This section discusses the creation of NPCs and their starting statistics. As NPCs form the basis of the people you can recruit or fight against, it's relevant to know how they're made.
Age Type | Age Range |
---|---|
AGE_DOGYEARS | 2 to 7 |
AGE_CHILD | 7 to 11 |
AGE_TEENAGER | 14 to 18 |
AGE_YOUNGADULT | 18 to 36 |
AGE_MATURE | 20 to 60 |
AGE_GRADUATE | 26 to 60 |
AGE_MIDDLEAGED | 35 to 60 |
AGE_SENIOR | 65 to 95 |
All base creatures start with $20 to $40 in their pocket, and start as Conservatives. Public mood percentage is checked against d100 twice, and each time the roll is less, add 1 to alignment. (This means that as public sentiment in a region becomes more liberal, more liberals will be encountered.)
Civilian Firearms:
[GunControl] = -1 and 1 in 30 chance: give civilian a .38 revolver and four clips, then load weapon.
[GunControl] = -2 and 1 in 10 chance: give civilian a 9mm pistol and four clips, then load weapon.
[GunControl] = -2 and 1 in 10 chance: give civilian a .45 pistol and four clips, then load weapon.
Give Male Gender:
If Law[Women] = -2 OR Law[Women] = -1 and 24 in 25 OR Law[Women] = 0 and 9 in 10 OR Law[Women] = 1 and 3 in 4 make this person Male.
Give Female Gender:
If Law[Women] = -2 OR Law[Women] = -1 and 24 in 25 OR Law[Women] = 0 and 9 in 10 OR Law[Women] = 1 and 3 in 4 make this person Female.
Attributes cap at 10; set attributes to start at 1. Set points to distribute to 40.
Occupation | Gender | Base Alignment Met On Job | Base Infiltration | Base Alignment Met Elsewhere | Wpn at Gun-2 | Wpn at Gun-1 | Wpn at Gun+0 | Wpn at Gun+1 | Wpn at Gun+2 | Armor | Age Group | Skill Bonuses | Attribute Bonuses | Other |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Club Security | Usually Male | Conservative | 10% to 40% | Moderate | MP5 SMG | .44 Revolver | .38 Revolver | Nightstick | Nightstick | Cheap Suit | Mature | HTH +1 to 3 | Hlth +2, Agi +2, Str +3 | |
Enforcer | Usually Male | Conservative | 10% to 40% | Moderate | MP5 SMG | .44 Revolver | .38 Revolver | Nightstick | Cheap Suit | Mature | HTH +1 to 3, Club +3 to 5 | Hlth +2, Agi +2, Str +3 | ||
Security Guard | Usually Male | Conservative | 10% to 30% | Conservative | MP5 SMG | .38 Revolver | .38 Revolver | .38 Revolver | Nightstick | Security Uniform | Mature | Pistol +1 to 3, Club +3 to 5 | Hlth +2, Agi +2, Str +1 | |
Lab Technician | Usually Male | Conservative | 10% to 30% | Conservative | As Civilian or Syringe (33% chance) | As Civilian or Syringe (33% chance) | Syringe (33% chance) | Syringe (33% chance) | Syringe (33% chance) | Lab Coat | Mature | Computers +1 to 2, Science +3 to 6 | Int +4 | |
Hangin' Judge | Usually Male | Conservative | 50% to 80% | Conservative | 33% chance of .44 Revolver or 50% chance of Gavel | 50% chance of Gavel | 50% chance of Gavel | 50% chance of Gavel | 50% chance of Gavel | Black Robe | Middle-Aged | Law +5 to 10, Writing +1 to 3 | Int +4, Wis +9, Heart cap 1 | 100 + 0 to 50 Confidence, $20 to $60 in cash |
Liberal Judge | Equal Opportunity | Liberal | 0% | Liberal | 50% chance of Gavel | 50% chance of Gavel | 50% chance of Gavel | 50% chance of Gavel | 50% chance of Gavel | Black Robe | Middle-Aged | Law +5 to 10, Writing +1 to 3 | Int +4, Hrt +9 | $20 to $60 in cash |
Eminent Scientist | Usually Male | Conservative | 50% to 80% | Conservative | As Civilian or 33% chance of Syringe | As Civilian or 33% chance of Syringe | 33% chance of Syringe | 33% chance of Syringe | 33% chance of Syringe | Lab Coat | Middle-Aged | Science +6 to 11, Writing +1 to 3 | Int +9, Wis +5 | 100 + 0 to 50 Confidence, $20 to $60 in cash |
Corporate Manager | Usually Male | Conservative | 50% to 80% | Conservative | As Civilian | As Civilian | None | None | None | Cheap Suit | Mature | Business +3 to 6 | Int +3, Cha +4, Wis +4 | $40 to $80 in cash |
Corporate CEO | Usually Male | Conservative | 100% | Conservative | Desert Eagle | Desert Eagle | Desert Eagle | Desert Eagle | Desert Eagle | Expensive Suit | Mature | Business +10 to 15, Dodge +10 to 15, Pistol +10 to 15 | Int +6, Cha +6, Wis +11 | 1000 Confidence, $1000 to $2000 in cash, WhiteMalePatriarch name, name always begins with 'CEO' |
Servant | Equal Opportunity | Liberal | 0% | Liberal | None | None | None | None | None | Servant Uniform | Mature | None | None | None |
Slave | Equal Opportunity | Liberal | 0% | Liberal | None | None | None | None | None | Servant Uniform | Mature | None | None | None |
Janitor | Equal Opportunity | Moderate | 0% | Moderate | As Civilian | As Civilian | None | None | None | Clothes | Mature | None | None | None |
