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tower:1b:lugs:lvg:npcs

NPCs

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.

NPC Age Groups

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.)

Right to Bear Arms

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.

Traditional Gender Roles

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

NPCs and Appropriate Sites

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.

Sleeper Behaviors

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:

Lay Low

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.

Promote Liberalism

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!

Snooping Around

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?

Embezzling Funds

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 Things

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.

Tenement

  • 33% chance Macaroni Art, else
  • 50% chance Dirty Sock, else
  • Family Photo

Apartment

  • 20% chance Cellphone, else
  • 25% chance Silverware, else
  • 33% chance Kitschy Trinket, else
  • 50% chance Cheap Jewelry, else
  • Laptop

Upscale Apartment

  • 10% chance Expensive Jewelry, else
  • 20% chance Cellphone, else
  • 25% chance Silverware, else
  • 33% chance PDA, else
  • 50% chance Cheap Jewelry, else
  • Laptop

Cosmetics Lab / Nuclear Industry / Genetics Lab

  • 20% chance Research Files, else
  • 50% chance Lab Equipment, else
  • 50% chance Laptop, else
  • 20% chance PDA, else
  • 20% chance Weird Chemical, else
  • Laptop

Courthouse

  • 20% chance Judge Corruption Files, else
  • 33% chance Cellphone, else
  • 50% chance PDA, else
  • Laptop

Prison

  • Shank

Bank / Fire Station

  • 50% chance Kitschy Trinket, else
  • Laptop

Sweatshop

  • Fine Cloth

Industry Polluter

  • Weird Chemical

Corporate HQ

  • 20% chance Corporate Files, else
  • 33% chance Cellphone, else
  • 50% chance PDA, else
  • Laptop

CEO Mansion

  • 1/8 chance Trinket, else
  • 1/7 chance Watch, else
  • 1/6 chance PDA, else
  • 1/5 chance Cellphone, else
  • 1/4 chance Silverware, else
  • 1/3 chance Cheap Jewelry, else
  • 1/2 chance Family Photo
  • Laptop

AM Radio Station

  • 20% chance AM Radio Files, else
  • 25% chance Microphone, else
  • 33% chance PDA, else
  • 50% chance Cellphone, else
  • Laptop

Cable News Station

  • 20% chance Cable News Files, else
  • 25% chance Microphone, else
  • 33% chance PDA, else
  • 50% chance Cellphone, else
  • Laptop

Police Station

  • 33% chance Weapon:
    • 25% chance SMG, else
    • 33% chance .45 Pistol, else
    • 50% chance Pump Shotgun, else
    • AR-15 Rifle
  • else 50% chance Armor:
    • 33% chance Police Uniform, else
    • 50% chance SWAT Body Armor, else
    • Police Body Armor
  • else:
    • 20% chance Police Records, else
    • 33% chance Cellphone, else
    • 50% chance PDA, else
    • Laptop

Army Base

  • 33% chance Weapon:
    • 66% chance M16 Assault Rifle
    • else M4 Carbine
  • 50% chance Armor:
    • Army Body Armor
  • else:
    • 20% chance Secret Documents, else
    • 33% chance Cell Phone, else
    • 50% chance Weird Chemical, else
    • Silverware

Intelligence HQ

  • 33% chance Weapon:
    • 25% chance MP5 SMG, else
    • 33% chance M16 Assault Rifle, else
    • 50% chance Pump Shotgun, else
    • M4 Carbine
  • 50% chance Armor:
    • Black Suit
  • else:
    • 20% chance Secret Documents, else
    • 33% chance Cellphone, else
    • 50% chance PDA, else
    • Laptop

Sleepers Creating Scandals

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 Recruiting Sleepers

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.

tower/1b/lugs/lvg/npcs.txt · Last modified: 2017/09/08 23:57 by 127.0.0.1

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