance. In addition, they have acquired new
technology from the Allied Navy to increase the integrity of their ships
and make them better in combat. However, the Allied Navy remains
wary of L’Nel intentions and ensures the technology can be disabled
should a rebellion occur. While the L’Nels are not aware of this, the
Gemini understand it completely.
The L’Nel emperor does not plot rebellion nor does he feel the
Gemini can be overcome by the L’Nel fleet. Rather, he enjoys the
ability to continue their aggressive behavior and the luxuries received
by working with the Allied Navy. Greed is becoming a part of the L’Nel
culture as they acquire more and more Gemini luxuries and learn to
survive amongst the stars. They still have not bothered to find a way
to live longer.

GOVERNMENT
The L’Nel race recognizes a caste-like system led by a dictator-like
emperor. Individuals’ social ranks are based upon their strength,
willpower and fortitude. The one with the greatest commanding
presence gains the position of emperor until someone else comes
along that can overwhelm the current emperor. Underneath the
emperor is a large grouping of lords with no royal connections. Their
title of “lord” is self-imposed and recognized as a title of honor, not
purpose. Those of a social rank beneath the lords are required to show
respect while ultimately taking orders from whomever their direct
superior is (depending upon the job). While these lords do not
necessarily hold any power, they are looked upon for guidance when
the emperor needs to make important decisions.
Beneath the social rank of lord is everyone else in the L’Nel race.
Within this level, there are assigned duties which have imposed ranks
(such as worker and supervisor), but everyone is essentially treated

39
Mercenary Breed
as equal. The only exception is particularly short L’Nels who are
treated as being beneath everyone. They are given duties that no one
else wants or put on the frontlines during combat, only to be used as
a shield for those behind them.
The end result of this caste-like system is that the L’Nels do not
have a formal government. Their emperor makes all the race, society
and general populace decisions while the lords make all the tedious
and repetitive decisions. Everything outside of this is left to the House
of the Alliance to manage such as interracial and public relations

MILITARY
L’Nels have a very strong and well-organized military, albeit somewhat
small compared to other alien races. They are properly equipped for
space combat and small land invasions, but lack the artillery for
planet-side warfare. This is partially due to their hesitance to live
within a planet’s atmosphere and their inability to adapt to different
climates.
The L’Nel race focuses their technological advancements on naval
ships that are able to withstand bombardment and infiltration. While
their largest drawback has always been diminutive fleet size, they are
capable of standing toe-to-toe with larger naval fleets. L’Nel fleets
contain very structured military ranks starting with an admiral and
ending with grunts (who pilot the vulnerable fighters). Soldiers never
disobey their superior officers and strive to become superiors
someday.

SPACE TRAVEL
Space travel is all the L’Nel race truly understands. They do not know
how to explore and colonize planets nor do they understand
diplomacy. They are driven by aggression and honor and feel their
survival is only possible by maintaining their naval strength.
They live and die amongst the stars and children know very little
outside of their home vessel. While they may be educated on what a
planet is, the purpose of that education is military oriented should
one need to survive planet-side during combat.

40
Races
ALIEN RELATIONS
Due to their aggressive nature, the L’Nel race is disliked by almost
every race outside of the Gemini. While many races have come to rely
upon the L’Nels for naval protection, they still loathe the methodology
employed and their lack of diplomatic desires. However, everyone
prefers to have the L’Nels as an ally rather than an enemy and thus
the relationships remain calm with a friendly façade, even though it’s
primarily false.
Many believe that the allied relationship between the L’Nels and
the Gemini is one of convenience. The belief is if the L’Nels were to
leave, they would be obliterated by the Allied Navy. While this is
plausible, it’s simply not true. The L’Nel race is free to leave the
Alliance at any time, assuming they do not attack an allied race. Should
this happen, they would quickly be dispatched. As is the nature of the
Gemini race, they do not wish this to happen and rather do what they
can to keep things peaceful. As long as the L’Nels are contributing to
the Alliance in some fashion, the Gemini are satisfied.

MODERN TIMES
The L’Nel race continues to be an integral part of the Allied Navy and
a valuable piece of the House of the Alliance. While they do not get
involved in political affairs, they always voice their opinion in military
matters. They gladly protect the space lanes and provide escorts for
powerful figures. Because their fleet is smaller and a bit faster, they
are able to engage hostile enemies quicker than the Gemini naval
fleets and thus enjoy the aphrodisiac they call combat.
Due to this lust for fighting, L’Nels are taught from a very young
age the art of combat. The most promising students join the rank of
the elite and perform boarding and infiltration missions. L’Nels are
quite athletic and able to maneuver through an unknown vessel with
great quickness.
Through advisement of other races, the L’Nels have started to
properly document their history using their native, runic language.
While this has only occurred throughout the past 15 years, they are
making evolutionary progress by learning from their mistakes.

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Mercenary Breed
RACIAL TEMPLATE
When choosing the L’Nel race, characters do not gain the extra Edge
but rather apply the following racial template:
· Language: L’Nels are fluent in the L’Nel and Argosian
languages.
· Skilled: The L’Nels have bread physical abilities into their race.
Those who are strongest are offered the greatest positions
of power. Gain +1 die type to Agility.
· Combat Training: From birth, the L’Nels train their children
to be aggressive and understand the ins and outs of combat.
Gain a free d6 in Fighting.
· Aggression: Due to their aggressive nature, L’Nels are viewed
by most races to be callous and malicious. Gain the Mean
(Minor) hindrance.

PRIMAS
Primas are a relatively young race, discovered during Gemini deep-
space exploration. They did not possess much technology, but had
evolved enough to create a language and establish a thriving society.
Upon meeting the Geminis, a peculiar bond formed and a peculiar
kinship was born. This brought all sorts of new technology which the
Primas promptly adapted.
Primas are evolved primates with typical primate bodies. Their
arms are long with 5 long and thick fingers on each hand, resulting in
poor dexterity. These thick hands can be used as clubs for quick melee
attacks (Str+d6 damage). Their bodies are thick and strength flows
freely throughout the race. They are covered in hair except for patches
on their hands, feet, faces and chests. Their average height is 6 ft. with
females averaging approximately 6 in. shorter than males. As they are
a young race and still evolving, the average life span is only 80 years.
Primas are not particularly violent, but they sometimes struggle
to control their rage. While their demeanor is docile, continued
provocation can throw them into a frenzy-like state. The more civilized
Primas attempt to control this rage through sheer will and meditation.

42
Races
HISTORY
The Primas race is quite young and
only dates back around 2,000 years.
Prior evolutions of the race
potentially date back an additional
8,000 years, but no one truly knows.
Many archaeological studies are
being performed to properly date
the Primas race and document their
history, but ongoing efforts are very
slow. There is very little written
about this history and translating
stories has proven to be mostly
ineffective.
Around 2,000 years ago the Primas race developed (after
millennia of evolution) the ability to communicate and think in ways
outside of a primal state. Over the course of the next century, they
began building communities with structures for protection from the
elements, creating weapons for hunting local game and developing
an understanding of growing and harvesting crops. Small tribes grew
into larger tribes and the knowledge was passed on from family to
family, and generation to generation.
As these communities grew, in size and strength, they discovered
new technologies and developed an advanced, written language. They
formalized education and soon small towns with homes, businesses
and farms became commonplace. At this point, according to Gemini
scientists, the Primas race became truly civilized. Though the
explanation is simple, the process was not. Decades of struggle were
common and going from evolved to civilized is estimated to have
taken 500 years.
From what the Geminis have learned, the Primas population
started to grow significantly upon becoming “civilized”. Their small
town grew into a city surrounded by small tribal gatherings similar to
a rural setting. This helped to further enhance the discovery of
technology and the continued formalization of education, but it

43
Mercenary Breed
neglected to address one major flaw within the Primas race – their
rage.
After another 500 years of evolution and growth, the Primas race
still could not find a way to control their own rage. When scuffles
would occur, the end result would be a large brawl. When a single
Primas becomes enraged, those around him or her often became
enraged as well. Property damage was extremely common and
considered a part of their society. The eldest of the tribes, often the
chieftains, did not stop this from continuing. Those who knew the
most about the outside world understood that rage is a weapon in
the hands of the Primas.
Throughout the following 1,000 years, until meeting the Gemini
race, the chieftains and elders taught the male Primas how to channel
their rage, to develop warriors, which resulted in a small amount of
control. When the Gemini race first encountered the Primas on their
home world of Theta (named by the Geminis), they spent countless
days studying from afar so as not to endanger themselves. Upon
learning pieces of Priman, the Primas language, and gaining a small
understanding of their culture, the Gemini explorers entered the main
town with extreme caution.
They were set upon by large, intimidating guards. Their limited
use of Priman confused and frightened the squad. After a simple
request to speak to the chieftain, the explorers were escorted to the
main lodge. Doing their best to speak in short, simple and completely
friendly statements, they assured the chieftain they meant no harm
and were there only to help. While the chieftain was skeptical, the
technology produced by the explorers was awe-inspiring and an
alliance was made. The explorers continued to learn Priman, while
teaching the Argosian language, and the Primas race finally set sail
for the stars.

GOVERNMENT
The Primas race does not have any real government. Those who live
in separate communities retain their tribal ways, and are led by a
single chieftain. Those who are a part of non-Primas communities
leave the politics to more developed races.

44
Races
Within each Primas tribe is a chieftain, appointed through some
form of determined royalty. This royalty could stem from the bloodline
of the original settling family (being the dominate male), determined
by a brutal battle to the death (the survivor becomes the chieftain)
or appointed in recognition of some honorable or heroic deed (such
as saving the tribe). The chieftain is the only one who can make
decisions although they often seek the knowledge of their closest
compatriots.
Primas members of the House of the Alliance are typically
appointed to military or guard duty. This actually suits their society
well as it avoids forcing them to conform to a more civilized standard
or unwanted evolution. Primas officers in Gemini squads are regarded
highly by every tribe.

MILITARY
Primas do not have a military of their own. They have learned to
protect their tribes, especially the women and children, through
defensive measures, but this does not amount to any type of
organized military. Instead they have opted to join the Gemini military
and become an integral piece of the Allied Navy. The military teaches
them how to avoid raging by teaching self-control. They also teach
when raging is appropriate and can help turn the tide in a losing battle.
A Primas’ strength is a major factor in their success within the
Gemini military. They are able to carry heavy weapons, which most
Gemini cannot, allowing the frontlines to advance instead of
relegating the heavy weapons to a single post providing cover fire.
Primas are thus a large portion of any planet-side force, but not one
designed for space combat. The Primas do not find this to be a
problem. They prefer to stay away from spaceships as much as possible.

SPACE TRAVEL
Primas have not developed their own spaceships nor do they desire
to. They reluctantly travel with the Geminis and other friendly races
and feel developing their own means of space travel is a waste of time
and effort. While they are not afraid to fly, they attempt to avoid it.
A Primas is most at home on the ground.

45
Mercenary Breed
ALIEN RELATIONS
The Primas race does not interact with very many allied races outside
of the Gemini race and those who are actively teaching their kin.
Military relations are strictly between them and the Geminis, using a
strict chain of command. Many allied races thus know very little about
the Primas and opt to not form any biased opinions. The Geminis
speak very highly of the Primas race and report to the Alliance that
they continue to evolve and mature with each passing year.

MODERN TIMES
The Primas race has absorbed themselves into much of the Gemini
culture. While they do not live in Gemini communities, they take
residence very near them in tribal societies. They stay close to Gemini
populated areas for food and building supplies along with the small
bits of technology they keep. This is true across all Gemini populated
planets.
As members of the Alliance and all arms of the Allied Navy, the
Primas race continues to gain military strength and ability and train
to become skilled fighters (including protectors of their own tribes).
They look toward the Gemini race for further training and rely upon
other intelligent races for teaching and guidance (including the
evolution of their own language). Each member of the race tries to
be as peaceful as possible with all other allied races, even if they are
viewed as unsophisticated brutes. While Primas are not as evolved as
other races, they are more than capable of ripping their enemies apart
with simple weapons. Most races understand this and thus treat the
Primas with respect.
The Primas have learned religion and the workings of modern
society. While they still struggle with advanced technology, they have
learned to use almost every military weapon available and are learning
how to operate electronic equipment. The process is slow, but their
teachers (such as the Festoons) are very patient.

46
Races
RACIAL TEMPLATE
When choosing the Primas race, characters do not gain the extra Edge
but rather apply the following racial template:
· Language: Primas are fluent in the Priman and Argosian
languages.
· Large Hands: The primas race is known for having large hands
and lack fine dexterity skills. These big hands, and thick
fingers, get in the way when attempting to work with smaller
devices, tools, and especially electronics. Gain the All Thumbs
(Minor) hindrance. In addition, mercenaries may never take
the Ace, Gadgeteer or McGyver Edges.
· Large Arms: While large hands give them a definite
disadvantage, their large arms are a product of increased
strength. Gain +1 die type to Strength.
· Long Arms: While their arms may be large and strong, they
are also long and used for running, but not walking.
Mercenaries may not perform any combat action (other than
defensive) during a round in which they also ran.
· Primate Nature: The primas race is a primate race and
accustomed to living in jungles and forests. Gain a free d6 in
Climbing.

47
Mercenary Breed
Home Worlds
Within the Argo galaxy, there are millions of inhabitable worlds and
even more that are uninhabitable (without bio-technology). While
everyone is encouraged to create their own home world, the following
tool-kit allows you to create one with less effort.

RANDOM HOME WORLD


CREATION
When creating a new home world, a number of factors should be
considered to flesh out the details of the planet’s composition and
characteristics. This allows the mercenaries to better understand what
the planet is like before landing and provides direction for what type
of creatures and settlements could be found. If creating a home world
for a player character race, make sure the planet matches the
description of the race. You wouldn’t want an aquatic race coming
from a desert planet.
To create a new home world, use the standard deck of playing
cards and deal out a total of 3 cards. Each card’s suit and value define
the different planetary characteristics. If a Joker is dealt, place it back
into the deck and deal a new card.

READING THE CARDS


Card number one’s suit defines the basic category of the planet. Card
number one’s value then defines the characteristic of that planet
considering its categorization.
Card number two’s suit defines the overall composition of the
planet. Card number two’s value then defines a prominent
characteristic associated with that type of composition.
Card number three’s suit defines the overall society of the planet.
Card number three’s value further defines the society including its
general attitude towards its own people and outsiders.

