STARTING AGE ------------ The age of a character greatly influences vital statistics. To determine the starting age of a character, consult the Starting Age Table. Then use the Racial Age Category Table to determine what age group your character is in. Finally, consult the Stat Modifier Table and adjust your vital stats appropriately. The effects of the Stat Modifier Table are cumulative, so be sure to add all previous categories adjustments before applying the current category adjustment. Note!! If your character is mature, do not bother adding any modifiers. The basic rolled stats as modified by race reflect a mature individual of that race. As your campaign proceeds and your character ages, note when the character passes into a higher Age Category and modify stats at that time. Race Starting Age Chatilian Empath 40 + 4d10 Cizerack 10 + 3d10 Eridani 20 + 4d10 Gen-Human 10 + 5d6 Goola-Goola 10 + 2d6 Human 18 + 2d6 I-bot N/A Kizanti 30 + 4d10 Mazian 3 + 3d10 Mutzachan 300 + (4d10 * 10) Orion Rogue 14 + 2d10 Phentari 20 + 5d10 Python Lizard 3 + 3d10 Ram Python 4 + 2d10 (Tza) Zen Rigeln 30 + 5d10 Race Child Young Mature Middle Age Old Ancient Chatilian Empath 25-43 44-65 66-120 121-180 181-250 251-320 Cizerack 11-15 16-30 31-55 56-70 71-90 91-120 Eridani 12-23 24-50 51-85 86-125 126-160 161-220 Gen-Human 9-13 14-25 26-50 51-85 86-120 121-160 Goola-Goola 6-11 12-20 21-35 36-50 51-70 71-100 Human 11-16 17-23 24-40 41-65 66-100 101-140 I-bot N/A N/A N/A N/A N/A N/A Kizanti 20-33 34-60 61-90 91-140 141-210 211-270 Mazian 6-11 12-22 23-35 36-50 51-65 66-80 Mutzachan 101-250251-450 451-750 751-1100 1101-16001601-2100 Orion Rogue 11-16 17-23 24-40 41-65 66-90 91-120 Phentari 14-24 25-50 51-85 86-125 126-160 161-200 (Ram) Python (Lizard) 5-18 19-35 36-70 71-120 121-160 161-210 (Tza) Zen Rigeln 16-30 31-60 61-100 101-250 251-320 321-420 Stat Child Young MatureMiddle Age Old Ancient Strength -15 +10 +5 -5 -10 -10 IQ -5 +5 - - -5 (10%) -10 (50%) Agility -10 +15 -5 -5 -8 -15 Man. Dex. -10 +10 - -2 -8 -10 Constitution -25 +15 +10 -5 -10 -20 Aggression +15 -5 -10 -5 -10 -20 Intuition -15 +5 +10 +10 +10 +10 Charisma -10 +5 +5 +5 -5 -15 Modifiers with percentage chances next to them do not occur in all cases. If the character does not roll below the listed percentage chance, the penalty is not applied. SKIN COLOR ---------- Roll on the table below to determine skin color. There is a chemical compound called Di-heptabenzalhydrate that can be injected into the skin as a dye. It is extremely dangerous and persons who opt to use it risk skin cancer. Race Black Reddish Tan Pale Clear Green Purple White Chatilian Empath 01-100 Cizerack 01-30 31-60 61-100 Eridani 01-90 91-00* Gen Humans 01-30 31-45 46-99 00 Goola-Goola 01-100 Humans 01-30 31-45 46-99 00 I-Bot (set by manufacturer) Kizanti 01-35 36-70 71-00 Mazian (race uses chameleon effects) Mutzachan 01-100 Orion Rogue 01-35 36-70 71-00 Phentari 01-99 00* Python Lizard 01-00 Ram Python 01-00 Tza Zen Rigeln 01-00 Zen Rigeln 01-00 SKIN TEXTURE ------------ Roll on the following table to determine skin texture. RACE Smooth Bump Scale Fur Chatilian Empath 01-97 98-00* Cizerack 01-00 Eridani 01-95 96-00 Gen Humans 01-00 Goola-Goola 01-00 Humans 01-00 I-Bot (set by manufacturer) Kizanti 01-00 Mazian 01-00 Mutzachan 01-00 Orion Rogue 01-00 Phentari 01-80 81-90 91-00 Python Lizard 01-00 Ram Python 01-00 Tza Zen Rigeln 01-00 Zen Rigeln 01-00 EYE COLOR --------- Roll on the following table to determine eye color. Characters can use contacts to hide the nature of their eye color, just remember that you have to take them out! All colors that are marked with an asterisk automatically default to a specific eye color and type. Cross reference the eye color and type by corresponding asterisks. RACE Brown Black Blue Grey Silver Red Hazel-Golden Chatilian Empath 01-60 61-80 81-100* Cizerack 01-80 91* 92-100 