Sweatshop Worker | Equal Opportunity | Liberal | 0% | Liberal | As Civilian | As Civilian | None | None | None | Clothes | Mature | Tailoring +1 to 5 | None | Confidence is -20, Flagged as Illegal Alien |
Migrant Worker | Equal Opportunity | Liberal | 0% | Liberal | As Civilian | As Civilian | None | None | None | Clothes | Mature | Tailoring +1 to 5 | None | None |
Non-Union Worker | Usually Male | Moderate or Conservative | 0% | Moderate or Conservative | As Civilian or Chain | As Civilian or Chain | Chain | Chain | Chain | Work Clothes | Mature | None | Str +4 | None |
Secretary | Equal Opportunity | Any | 0% | Any | As Civilian | As Civilian | None | None | None | Clothes | Mature | Writing +1 to 2 | Int +1 | None |
Landlord | Usually Male | Moderate | 0% | Moderate | As Civilian | As Civilian | None | None | None | Clothes | Mature | Business +3 to 6 | Int +3, Wis +3 | $120 to $240 |
Bank Teller | Equal Opportunity | Moderate | 0% | Moderate | None | None | None | None | None | Clothes | Mature | None | None | None |
Bank Manager | Equal Opportunity | Conservative | 0% | Conservative | As Civilian | As Civilian | None | None | None | Clothes | Mature | Business +3 to 6 | Int +3, Wis +3 | $120 to $240 |
Teenager | Equal Opportunity | Any | 0% | Any | None | None | None | None | None | Clothes | Teenager | None | None | None |
Lawyer | Equal Opportunity | Any | 0% | Any | 33% chance of .38 Revolver | None | None | None | None | Cheap Suit | Graduate | Law +4 to 7, Persuasion +2 to 5 | Int +5, Cha +3 | $50 to $100 |
Doctor | Usually Male | Any | 0% | Any | 33% chance of .38 Revolver | None | None | None | None | Lab Coat | Graduate | First Aid +4 to 7 | Int +5 | $20 to $40 |
Psychologist | Usually Male | Any | 0% | Any | 33% chance of .38 Revolver | None | None | None | None | Cheap Suit or Cheap Dress | Graduate | Psych +4 to 7 | Int +5, Heart +5 | $20 to $40 |
Nurse | Usually Female | Any | 0% | Any | 25% chance of .38 Revolver | None | None | None | None | Lab Coat | Graduate | First Aid +1 to 4 | None | None |
M1 Abrams Tank | Tank | Conservative | 0% | Conservative | Special Attack: Cannon | Special Attack: Cannon | Special Attack: Cannon | Special Attack: Cannon | Special Attack: Cannon | None | Teenager | HTH +20 | None | None |
Elite Security | Usually Male | Conservative | 0% to 40% | Conservative | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | AR-15 Rifle | AR-15 Rifle | Civilian Body Armor | Young Adult | Rifle +2 to 5, Security +0 to 2, HTH +0 to 2, Pistol +0 to 2, Driving +0 to 1, Psychology +0 to 1 | None | No money, 0 to 50 Confidence |
Hick (Country Boy, Hick, Redneck, Rube, Yokel) | Always Male | Conservative | 0% | Conservative | 50% chance Pump Shotgun, else 50% chance Torch, else Pitchfork | 10% chance Pump Shotgun, else 50% chance Torch, else Pitchfork | 10% chance Pump Shotgun, else 50% chance Torch, else Pitchfork | 10% chance Pump Shotgun, else 50% chance Torch, else Pitchfork | 10% chance Pump Shotgun, else 50% chance Torch, else Pitchfork | 50% chance Overalls, else Wifebeater | Mature | None | None | $6 to $11 |
Soldier | Usually Male | Conservative | 0% to 40% | Conservative | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | Army Body Armor | Young Adult | Rifle +1 to 4, HTH +1 to 3, Pistol +1 to 3, Driving +1 to 3, Psychology +1 to 3 | Str+4, Agi+4, Hlth+4, Wis+4 | No money, 0 to 100 Confidence |
Army Veteran | Usually Male | Any | 0% to 40% | Any | None | None | None | None | None | Clothes | Middle-Aged | Rifle +1 to 4, HTH +1 to 3, Pistol +1 to 3, Driving +1 to 3, Psychology +1 to 3 | Str+4, Agi+4, Hlth+4 | $20 to $40, 0 to 100 Confidence |
Hardened Veteran | Usually Male | Conservative | 0% to 40% | Conservative | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | Army Body Armor | Middle-Aged | Rifle +4 to 7, Security +0 to 3, HTH +1 to 3, Pistol +1 to 3, Driving +1 to 3, Psychology +1 to 3 | Str+6, Agi+6, Hlth+6 | No money, 0 to 100 Confidence |
Police Negotiator | Usually Male | Moderate | 0% | Moderate | None | None | None | None | None | Police Body Armor | Mature | Persuasion +1 to 4, Pistol +1 to 3, Driving +1 to 2, Psychology +1 to 3 | Str+2, Agi+2, Hlth+2, Hrt+3 | $20 to $40, 10 to 60 Confidence |
Police Officer | Usually Male | Conservative | 30% to 60% | Conservative | 33% chance MP5 SMG, else 33% chance 9mm Pistol, else 50% chance Pump Shotgun, else Nightstick | 33% chance 9mm Pistol, else 50% chance Pump Shotgun, else Nightstick | 33% chance 9mm Pistol, else 50% chance Pump Shotgun, else Nightstick | 33% chance 9mm Pistol, else 50% chance Pump Shotgun, else Nightstick | 33% chance 9mm Pistol, else 50% chance Pump Shotgun, else Nightstick | Police Body Armor | Mature | Pistol +1 to 4, Shotgun +1 to 3, Club +1 to 2, HTH +1 to 2, Driving +1 to 2, Psyc + 1 to 3 | Str+2, Agi+2, Hlth+2, Wis+3 | $20 to $40, 10 to 60 Confidence |