48
Home Worlds
CARD NUMBER ONE
Club Moon: The planet is actually a moon or the size of a
moon. One day lasts 12-16 hours and one year lasts
250-300 days.
Diamond Small: The planet is smaller than Earth. One day lasts
16-20 hours and one year lasts 300-350 days.
Heart Medium: The planet is approximately the size of Earth.
One day lasts 20-36 hours and one year lasts 350-425
days.
Spade Large: The planet is much larger than Earth. One day
lasts 32-56 hours and one year lasts 400-625 days.
CARD VALUE (CLUBS)
2-3 Barren moon with deposits of minerals.
4-5 Barren moon with deposits of precious gems.
6-7 Barren moon with deposits of ore.
8-9 Barren planet with deposits of minerals.
10-J Barren planet with deposits of precious gems.
Q-K Ice-capped planet with deposits of ore.
A Fertile planet with exotic animals.
CARD VALUE (DIAMONDS)
2-3 Fertile with agriculture and 1 moon.
4-5 Oceanic with deposits of ore and 1 moon.
6-7 Volcanic with deposits of precious gems and 1 moon.
8-9 Swamp with exotic animals and 1 moon.
10-J Fertile with deposits of minerals and no moons.
Q-K Ice-Capped with deposits of ore and 1 moon.
A Tropical with exotic animals and 1 moon.
CARD VALUE (HEARTS)
2-3 Fertile with agriculture, minerals, and 1-2 moons.
4-5 Fertile with precious gems, ore, and 1 moon.
6-7 Oceanic with exotic animals and 2 moons.
8-9 Barren with minerals, ore, and 1-2 moons.
10-J Ice-Capped with minerals, precious gems and 1 moon.
Q-K Volcanic with precious gems and 2 moons.
A Fertile with asteroid ring, exotic fibers, and 1 moon.

49
Mercenary Breed
CARD VALUE (SPADES)
2-3 Barren with minerals and 3-5 moons.
4-5 Fertile with agriculture, minerals, ore, and 3 moons.
6-7 Barren with nothing and 5 moons.
8-9 Tropical with exotic animals, ore, and 3-5 moons.
10-J Ice-Capped with exotic animals and 4 moons.
Q-K Fertile with ore, exotic fibers, and 3-5 moons.
A Swamp with exotic animals and 3 moons.

CARD NUMBER TWO


Club Thin: The planet’s composition is altered by a thin
atmosphere.
Diamond Standard: The planet’s composition thrives within a
fairly standard atmosphere.
Heart Dense: The planet’s composition is altered by a dense
atmosphere.
Spade Exotic: The planet’s composition is shaped due to an
exotic atmosphere.
CARD VALUE (CLUBS)
2-3 Cold climate, normal gravity, 1-2 major landmasses.
4-5 Hot climate, normal gravity, 1-2 major landmasses.
6-7 Hot climate, normal gravity, 3-5 major landmasses.
8-9 Hot climate, normal gravity, no major landmasses, small
islands only.
10-J Temperate climate, low gravity, 1-2 major landmasses.
Q-K Hot climate, low gravity, 3-5 major landmasses.
A Cold climate, low gravity, 1-2 major landmasses.
CARD VALUE (DIAMONDS)
2-3 Temperate climate, normal gravity, 1-2 landmasses.
4-5 Temperate climate, normal gravity, 3-5 landmasses.
6-7 Temperate climate, normal gravity, 6-8 landmasses.
8-9 Temperate climate, normal gravity, fractured islands.
10-J Hot climate, normal gravity, 1-2 landmasses.
Q-K Cold climate, normal gravity, 1-2 landmasses.
A Hot climate, normal gravity, 3-5 landmasses.

50
Home Worlds
CARD VALUE (HEARTS)
2-3 Cold climate, normal gravity, 1-2 major landmasses.
4-5 Hot climate, normal gravity, 1-2 major landmasses.
6-7 Hot climate, normal gravity, 3-5 major landmasses.
8-9 Hot climate, normal gravity, no major landmasses, small
islands only.
10-J Temperate climate, high gravity, 1-2 major landmasses.
Q-K Hot climate, high gravity, 3-5 major landmasses.
A Cold climate, high gravity, 1-2 major landmasses.
CARD VALUE (SPADES)
2-3 Acidic atmosphere, temperate climate, normal gravity, 3-5
major landmasses.
4-5 Sulfuric atmosphere, temperate climate, normal gravity, 3-5
major landmasses.
6-7 Toxic atmosphere, temperate climate, normal gravity, 3-5
major landmasses.
8-9 Helium atmosphere, cold climate, low gravity, 6-8 major
landmasses.
10-J Tephra (volcanic ash) atmosphere, hot climate, normal
gravity, fractured islands.
Q-K Explosive gas-filled atmosphere, cold climate, high gravity,
3-5 major landmasses
A Carbon dioxide atmosphere, low gravity, cold climate, 3-5
major landmasses.

CARD NUMBER THREE


Club Low-tech: The population primarily utilizes low
technology devices.
Diamond Mid-tech: The population primarily utilizes basic
technology devices common most everywhere.
Heart High-tech: The population utilizes a lot of uncommon,
high technology devices.
Spade Advanced-tech: The population makes use of the most
advanced technology.

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Mercenary Breed
CARD VALUE (CLUBS)
2-3 Population less than 10,000, a single primary race, and
tribal society.
4-5 Population less than 10,000, a single primary race, and an
autocracy.
6-7 Population less than 100,000, a single primary race, and
theocracy.
8-9 Population less than 100,000, two primary races, and tribal
societies.
10-J Population less than 1 million, two primary races, and
oligarchy.
Q-K Population less than 1 million, four primary races, and tribal
societies.
A Population less than 10 million, five primary races, and
theocracy.
CARD VALUE (DIAMONDS)
2-3 Population less than 10 million, four primary races, and
democracy.
4-5 Population less than 10 million, six primary races, and
capitalism.
6-7 Population less than 100 million, two primary races, and
fascism.
8-9 Population less than 100 million, six primary races, and
democracy.
10-J Population less than 100 million, six primary races, and
monarchy.
Q-K Population less than 1 billion, eight primary races, and
theocracy.
A Population less than 1 billion, ten primary races, and
libertarianism.
CARD VALUE (HEARTS)
2-3 Population less than 100 million, four primary races, and
democracy.
4-5 Population less than 500 million, six primary races, and
capitalism.

52
Home Worlds
6-7 Population less than 500 million, six primary races, and
monarchy.
8-9 Population less than 1 billion, eight primary races, and
democracy.
10-J Population less than 1 billion, eight primary races, and
capitalism.
Q-K Population less than 5 billion, ten primary races, and
capitalism.
A Population less than 5 billion, twelve primary races, and
capitalism.
CARD VALUE (SPADES)
2-3 Population less than 1 billion, four primary races and
theocracy.
4-5 Population less than 5 billion, six primary races and
democracy.
6-7 Population less than 5 billion, eight primary races, and
monarchy.
8-9 Population less than 10 billion, fourteen primary races, and
capitalism.
10-J Population less than 10 billion, fifteen primary races, and
democracy.
Q-K Population greater than 10 billion, twenty primary races,
and capitalism.
A Population greater than 10 billion, twenty primary races,
and democracy.

PUTTING IT ALL TOGETHER


Once the basic characteristics for the new planet have been defined,
it is time together as a cohesive collection that properly defines
enough aspects of the planet to send a landing party and know what
to expect.
Once the planet has come together, there may be conflicting
characteristics. One choice is to explain it away with terraforming,
bio-engineering, or native evolution. Another choice is to redraw one
of the cards and reconfigure the planet.

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Mercenary Breed
Some combinations may seem odd, but are quite plausible.
Planets with an acidic atmosphere could still contain populations in
the billions as they have either adapted or evolved, live in protected
cities, live underground away from the atmosphere, or are simply
immune to its effects.
When considering atmosphere, and possibly other characteristics,
it is pertinent to note that the description is in the eyes of the
mercenaries and not the native species that live there. A toxic
environment to the mercenaries may be non-toxic to native species.
Maybe the native species breath methane or sulfuric gasses, maybe
they poisons in the air do not affect them, or maybe they live in areas
where the toxic gasses do not reach (such as under the water or under
the ground.)
The random home world creation tool-kit can assist in creating a
plausible planet, but it is still up to the Game Master and maybe the
players to populate that planet with species that can tolerate and
thrive within its environment.

COURSIAN
Coursian is the home world and birthplace of the Gemini race. It is
here that the political power of the House of the Alliance is seated
along with many of the inter-planetary corporations. Coursian is the
fourth planet from the sun within the Joplin solar system, located
rimward of the Argo galaxy.
Its entire timeline dates back millions of years. Coursian’s civilized
timeline is only about 7,500 years old. While it is believed the Gemini
race evolved from primates common to Coursian, there are signs of
species “seeding” by an advanced civilization scientifically dated back
8,000 years. This has led to the belief that the Gemini race actually
landed here 8,000 years ago but failed to establish a thriving
civilization. This would have resulted in a regression toward a barbaric
or feudal society and a loss of technology and history. Ancient ruins
have also been located to back this theory.
Environment: Coursian is a very fertile planet filled with resources
and productive soil. Resources range from agriculture and herbs to
precious gems and ore. While this has allowed the planet to be

54
Home Worlds

completely self-sufficient, it is unable to supply resources to anyone


else. The resources are spread too thin to accommodate off-planet
export. Coursian’s main export is politics and money.
70% of the planet is covered by water with 85% of the western
hemisphere covered in water. It is dominated by the Gafry Ocean in
the west, Zodiac Ocean in the north, and the Falta Ocean in the south.
Its five major landmasses are covered by terrain which varies
depending upon distance from the equator. Lands in the south are
mostly tropical and sub-tropical while the north is primarily
temperate. A large body of water, the Temperate Sea, resides in the
center of the five landmasses. Hundreds of mostly volcanic islands
make up the remaining areas of the planet.
Population: Coursian had previously been a single-race planet.
Over the decades, more and more alien races have been moving there
to become a part of the political scene, mainly the House of the
Alliance, and come under the employ of one of the many inter-
planetary corporations. While Gemini are the primary and dominate
race, they have opened their arms to all allied alien races.
This blending of races has created a population of roughly 45
billion, which is significant considering the scarcity of inhabitable land.
This population enjoys all matters of advanced technology along with
a plethora of starports to reach destinations beyond the imagination.
Planetary Science: Coursian is considered a medium-sized planet
with a full rotation every 26 hours and full revolution every 385 days.
It rotates about its axis at a 35-degree angle. It has two moons,

55
Mercenary Breed
Thirgate and Seirgate, relatively close to each other. Both moons can
be seen in the sky at the same time with Seirgate rising while Thirgate
is at the meridian mark.
Atmosphere: Coursian has a very favorable atmosphere. In
regards to the majority of alien planets, it is very standard including
its gravity. Technology has grown at a relatively steady rate keeping
this atmosphere mostly intact and the climate properly regulated. The
Gemini race was using a lot of polluting technology when they met
the Festoon race. These pollution-causing industries were quickly
replaced by organic and renewable energy sources that drastically
reduced the pollution. While some damage was already done to the
atmosphere, it has not altered the planet in any significant way.
Culture: The Gemini race has a relatively conservative culture with
a very well-developed law enforcement system. Major crimes are
severely punished and criminals rarely get away. An extensive law and
investigation network ensures the public’s safety and captures 95%
of all criminals. However, the Gemini people are generally not violent
and the race is peaceful with all alien races of the Alliance.
The Gemini keep their peace dealings enforced with an extensive
navy that prevents hostiles from reaching any allied planet. While this
may seem very aggressive, their motive is diplomacy and their
maneuvers are primarily defensive. The Gemini race do not initiate
wars, but they will definitely do everything they can to stop them.

LAK’HUSA
Lak’husa is the current home world of the Festoon race. Due to their
long lives and peaceful society, Festoons choose to control their
population and only control a single home world. While many travel
to allied worlds and live amongst their people, only one world will
ever be called a Festoon home world. Lak’husa is the fifth planet from
the sun within the Joplin solar system, located rimward of the Argo
galaxy.
While the Festoon race dates back at least 100 millenia, their life
on Lak’husa started 4,000 years ago. After fleeing hostile threats, they
followed the words of their eldest oracles and landed on Lak’husa in
hopes to ally with the neighboring Gemini race. While the planet was

56
Home Worlds

not favorable, standard bio-technology allowed the Festoon race to


survive. They watched the Gemini and learned their culture by tapping
into satellite communications. Patiently, they waited until the Gemini
reached outer space and landed upon Lak’husa ground. Diplomatic
relations were initiated immediately with much enthusiasm.
Environment: Lak’husa is a living world, but lacks the soil for
agriculture. Biotech centers for farming and raising animals were
created to support the population. While the Festoons were able to
sustain themselves for many centuries, their population growth was
limited by food resources. However, the planet is rich in ore and
metals which the Festoons were able to use for their multitude of
technology, mechanical and electronic. This excess of ore and metal
allows Lak’husa to thrive and trade for other resources.
Due to its location, much of Lak’husa is frozen and lacks
vegetation. Half the planet is land, primarily frozen or ash, while the
remainder consists of a combination of water and phosphates, giving
it a green hue. The Festoons remove the phosphates from the water
to sustain life.
The planet is dominated by ten land masses all connected
together with sporadic seas sprinkled throughout. The Festoons rarely
venture outside of their bio-domes and thus only two of the ten
continents are populated. The largest is Thak’tula with a population
located on Lint’lu. Thak’tula is located around the equator in the
eastern hemisphere with Lint’lu located around the equator in the

57
Mercenary Breed
western hemisphere. Remaining continents are generally too cold to
sustain life.
Population: Lak’husa is predominantly a single-race planet with
a few Gemini living throughout (albeit on a temporary basis). The
Festoon race prefers to interface with other alien races aboard space
stations or within small groupings on that race’s home world. This is
due to their fear of being vulnerable to hostilities.
Festoons enjoy a long life and thus do not feel the need to create
a large population. This is partially due to the lack of available
resources and inhabitable lands, but mostly it is tradition. The
population of Lak’husa is roughly 5 million. The elders encourage
traditional views on a smaller population in order to avoid needing
additional resources.
Planetary Science: Lak’husa is considered a medium-sized planet
with a full rotation every 32 hours and a full revolution every 465 days.
It rotates about its axis at a 40-degree angle. It has one moon,
Stot’pha, which was converted into the race’s main space station.
Atmosphere: Lak’husa has a fairly thin atmosphere outside of the
bio-domes, breathing apparatuses are required, and a standard
atmosphere inside the bio-domes. The Festoons have always used
non-polluting industry so as not to further thin the atmosphere.
Oxygen exists but most species find it difficult to breath outside of
the bio-domes. Unprotected travel outside of the population centers
is discouraged.
Culture: Contrary to their population growth, the Festoons of
Lak’husa are very liberal. The elders believe in freedom of virtually
everything outside of criminal behavior and feel the administrative
personnel of the “government” should be pencil pushers and “middle
management” rather than true governing bodies. This has resulted in
a very convoluted administrative body, a lot of scientific research and
a taste of pleasures that many would consider taboo. The elders only
participate in governing decisions related to the race and society as
a whole.
While this could lead to anarchy, the Festoons have learned that
violence and crime is rarely a necessity. Rather, they spend their time
on technology and personal happiness. This is the reason they lack a
militant arm and rely upon the Geminis for protection.

58
Corporations
Corporations
Within the Argo galaxy, there are thousands of inter-planetary
corporations with various facilities all over the galaxy. ). While GMs
are encouraged to create their own corporations, the following
tool-kit allows you to create one with less effort.

RANDOM CORPORATION
CREATION
When creating a new corporation, a number of factors should be
considered to flesh out the inner-workings and structure of the
corporation. This allows the players to better understand how their
mercenaries fit within the corporation and allows the Game Master
to drive the storyline so that it fits within the scope of the corporation.
To create a new corporation, use the standard deck of playing
cards and deal out a total of 3 cards. Each card’s suit and value define
the corporation’s many characteristics. If a Joker is dealt, place it back
into the deck and deal a new card.