Eridani 01-40 41-90 91-98 99-100* Gen Humans 01-70 71-00 Goola-Goola 01-00 Humans 01-70 71-00 I-Bot (set by manufacturer) Kizanti 01-100 Mazian (this race has no eyes) Mutzachan 01-70 71-90 91-100 Orion Rogue 01-70 71-90 91-100 Phentari 01-95 96-100* Python Lizard 01-90 96-100 Ram Python 01-75 76-99 100 Tza Zen Rigeln 01-100 Zen Rigeln 01-100 EYE FEATURES ------------ Roll on the following table to determine the shape of the eyes. Certain races have rare mutations such as multiple eyes or eye stalks. Your Battlemaster will tell you if your character has such mutations. RACE Round Narrow Large Huge w/Stalks Multiple Chatilian Empath 01-100 05% Cizerack 01-90 91-100 Eridani 01-100 Gen Humans 01-100 Goola-Goola 01-100 Humans 01-85 86-98 99-100 I-Bot (set by manufacturer) Kizanti 01-100 Mazian (not applicable) Mutzachan 01-80 81-100 Orion Rogue 01-85 86-98 99-100 Phentari 01-80 81-100* 01%* Python Lizard 01-100 Ram Python 01-100 (Tza) Zen Rigeln 01-90 91-100 20% THEY ALL LOOK ALIKE ------------------- "Those others. Well, they all look alike." The reality is some don't like those that are different so they choose not to notice differences between individuals of a different race. Humans are afraid of those things which are different from themselves. If you think racism and prejudice are bad now, things get a lot worse in the 23rd Century. Many individuals are highly bigoted against members of different races; sentients of any particular race seem to be as ignorant as ever. Intra-racial prejudice is also rampant, barring a few races such as the Mutzachans who have long since figured out that the only thing that matters is what comes from the heart, and of course, solving the equation of the universe! Your race's view of you is effected by certain of your features. Some of the inter-racial prejudices are given below. These are just the most predominant effects of being different. There are many more. Also, just because a race is not detail below doesn't mean there are not intra-racial prejudices. Chatilians: Chatilians are prejudice against those of their race with bumps, claiming that they are less intelligent and therefore lessen the gene pool. Those Chatilians with bumps are called Sava (Freaks). Any Sava has his charisma and bargaining scores reduced by 30 points when dealing with other Chatilians. Blue-eyed Chatilians are thought to be Mussac Irmiree (psychic demons) by the ignorant who detest the use of power. Intra-racial charisma is reduced by 60 points. The masses often stone Mussac Irmiree. It is rumored that Makov Chatil had blue eyes. Cizerack: Certain male Cizeracks manifest a recessive gene that produces silver eyes in the offspring. These males are the only ones not kept as slaves. Male Cizeracks with silver eyes are called Vye (king). Females do battle to have the chance to mate with such a male. Charisma increased by 50 points. *** How will this impact a player character? is there ever a male Cizerack player character? Are the Vye allowed to roam free and become a Battlelord like any female? If so, how does a player know they have a male Cizerack player character? Is it determined by eye color, if you roll silver eyes for your Cizerack, it becomes a male Cizerack? This would mean there would be no silver-eyed female Cizeracks. *** Eridani: Golden-eyed Eridani are assumed to be inferior. They are considered to be the Mudjid. Characters who are Mudjid are assumed to have escaped slavery. If their identity is ever discovered, another Swordsaint will terminate them with extreme prejudice. I suggest getting contacts. Eridani with pale skin are from the royal class. Other Eridani will treat them with the utmost respect. Gen Human: Albino Gen-Humans are a manufacturing default that doesn't manifest itself until adolescence when the skin melanin slowly disappears from the body. Albinos are hated and greatly misunderstood. Humans: Somehow Humans have managed to get their !