Sometimes, the easiest way to make money is to sell your services to others, and the more dangerous the work, the higher the pay. Mercenary Work involves joining a professionally trained armed force, helping to shore up a militia, or providing another sword arm in defense of a trade caravan, to name a few.
When you choose this Downtime Activity, you should talk with your GM to determine your work’s specifics and the associated rewards. The Rewards table summarizes some of the most common benefits.
Undertaking Mercenary Work is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 15. Over the course of a week, you must make three DC 12 Tests. The first Test is a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]], [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]], or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]) Test to notice the signs of danger around you or assess the intent of others on the road. The second Test determines your attitude towards the mission, making a Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]) Test to inspire your allies, a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]]) Test to gain an understanding of your foe, or a Strength ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Athletics|Athletics]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Intimidation|Intimidation]]) Test to lead from the front. The third Test is a Constitution ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Athletics|Athletics]]) Test to endure the skirmishes of your mission.
- **On a success**, you earn a reward from the Rewards table.
- **On a failure**, you gain one level of fatigue that lasts for a number of days equal to every increment you failed the Extended Test by. For example, if you only made a Progress of 10 against a Goal of 15, you gain a level of fatigue for 5 days. **This fatigue begins at the start of your next adventure.**
REWARDS
| Work | Reward |
| ----------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Mercenary Company | 50 gp × your [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Proficiency Bonus\|Proficiency Bonus]] |
| Militia | You count as having successfully completed the [[Volunteer in the Community]] Downtime Activity |
| Caravan Guard | You count as having successfully completed the [[Establish a Trade Route]] Downtime Activity, but you are only paid during this period of Downtime. |
| Patrol | You gain proficiency in the [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception\|Perception]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]] Skill (your choice) **until the start of your next period of Downtime**. If you are already proficient in your chosen skill, you instead gain an expertise die **until the start of your next period of Downtime**. |
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