READING THE CARDS


Card number one’s suit defines the basic industry supported by the
corporation. Card number one’s value further defines that industry.
Card number two’s suit defines the overall structure of the
corporation. Card number two’s value further details that structure.
Card number three’s suit defines the social and political aspects
of the corporation. Card number three’s value further details those
aspects.

CARD NUMBER ONE


Club Consumer: The corporation primarily deals with the
consumer market.
Diamond Commercial: The corporation primarily deals with the
commercial market.

59
Mercenary Breed
Heart Industrial: The corporation primarily deals with the
industrial market.
Spade Military: The corporation primarily deals with the
military market.
CARD VALUE
2 Spacecraft
3 Land Vehicles
4 Air Vehicles
5 Entertainment
6 Communications
7 Consumables
8 Accessories
9 Construction
10 Medical
J Technology
Q Mining/Agriculture/Components
K Weapons
A Gear/Equipment/Luxury Items

CARD NUMBER TWO


Club Tens: The corporation has corporate facilities
numbering in the teens.
Diamond Hundreds: The corporation has corporate facilities
numbering in the hundreds.
Heart Thousands: The corporation has corporate facilities
numbering in the thousands.
Spade Ten Thousands: The corporation has corporate facilities
numbering in the tens of thousands.
CARD VALUE (CLUBS)
2-3 No child companies, 5 executive officers, 1 planetary
presence, dozens of product lines, less than 1,000
employees, and over 250 million credits in revenue.
4-5 No child companies, 5 executive officers, 2 planetary
presences, less than 2,000 employees, and over 500 million
credits in revenue.

60
Corporations
6-7 1 child company, 10 executive officers, 1 planetary
presence, less than 3,000 employees and over 750 million
credits in revenue.
8-9 1 child company, 10 executive officers, 2 planetary
presences, less than 4,000 employees, and over 900 million
credits in revenue.
10-J 1 child company, 10 executive officers, 3 planetary
presences, less than 4,000 employees, and over one billion
credits in revenue.
Q-K 1 child company, 10 executive officers, 3 planetary
presences, less than 5,000 employees, and over one billion
credits in revenue.
A 1 child company, 10 executive officers, 4 planetary
presences, less than 5,000 employees, and over five billion
credits in revenue.
CARD VALUE (DIAMONDS)
2-3 1 child company, 10 executive officers, 2 planetary
presences, less than 25,000 employees, and over 100 billion
credits in revenue.
4-5 1 child company, 10 executive officers, 4 planetary
presences, less than 50,000 employees, and over 150 billion
credits in revenue.
6-7 2 child companies, 15 executive officers, 5 planetary
presences, less than 75,000 employees, and over 200 billion
credits in revenue.
8-9 2 child companies, 15 executive officers, 8 planetary
presences, less than 100,000 employees, and over 250
billion credits in revenue.
10-J 2 child companies, 15 executive officers, 10 planetary
presences, less than 100,000 employees, and over 500
billion credits in revenue.
Q-K 3 child companies, 20 executive officers, 10 planetary
presences, less than 100,000 employees, and over 1 trillion
credits in revenue.
A 3 child companies, 20 executive officers, 15 planetary
presences, less than 250,000 employees, and over 6 trillion
credits in revenue.

61
Mercenary Breed
CARD VALUE (HEARTS)
2-3 2 child companies, 15 executive officers, 10 planetary
presences, less than 20 million employees, and over 2
trillion credits in revenue.
4-5 2 child companies, 15 executive officers, 15 planetary
presences, less than 25 million employees, and over 5
trillion credits in revenue.
6-7 3 child companies, 20 executive officers, 16 planetary
presences, less than 25 million employees, and over 25
trillion credits in revenue.
8-9 3 child companies, 20 executive officers, 18 planetary
presences, less than 50 million employees, and over 10
trillion credits in revenue.
10-J 3 child companies, 20 executive officers, 20 planetary
presences, less than 50 million employees, and over 15
trillion credits in revenue.
Q-K 4 child companies, 25 executive officers, 15 planetary
presences, less than 50 million employees, and over 25
trillion credits in revenue.
A 4 child companies, 25 executive officers, 20 planetary
presences, less than 100 million employees, and over 30
trillion credits in revenue.
CARD VALUE (SPADES)
2-3 3 child companies, 20 executive officers, 15 planetary
presences, less than 10 million employees, and over 20
trillion credits in revenue.
4-5 3 child companies, 25 executive officers, 15 planetary
presences, less than 50 million employees, and over 25
trillion credits in revenue.
6-7 4 child companies, 25 executive officers, 20 planetary
presences, less than 50 million employees, and over 50
trillion credits in revenue.
8-9 4 child companies, 30 executive officers, 20 planetary
presences, less than 100 million employees, and over 25
trillion credits in revenue.

62
Corporations
10-J 5 child companies, 30 executive officers, 20 planetary
presences, less than 100 million employees, and over 50
trillion credits in revenue.
Q-K 5 child companies, 35 executive officers, 25 planetary
presences, less than 100 million employees, and over 100
trillion credits in revenue.
A 6 child companies, 40 executive officers, 25 planetary
presences, millions of product lines, less than one billion
employees, and over 100 trillion credits in revenue.

CARD NUMBER THREE


Club Good Relations: The corporation is seen as good
through the eyes of society.
Diamond Average Relations: The corporation is seen as average
through the eyes of society.
Heart Poor Relations: The corporation is seen as poor through
the eyes of society.
Spade Corruption: The corporation has known corruption
running through its offices.
CARD VALUE (CLUBS)
2-3 No conspiracies, employee and customer satisfaction is very
high
4-5 No conspiracies, employee satisfaction is high, and
customer satisfaction is very high.
6-7 No conspiracies, employee and customer satisfaction is
high.
8-9 One conspiracy, employee and customer satisfaction is very
high.
10-J One conspiracy, employee satisfaction is high, and
customer satisfaction is very high.
Q-K One conspiracy, employee and customer satisfaction is
high.
A No conspiracies, employee satisfaction is average, and
customer satisfaction is high.

63
Mercenary Breed
CARD VALUE (DIAMONDS)
2-3 One conspiracy, employee satisfaction is average, and
customer satisfaction is high.
4-5 One conspiracy, employee and customer satisfaction is
average.
6-7 One conspiracy, employee satisfaction is average and
customer satisfaction is low.
8-9 Two conspiracies, employee and customer satisfaction is
average.
10-J Two conspiracies, employee satisfaction is low, and customer
satisfaction is average.
Q-K Two conspiracies, employee and customer satisfaction is low.
A Three conspiracies, employee and customer satisfaction is
average.
CARD VALUE (HEARTS)
2-3 Two conspiracies, employee and customer satisfaction is
low.
4-5 Two conspiracies, employee satisfaction is very low, and
customer satisfaction is low.
6-7 Three conspiracies, employee and customer satisfaction is
low.
8-9 Three conspiracies, employee and customer satisfaction is
very low.
10-J Three conspiracies, employee satisfaction is very low, and
customer satisfaction is low.
Q-K Four conspiracies, employee and customer satisfaction is
low.
A Four conspiracies, employee and customer satisfaction is
very low.
CARD VALUE (SPADES)
2-3 Four conspiracies, employees feel like they are working for
a dictator and customers have been bribed.
4-5 Four conspiracies, employee and customer satisfaction is
very low.
6-7 Corporation is actually a front for illegal activities, employee
and customer satisfaction is high.

64
Corporations
8-9 Corporation is involved in political scandals, employee
satisfaction is average, and customer satisfaction is high due
to bribes.
10-J Five conspiracies, employee and customer satisfaction is
low.
Q-K Six conspiracies, employee and customer satisfaction is very
low.
A Employees are given frequent bonuses with no explanation,
employee and customer satisfaction is very high.

PUTTING IT ALL TOGETHER


Now that you have the basic elements and details of the corporation,
a number of things need to be further fleshed out. These items are
best chosen according to the adventure or campaign being run rather
than through random generation:
1. What race is running or owns the corporation?
2. Where is their galactic headquarters located?
3. What aspect of the industry do they support (manufacturing,
distribution, sales, shipping, etc)?
4. Where applicable, who is the Master of the Mercenary Force?
5. What additional benefits do they offer their mercenaries?

GENESIS HOLDINGS
Genesis Holdings is the parent company of Gleaming Jewels, Precious
Stones and Delphi Mining. Gleaming Jewels is an exotic jewelry retailer
and Precious Stones is a commercial jewelry retailer. Both are located
throughout the galaxy. Delphi Mining is the gem mining company that
supplies them.
With Galactic Headquarters located on Coursian, Genesis Holdings
is the galaxy’s most popular jewelry corporation. Their retail locations
are well-known and cater to all levels of wealth. Gleaming Jewels
focuses on the more exotic gems and lavish jewelry enjoyed by the
wealthy while Precious Stones sells lower priced jewelry with the same
level of quality. Both retail chains acquire their gems directly from
Delphi Mining, keeping the corporation’s profits very high.

65
Mercenary Breed
Genesis Holdings uses these high profits to build eccentric
corporate facilities – such as their extremely phallic Galactic
Headquarters, within the heart of Gemini society, on Coursian. These
profits are also used to fund new mining activities that keep their
jewelry market under their own control. Direct mining and shipping
has allowed Genesis Holdings to become one of the most profitable
corporations in the Argo galaxy with executive paychecks that show
it.
Statistics: Genesis Holdings has yearly revenue around 5 Trillion
credits. While this is low compared to many corporations, their profit
margin is the highest around. They achieved success due to their
ability to control costs and cut-out any distributors or third parties.
In addition to retail and mining facilities, Genesis Holdings
maintains its own logistics and shipping. This results in Genesis
Holdings mining, shipping, designing, crafting, and selling their
jewelry. They have retail facilities located on ten planets with
managing corporate facilities on each planet. The close distance of
executive management to retail outlets allows Genesis Holdings to
react quicker to changes in the market and problems that arise. They
have mining facilities on fifteen planets that not only supply their own
retail outlets, but also sell lower quality gems to other retail companies.
Each division utilizes four levels of
management: general manager, district
manager, regional director, and worldwide
vice president. The corporate structure is
very common and attempts to remain
simple to avoid excessive overhead costs.
Relations: Genesis Holdings employees
enjoy a healthy, yearly profit sharing
bonus. This not only keeps employee
satisfaction very high but also keeps
a certain corporate façade in the
eyes of the public. This results in
very high customer satisfaction and
good public relations.
Mercenary Forces: Due to their
healthy profits, Genesis Holdings

66
Corporations
employs multiple mercenary forces. Those who serve through
retirement often enjoy salaries that rival executives and bonuses in
the six-digit range. There are four cells of mercenary forces with a
fifth one in development, due to continuing expansion. Each force is
assigned specific planets and shipping lanes and expected to keep
them safe.
Mercenary forces are expected to focus on the three different
areas of the corporation: mining, shipping and retail. This produces a
number of possible adventure seeds.
Mining: Mercenary forces are used during exploration of new
planets to establish new mining facilities. Forces may encounter
hostile creatures or unknown alien species. On colonized planets,
rebels or general antagonists may appear. Sabotage could occur
within new or existing mining facilities along with attacks from various
aggressive forces.
Shipping: Shipping lanes are often under attack from pirates or
unfriendly alien races. Spaceships with valuable cargo are a target for
anyone looking to plunder the contents. Sometimes these ships are
found floating, intact, outside of the normal shipping lane with no
crew aboard.
Retail: Mercenary forces are also employed to investigate theft
or stand against any rioting or looting caused by external
confrontations. Mercenary forces dealing with retail problems are
less common.

MILITANT MARINES
Militant Marines is the foremost producer of military weapons and
armor throughout the Allied planets. Militant Marines custom designs
their weapons and armor to each alien race’s physique and preferred
technology. They do not sell directly, but supply to a very large
number of military equipment distributors. This allows the
corporation to maintain steady production lines feeding every
participating alien race without being bogged down by the more
tedious sales management.
Militant Marines is strictly held by Geminis and resides primarily
within Coursian. The House of the Alliance finds discretion extremely

67
Mercenary Breed
important and disallows Militant
Marines to share their designs with
potentially hostile alien races. This
also gives the Allied Navy an insight
into all race’s equipment should
conflicts arise.
Supply lines for material are
numerous but manufacturing
facilities are few in number,
primarily consuming a large state-
sized facility in a remote area on
Coursian. Manufacturing is
extremely secretive and facilities
are built mostly underground,
protected from bombing. These
safety measures have made Militant Marines the favored military
weapons and armor developer for most allied races. This has led to
large levels of revenue even though profit margins are not high.
Statistics: Militant Marines holds a single corporate facility
outside the densely populated areas of Coursian. This highly secured
facility contains all ten of their executive members along with the
majority of their design group. The incorporation of the design group
into the facility requires maximum security with strong defensive
batteries.
While profit margins are low, yearly revenue tops 60 Trillion. Most
of this is funneled into security and safety including a large mercenary
force, ready to deploy at any signs of danger. Militant Marines is not
allowed to carry their own military division, so they use their
mercenary forces as their security outlet. In addition, high-ranking
mercenaries become part of the weapons and armor development
group, testing prototypes in real-world situations. This goes as far as
using them in combat to validate the integrity and abilities of the new
equipment.
Militant Marines has one extremely large manufacturing facility
kept from the eyes of the general public along with several smaller
ones whose locations are properly known. Smaller facilities can be

68
Corporations
used as diversions for hostile forces or actual production facilities for
early technology.
Outside of the corporate facility, which employs roughly 10,000,
actual employment figures are unknown. The Alliance requires a
non-disclosure agreement from all employees and prohibits published
statistics.
Relations: Militant Marines’ employees are paid well for their
work, but only slightly higher than industry standards. Satisfaction is
average and public interactions are not very common. Customer
satisfaction is extremely high, bringing new customers looking for
better weapons and armor.
Mercenary Forces: Militant Marines maintains a very strong
mercenary force for their own safety. At least 100 mercenaries are
employed at a single time to ensure any hostilities are thwarted
immediately. Given the nature of their products and the sensitivity of
their designs, hostilities are quite common.
Adventure Seeds: Militant Marines requires their mercenaries to
ensure the safety of their corporate facility, which includes design and
development, and all manufacturing facilities – especially their largest
complex. While large-scale attacks are extremely rare, hackers and
thieves are quite common.
Simply referred to as hackers, these are the groups and individuals
who attempt to steal designs and development information.
Mercenary forces are required to not only root out the hackers, but
also destroy any information they acquired, quietly disposing of all
individuals involved and breaking apart any groups leading these
efforts.
Thieves are those who attempt to steal weapons and armor from
any location, including the manufacturing facilities. Militant Marines
dispatches mercenaries to these break-ins and aids their customers
when thieves attack their vessels during shipping or simple transit.

