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| jobs:merc [2026/06/25 19:39] – [Bonus Proficiency] ms_ash | jobs:merc [2026/07/01 08:56] (current) – [Expertise] ms_wuntch |
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| //You’re thinking of using Corp.Sec agents for this? Darlin', no offense, but that’s adorable. I’ve been in this business long enough to know how that goes. Firstly, your security boys will get flagged the moment anything goes down, which leads straight back to you, and thus, back to me. And secondly, the moment it gets loud, they'll start checking their contracts, remembering their kids’ birthdays, and waiting for someone else to take the first shot. You want loyalty? Hire a preacher. You want results? Hire a Merc.\\ | //You’re thinking of using Corp.Sec agents for this? Darlin', no offense, but that’s adorable. I’ve been in this business long enough to know how that goes. Firstly, your security boys will get flagged the moment anything goes down, which leads straight back to you, and thus, back to me. And secondly, the moment it gets loud, they'll start checking their contracts, remembering their kids’ birthdays, and waiting for someone else to take the first shot. You want loyalty? Hire a preacher. You want results? Hire a Merc.\\ |
| \\ | \\ |
| See, a Merc’s not tied to anyone’s flag. They don’t owe you patriotism or quarterly reports. They’ve been soldiers, smugglers, couriers, spies, even legal representation — whatever the job needed. You don’t get that kind of range without surviving a lot of bad days, and Mercs have had nothing but bad days. That’s what makes them good. They take hits, they take losses, they keep moving. They’ll limp through hell with a grin just to finish the job, and then they’ll send you an invoice before the smoke clears.\\ | See, a Merc’s not tied to anyone’s flag. They don’t owe you patriotism or quarterly reports. They’ve been soldiers, smugglers, couriers, spies, even legal representation, whatever the job needed. You don’t get that kind of range without surviving a lot of bad days, and Mercs have had nothing but bad days. That’s what makes them good. They take hits, they take losses, they keep moving. They’ll limp through hell with a grin just to finish the job, and then they’ll send you an invoice before the smoke clears.\\ |
| \\ | \\ |
| Now, don’t expect polish. They come with rough edges — scars, habits, maybe a few bad jokes. But under all that? Pure professionalism. They learn on the job, and the job teaches hard. Every Merc you meet has picked up more skills than a whole department’s worth of trainees. Engineering, hacking, persuasion, demolition, field medicine — hell, I’ve met one who could defuse a bomb and a marriage in the same afternoon. You won’t find that in a Federation handbook.\\ | Now, don’t expect polish. They come with rough edges, scars, habits, maybe a few bad jokes. But under all that? Pure professionalism. They learn on the job, and the job teaches hard. Every Merc you meet has picked up more skills than a whole department’s worth of trainees. Engineering, hacking, persuasion, demolition, field medicine... hell, I’ve met one who could defuse a bomb and a marriage in the same afternoon. You won’t find that in a Federation handbook.\\ |
| \\ | \\ |
| And the gear. No expenses budget here, they've already got the best. A Merc’s tools aren’t just tools — they’re extensions of themselves. Doesn’t matter if it’s a pistol, a blade, a datapad, or a tie clip — it’ll be custom, balanced, tuned just right. They might not make it themselves, but they sure as hell made it theirs. Take it away, and you’re starting a war.\\ | And the gear. No expenses budget here, they've already got the best. A Merc’s tools aren’t just tools, they’re extensions of themselves. Doesn’t matter if it’s a pistol, a blade, a datapad, or a tie clip... it’ll be custom, balanced, tuned just right. They might not make it themselves, but they sure as hell made it theirs. Take it away, and you’re starting a war.\\ |