SWAT Officer | Usually Male | Conservative | 30% to 60% | Conservative | 33% chance MP5 SMG, else 50% chance Pump Shotgun, else M4 Carbine | 33% chance MP5 SMG, else 50% chance Pump Shotgun, else M4 Carbine | 33% chance MP5 SMG, else 50% chance Pump Shotgun, else M4 Carbine | 33% chance MP5 SMG, else 50% chance Pump Shotgun, else M4 Carbine | 33% chance MP5 SMG, else 50% chance Pump Shotgun, else M4 Carbine | SWAT Body Armor | Mature | Rifle +1 to 4, Pistol +1 to 4, Shotgun +1 to 4, HTH +1 to 2, Driving +1 to 2, Psych +1 to 4 | Str+2, Agi+2, Hlth+2, Wis+3 | 40 to 90 Confidence |
Death Squad Officer | Usually Male | Conservative | 50% to 90% | Conservative | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | M16 Assault Rifle | Death Squad Uniform | Young Adult | Rifle +2 to 5, Pistol +1 to 2, Shotgun +1 to 2, HTH +1 to 2, Driving +1 to 2, Psych +2 to 5 | Str+2, Agi+2, Hlth+2, Wis+5 | $20 to $40, 40 to 90 Confidence |
Firefighter | Usually Male | Any | 0% to 40% | Any | Fire Axe | Fire Axe | Fire Axe | Fire Axe | Fire Axe | Always Bunker Gear if site alarm sounded, else Overalls or Work Clothes or Bunker Gear | Mature | Axe +2 to +4 | Str+2, Agi+2, Hlth+2 | None |
Fireman | Usually Male | Conservative | 0% to 40% | Conservative | Flamethrower | Flamethrower | Flamethrower | Flamethrower | Flamethrower | Always Bunker Gear if site alarm sounded, else Overalls or Work Clothes or Bunker Gear | Mature | Axe +2 to +4 | Str+2, Agi+2, Hlth+2 | Appears when Free Speech is -2 |
Arsonist | Usually Male | Conservative | 50% to 90% | Conservative | Molotov | Molotov | Molotov | Molotov | Molotov | Trenchcoat | Mature | HTH +2 to +5, Throwing +2 to +5, Driving +2 to +5, Psych +0 to +2, Business +0 to +2, Religion +1 to +3 | Str+5, Agi+5, Hlth+5, Wis+7, Heart cap 4, other attributes cap 20 | $20 to $40, may have CCS cover position, 90 to 210 Confidence |
Sniper | Usually Male | Conservative | 50% to 90% | Conservative | AR-15 Rifle | AR-15 Rifle | AR-15 Rifle | AR-15 Rifle | AR-15 Rifle | Trenchcoat | Mature | HTH +2 to +5, Rifle +6 to +9, Driving +2 to +5, Psych +0 to +2, Business +0 to +2, Religion +1 to +3 | Str+5, Agi+5, Hlth+5, Wis+7, Heart cap 4, other attributes cap 20 | $20 to $40, may have CCS cover position, 90 to 210 Confidence |
Vigilante | Usually Male | Conservative | 50% to 90% | Conservative | 1d4 + Power: 1) Baseball Bat 2) 9mm Pistol 3) .44 Revolver 4) Pump Shotgun 5) AR-15 Rifle AND Civilian Armor 6) AR-15 Rifle AND Army Armor 7) M16 Rifle AND Army Armor | As prev. | As prev. | As prev. | As prev. | Clothes or as prev. | Mature | HTH +2 to +5, Rifle +6 to +9, Driving +2 to +5, Psych +0 to +2, Business +0 to +2, Religion +1 to +3 | Str+5, Agi+5, Hlth+5, Wis+7, Heart cap 4, other attributes cap 20 | $20 to $40, may have CCS cover position, 90 to 210 Confidence |
CCS Boss | Usually Male | Conservative | 90% to 100% | Conservative | M16 Assault Rifle | As prev. | As prev. | As prev. | As prev. | Heavy Body Armor | Middle-Aged | HTH +4 to +7, Rifle +6 to +9, Driving +4 to +7, Shotgun +6 to +9, Psych +0 to +5, Business +0 to +5, Religion +2 to +7 | Str+3, Agi+3, Hlth+3, Wis+9, Heart cap 1, other attributes cap 25 | $150 to $200, may have CCS cover position, 500 to 750 Confidence |
Police Gang Unit | Usually Male | Conservative | 30% to 60% | Conservative | 33% chance MP5 SMG, else 50% chance Pump Shotgun, else 9mm Pistol | As prev. | As prev. | As prev. | As prev. | Police Body Armor | Young Adult | Rifle +1 to +3, Pistol +1 to +5, Shotgun +1 to +3, HTH +1 to +2, Driving +1 to +2, Psychology +2 to +5 | Str +2, Agi +2, Hlth +2, Wis +4 | 40 to 90 Confidence |
This is used for determining the starting information for NPCs.
NPC Type | Appropriate Work Location | Appropriate Home Location | Wealth | Political Bias | Skills |
---|---|---|---|---|---|
Child Laborer | Industrial Polluter | ||||
Club Security | Gentleman's Club | ||||
Corporate CEO | Corporate HQ | CEO Mansion | |||
Corporate Manager | Cosmetics Lab, Genetics Lab, Sweatshop, Industrial Polluter, Nuclear Industry, Corporate HQ, AM Radio Station, Cable News Station | ||||
Custodian | Tenement, Apartment, Upscale Apartment, Cosmetics Lab, Clinic, University Hospital, Police Station, Genetics Lab, Courthouse, Intelligence HQ, Sweatshop, Industrial Polluter, Prison, Pawnshop, Crackhouse, Juice Bar, Halloween Store, Department Store, Vegan Co-Op, Latte Stand, Internet Cafe, Nuclear Industry, Corporate HQ, AM Radio Station, Cable News Station, Gentleman's Club, Fire Station | ||||