69
Mercenary Breed
Adversaries
Due to the nature of M�������� B���� and the endless possibilities
for race and home world design, adversaries are completely
subjective. Creatures in your adventures or campaigns can come in
any shape and size depending upon what type of game-play your party
desires. As the GM, you can incorporate bestiaries from many
published systems and construct a world, or at least a background,
that supports them. This could range from large dinosaur-like
creatures on an uncivilized world to orc-like hostile aliens with a pirate
appetite. The key to making this possible is to keep the game session
balanced.
Many of the creatures listed in the Savage Worlds core rulebook
are valid but your encounters may involve races and creatures created
similar to PCs. GMs are encouraged to use published material as a
launching point and consider how the players design their characters’
home worlds.
During character creation, Game Masters should do some type
of bestiary creation according to the home world ideas generated by
the players. What type of wild creatures would be found on each PC’s
home world? What type of antagonists can you develop using the PC’s
race and background? As with the rest of M�������� B����, a
bestiary will develop throughout regular issues of Savage Insider.
A handful of creatures are introduced here for quick insertion into
an encounter or to be used as a launch pad for creativity. When
developing new creatures, be sure to match the creatures’ technology
levels to the encounter location along with the “genre type” that they
mimic and how that location was designed.
EXAMPLE: A planet filled with golems and living constructs powered
by clockwork mechanics or other technology could have steam-
powered sentinels or other beings. A prehistoric planet that is just
being explored could have any number of fantasy-styled creatures
incorporating arcane magic or powerful, ancient beings.
Keep these creatures balanced with the abilities of the PCs,
ensuring the encounter is challenging without becoming

70
Adversaries
overwhelming. If the characters are equipped with high-powered laser
rifles and devastating artillery, a small horde of lizardfolk don’t stand
a chance. If the characters are equipped with spears and swords, they
don’t stand a chance against robot sentries carrying large explosives.

GEMINI
The Gemini race is the most prevalent throughout the known galaxy.
They dominate the most populace areas and exhibit a society that
ranges from the criminal downtrodden to the wealthy executive and
everything in-between.

71
Mercenary Breed
D�����
Gemini that live in abandoned facilities or empty underground railways
are known as dredges.
Abilities: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 5; Language: Argosian
Skills: Fighting d6, Notice d8, Stealth d10, Survival d8, Throwing d6,
Tracking d8
Armor: None
Weapons: Knife (Str+d4)
Special Abilities:
· Alertness: Dredges are paranoid and always on the look-out
for what may be nearby. They gain a +2 bonus to Notice rolls
to hearing and sight.
· Improvisational Fighter: Dredges are used to scavenging what
they can for a fight and ignores the penalties to attack and
Parry when wielding an improvised weapon.

I�����������
Throughout their travails, the mercenaries may come across a Gemini
investigator looking into their affairs.
Abilities: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 7 (2); Language: Argosian
Skills: Fighting d6, Investigation d10, Notice d8, Shooting d8,
Streetwise d8, Tracking d6
Armor: Kevlar Vest (Torso 2/4)
Weapons: Hand Pistol (12/24/48, 2d6+1, RoF: 1, Shots: 17, AP 1,
Semi-Auto)
Special Abilities:
· Investigator: Investigators receive a +2 bonus to all
Investigation, Streetwise, and Notice rolls made to search
through evidence.

72
Adversaries
M����� A�������
Master assassins are elite warriors who stop at nothing to
defeat the mercenary forces.
Abilities: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 7; Toughness: 10 (4); Language: Argosian, +1 more
Skills: Fighting d10, Notice d8, Shooting d8, Stealth d10, Throwing d6,
Tracking d8
Armor: Body Glove (All 4)
Weapons: Molecular Knife (Str+d4+2, AP 2), Hand-forged Dagger
(Str+d4, AP 2), Hand Pistol (12/24/48, 2d6+1, RoF: 1, Shots: 17, AP 1,
Semi-Auto), Assassins Rifle (60/12/240, 2d8+2, RoF: 1, Shots: 5, AP 4,
Snapfire)
Special Abilities:
· Ambidextrous: Ignore -2 off-hand penalty.
· Dodge: +1 Agility vs. area effects, attackers -1 Shooting and
Throwing when targeting assassin.
· Marksman: +2 Shooting if assassin does not move.
· Shadow Walker: +4 Stealth while hiding in shadows.

T����
Thieves are trained Gemini criminals with armor-piercing weapons.
Abilities: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d6
Pace: 6; Parry: 5; Toughness: 7 (2); Language: Argosian
Skills: Climb d6, Fighting d6, Lockpick d6, Notice d6, Shooting d8,
Stealth d8, Tracking d6
Armor: Leather (All 2, except head)
Weapons: Long Bow [piercing arrows] (15/30/60, 2d6, AP 4), Dagger
(Str+d4), Hand Pistol (12/24/48, 2d6+1, RoF: 1, Shots: 17, AP 1,
Semi-Auto)
Special Abilities:
· Marksman: +2 Shooting if thief does not move.
· Thief: +2 Climb, Lockpick and Stealth. Bonus to Stealth lost
outside urban areas.

73
Mercenary Breed
KRIXTU
The Krixtu species is a hostile alien race found across the galaxy. No
one quite understands how, or if, they travel from planet to planet,
but their powerful shamans are believed to be the source of their
great migrations.
Krixtus typically live in or near wooded or mountainous regions.
They are semi-nomadic, travelling from place to place depending upon
the season, but always returning after one or two years. They claim
a territory and will fight to keep all intruders away. As they are
semi-nomadic, encroaching upon Krixtu territory is common while
they are residing in another one of their territories.
Even though a Krixtu may claim five or six territories, they rarely
mark them in any way to ward off intruders. The result is a hostile
confrontation when the tribe returns to the territory only to find it
occupied by another species or tribe.

74
Adversaries
G�����
Krixtu guards are the basic warriors of the race.
Abilities: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d4
Pace: 8; Parry: 6; Toughness: 6 (2); Language: Krixtan
Skills: Fighting d6, Notice d6, Shooting d8, Throwing d6
Armor: Scale (All 2 except head)
Weapons: Piercing Spear (Str+d4, AP 4, Parry +1, Reach 1, 2 hands),
Claws (Str+d6)
Special Abilities:
· Fleet-Footed: Krixtu guards roll d10s instead of d6s when
running.

S��������
Krixtu sergeants lead the guards.
Abilities: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Pace: 8; Parry: 6; Toughness: 7 (2); Language: Krixtan
Skills: Fighting d8, Notice d8, Shooting d8, Throwing d6
Armor: Scale (All 2 except head)
Weapons: Long Bow [piercing arrows] (15/30/60, 2d6, AP 4), Claws
(Str+d6)
Special Abilities:
· Fleet-Footed: Krixtu sergeants roll d10s instead of d6s when
running.
· Marksman: +2 Shooting if Krixtu sergeant does not move.

75
Mercenary Breed
S�����
Krixtu shamans are the strongest and most destructive beings
within the Krixtu species.
Abilities: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d8
Pace: 6; Parry: 6; Toughness: 8 (2); Language: Krixtan
Skills: Fighting d6, Intimidation d6, Knowledge (Arcana) d8, Notice d6,
Persuasion d6, Spellcasting d8
Armor: Scale (All 2 except head)
Weapons: Staff (Str+d4-1, Parry +1, Reach 1, 2 hands), Claws (Str+d6)
Special Abilities:
· Shaman: Each raise on a Spellcasting roll reduces the cost of
a spell by 1 Power Point.
· Spells: Krixtu shaman have 20 Power Points and know the
following spells: armor (mystical aura trapping), bolt (light
trapping), boost/lower trait (mystical aura trapping), entangle
(light trapping), and stun (light trapping).

S����������
Krixtu skirmishers are the elite warriors of the race.
Abilities: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Pace: 8; Parry: 6; Toughness: 8 (2); Language: Krixtan
Skills: Fighting d10, Notice d8, Shooting d10, Taunt d8, Throwing d8
Armor: Scale (All 2 except head)
Weapons: Long Bow [piercing arrows] (15/30/60, 2d6, AP 4), Piercing
Spear (Str+d4, AP 4, Parry +1, Reach 1, 2 hands), Claws (Str+d6)
Special Abilities:
· Fleet-Footed: Krixtu guards roll d10s instead of d6s when
running.

76
Adversaries
P’TARIAN
The P’Tarians are an extremely violent race of bug-like creatures who
seek nothing more than destruction. They often infiltrate lone space
vessels, eliminate everyone aboard, completely clear a single, large
room and begin the process of reproduction. P’Tarians start as small,
bug-like swarms before growing into large killing beasts.
P’Tarians do not like any other race. They have no known allies
and often quarrel amongst their own clans. Their sole purpose is to
proliferate across the galaxy and destroy everyone and everything
that gets in their way. However, they do not have the technology to
fly massive swarms across the cosmos.
P’Tarians instead use a breach and clear method where the large
elite guards, who are also the egg layers, fly their small craft into the
side of another ship, breaching its hull. The large beast emerges and
kills everyone inside, using their corpses as food for their hatchlings.
The swarms they produce with
this method are then flown by
the elite guard to the closest
planet or capital ship for
wanton destruction.

77
Mercenary Breed
E���� (E�� ������)
P’Tarian elite are guards and hunters within the horde whose
appendages are razor sharp, natural weapons.
Abilities: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Pace: 7; Parry: 6; Toughness: 10 (2); Language: Indistinguishable
Skills: Climb d6, Fighting d8, Notice d8, Tracking d8
Armor: Thick skin (All 2), Reinforced Exoskeleton (Back 8)
Weapons: Razor-sharp appendages (Str+d6+2, AP 2), Bite (Str+d8)
Special Abilities:
· Fear -2: The elite P’Tarians are huge, disgusting creatures.
· Improved Frenzy: May make two attacks per round.
· Size +3: The P’Tarian elite have long bodies and stand over 8’
tall when attacking.
· Trip: P’Tarian elite may attempt to trip anyone within range
2. This is an opposed roll using the P’Tarian’s Fighting vs. the
target’s Agility.

S����, L����
If they survive, P’Tarian swarms comprise larger versions of the small
creatures.
Abilities: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Pace: 8; Parry: 4; Toughness: 6 (1); Language: Indistinguishable
Skills: Climb d8, Notice d8, Tracking d6
Armor: Thick skin (All 1)
Weapons: Bite (Str+d6, bypasses armor)
Special Abilities:
· Bite: A large P’Tarian swarm is composed of many mid-sized
bug-like creatures, hitting automatically and causing damage
to everyone inside a Medium Burst Template.
· Swarm: Parry +2; Because the swarm is composed of many
P’Tarian creatures, they are only affected by Area-effect
weapons or by stepping on them inflicting an amount of
damage equal to Strength each round.

78
Adversaries
S����, S����
Most P’Tarian swarms are filled with the smallest of the creatures.
Abilities: Agility d10, Smarts d4, Spirit d4, Strength d4, Vigor d4
Pace: 9; Parry: 4; Toughness: 4; Language: Indistinguishable
Skills: Climb d10, Notice d6, Tracking d4
Armor: None
Weapons: Bite (Str+d6, bypasses armor)
Special Abilities:
· Bite: A small P’Tarian swarm is composed of many small
bug-like creatures, hitting automatically and causing damage
to everyone inside a Small Burst Template.
· Swarm: Parry +2; Because the swarm is composed of many
P’Tarian creatures, they are only affected by Area-effect
weapons or by stepping on them inflicting an amount of
damage equal to Strength each round.

W�������
P’Tarian warriors are the race’s basic fighters before they reach the
Elite stage.
Abilities: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Pace: 10; Parry: 6; Toughness: 6 (1); Language: Indistinguishable
Skills: Climb d8, Fighting d8, Notice d6, Tracking d6
Armor: Thick Skin (All 1), Reinforced Exoskeleton (Back 4)
Weapons: Razor-sharp appendages (Str+d6+1, AP 1), Bite (Str+d8)
Special Abilities:
· Fear: The P’Tarian warriors are vicious, blood-thirsty creatures.
· Fleet-Footed: P’Tarian warriors are fast and roll d10s instead
of d6s when running.

79
Mercenary Breed
RELDON
The Reldon are a highly-advanced species known for their high
intelligence and master craftsmanship. They spend much of their time
designing and developing steam and clockwork-powered constructs
to protect their society. While they shy away from personal
confrontations, the Reldon have no qualms about sending in a force
of constructs.
The Reldon classify their constructs by purpose. The sentry
constructs guard their technology facilities. The sentinel constructs
watch for intruders and act as snipers. The titan constructs are foot
soldiers, designed for frontline combat.
Although their constructs are military-focused, the Reldon people
prefer to concentrate on designing new technology. Their constructs
are mechanically-based to avoid degradation of electronics due to the
environment and because mechanical constructs are cheaper and
easier to fix. They avoid building a force of electronic robots as they
are too susceptible to failure from
moisture.

80
Adversaries
S�������
Reldon sentinels are smaller than sentries and built for ranged attacks.
Abilities: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Pace: 5; Parry: 5; Toughness: 10 (4); Language: Reldine
Skills: Climb d8, Fighting d6, Notice d10, Shooting d10, Tracking d8
Armor: Solid Metal (All 4)
Weapons: Plasma Pistol (12/24/48, 2d6+1, RoF: 1, Shots: 6, AP 4, Small
Burst Template), Large Warhammer (Str+d8, AP 1 vs. rigid armor,
Reach 1), Coilgun (30/60/120, 2d8+3, RoF: 1, Shots: 2, AP 6, Snapfire)
Special Abilities:
· Ambidextrous: Ignore -2 offhand penalty.
· Construct: +2 to recover from being Shaken. Called shots do
no extra damage. Do not suffer from disease or poison.
· Built-in Defense: Anyone who misses a melee attack against
a Reldon Sentinel must make an Agility roll or be attacked by
a built-in defense mechanism which deals 2d6 damage.
· Fearless: Immune to Fear and Intimidation.
· Stable: Reldon Sentinels ignore Snapfire penalties.
S�����
Reldon sentries are large and built for defense.
Abilities: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d10
Pace: 5; Parry: 6; Toughness: 12 (4); Language: Reldine
Skills: Fighting d8, Notice d10, Tracking d8
Armor: Solid Metal (All 4)
Weapons: Molecular Halberd (Str+d8+2, AP 4, Reach 1, 2 hands)
Special Abilities:
· Ambidextrous: Ignore -2 offhand penalty.
· Construct: +2 to recover from being Shaken. Called shots do
no extra damage. Do not suffer from disease or poison.
· Built-in Defense: Anyone who misses a melee attack against
a Reldon Sentry must make an Agility roll or be attacked by a
built-in defense mechanism which deals 2d6 damage.
· Fearless: Immune to Fear and Intimidation.
· Size +1: Reldon Sentries are around 8 ft. tall.

81
Mercenary Breed
T����
Reldon titans are very large and built for combat.
Abilities: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8
Pace: 5; Parry: 7; Toughness: 12 (4); Language: Reldine
Skills: Fighting d10, Notice d8, Tracking d8
Armor: Solid Metal (All 4)
Weapons: Molecular Sword (Str+d8+2, AP 4), Molecular Axe
(Str+d6+2, AP 2)
Special Abilities:
· Ambidextrous: Ignore -2 offhand penalty.
· Construct: +2 to recover from being Shaken. Called shots do
no extra damage. Do not suffer from disease or poison.
· Built-in Defense: Anyone who misses a melee attack against
a Reldon Sentry must make an Agility roll or be attacked by a
built-in defense mechanism which deals 2d6 damage.
· Fearless: Immune to Fear and Intimidation.
· Size +2: Reldon Titans are around 10 ft. tall.