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| So, you ask me if I trust Mercs? More than I trust committees and two-faced suits like yourself, Handsome. They don’t waste time or words. You tell them what needs doing, and it gets done. No meetings, no memos, no excuses. You’ll pay through the nose, sure, but you’ll sleep at night. And in this line of work, that’s worth every damn credit.// \\ | So, you ask me if I trust Mercs? More than I trust committees and two-faced suits like yourself, Handsome. They don’t waste time or words. You tell them what needs doing, and it gets done. No meetings, no memos, no excuses. You’ll pay through the nose, sure, but you’ll sleep at night. And in this line of work, that’s worth every damn credit.// \\ |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You gain a free rank in one of the below [Masteries]. This can't increase the [Mastery] to a rank greater than your current [[:Jobs:Merc#merc]] rank.\\ | You gain a free [[:Game Mechanics:Definitions:Rank]] in one of the below [Masteries]. This can't increase the [Mastery] to a [[:Game Mechanics:Definitions:Rank]] greater than your current [[:Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank]].\\ |
| | <WRAP group> |
| | <WRAP column quarter> |
| * [Bones] | * [Bones] |
| * [Charm] | |
| * [Deception] | |
| * [Extrospection] | |
| * [Impact] | * [Impact] |
| * [Intimidate] | |
| * [Leadership] | |
| * [Meat] | |
| * [Melee] | * [Melee] |
| * [Nepotism] | |
| * [Parkour] | |
| * [Precision] | |
| * [Quickdraw] | * [Quickdraw] |
| | </WRAP> |
| | <WRAP column quarter> |
| | * [Charm] |
| | * [Intimidate] |
| | * [Nepotism] |
| * [Rock 'n' Roll] | * [Rock 'n' Roll] |
| | </WRAP> |
| | <WRAP column quarter> |
| | * [Deception] |
| | * [Leadership] |
| | * [Parkour] |
| * [Spycraft] | * [Spycraft] |
| | </WRAP> |
| | <WRAP column quarter> |
| | * [Extrospection] |
| | * [Meat] |
| | * [Precision] |
| * [Street] | * [Street] |
| Alternatively, instead of gaining a free rank in the above [Masteries], you may choose to gain 2 [[:Game Mechanics:Definitions:Ability|Abilities]] from one of them instead. These [[:Game Mechanics:Definitions:Ability|Abilities]] must be of equal or lower rank to your new [[Jobs:Merc#Merc]] rank.\\ | </WRAP> |
| | </WRAP> |
| | |
| | Alternatively, instead of gaining a free [[:Game Mechanics:Definitions:Rank]] in the above [Masteries], you may choose to gain 2 [[:Game Mechanics:Definitions:Ability|Abilities]] from one of them instead. These [[:Game Mechanics:Definitions:Ability|Abilities]] must be of equal or lower [[:Game Mechanics:Definitions:Rank]] to your new [[Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank]].\\ |
| \\ | \\ |
| **Example**: If you would advance your [[:Jobs:Merc#Merc]] rank to 3, you could use your free [Mastery] rank to advance your [Quickdraw] [Mastery] to rank 3 but you could not use it to advance your [Charm] [Mastery] to rank 4.\\ | **Example**: If you would advance your [[:Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank]] to 3, you could use your free [Mastery] [[:Game Mechanics:Definitions:Rank]] to advance your [Quickdraw] [Mastery] to [[:Game Mechanics:Definitions:Rank]] 3 but you could not use it to advance your [Charm] [Mastery] to [[:Game Mechanics:Definitions:Rank]] 4.\\ |
| \\ | \\ |
| Furthermore, you also gain a free rank in a [[:Skills|Skill]] of your choice. This can be any rank, regardless of your [[:Jobs:Merc#Merc]] ranks, but can't exceed your [[:Skills|Skill]] [[:Stats:Maximum Stats|Maximums]].\\ | Furthermore, you also gain a free [[:Game Mechanics:Definitions:Rank]] in a [[:Skills|Skill]] of your choice. This can be any [[:Game Mechanics:Definitions:Rank]], regardless of your [[:Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank|Ranks]], but can't exceed your [[:Skills|Skill]] [[:Stats:Maximum Stats|Maximums]].\\ |
