Mercenary

Rim sellsword.

The Mercenary is what happens when a soldier quits the uniform and starts booking themselves. They are not a Legionnaire; the Legionnaire is an oath-bound line trooper with a flag. They are not a PMC contractor; the contractor is a salary line on a corporate balance sheet. The Mercenary is freelance: per-job, per-contract, per-name, with a reputation that opens doors the way a credential opens doors, except the credential is blood and the doors stay open because people remember.

The Nine do not book the Mercenary because the Mercenary will not be booked. The Mercenary rides the Kadiss when it suits them and runs dark when it does not. Their contracts are handshake or escrow, with the escrow held by a fixer's bank, and the bank takes a percentage that everyone pretends is fair. They are paid in advance because the Mercenary who works for free is the Mercenary who is about to be killed.

Reputation Economy is the ledger: completed contract +1, failed contract -1, betrayed employer -2, public defeat -1. The number is the negotiator, the intimidator, and the resume. Versatile Loadout is the daily choice: today I am the gunslinger, tomorrow the brawler, the day after the one who stands in the doorway and does not move. Paid in Advance turns preparation into ammunition and ammunition into survival. Danger Pay is the moment the body knows it is dying and decides to do something about it. Not Today is the refusal.

Operating on the combat chassis (d10 HD, full BAB, Fort/Ref good, Will poor) with 4 base skill points. STR, DEX, CHA primes: the body that fights, the body that moves, the mouth that closes the deal. Will poor is the cost: the Mercenary is pragmatic, not principled, and the principle they sold is the principle that holds when the situation gets bad.

Rules Reference

FieldValue
Armor AllowanceLight, Medium, Heavy
Bab Tierfull
Base Skill Points4
Class SkillsPerception, Streetwise, Deception, Intimidation, Survival, Pilot
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesSTR, DEX, CHA
Prime RequisitesSTR, DEX, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll firearms, All melee weapons, Heavy weapons, Explosives and demolitions charges, Exotic and salvaged weapons

Notes

Archetype Niche: The freelance gun. The Mercenary is the warrior who fights for pay and builds a name across the Rim's endless small wars. Where the Soldier serves a cause and the PMC Contractor serves a corporation, the Mercenary serves themselves -- and their reputation is their currency. Reputation Economy gives the Mercenary a mechanical reason to care about their track record: completed contracts unlock better pay, better gear, and the terror of a name known across the frontier. Versatile Loadout makes the Mercenary the most tactically flexible Warrior -- they can be a gunslinger one day and a brawler the next. Paid in Advance turns preparation into a tangible combat resource, rewarding the player who plans ahead. Danger Pay makes the wounded Mercenary the most dangerous creature on the battlefield. Not Today is the class's signature 'cheat death' moment -- the Mercenary who refuses to die. Their signature tension is loyalty vs. survival: every contract is a test of whether the Mercenary will honour the deal or cut and run when it goes bad.

Multiclass Notes: Mercenary can multiclass with Soldier, PMC-Contractor, and Bounty-Hunter archetypes. Non-humans use simultaneous multiclassing rules.

Level Table

Freelancer

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleFreelancer
will0
xp0

Hired Gun

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleHired Gun
will0
xp2000

Contract Fighter

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleContract Fighter
will1
xp4000

Battle-Tested

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleBattle-Tested
will1
xp8000

Sellsword

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleSellsword
will1
xp16000

Veteran Sellsword

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleVeteran Sellsword
will2
xp32000

Mercenary Sergeant

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleMercenary Sergeant
will2
xp64000

Mercenary Lieutenant

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleMercenary Lieutenant
will2
xp125000

Mercenary Captain

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleMercenary Captain
will3
xp250000

Battle-Hardened

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleBattle-Hardened
will3
xp500000

Mercenary Commander

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleMercenary Commander
will3
xp750000

War-Scarred Veteran

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleWar-Scarred Veteran
will4
xp1000000

Mercenary Major

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleMercenary Major
will4
xp1250000

Iron Sellsword

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleIron Sellsword
will4
xp1500000

Mercenary Colonel

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleMercenary Colonel
will5
xp1750000

Battlelord

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleBattlelord
will5
xp2000000

Mercenary General

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleMercenary General
will5
xp2250000

War-Scarred Commander

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleWar-Scarred Commander
will6
xp2500000

Iron Commander

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleIron Commander
will6
xp2750000

The Living Legend

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleThe Living Legend
will6
xp3000000

Special Abilities

Reputation Economy

FieldValue
level1
nameReputation Economy

description: A Reputation score, starting at 0. +1 for each completed contract (GM discretion), -1 for failed contracts, betrayal, or public defeat. Reputation applies as a competence bonus to Bluff, Intimidate, and Persuasion when negotiating contracts or dealing with underworld contacts. Reputation 5+: hazard-pay contracts (50% payment bonus). 10+: black-market contacts, restricted gear at 10% off. 15+: name alone grants +4 Intimidate against those who have heard of the Mercenary. Cap = class level + CHA modifier. Resets to 0 only on death or permanent retirement. The number is the negotiator, the intimidator, and the resume.

Versatile Loadout

FieldValue
level1
nameVersatile Loadout

description: At the start of each day (after 8 hours rest), select a combat focus: Gunslinger (ranged +1 attack, +1 damage), Brawler (melee +1 attack, +1 damage, unarmed 1d6), or Survivor (AC +1, +1 all saves). Lasts until the next rest. At level 7, switch once per encounter as a move action. At level 13, bonuses +2. At level 19, two focuses simultaneously (bonuses do not stack on the same roll). Today the gunslinger, tomorrow the brawler.

FieldValue
level3
namePaid in Advance

description: Before a contract, 1 hour of preparation and 50 rek per class level in supplies, bribes, and contingencies. Grants Prep Points = 1 + CHA modifier (min 1). Each Prep Point spent during the mission: reroll one failed attack (must accept second result), +4 to one skill check (declared before rolling), or negate 10 damage from a single attack (immediate action, declared after damage). Refresh on repeat prep. At level 10, force an enemy to reroll a successful attack. At level 16, Prep Points = 2 + CHA. The Mercenary who works for free is the Mercenary about to be killed.

Danger Pay

FieldValue
level5
nameDanger Pay

description: Below half HP: +2 attack, +2 damage, +1 all saves. Represents survival instinct and the adrenaline of knowing this job might be the last. Applies immediately on dropping below half, persists until healed above half or encounter ends. At level 11, +3. At level 17, DR 2/- while below half HP. The moment the body knows it is dying and decides to do something about it.

Between Contracts

FieldValue
level9
nameBetween Contracts

description: Downtime (at least 1 week): DC 15 Streetwise, 1d4 days of legwork on a specific target, location, or organisation. Success: +2 attack, skill checks, and saves related to that target for the next contract. DC 20 Streetwise to find a buyer at 75% market value. At level 14, +3 and 1d2 days. At level 19, maintain intelligence bonuses on up to CHA modifier (min 2) targets. The between-jobs work that makes the next job survivable.

Not Today

FieldValue
level13
nameNot Today

description: Once per day, when reduced to 0 or fewer HP, the Mercenary declares: drop to 1 HP and gain +4 to all rolls for 1 round. Must be consciously activated (does not function if unconscious or incapacitated before the hit). At level 17, twice per day. At level 20, also gain one immediate action (attack, move, or class feature). The refusal.