82
Adversaries
CREATE YOUR OWN
Instead of using the bestiary of another published setting or the core
rulebook, you may want to quickly insert a new creature into your
adventure. To make this process of bestiary creation easier, here’s a
tool-kit that allows you to create one with less effort.

RANDOM CREATURE CREATION


When creating a new creature, a handful of defined characteristics
help to further flesh out the details of the creature. Most of these
characteristics have actual in-game effects while others are simply
there to better visualize the creature. Combine these in unique ways
to construct what the actual creature looks like.
To create a new creature, use the standard deck of playing cards
and deal out a total of 3 cards. Each card’s suit and value define the
creature’s many characteristics. If a Joker is dealt, place it back into
the deck and deal a new card.

READING THE CARDS


Card number one’s suit defines the size of the creature. Card number
one’s value defines what type of creature it is.
Card number two’s suit defines the armor of the creature. Card
number two’s value defines what type of weapon the creature utilizes.
Card number three’s suit defines what type of special ability is
attributed to the creature. Card number three’s is the actual special
ability.

CARD NUMBER ONE


Club Size -1: The creature is smaller than the average
Gemini.
Diamond Size 0: The creature is about the size of the average
Gemini.
Heart Size +1: The creature is larger than the average Gemini.
Spade Size +2: The creature is significantly larger than the
average Gemini.

83
Mercenary Breed
CARD VALUE 8 Arachnid
2 Humanoid 9 Humanoid
3 Insect 10 Cephalopod
4 Reptilian J Demon
5 Mechanical Q Beastman
6 Amphibian K Feline
7 Mammal A Canine

CARD NUMBER TWO


Club Armor +1: The creature has thick skin or light armor.
Diamond Armor +2: The creature has tough skin or medium
armor.
Heart Armor +3: The creature has hard skin or thick armor.
Spade Armor +4: The creature has solid skin or heavy armor.

CARD VALUE 8 Medium Burst Template


2 Short Ranged 9 Large Burst Template
3 Long Ranged 10 Cone Template
4 Stabbing (Spear-like) J Teeth
5 Cutting (Sword-like) Q Claws
6 Chopping (Axe-like) K Improvised Weapons
7 Small Burst Template A Scavenged Weapons

CARD NUMBER THREE


Club Agility: The creature’s special ability is associated with
Agility.
Diamond Strength: The creature’s special ability is associated
with Strength.
Heart Unique: The creature’s special ability is unique.
Spade Spirit: The creature’s special ability is associated with
Spirit.

84
Adversaries
CARD VALUE (CLUBS) CARD VALUE (HEARTS)
2 Flight 2 Low Light Vision
3 Pace 8 3 Infravision
4 Fleet-Footed 4 Poison
5 Pace 5 5 Paralysis
6 Aquatic 6 Regeneration
7 Pace 10 7 Stun
8 Wall Walker 8 Infection
9 Burrowing 9 Ethereal
10 Counterattack 10 Command
J Dodge J Nerves of Steel
Q Frenzy Q Fast Regeneration
K Martial Artist K Florentine
A Two-Fisted A Hard to Kill
CARD VALUE (DIAMONDS) CARD VALUE (SPADES)
2 Brawler 2 Undead
3 Strength d10 3 Demonic
4 Rock and Roll 4 Fear
5 Strength d12 5 Terror
6 Brawny 6 Fearless
7 Strength d8 7 Hardy
8 Bruiser 8 Elemental
9 Strength d12+1 9 Fear -2
10 Immunity (Cold) 10 Spells
J Strength d12+2 J Arcane Resistance
Q Immunity (Heat) Q Natural Leader
K Strength d12+3 K Common Bond
A Immunity (Magic) A Beast Master

85
Mercenary Breed
PUTTING IT ALL TOGETHER
Card number three only defines a single special ability for the new
creature. If additional special abilities are desired, draw additional
cards, treating them the same as card number three.
Once you have the basic characteristics of the new creature, wrap
everything around card number one’s flavor to create a visualization
of what the creature looks like.
EXAMPLE: After drawing the cards, the resulting creature has the
following characteristics: size +2, arachnid, armor +2, medium burst
template, agility, and wall walker. You decide that the creature looks
like a giant scorpion with a natural shell and a tail that shoots a
poisonous concoction that causes damage.
Remember to scale the difficulty of your new creature according
to what level the characters are at. Use the Combat Ratings mechanics
from the core rulebook as a guide. Include scaling the encounter by
considering things such as:
1. Lighting – creatures with low light vision would have an
advantage.
2. Wild Cards – define how many creatures, if any, are Wild
Cards and how many are Extras.
3. Environment – creatures with Immunity (Heat) fighting at
noon in the desert don’t gain levels of Fatigue.
4. Stealth – creatures with a high Stealth die could gain The Drop
on the characters, swinging combat in their direction early
on.
5. Terrain – creatures with a higher pace can travel across
difficult terrain faster than the characters, thus engaging them
in melee first and striking the first blow.

86
Mission Generator
MISSION Generator
A number of missions are possible depending upon the type of
corporation the mercenaries are working for. This can also vary from
planet to planet and from race to race. To make this process of mission
creation easier, here’s a tool-kit that allows you to create one with
less effort.

RANDOM MISSION CREATION


When creating a new mission, a number of parameters help to define
the mission’s purpose and framework. These parameters can be
combined in many unique ways to create thousands of different
missions spanning the entire galaxy.
To create a new mission, use the standard deck of playing cards
and deal out a total of 4 cards. Each card’s values define different
aspects of the mission. If a Joker is dealt, place it back into the deck
and deal a new card.

READING THE CARDS


Card number one’s value defines the purpose of the mission.
Card number two’s value defines the location of the mission.
Card number three’s value defines the societal characteristics
surrounding the mission.
Card number four’s value defines a unique element of the mission
to add flavor.

87
Mercenary Breed
CARD NUMBER ONE CARD NUMBER THREE
2 Exploration 2 Riotous
3 Defensive 3 Ignorant
4 Theft 4 Protesting
5 Espionage 5 Hostile
6 Security 6 Docile
7 Recovery 7 Frightened
8 Search & Rescue 8 Panicked
9 Salvage 9 Rebellious
10 Kidnapping 10 Enslaved
J Termination J Inquisitive
Q Investigation Q Abandoned
K Warfare K Unpopulated
A Infiltration A Unknown

CARD NUMBER TWO CARD NUMBER FOUR


2 Mountains 2 Witchcraft
3 Underwater 3 Ancient
4 Island 4 Guerilla
5 Urban 5 Secret
6 Rural 6 Alien
7 Desert 7 Alliance
8 Moon 8 Non-Alliance
9 Space/Spaceship 9 Native
10 Plains 10 Haunted
J Corporate Facility J Cosmic
Q New Settlement Q Occult
K Mine/Tomb K Government
A Forest/Jungle A Criminal

88
Mission Generator
PUTTING IT ALL TOGETHER
Card number four is a means to provide additional flavor and focus
to the mission rather than providing a definite aspect. It should be
used to give the mercenaries a sense of who is involved in the mission.
There are four types of races that can be encountered within the
galaxy and are defined as such:
1. Alien – Any race that travels to a location other than their
home world or country and are unknown to the House of the
Alliance.
2. Alliance – Any race that is a part of the Alliance.
3. Non-Alliance – Any race that is known by the House of the
Alliance but is not part of the Alliance.
4. Native – Any race that reside within the mission’s location
and are unknown to the House of the Alliance.
Once you have the basic elements of the mission, it is time to put
them together and add applicable flavor detail.
EXAMPLE: After drawing the cards, the resulting mission has the
following elements: salvage, moon, docile, and ancient. You decide
that the mercenaries’ next mission will be to salvage a spaceship that
has crashed into a moon inhabited by an ancient race. The creatures
of the race are docile, but worship ancient spirits that lash out at the
invading mercenaries.

89
Mercenary Breed
Savage Tales
The following adventures include three common themes within space
opera: exploration, investigation and recovery. Each one is designed
for 4 - 6 Novice mercenaries and may be played in a single gaming
session. As is the design of M�������� B����, missions do not have
to be directly linked to form an overarching campaign.

INFESTATION
Infestation is a basic recovery mission pitting the mercenaries against
a P’Tarian that has taken over a transport ship. A large amount of raw
materials were inside the transport on its way to making a delivery.
The ship lost contact approximately one week ago and immediate
recovery is necessary.
Where: Outside of any non-regularly travelled space lane.
Who: Any corporation that deals in raw materials.

OVERVIEW
During a standard delivery, the transport ship RX-89 was moving raw
material along a less-than-frequently traveled space lane. This
particular space lane, known locally as the Quartz Lane, does not see
much traffic but allows more efficient deliveries between planets due
to its lack of debris and extremely rare occasions of pirate activity.
Thus it is preferred by logistics companies looking to keep their
cargoes safe, although very few deliveries are made in this region.
Unfortunately, RX-89 came into contact with a lone vessel,
covered in non-Alliance markings. The crew did not wish to engage
the ship and instead attempted to maneuver around. They were not
successful. The lone ship flew quickly to the larger transport, crashed
into the hull and bled its organic contents inside. Only one thing came
out of that ship: a large P’Tarian warrior.
The P’Tarian quickly slew the entire ship’s crew and most likely
ate them or used them to feed its offspring. After clearing the ship,
the P’Tarian found an out-of-the-way section of the ship using the

90
Savage Tales
T��� �� �� ��� E������
Infestation is a time-sensitive adventure (game time, not real
time). The longer it takes the PCs to locate the P’Tarian warrior,
the more hatchlings (small swarms) they will encounter. This
represents the incubation period for the hatchlings. Track the
number of hours (again game time) as certain encounters only
occur if the PCs have surpassed a specific time threshold. If time
is not indicated, do not count it.

maintenance tunnels and began the process of reproducing.


Hundreds, if not thousands, of eggs were laid only to await hatching
and eventual deployment to a nearby planet.
Upon impact of the foreign vessel, the crew transmitted a signal
for help. One of the corporations whose products are inside was
listening to the space lane channels. Upon receiving the distress signal,
they called their Master of the Mercenary Force, several days away,
to muster the team immediately. Time is of the essence, although no
one actually knows what hit the vessel and what may happen to their
cargo. The only thing they know, and care about, is that their delivery
is now floating in space. Recovery and delivery are necessary.
BRIEFING
Role-playing Encounter
The Master of the Mercenary Force may either address the team
directly in a conference room or remotely across a video phone. Read
or paraphrase the following:
“Good morning team. I trust your stay on the LT48 capital ship has
been pleasant so far. I have immediate departure orders for a
cargo recovery. The transport ship RX-89 was making a standard
run through the Quartz Lane to deliver our raw materials when
something happened. We intercepted a distress signal that lacks
details. It simply states that a non-Alliance vessel has breached
their hull and they need immediate help.
“You are to travel to the Quartz Lane, locate RX-89 and ensure
delivery of our cargo. Report back to me when you’re done.”

91
Mercenary Breed
The Master of the Mercenary Force immediately leaves the room
or disconnects the call, leaving the team to their duties. If this is their
first mission, allow the team time to introduce themselves and visit
the armory. Much of the combat will involve P’Tarian swarms and
area-effect weapons are encouraged. If the mercenaries do not
choose any area-effect weapons or possess any area-effect spells,
suggest they try out a new flamethrower prototype or something
similar. Otherwise they may find it quite difficult to battle the swarms.
From here, the mercenaries may take any type of ship desired or
dictated by the Game Master to perform the mission. It is merely there
to bring them to RX-89, possibly transport the cargo, and get back to
the LT48 capital ship.
THE SEARCH
Investigation Encounter
Even though the RX-89 transport ship is located near a space lane, it
has drifted far enough that the team must spend time searching.
Anyone trained in Navigating can locate the ship after 30 minutes.
Otherwise mercenaries may make an untrained Navigating check.
Success means the ship is located after 1 hour while a raise means it
only takes 30 minutes. Failure means they spend 2 hours searching
for the lost ship.
Upon locating RX-89, the team must find a way of getting inside.
Successful Notice checks produce the following information:
· The door to the cargo hold is intact and appears that it will
still be functional.
· The small, unknown vessel breached the hull about 10 feet
away from the cargo door.
· The small unknown vessel seems to have a growth about it
that is sealing the breach in the hull.
If the mercenaries have a good reason for teleporting into the
ship, allow them to do so as it can be believable. If you do not wish
this to be so easy, have them go through the cargo door. A successful
Hacking check allows the team to find the cargo door override code
(to open it remotely) within minutes. A successful Investigation check
(for simple computer use) allows the team to find the cargo door

92
Savage Tales
H����� ��� R���� S�����
There are many skill checks throughout this adventure. During the
course of investigation and exploration, skills are very important.
However, often times if one is simply trained in a certain skill, a
roll is not required. Additionally, you may choose that because one
is so well trained in a skill, they are able to find the information
within minutes, not adding significant time to the counter.

override code after 30 minutes. A failure to either roll means the team
spent 1 hour finding the override code before proceeding.
Depending upon how large they decided their ship is, the team
could potentially fly into the cargo hold (for a simple civilian-sized
ship). Otherwise they can take a short distance spacecraft from their
ship into the cargo hold. Upon entering with a ship, the team sends
the same remote code to close the cargo door.
FIRST LANDING
Investigation Encounter
The team is now inside the landing bay where signs of the first strike
are visible. Read or paraphrase the following:
The landing bay is mostly dark except for the sporadic emergency
lights around the perimeter. Signs of the breach in the hull are
obvious as the nose of the non-Alliance ship protrudes into the
bay. Upon closer inspection, you find a bio-organic substance that
has formed around the breach to seal the opening.
Within the entry, the air is still and everything is quiet. There
are no crew members about nor do you see any signs of alien
species. However, stations within the cargo hold are mostly
overturned, showing an amount of chaos that must have occurred.
Allow the mercenaries time to search the landing bay to collect
information about what may have occurred. Successful Notice checks
produce the following information with the given difficulty modifiers:
· 0: The room is primarily empty except for the standard crew
stations.
· -1: There are no weapons or spent ammo anywhere.