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| At [[:Jobs:Merc#Merc]] ranks 3, 5, 7 & 9 gain an additional free rank or pair of [[:Game Mechanics:Definitions:Ability|Abilities]] in one of the above [Masteries] and a [[:Skills|Skill]] of your choice, as detailed above. | At [[:Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank|Ranks]] 3, 5, 7 & 9 gain an additional free [[:Game Mechanics:Definitions:Rank]] or pair of [[:Game Mechanics:Definitions:Ability|Abilities]] in one of the above [Masteries] and a [[:Skills|Skill]] of your choice, as detailed above. |
| ==== Grizzled ==== | ==== Grizzled ==== |
| //There’s a saying out on the rim: beware the old hand in a job where most die young. It fits the Merc like a glove. The galaxy chews through them by the dozen, sent into minefields, riots, or boardrooms just as dangerous, and only the ones who learn to bend without breaking make it to the other side. The survivors don’t just get tougher; they get smarter about pain. They learn how to take a hit and turn it into momentum, how to swallow an insult and use it later, how to keep talking when everyone else has run out of breath. They’re don't have superpowers; they have experience and a stubborn habit of refusing to quit. When a Merc hits that point, you can see it in their eyes, tired maybe, but steady. The kind of steady that wins fights, closes deals, and walks away from both still standing.// \\ | //There’s a saying out on the rim: beware the old hand in a job where most die young. It fits the Merc like a glove. The galaxy chews through them by the dozen, sent into minefields, riots, or boardrooms just as dangerous, and only the ones who learn to bend without breaking make it to the other side. The survivors don’t just get tougher; they get smarter about pain. They learn how to take a hit and turn it into momentum, how to swallow an insult and use it later, how to keep talking when everyone else has run out of breath. They’re don't have superpowers; they have experience and a stubborn habit of refusing to quit. When a Merc hits that point, you can see it in their eyes, tired maybe, but steady. The kind of steady that wins fights, closes deals, and walks away from both still standing.// \\ |
| You gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. This can be [[:Ratings:Swagger]], [[Ratings:Presence]], [[Ratings:Initiative]], [[Ratings:Reaction]] or any [[:Skills]].\\ | You gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. This can be [[:Ratings:Swagger]], [[Ratings:Presence]], [[Ratings:Initiative]], [[Ratings:Reaction]] or any [[:Skills]].\\ |
| \\ | \\ |
| In addition, you gain an additional [[:Game Mechanics:Resistances|Resistance]] at [[:Jobs:Merc#Merc]] rank 4. This can be [[:Ratings:Fortitude Save|Fortitude]], [[:Ratings:Reflex Save|Reflex]], [[:Ratings:Will Save|Will]] or [[:Ratings:Insight Save|Insight]].\\ | In addition, you gain an additional [[:Game Mechanics:Resistances|Resistance]] at [[:Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank]] 4. This can be [[:Ratings:Fortitude Save|Fortitude]], [[:Ratings:Reflex Save|Reflex]], [[:Ratings:Will Save|Will]] or [[:Ratings:Insight Save|Insight]].\\ |
| \\ | \\ |
| **Please Note**: You can select any of the above options, not just the ones listed on the [[:Jobs:Merc#Starting Package]], so long as you are not already [[:Game Mechanics:Proficiencies|Proficiency]] or [[:Game Mechanics:Resistances|Resistant]] in it.\\ | **Please Note**: You can select any of the above options, not just the ones listed on the [[:Jobs:Merc#Starting Package]], so long as you are not already [[:Game Mechanics:Proficiencies|Proficiency]] or [[:Game Mechanics:Resistances|Resistant]] in it.\\ |
| \\ | \\ |
| At [[Jobs:Merc#Merc]] ranks 6 & 10, you gain an additional [[:Game Mechanics:Proficiencies|Proficiency]], as detailed above. At [[Jobs:Merc#Merc]] rank 8, you gain an additional [[:Game Mechanics:Resistances|Resistance]], as detailed above. | At [[Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank|Ranks]] 6 & 10, you gain an additional [[:Game Mechanics:Proficiencies|Proficiency]], as detailed above. At [[Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank]] 8, you gain an additional [[:Game Mechanics:Resistances|Resistance]], as detailed above. |
