Mercenary
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Mercenary
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Description
Abilities will rely on physique or aim and the equipment worn and weapons used.
Starter Items
- Melee Weapon: Knife
- Ranged Weapon: Eagle Handgun
- Armor: Dress Clothes
- Shield: Cheap JoyCo Shield Generator
Special Abilities
| Level | Name | Description |
|---|---|---|
| 1 | Headbutt (Starter Ability) |
A physique-based attack that does not factor in weapon damage but has a chance of stunning your target. |
| 2 | Bloodthirsty | Melee attacks restore a few points of energy. |
| Armor Piercing | Ranged attacks ignore the first few points of enemy defense. | |
| 3 | Power Strike | Grants the ability to perform a single melee attack for 200% normal damage |
| Rapid Fire | Grants the ability to perform a ranged attack with two extra, reduced-accuracy shots. | |
| 4 | Riposte | Grants increased evasion after any melee attack made for the remainder of the combat round. |
| Take Cover | Grants the ability to avoid nearly all incoming ranged attacks for 3 combat rounds. | |
| 5 | Carpet Grenades | Grants the ability to toss out a handful of micro-grenades, damaging everything in a large area. Hits all enemies. |
| Detonation Charge | Grants the ability to throw a focused detonation charge at an enemy for very high thermal damage. Focusing the charge restricts the blast radius to a single target. | |
| 6 | Heavy Weapons | Increases damage from kinetic, slashing, and piercing ranged weapons by 20%. |
| Low Tech Solutions | Increases damage from kinetic, slashing, and piercing melee weapons by 20%. | |
| 7 | Cleave | Grants an extra, low-accuracy swing when fighting groups of enemies or "plural" type foes. |
| Concentrate Fire | Allows consecutive ranged attacks to gain a bonus to damage. |
Perks
| Level | Name | Description |
|---|---|---|
| 2 | Critical Blows | Your strikes and shots gain a 10% chance of inflicting double damage on normal melee and ranged attacks. |
| 3 | Tough | Vulnerability to piercing, slashing, and kinetic damage taken reduced by 10%. |
| 4 | Juggernaut | Grants a 25% chance to overcome any paralysis or stun effect every combat round. |
| 5 | Second Wind | Grants the ability to recover half of your maximum HP and Energy once per combat encounter. |
| 6 | Tough 2 | Upgrades the "Tough" ability from 10 to 15%. |
| 7 | Iron Will | Allows your physical fortitude to contribute slightly to your willpower, granting one point of willpower for every five points of physique. |
Notes
Text.