Garden Mercenary OCC
(Version 1.03 - Last Modified: 07/18/2006)
Introduction
People from all over the world come to train at the Gardens in hopes of becoming
one of the elite Garden Mercenaries. These mercenaries, who sell their services
to governments, municipalities, corporations, and individuals, are among the
best-trained people in the world and excel at many different areas of expertise.
They are the special forces for nearly every military around the planet.
To become a Garden Mercenary, a person, male or female, must dedicate 10 years of
their life to train at a Garden facility. Usually children are sent to the Gardens
so that when they graduate they are only 18 to 24 years old. The Gardens accept
children and train them alongside adults with no difference in the training
exercises or techniques. People who have criticized the Gardens for treating
children too harshly have never visited a Garden, because if they had, they would
have seen that the children are treated better at the Garden them most other
places in the world. The children, especially the orphans adopted by the gardens,
proceed with their studies with a devotion and loyalty that borders on
fanaticism.
At the end of the training, a graduate becomes a Garden Mercenary and throughout
the years of study, the student has chosen an area of specialization. The area of
specialty is usually chosen early, but some have study many areas during most of
their training period before finally settling on a single area. Some Garden
facilities do not offer the same areas of specialization due to lack of resources.
For example, only Galbadia Garden offers many of the militaristic areas because of
their close relationship with the Galbadia military.
O.C.C. Abilities:
- Special Garden Training
The following bonuses are given to students that train at the Gardens for
the full ten years to become a Garden Mercenary. The General bonuses are
the same for any Garden student. The bonuses for training at a specific
Garden are cumulative with the general bonuses.
- General Bonuses:
Extensive training in both physical and mental exercises gives the
students: +4D6 S.D.C., +2 to ME attribute, +1D4 to PS attribute, +1D4
to either PP or PE attribute, +1D6 to Spd attribute, +1 to strike,
and +1 to roll with punch, fall, or impact.
- Balamb Garden:
For training at Balamb Garden, a student gains the following bonuses:
+1 to ME attribute and +1 to PE attribute. All graduates are bonded
to Ifrit, Quetzalcoatl, or Shiva. See the document on
Guardian Forces for more details on
the three guardian forces listed.
- Galbadia Garden:
For training at Galbadia Garden, a student gains the following
bonuses: +1D6 to PS attribute, +1D4 to PE attribute, and +1 to strike.
The graduate also receives two minor magical items chosen from the
list of Galbadia Garden Magic Items.
Galbadia Garden graduates have a base PPE of 1D4x10 and an additional
1D4 PPE per level of experience; this PPE is in addition to any PPE
from the graduate's race, class, and specialization.
- Trabia Garden:
For training at Trabia Garden, a student gains the following bonuses:
+1D4 to PP attribute, +1D4 to Spd attribute, +1 to dodge, and +1 to
roll with punch, fall, or impact. Graduates can select one minor Super
Power from the list in the Trabia
Garden section.
- Area of Specialization
All graduates from a Garden facility have a chosen area of specialization
from the following choices. The abilities, powers, and special equipment
from that area of specialization are listed under the area’s description.
Unless otherwise noted, graduates from any of the Gardens can choose any
area of specialization. An area of specialization is chosen at level 1
and it cannot be changed.
- Ancient Melee Weapon Training:
A lot of Garden Mercenaries choose to specialize in ancient weapons,
from swords to battleaxes to spears. Ancient weapons were beginning
to be phased out due to the abilities of modern weapons, but with
the magical weapons developed by Galbadia Garden, ancient weapons
have returned in force.
- Skills: Select one Ancient Weapon Proficiency and two
Physical skills. The W.P. chosen represents the graduate's
chosen weapon.
- Equipment: Graduates receive a medium magical weapon from
the ancient melee weapon category with three weapon enhancements
that matches the graduate's chosen weapon.
- Bonuses: +1 attack per melee that must be used with the
graduate's chosen weapon and +1 to strike and +1 to parry with
the chosen wepaon.
- Penalties: -4 to strike with any weapon other than the
graduate's chosen weapon, including hand-to-hand attacks.
- PPE: 4D6 and an additional 1D4 PPE per level of
experience.
- Gunblade Training: (By special permission only)
The Gunblades, a special magical weapon created by Martine, the
Headmaster at Galbadia Garden, are fairly new and very few people
have trained with them as they are difficult to master. Students
from any Garden can train with them, but they must have the
permission of Martine and the Headmaster of their own Garden.
Currently there are only two students training with Gunblades
outside of Galbadia Garden: Squall Leonhart and Seifer Almasy.
- Skills: W.P. Sword and W.P. Energy Rifle.
- Equipment: Graduates receive the Revolver gunblade with
three weapon enhancements.
- Bonuses: +1 attack per melee that must be used with the
gunblade.