| ==== Upgrade Job Die ==== | ==== Upgrade Job Die ==== |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ | You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]], [[Game Mechanics:Attack|Attacks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ |
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| If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade]] instead.\\ | If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade|Upgraded]] instead.\\ |
| \\ | \\ |
| At [[:Jobs:Merc#Merc]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]]. | At [[:Jobs:Merc#Merc]] [[:Game Mechanics:Definitions:Rank]] 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]]. |
| ==== Bonus Proficiency ==== | ==== Bonus Proficiency ==== |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| At [[:Jobs:Merc#Merc]] rank 5, 7 & 9, you gain an additional instance of this [[:Game Mechanics:Definitions:Ability]]. | At [[:Jobs:Merc#Merc]] rank 5, 7 & 9, you gain an additional instance of this [[:Game Mechanics:Definitions:Ability]]. |
| |
| ==== "Hey, That's Mine!" ==== | ==== Loaded For Bear ==== |
| //Every veteran Merc’s got a thing — their signature piece. Maybe it’s a flash pistol tuned to hit like thunder, a charm that’s seen more foreclosures than friends, or a necktie that opens doors faster than any passcode. Whatever it is, it’s theirs — refined, balanced, and perfect for the work that keeps the bills paid. It’s not about sentiment; it’s about trust. That tool’s saved their life more times than anyone else ever will. You can hand them a hundred replacements and they’ll still go back for the original, no matter where it ended up. Prison riot? War zone? Doesn’t matter. They’ll come out bloody and grinning, holding it high like a lost piece of their soul. Because every Merc knows — in this line of work, a craftsman doesn't blame their tools but why would you use a shit one?// \\ | //A Merc learns early that the best way to survive is to arrive overprepared. More ammunition, more weapons, more equipment and just enough room for one more "essential" piece of kit. While other Spacers have to choose between carrying a Duffle or wearing a Flickerfield, Mercs rely on custom rigging, grav-harnesses and backs sturdy enough to carry both. And if that still isn't enough? They simply buckle on another belt. When trouble finds a Merc, they're already Loaded for Bear.// \\ |
| \\ | \\ |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]]\\ |
| \\ | |
| You gain the [[:Game_Mechanics:Advantage_and_Disadvantage#Advantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> on any and all [[:Game_Mechanics:Check|Checks]] and [[:Game_Mechanics:Attacks]] with a nominated [Equipment]. In addition, you can apply two of the following [Properties] to that [Equipment]:\\ | |
| <WRAP group> | |
| <WRAP half column> | |
| * <wrap preview>[[:Traits:Trusty]]</wrap> | |
| * <wrap preview>[[:Traits:Brutal]]</wrap> | |
| * <wrap preview>[[:Traits:Stressful]]</wrap> | |
| * <wrap preview>[[:Traits:Subtle]]</wrap> and <wrap preview>[[:Traits:Silenced]]</wrap> | |
| * <wrap preview>[[:Traits:Fine]]</wrap> | |
| * Improve a pre-existing <wrap preview>[[:Traits:Brutal]]</wrap> to <wrap preview>[[:Traits:Vicious]]</wrap> | |
| * Improve a pre-existing <wrap preview>[[:Traits:Stressful]]</wrap> to <wrap preview>[[:Traits:Traumatic]]</wrap> | |
| </WRAP> | |
| <WRAP half column> | |
| * <wrap preview>[[:Traits:Reliable]]</wrap> to <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> and [Attacks] | |
| * <wrap preview>[[:Traits:Reliable]]</wrap> to <wrap preview>[[:Game Mechanics:Damage]]</wrap> | |
| * <wrap preview>[[:Traits:Exploding_Die]]</wrap> to <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> and [Attacks] | |
| * <wrap preview>[[:Traits:Exploding_Die]]</wrap> to <wrap preview>[[:Game Mechanics:Damage]]</wrap> | |
| * <wrap preview>[[:Traits:Doubles]]</wrap> to <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> and [Attacks] | |
| * <wrap preview>[[:Traits:Doubles]]</wrap> to <wrap preview>[[:Game Mechanics:Damage]]</wrap> | |