93
Mercenary Breed

94
Savage Tales
· -2: Small splotches of blood are apparent.
There is very little to be found in the landing bay. Ahead of the
entry, on the other side of a very large door, is the actual hold where
all the cargo is stored during transportation. The door is not locked
and anyone can easily find the button to open and close it. Upon
moving into the hold, there are no signs of life or signs that a struggle
occurred. In fact, the doors to the hold were closed when the P’Tarian
struck and the hold was completely ignored. All cargo is properly intact
and the company’s raw materials can easily be located.
If the mercenaries find the cargo and desire to transfer it to their
own ship and leave immediately, move on to one of the first
encounters. Otherwise, allow them to continue their investigation
through the ship.
WHERE’S THE CREW?
Investigation Encounter
There are no signs of the crew within the cargo hold area including
hallways immediately leading to and from the landing bay. Successful
Notice checks produce the following information:
· Distant sounds of thousands of tiny feet walking along metal
surfaces can barely be heard.
· Tiny droplets of blood form a trail out of the landing bay and
through the nearest hallway.
Following the sound or the droplets of blood leads the team to
the main stairwell leading to and from the landing bay. This stairwell
is 6-foot wide and goes up approximately 20 feet to the second deck
(which is above the cargo hold). The current deck is obviously the main
crew deck of the ship. From this hallway you can reach the crew
cabins, cafeteria, bathroom and general lounge area. The lights are
on as normal, but no crew can be found.
Continuing to search this deck produces very little information.
There are no signs of struggle nor is there any damage to any of the
rooms. Rather, it appears that whatever crew may have been on this
deck all hurried to the landing bay to defend the ship against its
intruder. This is obvious with the signs of items being dropped (such

95
Mercenary Breed

96
Savage Tales
P����� W������
If the mercenaries did not choose to equip themselves with any
area-effect weapons or have a spellcaster with area-effect spells,
this combat can be approached differently: throttle down the
difficulty due to how hard it becomes to kill the swarms or allow
the team to regroup and return to their ship to gather different
weapons. The momentum should not stop with this first combat
encounter.

as a toothbrush), food left sitting out, games that were in-process or


clothes that have been strewn about.
The sounds of tiny feet continue to get louder, especially near the
cafeteria. If the mercenaries spend time investigating this deck, run
the next encounter. Otherwise wait until they travel to another deck.
HUNGRY BUGS
Combat Encounter
The team runs into its first encounter with the ship’s intruders. These
bugs are primarily looking for food. If the mercenaries are getting
overwhelmed, have the bugs retreat and allow the team to regroup.
Read or paraphrase the following:
The sound of thousands of feet begins to amplify. As you search
the deck and find bits of food lying out, you find that you are not
alone. Hundreds of small bugs begin to flood out of the ventilation
and onto the floor.
What you see in front of you are small swarms of eight-legged,
bug-like creatures. Each one has a vicious maw filled with dozens
of razor-sharp teeth. While they may be small, they form up in
swarms and attack.
Ø Small P’Tarian Swarm: Two per mercenary
The small P’Tarian bugs are looking for food and see the
mercenaries as a tasty meal. They crawl onto the nearest character
and continually bite until the victim no longer has “meat” that can be
eaten, the bug is killed or it loses interest. They are small and weak,
but relentless. They do not normally retreat, but if the mercenaries

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are losing ground, have the bugs get tired of the attack and look for
an easier meal. If the mercenaries decide to further investigate this
deck, there is no more to be found. The swarm can be tracked to the
ventilation grates, but no farther.
COMMAND DECK
Investigation Encounter
As the mercenaries wander the crew deck, they find another set of
stairs that travels up another 20 ft., two decks up, to the command
deck. The command deck has some engineering rooms along with
standard navigational equipment and a doorway into the Bridge.
There is nothing to be found within the engineering rooms outside of
the standard equipment. If the team enters the Bridge, they may use
the computers to further their investigation.
A successful Hacking check produces the following information
within minutes. A successful Investigation check produces the same
information after 1 hour. A failure for either check produces the same
information after two hours. All this information is found within the
ship’s log, captain’s personal log and various other sources.
· Visual contact of a non-Alliance vessel was made
approximately 180 hours ago.
· 2 hours later a course was plotted around the foreign vessel
to avoid engagement.
· 30 minutes later the foreign vessel changed course and
started approaching the RX-89 transport ship.
· 30 minutes later the foreign vessel breached the hull near the
landing bay.
· Crews were cleared from the landing bay and security was
sent to investigate.
· 30 minutes later security entered the landing bay after it was
confirmed that the breach was sealed and normal oxygen
levels returned.
· 10 minutes later security called for emergency back-up.
· All able crew were sent to the landing bay to investigate.
· 10 minutes later security failed to respond.

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· 10 minutes later all subsequent crew members failed to
respond.
· 10 minutes later the distress signal was transmitted.
· No logs appear after the distress signal was sent.
· The computers appear to have been untouched for many
days.
The P’Tarian bugs are well-aware of the mercenaries’ presence
and have been searching for their current location. No Notice check
is needed to hear the sound of small feet along the metal of the
ventilation.
BIGGER BUGS
Combat Encounter
The P’Tarians are not happy about losing their young hatchlings and
have sent more mature bugs hunting for the mercenaries. These bugs
are larger than the previous ones and are looking specifically for the
mercenaries. Read or paraphrase the following:
The sound of small feet on metal is more pronounced than before.
It sounds like there are fewer of them, but they are definitely
louder and moving quickly. As you peer through the doorway, a
swarm of larger bug-like creatures greets you with open maws
and dangerous teeth. They are obviously looking for you, and now
they group together to strike.
Ø Large P’Tarian Swarm: One per mercenary
The large P’Tarian bugs are obviously hunting the intruders. They
move with a definite purpose and stop at nothing to rid themselves
of the team. They fight to the death and pursue should the
mercenaries decide to run. If the mercenaries were not wise enough
to ensure they had the right weapons after the first encounter, they
should not be given a second chance. After the first encounter, the
bugs are fully aware of the mercenary team’s presence and attempt
to remove them.

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MOVING ON
Investigation Encounter
If the mercenaries have not made a decision for where or how to
proceed, allow them time to check the computers for any anomalies
being reported. A successful Hacking or Investigation roll produces
the following information within minutes. A failure produces the same
information after 30 minutes.
· Sensors indicate unexpected fluctuations in temperature
throughout the ventilation shafts.
· Sensors also indicate that a maintenance deck has unrepaired
damage.
· In addition, the computer indicates that an unknown power
leak is occurring within one of the maintenance decks.
Any PC trained in Piloting or possessing some type of spacecraft
knowledge can locate the hatch for the ladder leading down to the
first maintenance deck without a check. Otherwise a successful Notice
check allows them to find the hatch within minutes. A failure means
the team spends 30 minutes searching for the hatch. The hatch blends
in with the floor and is not marked. This maintenance hatch is only
meant to be traversed by trained technicians and engineers.
The ladder leading through the hatch leads 10 ft. down to the next
lower deck, only accessible through this hatch. While the opening is
large enough for a normally sized Gemini, a particularly large race or
overweight Gemini may struggle to get down the ladder. Allow a bit
of role-playing to illustrate this when applicable.
FIRST MAINTENANCE DECK
Combat Encounter
If the mercenaries have spent less than three hours throughout the
course of this mission, the first maintenance deck is empty. If they
have spent three hours or more, a group of small P’Tarians is on their
way to the upper deck. This is a group of recent hatchlings following
up the attack of their elder siblings.
Ø Small P’Tarian Swarm: One per mercenary

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This group of P’Tarians is not meant to stop the team but rather
act as an annoyance. They do not have strength in numbers, but will
attempt to slow the team down. After a couple rounds of combat, or
sooner if the swarms are quickly taken care of, a small group of larger
P’Tarians arrives.
Ø Large P’Tarian Swarm: Two
It should become apparent that the P’Tarians are quickly
increasing in number and size the longer the team spends on the
mission.
TOO MUCH TIME
Combat Encounter
If the mercenaries have spent five hours or more throughout the
course of this mission, then upon reaching the end of the first
maintenance deck, swathes of small P’Tarians burst from the hatch
leading to the second maintenance deck.
Ø Small P’Tarian Swarm: Two per mercenary
If the mercenaries easily dispatch these swarms, then more of
them should burst from the hatch. There should never be enough to
kill any one mercenary, but they should definitely cause enough
interference to teach them a lesson for taking too long.
SECOND MAINTENANCE DECK
Exploration Encounter
At the end of the first maintenance deck, there is another hatch in
the floor leading to the second maintenance deck. There is no need
to roll to notice this as it looks the exact same as the first. This is the
only path to the second maintenance deck
Again the ladder through the hatch goes straight down, but this
time for 20 ft. down two decks (there is no way out onto the deck
directly below). The size of the opening is the same as the previous
opening and a comical scene may ensue as larger mercenaries
descend. This hatch angles part-way and comes out along the wall of
the lower deck. The temperature within the opening increases the
closer one is to the second maintenance deck. The P’Tarians have

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blocked much of the cooling from the ventilation to allow the breeding
area to reach a favorable temperature.
Upon reaching the second maintenance deck, the power leak is
obvious as some of the temperature control systems on this deck have
been damaged or destroyed. Searching around this maintenance deck,
there are only utilities, cables, ventilation and a large closed door on
the opposite end. The mercenaries should feel the temperature
continue to increase as they reach the door.
The door is not locked or even sealed. In fact, upon closer
inspection, bio-organic substances can be seen oozing out from the
cracks. Simply pressing the open button allows the mercenaries to
enter.
UTILITY ROOM
Combat Encounter
The door leads into the main utility room. The light is not as bright as
it should be, but there’s still enough to see. If desired, dark shadows
may appear along the walls, especially within the corners. The room
is 24 ft. x 16 ft., although Game Masters may adjust this size as
needed. The P’Tarian warrior is guarding a plethora of eggs, waiting
for all the hatchlings to mature. It immediately notices the team and
aims to protect the eggs. Unfortunately for the mercenaries, there
are hatchlings and more mature P’Tarian around the room as well.
Along the opposite wall lies the large nest of P’Tarian eggs. The
warrior is guarding this nest with groups of small hatchlings directly
in front. More mature hatchlings are along the side walls, feeding on
bodies that were hauled into the room.
Ø Small P’Tarian Swarm: One per mercenary
Ø Large P’Tarian Swarm: Two
P’Tarian Elite
Upon defeating the P’Tarian and hopefully disposing of the eggs
(although they will not hatch should the temperature be reduced to
75°F or lower), the mercenaries should return to the landing bay and
contact the Master of the Mercenary Force. From here they can either
instruct him to send another transport, fly the ship to a nearby port

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or transfer the cargo if they have room. They should then return to
the capital ship.

TROUBLESHOOTING
Overly cautious mercenaries may decide that further investigation
into the depths of the spaceship is unwise. Remind them that their
mission is to recover the cargo and ensure its delivery. If they do not
kill the P’Tarian Elite, the ship will become overrun by swarms of
P’Tarian that continue to grow in size. Once there is a horde of Elites,
they will use or consume the cargo and launch an attack on the
nearest planet (after repairing the ship.)
If they continue their hesitation of further investigation, have the
swarms launch an attack in the cargo bay either before or while the
mercenaries are attempting to flee. It should become quite obvious
to the mercenaries that the ship is infested with a deadly bug-like
alien race that is extremely hostile.

MINING RIGHTS
Mining Rights is a basic exploration mission placing the mercenaries
in the forefront of a new mining encampment protecting those within
from unknown dangers lurking in the surrounding forest.
Where: Any frontier or recently settled planet.
Who: Any corporation that deals with mining.

OVERVIEW
A large deposit of iron ore (or similar raw material) has been
discovered near a young settlement on the third planet of the Rastor
sector (the planet has yet to be properly named). Land rights have
been purchased as the surrounding area has been found to be devoid
of civilization during precursory exploration.
Because the initial exploration was done in a hurried fashion to
determine if any civilizations were obvious, the settlers and
corporations have determined that land rights can now be safely
purchased and no native races are being compromised. Or so they
thought.

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The truth is that the area is regularly traveled by the nomadic,
hostile Krixtu. The Krixtus had not returned to this area in some years
and now find a foreign group invading their precious land. While they
have turned a blind-eye to the random settlements, destruction of
their precious hills is too much to handle. Even though they have not
resided within this territory for several years, they find it their right
to be considered the actual owners.
So far the Krixtus have remained out of sight, using stealth
techniques to place traps or assassinate random, lone workers.
Continued searches of the area have turned up no traces of life other
than odd markings in the soil. Lengthy searches have yet to be
performed as the workers residing at the encampment are not
equipped to handle hostile creatures or alien races.
For fear of their safety and the integrity of the operation,
supervisors at the encampment have ordered most workers to stay
at the nearby settlement and only those who are critical to the
mission’s success and are allowed to stay onsite. In addition, these
individuals are required to stay within the mines or the machinery
digging the mines and building the support facilities. This has slowed
the initial setup of the encampment but now allows everyone to
remain safe.
BRIEFING
Role-playing Encounter
The Master of the Mercenary Force may either address the team
directly in a conference room or remotely across a video phone. Read
or paraphrase the following:
“We have recently begun establishing a new mining facility within
the Rastor sector, on the third planet. The current settlements
have been free of abuse until the encampment began construction.
Since then, mysterious explosions have occurred and lone workers
are disappearing or turning up dead. The local supervisors believe
there are deadly creatures within the nearby woods emerging to
strike at night.
“You are to go to this encampment, flush out whatever is
causing this nuisance and ensure the safety of those building the
facility. Until a proper perimeter can be established and guards

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U������� T��������
As the planet is a frontier planet and only recently settled, it has
not been fully mapped and navigating will be difficult. The locals
recommend proceeding by foot, otherwise the hostile creatures
may never be located.

put in place, the entire mining area is under your protection. Do


everything you can to get these workers back to their positions so
that full activities can resume.”
The Master of the Mercenary Force immediately leaves the room
or disconnects the call, leaving the team to their duties. If this is their
first mission, allow the team time to introduce themselves and visit
the armory. There is no specific set of weapons considered
advantageous to complete this mission. However, proper tracking
may be required and the players should be encouraged to outfit their
mercenaries with gear designed for exploration.
From here, the mercenaries may take any type of ship desired or
dictated by the Game Master to perform the mission. The capital ship
may travel to the area or the team can commission a small ship to
travel back and forth. Either way, once they reach the planet, they
need a small ship to land on the surface. There are no spaceports nor
are there landing platforms as they have yet to be installed.
NAVIGATING
Exploration Encounter
While the team is given specific coordinates as to the location of the
Rastor sector and its third planet, finding the encampment properly
is another issue. Any character with the Navigating skill can locate the
encampment using the given coordinates without a dice roll.
Otherwise, allow creative ways to find the encampment properly and
decide the best skill to use. Navigating is the most proper, but
Knowledge based skills may also be of use. Success should place them
at the encampment while failure may put them at the nearby
settlement instead.
If the team is not able to find the encampment upon landing,
describe the delay caused by their miscalculation, and the

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encampment supervisor’s subsequent anger, or allow them to role-


play the trip from the settlement to the encampment. The mission is
not time-sensitive; the amount of time required to reach the
encampment should only cause annoyance to the local workers and
not any adverse side-effects.