@#$ together. They pretty much accept everyone from their race. (Well, it's nice to dream!!) Phentari: Phentari with three eyes are called Cuyalbtyh Aym (Vigilant Eye). Only 1% of Phentari with large eyes have this mutation. Three millennia ago the Vigilant Eyes were persecuted to the verge of extinction. During the Justification War, many Vigilant eyes proved themselves in battle, and thus turned the prejudice into respect. Phentari are not known to respect others. They almost invariably see themselves as superior. However, most Phentari respect the Vigilant eyes (that is, those who don't envy them to the point of seeking to to destroy them). Charisma Gain/Loss: +20/-60. THE STANDARD OF LIVING ---------------------- The following sections are devoted to helping PCs develop their civilian lives. Characters usually don't live in the barracks. It is very boring. They have homes just like anybody else. The rent and basic expenses of living are deducted from your paycheck in the form of direct deposit. So you don't have to worry. But you do have to pay. Unless special circumstances are indicated by your Battlemaster or the "Growing Up", Fickle Finger or Fortune Tables, all beginning characters are assumed to rent, not own, their home. Parents or relatives own their home and may charge you rent at their whim. Note!! When applying the results given by the tables below, feel free to ignore any dice roll that results in a unreasonable situation. For example, if you have a salary of 15,000cr, you would not live in a 4 bedroom House in an exclusive neighborhood. Alternatively, such a rolled result might lead to a story or background idea explaining the disparity between your salary and living conditions (someone might be covering your expenses and expect favors, or you might be supplementing your income by smuggling, etc.). BASIC HOUSING ------------- Characters roll on the Dwelling Table to determine what kind of housing they live in. The Battlemaster shall determine the conditions of housing for certain arrangements as dictated below. Any character living in an apartment or home of some sort is assumed to have spent money on furnishing, or had them provided to them in some fashion of another. The Dwelling Table gives a range for how much money your character has to spend on furnishing his apartment. Simply roll the appropriate dice. This amount may be modified by the neighborhood where you live (see Neighborhood Table below). Battlemasters are advised to make players spend a minimum of 95% of this money they receive on furnishings. They may also spend the money on getting a better place to live if they choose. The Dwelling Table also give the basic rent and living expense (BRE) charged for each type of dwelling. The BRE may be modified by the neighborhood where you live (see Neighborhood Table below). After they have rolled on the Dwelling Table, proceed to the Neighborhood section. DWELLING TABLE -------------- 01-10 Barracks (BME: 50cr) 11-25 Sleeper Tube (BRE: 75cr) 26-45 Efficiency: 1000-4000cr (BRE: 125cr) 46-57 1 bedroom Apartment: 2000-8000cr (BRE: 150cr) 58-67 2 bedroom Apartment: 2000-12,000cr (BRE: 350cr) 68-75 3 bedroom Apartment: 4000-16,000cr (BRE: 500cr) 76-82 3 bedroom House: 4000-24,000cr (BRE: 750cr) 83-87 4 bedroom House: 6000-36,000cr (BRE: 900cr) 88-94 With parents (determined by Battlemaster) 95-99 With relatives (determined by Battlemaster) 00 Homeless (Oh Well!!!!) Note! Some players are power hungry and will try to sell their furnishings to secure money for an up and coming adventure. Battlelords is a roleplaying game. Virtually no character would sell his home or any of his stuff to purchase weapons. Do not allow this. Now if the player needs to raise 100,000cr or the local mafia is going to liquidate him, well that is a different story. Return value on