- Penalties: -4 to strike with any weapon other than the
gunblade, including hand-to-hand attacks.
- PPE: 2D4x10 and an additional 1D6 PPE per level of
experience.
- Martial Arts Training:
Even with the advent of modern weapon, the ancient martial arts
are still taught throughout the world, and the Gardens will train
students who wish to learn.
- Skills: Graduates begin with an advanced Hand-to-Hand
combat form from the Ninjas and Super Spies or Mystic China
books. Due to the nature of the training, no Exclusive Martial
Arts or those that require more than 10 years to learn can be
selected.
- Equipment: Graduates receive the Metal Knuckle magical
gauntlets with one weapon enhancement.
- Bonuses: +1D4 to PS attribute, +1D6 to PP attribute, +2
to PE attribute, and +1D4 to Spd.
- Penalties: -4 to strike with any weapon that is not
specifically used with the chosen martial art.
- PPE: 4D6 and an additional 1D4 PPE per level of
experience.
- Magical Training:
Some students prefer to not receive training in weapons or martial
arts, instead choosing to specialize in casting magical spells.
These students are reserved for elite units where magic using
mercenaries operate together. While not as powerful as dedicated
magic users, these specially trained mercenaries are powerful
enough.
- Skills: Lore: Magic and Lore: Sorceresses.
- Equipment: Graduates receive a medium magical amulet of
choice.
- Spell Knowledge: Graduates begin with three spells from
each spell level from levels 1 to 4. At each new level of
experience, starting at level 2, the graduate gains an
additional spell from any spell level up to the graduate's
level. For example, at fifth level, the mercenary can select
one spell from levels 1 to 5. The graduate can learn
additional spells from research and from other spell casters.
- Bonuses: +1 to spell strength at levels 5, 10, and 15.
- PPE: PE attribute x2 and an additional 3D6 PPE per
level of experience.
- Guardian Force Training: (Balamb Garden only)
Balamb Garden offers special training courses for students that
wish to specialize in bonding with Guardian Forces. These students
receive more Guardian Forces than standard graduates and through
their continuing association with the Garden they have access to
additional Guardian Forces.
- Equipment: In addition to the guardian force the
gruadate bonds to for attending Balamb Garden, the graduate
can bond to another guardian froce from the same list (Ifrit,
Quetzalcoatl, or Shiva).
- Special: The graduate has two additional junction
ability slots that can be used for the function abilities of
any bonded guardian force. The graduate can also challenge
Diablos whenever he is at Balamb Garden. Finally, the
graduate gains access to the secure files of Balamb Garden
that reveal all information concerning the locations of
known guardian forces around the world.
- Bonuses: Double the range of the Sense Guardian Force
and Sense Bonded Guardian Force abilities and +1 per level
of experience to all rolls for the Drawing ability, both as
an attacker and as a defender. Guardian Forces gain a level
of experience every six months they remain bonded to the
graduate, instead of every year.
- PPE: 2D4x10 and an additional 2D6 PPE per level
of experience.
- Military Training: (Galbadia Garden only)
With the close relationship between Galbadia Garden and the
Galbadian military, a special program has been developed that
gives Garden mercenaries a way to fast track their advancement
in the Galbadian military. A Garden mercenary with this
training that enters the Galbadian military will be given a
rank of captain immediately upon their admittance into the
military.
- Skills: Select three Military skills (+15%), one
Physical skill (+10% where applicable), and one Pilot
skill (+10%).
- Equipment: Graduates receive a Flare Pistol, a
Flare Rifle, five PPE clips, and either a suit of
Galbadian Elite Soldier Armor or Galbadian Paratrooper
Armor.
- Bonuses: +1D4 to PS attribute, +1D6 to PE attribute,
and +2 PP to attribute.
- PPE: 4D6 and an additional 1D4 PPE per level of
experience.
- Modern Weapon Training: (Galbadia Garden only)
With the creation of the modern magical weapons, Galbadia
Garden has created a special training program that specializes
in their use. Several promising graduates have specialized in
this area that their expertise is recognized throughout the
world.
- Skills: W.P. Energy Pistol, W.P. Energy Rifle, and
W.P. Heavy Energy Weapons.
- Equipment: Graduates are given a Flare Pistol, a
Valiant magical modern weapon, five PPE clips, and two
clips of minor magical ammunition.
- Bonuses: +2 to strike with any ranged weapon.
- Penalties: -4 to strike with any melee weapon,
including hand-to-hand attacks.
- PPE: 4D6 and an additional 1D4 PPE per level of
experience.
- Super Power Focus: (Trabia Garden only)
These students from Trabia Garden spend nearly all of their
time learning how to focus their special abilities. In the
end, they have mastered amazing abilities that set them
apart from all other garden graduates.
- Special: In addition to the super power the
gruadate gains for attending Trabia Garden, the graduate
can select one major Super Power and one minor Super
Power from the list in the
Trabia Garden
section.
- PPE: 2D6
- SeeD Mercenary Operative
Balamb Garden is the main headquarters of the SeeD Mercenary
Organization and it offers several courses to students from any
garden to train those students to beomce SeeD Operatives. Not
all graduates choose to participate in this special training,
but those that do gain additional abilities and bonuses.
- Skills: Lore: Sorceresses
- Equipment: SeeD Operatives receive an Armor amulet
and an Attribute Enhancement amulet of the operative's
choice.
- Special: The SeeD Operative can channel PPE to disrupt
magical effects and counter spells. To counter or disrupt a
spell, the operative must use one melee action and channel 1
PPE for each PPE of the spell to be affected, so a spell that
costs 5 PPE to be cast would require 5 PPE to counter. The
operative can counter a spell as a defensive action similar
to dodging an attack.
- Bonuses: +2 to save vs. all types of magic, +3 to
save vs. psionics, +2 to save vs. mind control, and +2 to
save vs. horror factor.
- PPE: PE attribute x2 and an additional 2D4 PPE per
level of experience.
Attribute Requirements:
O.C.C. Skills:
- Language: Balamb (98%)
- Language: Galbadia (98%)
- Literacy: Balamb (98%)
- Literacy: Galbadia (98%)
- Radio: Basic (+20%)
- Math: Basic (+15%)
- Detect Ambush (+5%)
- Military Etiquette (+15%)
- Computer Operation (+10%)
- Military: Two of choice (+15%)
- Physical: One of choice (+5% where applicable)
- Hand-to-Hand Combat: Expert (Hand-to-Hand combat can be improved
to Martial Arts at the cost of one OCC Related Skill and to
Assassin or Commando at the cost of two OCC Related Skills, but
this can only be done at first level).
M.O.S. Skills:
- Select one MOS from the basic MOS category, except for Heavy
Vehicles Crewman, Pilot Power Armor and Giant Robots, Space
Marine, and Spaceship Crewman.
- Please see Military Occupation
Specialties for more details.
O.C.C. Related Skills:
- Select two other skills. Select one additional skill at level
4, 8, 12, and 15. All new skills start at a level one
proficiency.
- Communications: Any (+5%)
- Domestic: Any
- Electrical: Basic Electronics only
- Espionage: Any (+5%)
- Horsemanship: Horsemanship: General and Exotic only (+10%)
- Mechanical: Basic Mechanics only
- Medical: First Aid only
- Military: Any (+15%)
- Physical: Any (+10% where applicable)
- Pilot: Any (+5%)
- Pilot Related: Any
- Rogue: None
- Science: Any (+5%)
- Technical: Any (+10%)
- W.P.: Any
- Wilderness: Any (+5%)
Secondary Skills:
- Select three secondary skills from the list of available skill
categories at level one and an additional two skills at levels
4, 8, and 12. Secondary skills do not receive any bonuses
listed above and all new skills start at a level one
proficiency.
Standard Equipment:
- Weapons: Graduates receive a minor magical weapon. The
weapon could be an ancient melee weapon, an ancient missile
weapon, or a modern weapon, but if it is a modern weapon, it
comes with two PPE clips. The weapons have no weapon
enhancements.
- Armor: Graduates receive a suit of Simple Magical Armor
of their choice with no armor enhancements.
- Other: Graduates begin with several changes of clothes,
three uniforms, a dress uniform, a personal computer, three
minor potions, and three minor magical stones.
- Money: Garden mercenaries receive a regular pay of 1000G
every month multiplied by their level of experience while they
are working for the Garden. For example, a 5th level mercenary
will receive 5000G every month. Upon completion of an operation,
the mercenary will receive a bonus; the size of the bonus will
depend of the amount of money the Garden is paid for the
operation, the level of difficulty for the mission, and what
role the mercenary played in the mission, but typically runs in
the range of 2000G to 20,000G. The Garden pays for room and
board as long as the mercenary is working for and staying at a
Garden.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 1970 |
| 2 |
1971 - 3840 |
| 3 |
3841 - 7640 |
| 4 |
7641 - 15,840 |
| 5 |
15,841 - 25,400 |
| 6 |
25,401 - 35,800 |
| 7 |
35,801 - 51,200 |
| 8 |
51,201 - 72,400 |
| 9 |
72,401 - 96,600 |
| 10 |
96,601 - 132,200 |
| 11 |
132,201 - 184,600 |
| 12 |
184,601 - 234,800 |
| 13 |
234,801 - 284,200 |
| 14 |
284,201 - 346,400 |
| 15 |
346,401 - 406,600 |