Death Squad Officer | Police Station | ||||
Eminent Scientist | Cosmetics Lab, Genetics Lab, Nuclear Industry | ||||
Janitor | Tenement, Apartment, Upscale Apartment, Cosmetics Lab, Clinic, University Hospital, Police Station, Genetics Lab, Courthouse, Intelligence HQ, Sweatshop, Industrial Polluter, Prison, Pawnshop, Crackhouse, Juice Bar, Halloween Store, Department Store, Vegan Co-Op, Latte Stand, Internet Cafe, Nuclear Industry, Corporate HQ, AM Radio Station, Cable News Station, Gentleman's Club, Fire Station | ||||
Lab Technician | Cosmetics Lab, Genetics Lab, Nuclear Industry | ||||
Landlord | Tenement, Apartment, Upscale Apartment | ||||
Non-Union Worker | Industrial Polluter | ||||
Police Gang Unit | Police Station | ||||
Police Officer | Police Station | ||||
Secretary | Cosmetics Lab, Clinic, University Hospital, Police Station, Genetics Lab, Courthouse, Intelligence HQ, Industrial Polluter, Nuclear Industry, Corporate HQ, CEO Mansion, AM Radio Station, Cable News Station, Fire Station | ||||
Security Guard | Upscale Apartment, Cosmetics Lab, Genetics Lab, Courthouse, Intelligence HQ, Sweatshop, Industrial Polluter, Nuclear Industry, Corporate HQ, CEO Mansion, AM Radio Station, Cable News Station, Gentleman's Club | ||||
Servant | CEO Mansion | ||||
Slave | CEO Mansion | ||||
SWAT Officer | Police Station | ||||
Teenager | Tenement, Apartment, Upscale Apartment, Shelter, CEO Mansion | ||||
Union Worker | Industrial Polluter | ||||
Fire Fighter | Fire Station | ||||
Liberal Judge | Courthouse | ||||
Hangin' Judge | Courthouse | ||||
Agent | Intelligence HQ | ||||
Radio Personality | AM Radio Station | ||||
News Anchor | Cable News Station | ||||
Genetic Monster | Genetics Lab | ||||
Guard Dog | Prison, Intelligence HQ, CEO Mansion, Army Base | ||||
Prisoner | Tenement, Shelter | ||||
Juror | Tenement, Shelter, Apartment | ||||
Lawyer | Courthouse | ||||
Doctor | Downtown District, University District | ||||
Psychologist | Downtown District, University District | ||||
Nurse | Downtown District, University District, Industrial District | ||||
CCS Boss | Bunker, Bomb Shelter, Bar and Grill | ||||
Arsonist | Bunker, Bomb Shelter, Bar and Grill | ||||
Sniper | Bunker, Bomb Shelter, Bar and Grill | ||||
Vigilante | Bunker, Bomb Shelter, Bar and Grill | ||||
Sewer Worker | Downtown District, University District, Industrial District | ||||
College Student | University District | ||||
Musician | Downtown District, University District, Industrial District | ||||
Mathematician | University District | ||||
Teacher | Downtown District, University District, Industrial District | ||||
High School Dropout | Industrial District | ||||
Transient | Downtown District, University District, Industrial District, Shelter | ||||
Gang Member | Crackhouse | ||||
Crack Head | Crackhouse | ||||
Priest | Downtown District, University District, Industrial District | ||||
Engineer | AM Radio Station, Cable News Station, Nuclear Industry | ||||
Fast Food Worker | Downtown District, University District, Industrial District | ||||
Telemarketer | Downtown District, University District, Industrial District | ||||
Office Worker | Cosmetics Lab, Clinic, University Hospital, PGenetics Lab, Courthouse, Corporate HQ, AM Radio Station, Cable News Station, Department Store | ||||
Football Coach | University District | ||||
Prostitute | Downtown District, University District, Industrial District | ||||
Mail Carrier | Downtown District, University District, Industrial District | ||||
Garbage Collector | Downtown District, University District, Industrial District | ||||
Plumber | Downtown District, University District, Industrial District | ||||
Chef | Downtown District, University District, Industrial District, Gentleman's Club | ||||
Construction Worker | Downtown District, University District, Industrial District | ||||
Amateur Magician | Downtown District, University District, Industrial District | ||||
M1 Abrams Tank | Army Base | ||||
Mercenary | Corporate HQ | ||||
Hick | AM Radio Station, Cable News Station, Out of Town | ||||
Veteran | Downtown District, University District, Industrial District | ||||
Hardened Veteran | Army Base | ||||
Soldier | Army Base | ||||
Educator | Prison | ||||
Prison Guard | Prison | ||||
Hippie | Vegan Co-Op | ||||
Art Critic | Downtown District, University District, Industrial District, Cable News Station | ||||