| </WRAP> | |
| </WRAP> | |
| \\ | |
| In addition, you Gain the [[:Jobs:Merc:”That’s Mine!”]] <wrap preview>[[:Game Mechanics:Definitions:Ability]]</wrap>. \\ | |
| {{page>[[:Jobs:Merc:”That’s Mine!”]]&noheader&inline}} | |
| \\ | \\ |
| | You gain 3 [[Game Mechanics:Inventory#PackSlot|Packs]], 2 [[Game Mechanics:Inventory#Holster Slot|Holster]] and 1 [[Game Mechanics:Inventory#Belt Slot|Belt]] [[Game Mechanics:Inventory]] slot.\\ |
| ==== Expertise ==== | ==== Expertise ==== |
| //There’s a point where skill stops being something you use and starts being something you are. That’s expertise. It’s not about speed, or strength, or luck - it’s about knowing. Every Merc who achieve the stuff of legend has spent a lifetime in the field, bleeding, learning, adapting, perfecting. They don’t guess anymore. They don’t hope. They know. They move through life like it’s choreographed, make choices before anyone else has finished thinking, and turn every scrap of knowledge, every hard-won trick, into an edge so sharp it cuts through the noise of the universe itself. You can’t teach it, you can’t fake it, and you sure as hell can’t keep up with it. This is what mastery looks like — quiet, unstoppable, and utter perfection.// \\ | //There’s a point where skill stops being something you use and starts being something you are. That’s expertise. It’s not about speed, or strength, or luck, it’s about knowing. Every Merc who achieve the stuff of legend has spent a lifetime in the field, bleeding, learning, adapting, perfecting. They don’t guess anymore. They don’t hope. They know. They move through life like it’s choreographed, make choices before anyone else has finished thinking, and turn every scrap of knowledge, every hard-won trick, into an edge so sharp it cuts through the noise of the universe itself. You can’t teach it, you can’t fake it, and you sure as hell can’t keep up with it. This is what mastery looks like, quiet, unstoppable, and utter perfection.// \\ |
| \\ | \\ |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You apply your [Job Die] to your <wrap preview>[[:Game Mechanics:Proficiencies]]</wrap> and [Resistances] an additional time.\\ | You apply your [[Game Mechanics:Definitions:Job Die]] to your [[:Game Mechanics:Proficiencies]] and [[:Game Mechanics:Resistances]] an additional time.\\ |
| \\ | \\ |
| This can allow you to apply your [Job Die] to <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap>, [Attacks] or <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap> up to three times, in combination with certain [Abilities]. | This can allow you to apply your [[Game Mechanics:Definitions:Job Die]] to [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]] up to three times, in combination with certain [[Game Mechanics:Definitions:Ability|Abilities]]. |
| ===== Changelog ===== | ===== Changelog ===== |
| <WRAP changelog center 800px> | <WRAP changelog center 800px> |
| __Version 0.5b - Dec 2025__ | Version 0.5 - Nov 2025 |
| * Wording updated. | |
| __Version 0.5 - Nov 2025__ | |
| * **Expertise** | * **Expertise** |
| * Now includes Resistances. | * Now includes Resistances. |
| | Version 0.5b - Dec 2025 |
| | * Wording updated. |
| | Version 0.5c - June 2026 |
| | * Wording updated. |
| | * Starting Health Bonus increased to 15 from 10 |
| | * Starting Strain Bonus increased to 15 from 10 |
| | * Starting Proficiencies reduced to 3 from 4 |
| | * Starting Proficiency list updated to include Swagger and no longer include Natural and Tech |
| | * Starting Resistances reduced to 2 from 1 |
| | * Starting Ability Company Man added |
| | * Training Ability reworked to have a list of Masteries it can grant |
| | * Grizzled Ability no longer grants bonus Health or Strain |
| | * Grizzled Ability reworked to grant additional Proficiencies at ranks 2, 6 and 10 |
| | * Grizzled Ability also grants additional Resistances at ranks 4 and 8 |
| | * "Hey, That's Mine!" Ability removed |
| | * Loaded For Bear Ability added |
| </WRAP> | </WRAP> |