diff --git a/gm.tex b/gm.tex
index 24db647c85093eade607b7394e9691f2503a7e3b..6f1666aa56a74b3fed0d7350267ea783cba50fc9 100644
--- a/gm.tex
+++ b/gm.tex
@@ -808,6 +808,46 @@ It also requires a single level of the Combat Skill.
 
 \paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 2 for every Initiative Bonus the weapon grants.
 
+\subsection{Empathy}
+
+\paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9.
+\footnote{See page \pageref{servicse} for more on purchasing services.}
+
+It's never easy knowing whom to hire.
+Every time someone hires someone as part of a service, they should make a roll.
+
+Humans are notoriously bad at this, and are known for hiring the first person they meet in a bar.
+
+Failing the roll means that the \gls{pc} has hired someone useless.
+Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off by taking a guess at the best route and hoping for the best.
+The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret.
+
+Given the stakes, people mostly try to hire others based on previous experience.
+To automatically succeed and hire someone competent, a player needs only to spend a \gls{storypoint}.
+
+\paragraph{Requesting dangerous jobs} -- Charisma + Empathy.
+
+\sidebox{
+  \begin{boxtable}[lc]
+
+    Location & Base \glsentrytext{tn} \\\hline
+
+    City & 9 \\
+
+    Town & 11 \\
+
+    Village & 14 \\
+
+  \end{boxtable}
+}
+
+Thieves, brigands, and \iftoggle{aif}{illegal}{} adventurers cannot work with anyone who pitches up.
+Dangerous jobs require a level of trust.
+Charismatic characters who show care and understanding stand a much better chance of hiring help.
+
+Any attempt to hire services which put someone in danger should require a roll (see page \pageref{services}).
+This includes murder, crafting poisons, selling illegal items, et c.
+
 \subsection{Deceit}
 
 \paragraph{Intimidating someone into backing off} -- Strength + Deceit vs the target's Strength + Empathy.
diff --git a/rules.tex b/rules.tex
index bb9f3cad972e73c1833f9b1ae8471499f5b8f95d..b866cc6a14f1db357275b6db4cca608caba1c52d 100644
--- a/rules.tex
+++ b/rules.tex
@@ -700,12 +700,19 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}.
 }{}
 
 \subsection{Services}
+\label{services}
 
 Money can buy you more than things.  In fact, for the right money in a large city, characters can buy a full entourage.  Villages, however, will not admit of the same opportunities.
 
 The costs above show the starting price for a few services, plus additional fees for the details.
 For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}.
 
+Hiring someone generally requires a Wits + Empathy roll, \gls{tn} 7, to determine their capability.
+Failure means that this person is useless.
+Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off.
+
+The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret.
+
 \end{multicols}
 
 \section{Time \& Space}