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A FRIENDLY GREETING
Role-playing and Investigation Encounter
Upon arriving at the encampment, the team is immediately met by
Director Michel Alstead, the current lead for the mining facility. Read
or paraphrase the following:
“Judging by your equipment, I will assume that you are the
mercenary force sent to keep this fine establishment safe. (If the
party’s landing was delayed, insert several terse comments here.)
I am Director Michel Alstead, head of this facility.”
Allow the party to introduce themselves and speak to Director
Alstead. Anyone who makes a successful Notice check, should they
be looking, notices Director Alstead is wearing armor underneath his
clothing. Director Alstead knows the following:
· Workers began disappearing approximately 10 days ago.
· A total of eight workers have been reported missing or found
dead while another six are assumed to be, but are
unconfirmed.
· Small, unplanned explosions have occurred throughout the
mines, although no one has been severely wounded.
· All non-critical workers have been sent to the settlement until
this threat has been neutralized.
· There have been no equipment malfunctions.
· Work on the perimeter fencing has ceased until the workers
return.
· The large tents inside the mine have remained undisturbed,
although we have active workers during all hours of the day.
Director Alstead knows little more than this and is determined to
continue working on getting the mining facility activated without
worrying about the perimeter fence. However, he visibly carries a
weapon and proceeds with caution.
INVESTIGATE
Investigation Encounter
The mercenaries may either investigate outside of the mining grounds
or speak to what few workers are still around. By either asking the

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right questions or making successful Streetwise checks, the team may
learn the following:
· Workers only disappear at night.
· “Only those who were alone disappeared or wound up dead.
Thus, we don’t really know who’s missing and who has
returned to the nearby settlement.”
· Small traps continue to appear throughout the mine. They
are always small but cause blindness or severe burns.
Everyone has recovered so far.
· The fear being created by these attacks is driving men to flee
to the settlement without proper leave notice. At least that’s
what we think.
· “We see random, natural creatures during the day, but rarely
is anything seen at night.”
· “Some say they have heard rustling from the trees, but I think
it’s just the wind.”
· “Most of us think an angry ex-employee has been causing this
ruckus and all the missing workers are simply back at the
settlement.”
This last statement is completely untrue, but most of the workers
believe the problems are either natural or made-up – in the essence
that no one is disappearing, they are simply running away.
The mercenaries may also investigate the grounds around the
mining site and find the following (depending upon what side of the
site they are searching – the main entrance is on the south side):
SOUTH
· There are no signs of footprints aside from what appears to
be from the workers.

N��������
The Krixtus are nocturnal and are never encountered during the
daytime. No matter how much the mercenaries search, they will
not find a Krixtu during the day and finding their home should be
virtually impossible. They live in caves deep within the mountains
and hills and block the entryways during the daytime.

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· Most of the ground has been disturbed by the large machinery
going into the mine along with those building the facility.
· Everyone near the entrance lacks the appearance of fear. This
could be due to the ever-watchful eye of Director Alstead.
EAST
· The only sign of activity is the smoking area.
· Trails lead from the East side to the settlement nearby.
· Machinery has avoided this area, so far.
· The perimeter wall construction has no activity in this area.
NORTH
· The north side of the mine blends into the mountains and
hills.
WEST
· There are visible signs of heavy foot traffic in this area.
· The perimeter wall has been started, beginning at the
northwest corner.
· Small, unnatural holes appear along the outer areas of the
mine and areas along the perimeter wall.
· Successful Notice checks show that the area appears to have
been smoothed haphazardly, similar to hiding ones’ footprints.
· Additional Notice checks show that pock marks appear
randomly throughout the area.
· Successful Tracking checks show that the pock marks lead into
the nearby forest.
· Additional Tracking checks show that larger groupings of pock
marks appear near the forest’s edge.
If the mercenaries haven’t picked up on the obvious signs, they
should follow the pock marks leading into the forest. If it is still
daytime, allow the mercenaries to follow the footprints. If it is
nighttime, allow the mercenaries to plot their next actions. The
following four sections may occur in a different order depending upon
what time of the day it is and what the mercenaries decide to do.

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I������ ��� O��������
Krixtus have a very solid combat tactic. They understand that a
frontal assault is basically suicide and that taking on a single foe is
the safest bet. They will attempt to isolate lone enemies and
overwhelm them. Otherwise they attempt to keep their distance.

L�� L���� V�����


This particular tribe of Krixtus has low light vision, due to being
nocturnal. They ignore penalties for Dim and Dark lighting, such
as the moon light.

FOLLOW THOSE TRACKS


Investigation Encounter
Should the mercenaries decide to follow the pock marks at the edge
of the forest, they must use skills to continue.
At least one character must make a successful Tracking check to
follow the pock marks into the forest. These are much harder to detect
as the undergrowth and fallen branches and leaves hide some of the
trail. Upon making the first successful Tracking check, the team is able
to locate a single set of footprints that start at the forest’s edge. These
are no longer simply pock marks but actual footprints.
A second successful Tracking check must be made to continue
following the footprints through the forest. If the mercenaries fail the
Tracking check, they may recover by subsequently making a successful
Notice check at (-1) to relocate the footprints. From here the
undergrowth continues to get thicker.
A third successful Tracking check at (-1) must be made to follow
the footprints deeper into the forest. If the mercenaries fail the
Tracking check, they may recover by subsequently making a successful
Notice check at (-2) to relocate the footprints. The undergrowth has
now become so thick that losing the footprints again results in the
mercenaries losing the trail.
As the mercenaries follow the footprints, they come across a small
clearing where the footprints break off and lead in three separate
directions. Further Tracking checks are not required as these

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footprints are quite obvious, almost as if they were deliberately
placed. If it is still daytime, these three sets of footprints all lead to
dead ends, double-back upon themselves or come back around to the
same clearing. However, if the sun has set, the forest is crawling with
tree-perched creatures.
ALL ALONE
Combat Encounter
If the mercenary team decides to split up and follow the tracks
separately as night falls or they enter the forest at night without
following the tracks, the Krixtus are ready to ambush a single or pair
of mercenaries. However, they will not attack should any one group
number three or more. Being that the Krixtu guards are hiding quietly
in the trees, they are able to get The Drop on the mercenaries unless
a successful Notice check at (-2) can be made.
Ø Krixtu Guard: Four
The Krixtu guards prefer to hurl their spears at their enemies and
then charge and attack with their claws. When the Krixtus are ready
to attack, read or paraphrase the following:
The leaves appear to rustle without the wind and the sound of
snarls can barely be heard. Amongst the trees you see several pairs
of small glowing orbs. Quickly the orbs disappear and then
reappear, as if they had moved. Before you comprehend what’s
happening, large bodies jump down from the trees.
Alone or in very small groups, Krixtu guards are no match for a team
of mercenaries. The mercenaries’ technology is foreign to the Krixtu,
but they only see the team as more humanoid enemies. They fight to
the death, but if the one or two mercenaries become overwhelmed,
the other mercenaries should arrive swiftly.
STICK TOGETHER
Combat Encounter
Should the mercenaries opt to enter the forest at night or stay
together and only follow a single path of prints, a small force of Krixtus
is waiting. These Krixtus have heard the oncoming mercenaries and
grouped together, ready to strike. They are all hiding in bushes or the

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trees and will get The Drop on the mercenaries unless a successful
Notice check at (-2) can be made.
Ø Krixtu Guard: Two per mercenary
Krixtu Sergeant
The Krixtus attempt to isolate any one mercenary and overwhelm
him or her with multiple guards. Should they be successful, the Krixtu

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sergeant, if available, will focus upon the lone mercenary. Otherwise
the Krixtus will fight to the death and attempt to protect the forest.
This combat encounter would still occur even if the mercenaries
encounter the small band of four guards first. They stalk the forest at
night and listen attentively for anyone who enters. They watch to see
if they are foe, ally or simply a non-threat and act accordingly. Anyone
humanoid is treated as a foe due to their encounters with the mining
group.
REST
Role-playing Encounter
The previous encounters occur shortly after night falls while the
remaining hours are quiet. Should the mercenaries decide not to enter
the forest at night, at least one Krixtu enters the encampment, or at
least very close to the encampment, makes some noise, and hopefully
is chased into the forest leading to an ambush. While the Krixtus are
not aware of the mercenaries’ presence outside of these combat
encounters, they are easily frightened at the size of their weapons
and nearby equipment.
The next day is quiet and the mercenaries may continue their
investigation if they haven’t discovered all the information desired.
Director Alstead is of little help as he ensures the workers keep working.
MAKING A STAND
Combat Encounter
Now that the Krixtus are aware of the mercenaries and have seen
their weapons, they speak to their shaman leader and devise a plan
for attack. That coming night, they plan to make a stand against these
new humanoids and show them what Krixtu magic is about.
The Krixtus take to the trees and make noises, often howling
noises, to entice the mercenaries into the forest. Because the
mercenaries are aware of this presence and have seen the glowing
orbs of the Krixtu’s eyes, no ambush is possible. However, the Krixtus
remain in the trees until the mercenaries are close enough to attack.
The Krixtu shaman tries to remain in the trees unless forced to the
ground.
The encounter should occur in a forest clearing with thick
undergrowth and fallen tree limbs nearby. It should become obvious

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that escape through the forest will be hampered by this undergrowth
and attacks will most likely come down from the trees.
Upon seeing the shaman for the first time or witnessing his
spiritual magic, read or paraphrase the following:
The largest creature appears to be giving commands to all the
warriors, although it carries no weapon. Instead, it carries a thick
staff with a head that glows a stark blue and white. Flashes of
light appear from the head of the staff with beams of light that
shoot off in the desired direction. You hear howling from amongst
the treetops.
If the mercenaries have not come into contact with spiritual magic
before, this should be something of awe. This could be role-played or
cause detrimental effects, depending upon how simple the encounter
appears to be for the mercenaries.
Ø Krixtu Guard: Two per mercenary
Krixtu Sergeant
Krixtu Shaman
If the combat appears to be too easy for the mercenaries,
continue bringing in additional guards. If the combat is overwhelming
the mercenaries, have the guards fall back, afraid of the weapon
technology. Another option is to have the entire group flee if the
shaman falls.
After combat ends and the shaman has fallen, hundreds of Krixtus
appear from amongst the forest. Their leader has fallen and they no
longer desire to combat the intruders. Read or paraphrase the
following:
Around you, hundreds of the creatures begin to emerge. The
animosity has left their eyes, replaced with sorrow and defeat. A
couple of the stronger ones bark some orders as the large one with
the staff is surrounded and lifted into the air. As the felled warrior
is carried off into the dark forest, a single figure emerges and
approaches. He speaks a few words in an unknown language and
looks into your eyes. (This is an apprentice shaman who has cast
a speak language spell.)

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His words are as your own. “It is apparent we fight for the
same land. Our tribe is nomadic and will travel elsewhere. Your
kind is strong and willing to defend against all manner of
creatures. We are a nomadic tribe and will continue our trek
elsewhere; staying far from this thing you are building.
“I only ask that you preserve the forest and the creatures who
call it home. Should you mean no harm, we will remain hidden.
Should you threaten the wildlife, we will protect them. For now,
you have prevailed.”
The creature bows his head and quickly disappears from sight.
You hear no sounds and see no shadows. The forest is quiet.
REPORT
Role-playing Encounter
The mercenary team may now make a report to Director Alstead
giving him the all-clear to continue work at full-capacity. In addition,
they may wish to explain the wishes of the Krixtu shaman apprentice.
Upon arriving back at their capital ship, the Master of the Mercenary
Force records and store the description of the creatures encountered.

TROUBLESHOOTING
Mercenaries that either do not follow the tracks into the woods or
are unsuccessful in following the tracks should either be lured again
the following day or approached by the Krixtu at night.
If the mercenaries carry ranged weapons that overwhelm the
Krixtu, use a hit-and-run style of combat, making use of the
surrounding woods for cover and surprise attacks. When
incorporating this type of combat, give the Krixtu Stealth d8. The
Krixtu are an extremely low-technology race and rely heavily upon
their use of the woods to overcome their deficit.

STOLEN JEWELS
Stolen Jewels is a basic investigation mission as the mercenaries hunt
down clues and follow the trail of a criminal ring who continues to
threaten the jewelry industry.
Where: Coursian

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Who: Genesis Holdings

OVERVIEW
Genesis Holdings has been the victim of recent thefts throughout
Coursian. They seem to be the only target as expensive jewelry is
stolen from the stores along with deliveries being intercepted.
These thefts have been occurring almost daily over the course of
the past two weeks and the local authorities have given up on their
searches, claiming other priorities have gotten in the way. To date,
millions in jewelry and gems have been stolen and recovery is
absolutely necessary.
A particularly young ring of criminals is responsible for these
thefts. They are composed of Gemini, and possibly other accomplices,
and are expecting to fence the jewelry in the upcoming weeks. Due
to their lack of knowledge, they are finding it difficult to contact the
right people and networks to sell the jewelry before being caught.
Greed and the thrill of theft are starting to overcome them.
While they originally planned to break into only a couple of stores
and possibly intercept a single shipment, the group’s lust for wealth
continued to flourish with each successful theft and activities
continued. Four thefts were planned but a total of ten have been
completed and only one additional attempt has been thwarted. The
mercenaries must follow the clues and hunt down this group while
watching their backs. The closer they get, the more aware the criminal
ring becomes and assassins are nearby.
BRIEFING
Role-playing Encounter
The Master of the Mercenary Force may either address the team
directly in a conference room or remotely across a video phone. Read
or paraphrase the following:
“Greetings mercenaries. Genesis Holdings has been the victim of
a series of thefts lately, amounting to millions lost. Jewelry and
gems have been taken from stores and shipments and we have
no solid leads. The local authorities have given up their searches
due to a high amount of homicide investigations. While this
annoys us, it does not truly matter.

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Mercenary Breed
“You are to travel to Coursian, investigate these thefts, bring
down the criminals and return everything stolen. Or at least
everything that is still available. While it would be better to hand
over the assailants to the authorities, you are hereby granted the
use of other means.”
The Master of the Mercenary Force immediately leaves the room
or disconnects the call, leaving the team to their duties. If this is their
first mission, allow the team time to introduce themselves and visit
the armory. There is no specific set of weapons considered
advantageous to complete this mission. However, being that Coursian
is a highly populated area, close combat and near-ranged weapons
would be ideal. With so many innocents around, there could be
casualties.
From here, the mercenaries may take any type of ship desired or
dictated by the Game Master to perform the mission. The capital ship
may travel to the area or the team can commission a small ship to
travel back and forth. Either way, once they reach the planet, they
need a smaller ship to dock at the local landing pads.
HOUSING
Role-playing Encounter
Due to the possible length of the mission, the Master of the Mercenary
Force gives the team access to a safe house in Falthrid where the
highest number of thefts has occurred. This safe house is located in
a high-rise condominium complex on the 34�� floor. It is lavishly
decorated with six bedrooms, four bathrooms, plenty of personal
space and a hot tub.

B����� O��� B����


While combat skills will easily win the day when that time comes,
proper investigation allows the team to follow the clues to where
the thieves are hiding. Encourage the mercenaries to pay more
attention to their skills, either during character creation or
advancement. While there’s no need to spoil the adventure,
mention that this type of mission may require the proper
investigation equipment rather than lots of big guns.

