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Mercenary Contract Negotiator
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"It seems you have a problem with some local vampires. It is fortunate that I  happen  to be by when I did. I work for a selective group of associates that specialize in dealing with this sort of thing for a fee. That is, of course, if you are interested"

They are responsible for finding and negotiating new employment contracts for the mercenary  company, whether it be training townspeople for a local militia, manning town garrisons, providing support to existing troops, or any other type of military related action. These men and women travel widely in search of new business opportunities for the company. They can also act as sales representatives for any company owned by the mecenary company and equipment coordinating demonstrations and training in their usage.

The Contract Negotiator is a shrewd diplomat capable of sizing up a towns economy and needs in the first few hours of arriving. They have a greater understanding of the subtleties present in most environments as well. A skilled negotiator uses this understanding to tailor his/her pitch to the needs and desires of the local leaders.

Mercenary Contract Negotiator receive lodging, 3 meals a day, uniforms, laundry service, medical services, training, 1 week leave time per year, expense account, military support/backup and a starting salary based on their ability, training, and commission (this also depends on the size of the mercenary company).

Death Compensation is provided to surviving family members and/or designated parties in the amount of 1 year standard Salary for the Negotiator. After 10 years of service within the ranks of the company, the Negotiator qualifies for retirement in which he/she receives ¾ annual salary per year for 20 years and access to medical facilities for themselves and their immediate families for life (this also depends on the size of the mercenary company).

Alignment: Any but tend toward Scrupulous, Unprincipled, and Aberrant.
Attribute Requirements: IQ and MA of 12 or higher. A high PE and ME are helpful as well, but not required.
Bonuses: +1 to IQ and PE, and + 2 to MA

OCC Skills:
Language: Native              98%
Language: American                      (+25%)
Literacy: American                      (+20%)
Math: Basic                              (+20%)
Radio: Basic                              (+15%)
Diplomacy                                (+20%)
Seduction                                  (+20%)
Pilot: Hovercraft                    (+15%)
Read Sensory Equipment            (+10%)
Swimming                                 (+10%)
Streetwise                                 (+15%)
Computer Operation                      (+15%)
Lore: D-Bee                             (+15%)
WP: Energy Pistol               
WP: Energy Rifle                
WP: Knife
WP: Submachine gun                       
Hand-to-Hand: Basic

*Hand-to-hand: Basic can be changed to Expert at the cost of two or Martial Arts for three OCC related skills.

OCC Related Skills: Select 6 other skills. Plus select one additional skill at levels 3, 6, 9, and 12. All new skills begin at level 1 proficiency.

Communications: Any (+5%)
Domestic: Any
Electrical: Basic electronics only (+10%)
Espionage: Any, except Sniper (+10%)
Mechanical: Basic mechanics only (+10%)
Medical: First Aid or Holistic only (+5%)
Military: Recognize Weapon Quality only (+10%)
Physical: Any, except Acrobatics
Pilot: Any (+20%)
Pilot Related: Any (+15%)
Rogue: Any (+10%)
Science: Mathematics: Advanced only
Technical: Any (+10%)
WP: Any
Wilderness: Land Navigation & Hunting only (+5%)

Secondary Skills: The character also gets to select 8 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantages of the bonuses listed in parenthesis (). All Secondary skills start at the base level. Also, skills are limited (Any, Only, and None) as previously indicated in the list.

Standard Equipment: Depends on Mercenary Company

Weapons: See equipment

Combat Pack: See equipment

Vehicles: See equipment

Equipment available upon assignment: Other Weapons, Equipment, Vehicles, and services are on an as needed basis. The Unit Officer has the final say as to what the soldier may use while on assignment. If the Unit Officer does not like the Soldier, availability of additional supplies may be extremely limited (this also depends on the size of the mercenary company).

Money: The Contract Negotiator gets a private room in the barracks, food, clothing and all other basics provided free as part of his/her pay, as well as, access to medical and recreational facilities. Plus a monthly salary of 2100 credits a month in addition to Training & Contract commission bonuses. Starts off with one months salary and a possible savings of 2D4x1000 in credits or Black Market items (this also depends on the size of the mercenary company).

Cybernetics/Bionics: Soldiers may opt for cybernetic/bio-system augmentation for medical reasons.

Experience Table: Use CS Military Specialist OCC

Copied and minor Changes are mine but the basic Ideas are from  Wolf Pack Mercenary Corps..
(The original site no longer exists)

© 2010 Kevin Siembieda; © 2010 Palladium Books®, All rights reserved world wide.
No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher.
All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental.