Mercenary

* Level 10
	+ Steady Aim – Once per combat encounter, gain a second combat ability during one turn. (e.g. turn may go as follows: Movement, Attack, Attack, Misc). Second attack phase rolls like the first, but MUST target the same target as the first attack phase.
	+ Focused Training - Add one point to either strength, dexterity, or perception for 6 hours. This can be done once per 12 hours. Ability cooldown and buff counter begins after 1 hour has passed.
	+ Paid Services - Can convince someone that is giving you a task to increase your pay by ((barter / 50) || (intimidation / 50))%  amount. If they are not paying you then you can convince them to pay you using barter or intimidation. Skill chosen is determined by the manner in which you negotiate pay – any non-hostile negotiation will always be barter unless the player specifies. Players MUST roleplay either bartering or intimidating the NPC. Player rolls against the NPC. In case of tie, luck roll is initiated, with the higher number selected.
* Level 20
	+ Focused Fire – Any gunpowder weapon that uses 3 or more damage dice during its attack roll gain floor(gunpowder weapons / 40)% extra damage per dice. This applies for 3 attacks per combat. Attacks are always consecutive from the point of ability activation. Attacks MUST target the same target. Ability ends with no refresh if the target dies before the end of the barrage.
	+ Murder Sense - Able to spot killers in public around you. A killer in this case is someone who has killed 3+ people not out of self defense. If they have killed between 1-2 people not out of self defense then they will show as a weaker killer. Amount of kills made by a killer is not shown. Can be used once per 3 hours.
	+ Hired Help – Once per week, you may hire an NPC mercenary of equal or lower reputation score than your own. NPC stats are determined by GM, and must be sought out in the world. NPC attacks and moves with you, performing their own rolls determined either by the GM or through orders by the player. If you hire another NPC, they replace the current one. You may trade equipment with the NPC, however, they will by default have worse gear than you (determined by GM or randomized). At awarding of any currency to the player, they take a percentage, which is determined by (1 - floor(reputation / 20)) \* 50% rounded to the lowest integer. Hiring fee at moment of hiring is 100 \* NPC Level.
* Level 30
	+ Reputed Skill – Reputation provides a damage bonus given as floor(reputation / 20)%. Static bonus that is applied when the ability is taken
	+ Reputed Intimidation – Reputation provides a speech bonus given as floor(reputation / 5). Static bonus that is applied when the ability is taken.
	+ Deja Vu - An insight check is allowed for any encounter that provides different and more usable information than a simple perception check. The roll is given a bonus based on the Reputation stat, which allows the player to gain insight into specifics about the situation at hand (i.e. using a Deja Vu check to notice that a door is trapped from the other side due to a similar situation occurring in the past. Rolling too low may not yield enough or any information, rolling high enough will grant a message from the GM about the trap, up to and including a full description). Multiple Deja Vu checks are not allowed on the same object in an encounter (e.g. failing or rolling low for the check would not allow a reroll).