Employer

A human employer

An employer knows an ancient rule: quantity over quality. They are heroes that have a knack for finding like minded people, who have the same ideals and are willing to join your cause.

## Features

### Commanding Authority

You gain proficiency in *Handguns and Light Armor.* You also gain proficiency in Persuasion and 1 *Intelligence skill* of choice. You gain the following ability:

> ***Command*** (1AP) - Once per turn, you command a friendly creature within which is not a player character and understands your language. This creature can perform an attack action or help action.
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### Find Employees

You are able to inspire others to follow you. You gain the following ability:

> ***Find Employee*** (1 hour, 10C) - In a pub or an area where like minded people gather with little influence or presence you can try to gather employees.  After 1 hour of talking with strangers, you manage to successfully recruit one, with the following constraints:
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> * Your employees are usually normal civilians conscripted into service.
> * The roleplay presence of your employees will remain limited.
> * employees use the ‘mobster’ statistics.
> * Each employee starts with 5 extra  proficiencies that you may distribute, picking from armor, languages, weapons and tools. This reflects their profession, for example a doctor starts with medicine or a cop with a gun proficiency.
> * Each employee must be paid 10C on the last day of each month, or they will leave along with the equipment.
> * They are not undyingy loyal and wont do suicide mission alone, if they are treated badly they will leave.
> * The employee will act on your turn and you get to control it AND they only have 2AP to spend per turn.
> * Their proficiency bonus is equal to yours.
> * You can only have up to 1 employee upon picking this feature.
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### Promotion

To keep your employees happy and to recruit more, you must provide opportunities to grow, through promotions. You gain the following ability:

> ***Trusted Employer*** -Your maximum employee count becomes 2.
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> ***Promotion*** (1 hour, 100C) - You can spend 1 hour with a employee in order to promote them to a ‘Minion’ employee:
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> * A minion is more loyal than a employee.
> * They will also gain a base HP of 10.
> * They also gain better stats, you can distribute 4 times a +1 stat to their stats.
> * They now have 3AP to spend per turn
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### Personal bodyguard

Your excellent track record has made you a very appealing employer. You gain the two following abilities:

> ***Excellent Employer*** - Your maximum employee count becomes 3.
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> ***Train Bodyguard*** (1 hour, 100C) - A ‘minion’ employee is trained into becoming a ‘bodyguard’ employee, granting:
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> * They gain proficiency in 2 weapons, and light, medium and heavy armor.
> * They also gain a +2 to one stat.
> * They now have 4AP to spend per turn
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### Take 1 for the team

Teamwork is all about sacrifice, your employees know this. You gain the following ability:

> ***Take one for the team*** (1 reaction) - When a creature takes damage within 5ft of one of your employees, you can order the employee to take the damage instead of the target. This damage cannot be reduced in any way.
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### Skilled Labor

You can use your employees to produce an income for you. You gain the following ability:

> ***Online Course*** (1 day, 100C) - One of your employees takes an online course in a certain course and at the end of the day gains proficiency in a tool kit.
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> ***Skilled Labor***  (1 month) - You can order an employee to work in a workshop using a tool kit in which they are proficient. At the end of the month, they produce an income equal to the tool-kit modifier (including their proficiency bonus) times 25C. But they cannot partake in adventures or combat during this time.
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### Team Building Activity

The loyalty and happiness of your employees can be ensured through 1 simple activity:

> ***Team Building Exercise*** (500C, 1 hour to prepare, 1 hour to consume) - You take 1 hour to prepare a team building exercise, which takes 1 hour to perform. The exercise takes 1 hour to perform and beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake in the exercise. A creature that partakes in the exercise gains several benefits. The creature is cured of all instances of frightened, charmed or sadness, and becomes immune to these conditions, and makes all Wisdom saving throws with advantage. It also loses 1 stack of exhaustion and insanity. Its hit point maximum also increases by 1d10, and it gains the same number of hit points. These benefits last for 24 hours.
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