Music Critic | Downtown District, University District, Industrial District, AM Radio Station | ||||
Socialite | Downtown District, University District, Industrial District | ||||
Programmer | Downtown District, University District, Industrial District, Intelligence HQ, Corporate HQ | ||||
Retiree | Downtown District, University District, Industrial District | ||||
Painter | Downtown District, University District, Industrial District | ||||
Sculptor | Downtown District, University District, Industrial District | ||||
Author | Downtown District, University District, Industrial District | ||||
Journalist | Downtown District, University District, Industrial District | ||||
Dancer | Downtown District, University District, Industrial District | ||||
Photographer | Cable News Station | ||||
Cameraman | Cable News Station | ||||
Hairstylist | Downtown District, University District, Industrial District | ||||
Fashion Designer | Downtown District, University District, Industrial District | ||||
Clerk | Juice Bar, Latte Stand, Internet Cafe, Dept Store, Halloween Store | ||||
Professional Thief | Downtown District, University District, Industrial District | ||||
Actor | Downtown District, University District, Industrial District | ||||
Yoga Instructor | Vegan Co-Op | ||||
Black Belt | Downtown District, University District, Industrial District | ||||
Athlete | University District | ||||
Biker | Downtown District, University District, Industrial District | ||||
Trucker | Out of Town | ||||
Taxi Driver | Downtown District, University District, Industrial District | ||||
Nun | Downtown District, University District, Industrial District | ||||
Political Activist | Shelter | ||||
Sweatshop Worker | Sweatshop | ||||
Migrant Worker | Sweatshop | ||||
Mutant | Shelter | ||||
Default | Shelter |
NPC Type | Sleeper Effect | Base Power | Power Multiplier | Issues Affected | Snoop Effects | Embezzle Effects | Steal Effects |
---|---|---|---|---|---|---|---|
Club Security | Can let you into the Gentlemen's Club. | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | |||
Corporate CEO | Can warn you of Corporate Seiges (100% chance). | Charisma + Heart + Intelligence + Persuasion + Business | x20 | Corporate: Influences corporate issues. Add Power to LibPower[CEOSalary], LibPower[Women], LibPower[Taxes], LibPower[CorporateCulture], LibPower[Sweatshops], LibPower[Pollution], and LibPower[CivilRights]. | Can leak Corporate Files (100% chance) | Can embezzle up to $50000 x Inf% | |
Security Guard | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Lab Technician | Charisma + Heart + Intelligence + Persuasion + Science | x2 | Science: Influences scientific issues. Add Power to LibPower[NuclearPower], LibPower[AnimalResearch], and LibPower[Genetics]. | ||||
Eminent Scientist | Charisma + Heart + Intelligence + Persuasion + Science | x20 | Science: Influences scientific issues. Add Power to LibPower[Pollution], LibPower[NuclearPower], LibPower[AnimalResearch], and LibPower[Genetics]. | ||||
Corporate Manager | Charisma + Heart + Intelligence + Persuasion + Business | x2 | Corporate: Influences corporate issues. Add Power to LibPower[Women], LibPower[Taxes], LibPower[CorporateCulture], LibPower[Sweatshops], LibPower[Pollution], and LibPower[CivilRights]. | Can leak Corporate Files (1 in [CorporateLaw] + 4 chance.) | |||
Slave | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Servant | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Custodian | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Janitor | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Non-Union Worker | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Child Laborer | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Secretary | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Union Worker | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Landlord | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Teenager | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Police Officer | Charisma + Heart + Intelligence + Persuasion | x2 | Police: Influences law enforcement issues. Add power to LibPower[PoliceBehavior], LibPower[Drugs], LibPower[Torture], LibPower[GunControl]. | Can leak Police Records (1 in 4 + [PoliceBehavior] chance). | |||
Death Squad Officer | Charisma + Heart + Intelligence + Persuasion | x6 | Police: Influences law enforcement issues. Add power to LibPower[DeathPenalty], LibPower[PoliceBehavior], LibPower[Drugs], LibPower[Torture], LibPower[GunControl]. | Can leak Police Records (1 in 4 + [PoliceBehavior] chance). | |||