120
Savage Tales
The house is fully setup with wireless computer network access.
Library or newspaper research can be done within the safe house or
onsite (each is approximately one mile away). A luxury car and
surveillance van are included with the safe house. From here, the
mercenaries are free to choose the direction of their investigation. A
number of options will be presented, but no order is required.
LOCAL AUTHORITIES
Investigation Encounter
The mercenaries may travel to the local authorities to learn the
information already gathered. While the main precinct is not difficult
to locate, those unfamiliar with Coursian and more importantly
Falthrid may require directions coupled with some comical role-
playing and unnecessary dice rolls.
Upon arriving at the main precinct, the mercenaries should speak
to Captain Alfred Drogar. By asking the right questions or making the
correct dice rolls (using applicable skills), they learn:
· The first break-in occurred twelve days ago at the Gleaming
Jewels store on the north side.
· Within Falthrid, a total of eight thefts have occurred.
· Six Gleaming Jewels stores have been broken into.
· Two deliveries were intercepted.
· At least one store on the east, south and west sides have been
broken into.
· A total of three stores have been broken into on the north
side.
· “We only have jurisdiction over the north side break-ins.”
· “We did not find any evidence at the break-in sites.”
· Neighbors apparently did not see or hear anything.
· “We have been pulled from the investigations to deal with
the recent increase in homicides.”
· “Genesis Holdings assured us they would assign a mercenary
force to address the issue.”
· No other precincts have been able to investigate.
Captain Drogar knows little more and spends most of his time as
a pencil pusher. His detectives are all out on assignment and

121
Mercenary Breed
unavailable for questioning. If the mercenaries travel to additional
precincts, they are told investigations have not started and the issue
was handed over to Genesis Holdings’ mercenary forces.
LIBRARY OR NEWSPAPER
Investigation Encounter
The team may search the local library or newspaper news archives.
This will require successful Investigation or Hacking rolls to find all the
appropriate information. The news archives show the following:
· Twelve days ago a break-in occurred at Gleaming Jewels (store
# 049) in the Main Street District.
· The thieves disabled the entire security system.
· The thieves also disabled the cameras within the store,
although it is debatable whether they were working properly
or not.
· The thieves only took the most valuable jewelry and loose
gems, apparently those most desired on the black market.
· No evidence was left behind.
· Instead of smashing into the glass displays, the locks were
disabled and everything was removed without damage to
those displays.
· Rumors of an “inside job” abound.
· No one in the neighborhood heard the break-in, although
regular vehicle activity on the streets was heard.
· Subsequent break-ins have occurred throughout town
including Gleaming Jewels store #056 also in the Main Street
District.
· A delivery was intercepted in the Main Street district while
en route to Gleaming Jewels store #072 in the Warehouse
District on the East side.
· Main Street District is one of the wealthiest areas of Falthrid.
There is little else of value in the news archives. However,
break-ins at the other stores can be found, but they are largely
irrelevant to the location of the thieves. These break-ins will be similar
in form to the one at store #049.

122
Savage Tales
SECURITY SYSTEM
Investigation Encounter
Particularly crafty mercenaries may want to hack into the security
company’s monitoring network and dig through the archives. While
this can be achieved using the wireless connection at the safe house,
the player must make a successful Hacking check to continue. The
security company’s archives show the following:
· Gleaming Jewels Store #049 – Alarm armed 10:00 PM.
· Gleaming Jewels Store #049 – Alarm unknown anomaly
reported by system 12:01 AM.
· Gleaming Jewels Store #049 – Alarm unknown anomaly
cleared by system 12:02 AM.
· Gleaming Jewels Store #049 – Alarm disabled 8:00 AM.
From this information, the mercenaries should discern that the
security system was not deactivated but rather hacked into and
bypassed. The reported anomaly was ignored as it only occurred for
one minute and written off as a system failure. The truth is this is
when the thieves hacked into the security system and took control.
They were able to manipulate everything without the monitoring
company knowing what was occurring.
NEIGHBORS
Investigation Encounter
The team may travel to Gleaming Jewels store #049 and speak to the
neighbors. If they speak to neighbors of the other stores, they may
find similar information, but nothing points directly to the group of
thieves. With successful Streetwise checks, the mercenaries may learn
the following:
· No one the mercenaries speak to actually spoke with the
detectives. It is believed the detectives did not actually speak
to any neighbors to gather information.
· The employees of Gleaming Jewels have always been
trustworthy and are all still working there.
· No one saw any suspicious vehicles the night of the break-in.

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Mercenary Breed
· Traffic on the streets that night was normal, but there were
definitely plenty of cars the thieves could have arrived in.
· No cars stopped in front of the store.
· None of the neighbors can see the rear of the store from their
vantage points.
· There is an empty office above the Gleaming Jewels store.
· The detectives spent very little time searching the store after
the break-in.
Make sure to inform the mercenaries of the empty office above the
store as it is a key piece of information.
EMPLOYEES
Investigation Encounter
The mercenaries are free to speak to the employees, but none of them
have much information to share. They can reiterate much of what can
be found in the newspaper or library, but nothing else. They also
refute the rumor of the break-ins being an “inside job”. Background
checks from successful Investigation or Hacking checks show that all
employees are clear. Gleaming Jewels only hires those with clear
records. The employees may also know of the empty office directly
above their store.
EMPTY OFFICE
Investigation Encounter
The empty office above the store is the key to the break-ins and more.
If the mercenaries enter the office, they find it largely empty except
for a cable running out of a side wall. The cable is a standard network
cable and can only be connected to by a portable computing device.
A successful Hacking check, Investigation checks will not work,
produces an interesting scene. Read or paraphrase the following:
Upon successfully connecting to whatever portal this network
cable leads to, the entire Gleaming Jewels system is displayed before
your eyes. From here you can navigate into their security system with
full control. In addition, you can see receipt and delivery dates for the
entire city of Falthrid.
If the mercenaries look for similar connections into the Gleaming
Jewels computer system near all other stores, they find nothing. This

124
Savage Tales
empty office is the only access point into their system. If the
mercenaries search the office, they note that the dust has been
disturbed, other than their own presence. Continued searches of the
Gleaming Jewels system shows schedules with only two weeks’ worth
of deliveries and receipts.
If the mercenaries do not leave the office, the thieves will know
of their presence and abandon the use of the office. If the mercenaries
setup surveillance outside the office, the thieves return one or two
days later to connect to the computer system. Upon seeing two
Gemini males enter the office, the mercenaries should enter and
capture them. If they choose to kill the thieves, then skip the
interrogation.
INTERROGATION
Investigation Encounter
Now that two thieves have been captured, the mercenaries need to
make successful Intimidation checks to make them talk. Allow the
mercenaries to come up with creative ways to use skills other than
Intimidation, such as Persuasion, to perform the interrogation. These
thieves are not particularly strong-willed and answer all questions
that accompany a successful skill check. The thieves know the
following:
· The group only wanted to break into three or four stores.
· The thrill of these acts drove them to break into additional
stores and intercept deliveries.
· This connection gives them full access to the Gleaming Jewels
computer system throughout Falthrid.
· Connection to the system is only required periodically to
update their own personal computing device with security
instructions and override codes.
· All actual work can be done remotely once you have the
correct security instructions and override codes.
· Their base of operations is located in the Warehouse District
only 1 mile to the east.
There is little else to discern from the thieves, but feel free to
improvise. If the mercenaries allow the thieves to flee, they

125
Mercenary Breed
immediately travel to their base and warn the others. If they are
handed over to the authorities, the others know and are warned of
impending trouble. If they are killed outright, the others remain
unprepared.
Upon leaving the office and interrogating the thieves, two arrows
come flying down at the mercenaries. There are two piercing arrows
(2d6, AP 4) with a simple roll of d8 versus two mercenaries. Unless
they have a reason to be looking upwards, the mercenaries are caught
unaware and unable to avoid the attack. An assassin (or two) stalks
the rooftops, although he cannot be seen, and mistakes the
mercenaries for detectives (the assassin has been surveying the office).
If the captured thieves emerge from the office, the assassin then
immediately travels to the thieves’ base of operations. If the thieves
never appear, because they are dead, he instead flees for good.
BASE OF OPERATIONS
Investigation Encounter
Upon arriving into the warehouse district, it becomes apparent that
the captured thieves were not fully truthful about the location of their
base of operations. After they arrive at the given location, the team
finds an empty warehouse. Should the thieves still be with the team,
they feign confusion and attempt to flee.
Finding the actual base of operations should not be an easy task
unless proper investigation has been performed. There are numerous
options for how the team finds the actual base and should be allowed
to come up with creative means outside of those listed below. Here
is a selection of methods to use for locating the actual base of
operations:
· If the thieves were interrogated and shared the information
about being able to work remotely, a successful Hacking check
allows the mercenaries to follow the wireless signal
connecting the thieves to the Gleaming Jewels computer
system. While this will take them to the correct area, it
shouldn’t point them directly to the actual base of operations.
· If the mercenaries learned of the delivery that was
intercepted, they may search the Warehouse District for the
delivery truck, and find it just outside of the base of operations.

126
Savage Tales

127
Mercenary Breed
· If the mercenaries learned of the traffic gracing the Main
Street District that night, they may search for a luxury vehicle
and find it just outside the base of operations. This vehicle
should resemble the style of those found in the Main Street
District.
· If they search long enough, the mercenaries find out-of-place
individuals loitering around a certain area, either smoking or
walking between vehicles.
Optionally, the mercenaries must search through a couple
warehouses before finding the right one. Upon finding the right one,
voices are heard in the distance as the thieves are several hundred
feet from the door.
GUNFIGHT
Combat Encounter
The only way the thieves are not aware of the oncoming attack, or
rather that an attack is imminent, is if the captured thieves were killed
and the assassin fled. Otherwise, the assassin traveled directly to the
base of operations and warned of a possible strike. While they are
aware of some type of attack, the thieves and the assassin do not
know when it will happen. If the mercenaries all make successful
Stealth checks, they get The Drop on the thieves and the assassin.
Otherwise they find the group standing around with weapons nearby,
wary of a possible attack.
Ø Gemini Thief: Two per mercenary
Ø Gemini Thief Elite: One (Wild Card)
Master Assassin
If the thieves were not aware of the strike, remove the Master
Assassin and replace with two more Gemini Thieves. If the
mercenaries are getting overwhelmed, have the Assassin flee as he
desires to live another day. If the encounter seems too easy, add
additional Gemini Thieves as reinforcements arrive from outside.

128
Savage Tales
CLEAN-UP
Investigation Encounter
After the thieves have been dispatched, the mercenaries can search
the warehouse looking for the stolen jewels. They will not only find
the stolen jewels and gems but also plenty of computer and
surveillance equipment along with weapons and some armor. Luckily,
the thieves were unsuccessful in fencing the stolen goods and all
stolen items are present.
The team is required to return the stolen goods to Genesis
Holdings and notify the local authorities of the remaining items, such
as the equipment and weapons. They are welcome to take the
equipment, but stealing weapons is frowned upon by the authorities
and Genesis Holdings. Weapons involved in crimes are to be dealt
with by the authorities, but the equipment is of little use. This is due
to the precincts inability to deal with the equipment and the desire
to simply hand it over to the corporations for further investigation.
The mercenaries may as well skip the middle-man and take the
equipment themselves.

REWARD
As a secondary reward for the mercenaries, the Master of the
Mercenary Force allows them to use the Falthrid safe house for
personal needs should they be on leave on Coursian.

GAME MASTER’S NOTES


As this adventure is designed to be primarily skill-based, not all gaming
groups will enjoy the idea of investigation. This can easily be
augmented with additional combat opportunities by adding a couple
small skirmishes with Gemini Thieves at key points as the mercenaries
get closer and closer to finding the empty office and the base of
operations.
In addition, if the mercenaries decide to chase the Master Assassin
on top of the building, then add a second Master Assassin as just one
against the mercenaries will be quickly overwhelmed. This could also
turn into a chase across the rooftops of nearby buildings, through the
alleys or spanning the entire district as the mercenaries chase down

129
Mercenary Breed
the assassin. If this occurs, the Master Assassin would use many
stealth techniques to strike from the shadows and then duck away
into cover.
To make the investigation more difficult or time consuming, have
the mercenaries roll appropriate skill checks to obtain any information
and track the amount of game time that passes. If the team takes too
long, another break-in could occur elsewhere in town after the thieves
successfully hacked into the Gleaming Jewels computer system before
the mercenaries discover the empty office.

TROUBLESHOOTING
If the mercenaries are not ones for lengthy investigations, they could
track down the thieves to their hideout where a grand shoot-out will
ensue.

130
Savage Tales
Infestation 90
Index Bigger Bugs 100
Briefing 90
A Command Deck 99
Archetypes 11 First Landing 93
Attributes 9 First Maintenance Deck 102
B Hungry Bugs 97
Benefits 14 Moving On 102
C Overview 90
Characteristics 10 Second Maintenance Deck 104
D The Search 92
Derived Statistics 10 Too Much Time 104
E Troubleshooting 106
Equipment 10 Utility Room 105
Equipment Tables 17 Where’s the Crew 95
Armor 22 K
Melee Weapons 20, 21 Krixtu 74
Ranged Weapons 18, 19 Guards 75
F Sergeants 75
Festoon 32 Shaman 76
Alien Relations 36 Skirmishers 76
Government 34 L
History 33 L’Nel 37
Military 35 Alien Relations 41
Modern Times 36 Government 39
Racial Template 37 History 38
Space Travel 35 Military 40
G Modern Times 41
Gemini 28 Racial Template 42
Alien Relations 32 Space Travel 40
Government 29 M
History 29 Mining Rights 106
Military 30 A Friendly Greeting 110
Modern Times 32 All Alone 114
Space Travel 31 Briefing 107
Gemini (Adversaries) Follow Those Tracks 113
Dredge 72 Investigate 110
Investigator 72 Making a Stand 116
Master Assassin 73 Navigating 108
Thief 73 Overview 106
I Report 118

131
Mercenary Breed
Rest 116 Reading the Cards 87
Troubleshooting 118 Random Race Creation 23
P Calculate the Total 27
P’Tarian 77 Card Number One 24
Elite 78 Card Number Three 26
Swarm, Large 78 Card Number Two 24
Swarm, Small 79 Characteristic Descriptions 28
Warriors 79 Reading the Cards 23
Primas 42 Reldon 80
Alien Relations 46 Sentinel 81
Government 44 Sentry 81
History 43 Titan 82
Military 45 Renown 15
Modern Times 46 S
Racial Template 47 Skills 9
Space Travel 45 Hacking 11
R Investigation 11
Random Corporation Creation 59 Navigating 11
Card Number One 59 Stolen Jewels 118
Card Number Three 63 Base of Operations 126
Card Number Two 60 Briefing 119
Putting it All Together 65 Clean-up 129
Reading the Cards 59 Employees 124
Random Creature Creation 83 Empty Office 124
Card Number One 83 Game Master’s Notes 129
Card Number Three 84 Gunfight
Card Number Two 84 Housing 120
Putting it All Together 86 Interrogation 125
Reading the Cards 83 Library or Newspaper 122
Random Home World Creation 48 Local Authorities 121
Card Number One 49 Neighbors 123
Card Number Three 51 Overview 119
Card Number Two 50 Reward 129
Putting it All Together 53 Security System 123
Reading the Cards 48 Troubleshooting 130
Random Mission Creation 87 T
Card Number Four 88 Traits 9
Card Number One 88
Card Number Three 88
Card Number Two 88
Putting it All Together 89

132
M�������� B���� is a space opera sandbox setting where inter-planetary
corporations employ mercenaries to enforce laws and enact justice against those
who perform oppositional activities.

No matter what kind of sci-fi action and adventure experience you’re looking for,
it’s all possible with M�������� B����. The core setting guide gives you the base
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Inside the M�������� B���� core setting guide you will find:

· Tools to create new races, home worlds, corporations, creatures, and


missions
· Mechanics to support interactive creation between the players and the
Game Master
· A sandbox setting ready to be populated
· Three pre-generated racial backgrounds
· Two pre-generated corporations
· Two pre-generated home worlds
· Fifteen ready-to-use adversaries
· Three fleshed-out Savage Tales

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