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.
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
Read Sensory Equipment (+10%)
WP: Energy Pistol
*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%)
Electrical: Basic electronics only (+10%)
Espionage: Any, except Sniper
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%)
Mathematics: Advanced only
Technical: Any (+10%)
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
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