Police Gang Unit | Charisma + Heart + Intelligence + Persuasion | x4 | Police: Influences law enforcement issues. Add power to LibPower[PoliceBehavior], LibPower[Drugs], LibPower[Torture], LibPower[GunControl]. | Can leak Police Records (1 in 4 + [PoliceBehavior] chance). | |||
SWAT Officer | Charisma + Heart + Intelligence + Persuasion | x2 | Police: Influences law enforcement issues. Add power to LibPower[PoliceBehavior], LibPower[Drugs], LibPower[Torture], LibPower[GunControl]. | Can leak Police Records (1 in 4 + [PoliceBehavior] chance). | |||
Fire Fighter | Charisma + Heart + Intelligence + Persuasion | x2 | FreeSpeech: If FreeSpeech = -2, add power to LibPower[FreeSpeech]. Otherwise, add power to a random issue. | ||||
Liberal Judge | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Hangin' Judge | Charisma + Heart + Intelligence + Persuasion + Writing | x2 | Legal: Influences social issues. Add Power to LibPower[Justices], LibPower[FreeSpeech], LibPower[Intelligence], LibPower[PoliceBehavior], LibPower[DeathPenalty], LibPower[GunControl], and LibPower[Drugs]. | ||||
Agent | Charisma + Heart + Intelligence + Persuasion | x2 | Intelligence: Influences intelligence issues. Add power to LibPower[Intelligence], LibPower[Torture], LibPower[FreeSpeech]. | Can leak Secret Documents (1 in 4 + Law[Privacy] chance.) | |||
Radio Personality | Charisma + Heart + Intelligence + Persuasion | x2 | Special: Radio Personalities subvert Conservative radio stations by reducing their audience and twisting views on the issues. As their audience diminishes, so does their effect. Every month, public mood against AM Radio increases by 1, and LibPower on all issues increases by Power x (percentage popularity of AM Radio). | ||||
News Anchor | Charisma + Heart + Intelligence + Persuasion | x2 | Special: News Anchors subvert Conservative TV stations by reducing their audience and twisting views on the issues. As their audience diminishes, so does their effect. Every month, public mood against Cable News increases by 1, and LibPower on all issues increases by Power x (percentage popularity of Cable News). | ||||
Genetic Monster | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Guard Dog | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Prisoner | Charisma + Heart + Intelligence + Persuasion | x2 | Prison: Influences prison issues. Add power to LibPower[PoliceBehavior], LibPower[DeathPenalty], LibPower[Drugs], LibPower[Torture]. | ||||
Juror | Charisma + Heart + Intelligence + Persuasion | x2 | |||||
Lawyer | Charisma + Heart + Intelligence + Persuasion + Law | x2 | Legal: Influences social issues. Add Power to LibPower[PoliceBehavior], LibPower[DeathPenalty], LibPower[GunControl], and LibPower[Drugs]. | ||||
Doctor | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Psychologist | Charisma + Heart + Intelligence + Persuasion | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Nurse | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
CCS Boss | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | Can leak CCS Backer List (1 in 5 chance, if not already leaked) | |||
Arsonist | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Sniper | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Vigilante | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Sewer Worker | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
College Student | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Musician | Charisma + Heart + Intelligence + Persuasion + Music | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Mathematician | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Teacher | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
High School Dropout | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Transient | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Gang Member | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Crack Head | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Priest | Charisma + Heart + Intelligence + Persuasion + Religion | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Engineer | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Fast Food Worker | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Telemarketer | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Office Worker | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Football Coach | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Prostitute | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Mail Carrier | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Garbage Collector | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Plumber | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Chef | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Construction Worker | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Amateur Magician | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
M1 Abrams Tank | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Mercenary | Charisma + Heart + Intelligence + Persuasion | x2 | Military: Influences military issues. Add power to LibPower[GunControl], LibPower[Military], LibPower[Torture], LibPower[Gay], LibPower[Women]. | ||||
Hick | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Veteran | Charisma + Heart + Intelligence + Persuasion | x2 | Military: Influences military issues. Add power to LibPower[Military], LibPower[Torture], LibPower[Gay], LibPower[Women]. | ||||
Hardened Veteran | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Soldier | Charisma + Heart + Intelligence + Persuasion | x2 | Military: Influences military issues. Add power to LibPower[Military], LibPower[Torture], LibPower[Gay], LibPower[Women]. | ||||
Educator | Charisma + Heart + Intelligence + Persuasion + Psychology | x6 | Prison: Influences prison issues. Add power to LibPower[PoliceBehavior], LibPower[DeathPenalty], LibPower[Drugs], LibPower[Torture]. | ||||
Prison Guard | Charisma + Heart + Intelligence + Persuasion | x2 | Prison: Influences prison issues. Add power to LibPower[PoliceBehavior], LibPower[DeathPenalty], LibPower[Drugs], LibPower[Torture]. | ||||
Hippie | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Art Critic | Charisma + Heart + Intelligence + Persuasion + Writing | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Music Critic | Charisma + Heart + Intelligence + Persuasion + Writing | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Socialite | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Programmer | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Retiree | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Painter | Charisma + Heart + Intelligence + Persuasion + Art | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Sculptor | Charisma + Heart + Intelligence + Persuasion + Art | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Author | Charisma + Heart + Intelligence + Persuasion + Writing | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Journalist | Charisma + Heart + Intelligence + Persuasion + Writing | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Dancer | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Photographer | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Cameraman | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Hairstylist | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Fashion Designer | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Clerk | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Professional Thief | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Actor | Charisma + Heart + Intelligence + Persuasion | x4 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Yoga Instructor | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Black Belt | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Athlete | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Biker | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Trucker | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Taxi Driver | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. | ||||
Nun | Charisma + Heart + Intelligence + Persuasion + Religion | x2 | Cultural: Influences cultural issues. Add Power to LibPower[Women], LibPower[CivilRights], LibPower[Gay], LibPower[FreeSpeech], LibPower[Drugs], and LibPower[Immigration]. | ||||
Political Activist | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Sweatshop Worker | Charisma + Heart + Intelligence + Persuasion | x2 | Sweatshop: Influences immigration issues. Add power to LibPower[Immigration], LibPower[Sweatshops]. | ||||
Migrant Worker | Charisma + Heart + Intelligence + Persuasion | x2 | Sweatshop: Influences immigration issues. Add power to LibPower[Immigration], LibPower[Sweatshops]. | ||||
Mutant | – | – | No influence: This sleeper does not have sufficient influence or is too liberal to change opinions. | ||||
Default | Charisma + Heart + Intelligence + Persuasion | x2 | Random: Add power to a random issue. |
Infiltration is a percentage from 0 to 100% that indicates the chance that this sleeper will avoid being caught this month. Min = 0%, max = 100%. Each month, Infiltration changes by -2% to 5%, as the sleeper becomes more entrenched over time.
Add a modifier based on conservative witchhunting?
Sleepers can perform the following activities:
The sleeper will attempt to stay out of trouble. This increases Infiltration by a Street Sense skill roll, above and beyond the normal change over time.
The sleeper will attempt to promote the liberal agenda in their work environment. This will affect general liberal sentiment as well as specific issues or groups focused on the area. Decreases infiltration by 2%, as they draw attention to their liberal behavior.
The Base Power of a sleeper is as noted above - in most cases, it is equal to Charisma + Heart + Intelligence + Persuasion, plus possibly a skill relevant to the sleeper's job if important. All sleepers have a multiplier next to this that controls how much weight their opinion is given; most have a weight of 2, while CEOs, for instance, have a weight of 20. Multiply the power generated by the current infiltration level to generate the amount of power generated.
Most sleepers affect a random issue, but sleepers with a specific power base may affect a broader scope.
It is usually safe to Promote Liberalism, though this does erode Infiltration by -2% (meaning it is easier to lose Infiltration this way), as they draw attention to their Liberal behavior. In the wrong environment, a check against Infiltration may be necessary to avoid losing Confidence, losing one's job, or even being brought up on charges of Harmful Speech!
A Sleeper who is 'snooping around' is looking for incriminating information and conducting espionage against their place of employment for the good of the Liberal Cause. A check against Infiltration is required - if failed, they lose a point of Confidence. If their Confidence goes below -2, they are caught and will lose their job (and may risk being brought up on charges, depending on where they work!) If not arrested, they will be sent to the Homeless Shelter, and will become active members now that they have nowhere to turn to.
If they successfully find something, and Confidence is under 100, add 10 to Confidence.
What they can find depends on their position - in most cases, the odds of finding something good depend on the state of the laws; more freedom means less likelihood that anything shocking will be revealed.
Agents: Can leak incriminating Secret Documents; chance equal to 1 in [PrivacyLaw] + 4.
Educators/Prison Guards can leak internal Prison Records; chance equal to 1 in [PoliceBehavior] + 4.
News Anchors can leak incriminating Cable News Files; chance equal to 1 in [FreeSpeech] + 4.
Radio Personalities can leak incriminating AM Radio Files; chance equal to 1 in [FreeSpeech] + 4.
Lab Techs and Eminent Scientists can leak disturbing Research Papers; chance equal to 1 in [AnimalResearch] + 4.
Judges can leak incriminating Judge Corruption Files; chance equal to 1 in 6.
Add opportunities for others?
Stealing money for the cause.
If the Sleeper fails a check against their Infiltration, they lose 1 Confidence; if Confidence is less than -2, they are arrested on charges of embezzlement (Commerce crimes).
If Confidence is less than 100, add 10 to Confidence for every success. Base income is multiplied by current infiltration level.
Base income is 500 for normal people, 5000 for corporate managers and eminent scientists, and 50000 for CEOs.
Stealing items for the cause requires an Infiltration check; if failed, the Sleeper loses Confidence and if too low, they get arrested and charged with Theft. If they succeed, add 10 to Confidence if Confidence is less than 100.
Thieves steal between 1 and 10 items if successful; items stolen are based on the person's work location (obviously, better-positioned people can steal better stuff) and are dropped off at the homeless shelter. The following is checked for each item stolen - thus there is a 33% chance of getting macaroni art from a tenement, and a 50% chance of getting a dirty sock or a family photo.
Sleepers are in an ideal position to create major problems if they happen to do the right thing at the right place at the wrong time, whether it's turning on someone's microphone just as they're about to say something they'll regret or releasing the genetic creations from their cages during visiting hours. These scandals will always cause newsworthy problems, but have a high chance of getting the Sleeper fired (halve normal Infiltration/Street Sense chances of evading trouble). Particularly well-timed scandals can gain national attention, affecting the public's view on issues across the country overnight.
Sleepers who have sufficient Confidence can work to recruit other Sleepers under them. If they meet a coworker or (80% chance of continuing) people who visit their area regularly, they may try to recruit them. This happens automatically if the encountered person is already Liberal, or has a 20% chance of success otherwise. The new recruit is also a Sleeper, and the Liberators gain knowledge of the new recruit's workplace. If the recruit's infiltration score is less than the recruiter's, the recruit's infiltration score is also made equal to the recruiter's. If the Sleeper fails to recruit due to the would-be candidate being too Conservative, there is a chance based on Infiltration and Street Sense that this might 'out' them and cause them to lose their position.
If the Sleeper can no longer recruit people, they switch activity to Laying Low.