most items is 20% plus 01% per point of charisma above 70. NEIGHBORHOOD ------------ Now that we have established your character's dwelling, we must find out what the neighborhood is like. Roll on the Neighborhood Table. Adjust furniture allowance and BRE as detailed. Personnel living in the barracks inevitably live in blue collar or white collar districts. Sleep Tubes are considered low class by the bourgeoisie and are only found in blue collar or lower class neighborhoods. NEIGHBORHOOD TABLE ------------------ 01-15 Slums: 1/4 furnishing money; 1/2 BRE 16-25 Lower Income: 1/2 furnishing money; 2/3 BRE 26-40 Lower Middle Class: 3/4 furnishing money; normal BRE 41-80 Middle Class: Standard costs for furniture and BRE 81-90 Upper Middle Class: furnishing cost and BRE times 1.5 95-98 Snob's Knob: 2.5 times furnishing cost; double BRE 99-00 Exclusive: 4 times furnishing costs; triple BRE After rolling on the Neighborhood Table, proceed to the appropriate Neighbor Table. WHO LIVES NEXT DOOR ------------------- Who you live next to is directly correlated to where you live. The Mayor doesn't live in the slums and Harry the engineer won't live in the projects. Find the table appropriate for your neighborhood, and roll for each nearby apartment or building. The neighbors' disposition is found by rolling on the Neighbor Disposition Table and the precise occupation of any working sentient is found by rolling on the Neighbor Occupation Table. Neighbors revealed to be "Open" do not try to impersonate another profession. For one reason or another, these sentients have managed to avoid the police despite their lack of discretion. SLUM NEIGHBOR TABLE ------------------- 01-10 Vacant 11-15 Bum: 1-8 sentients 16-20 Open Drug Dealer: 1-6 sentients 21-25 Open Criminal: 1-4 26-50 Working: 1-8 sentients 51-97 Welfare Recipient: 2-8 sentients 98-00 Mysterious Undertakings: 1-8 sentients LOWER INCOME NEIGHBOR TABLE --------------------------- 01-05 Vacant 03-05 Bum 1-8 sentients 09-14 Open Drug Dealer: 1-6 sentients 15-18 Open Criminal: 1-4 19-60 Working: 1-8 sentients 61-98 Welfare Recipient: 2-8 sentients 99-00 Mysterious Undertakings: 1-8 sentients LOWER MIDDLE CLASS NEIGHBOR TABLE --------------------------------- 01-03 Vacant 04-08 Open Drug Dealer: 1-6 sentients 13-15 Open Criminal: 1-4 16-80 Working: 1-8 sentients 81-99 Welfare Recipient: 2-8 sentients 99-00 Mysterious Undertakings: 1-8 sentients MIDDLE CLASS NEIGHBOR TABLE --------------------------- 01-02 Vacant 03-04 Open Drug Dealer: 1-6 sentients 05 Open Criminal: 1-4 sentients 06-99 Working: 1-8 sentients 00 Mysterious Undertakings: 1-8 sentients UPPER MIDDLE CLASS (AND ABOVE) NEIGHBOR TABLE --------------------------------------------- 01 Vacant 02 Mysterious Undertakings: 1-8 sentients 03-75 Working: 1-8 sentients 76-00 Independently Wealthy Non-working: 1-5 sentients NEIGHBOR DISPOSITION -------------------- Neighbors will have a general disposition toward other people. Oh by the way, you are considered other people! Neighbors can be useful in obtaining information, getting jobs, picking up contacts, etc. PCs are advised to get to know their neighbors. They can be useful. The basic neighbor disposition is given below and the modifier applied to persuasion rolls. When a persuasion roll is not part of your interaction with your neighbor, the Battlemaster should simply consider the neighbors general disposition in roleplaying that NPC. NEIGHBOR DISPOSITION TABLE -------------------------- 01-05 Hostile -90 06-15 Unfriendly -50 16-30 Tolerant -20 31-70 Neutral +00 71-85 Cordial +20 86-95 Friendly +50 96-00 Very Friendly +90 One's race has a direct effect on what a neighbor's reaction will be to living next door to YOU! The Battlemaster must decide your neighbor's race depending on the planet you are living on. Then, consult the Racial Preference Table on pg 20 of the BATTLELORDS OF THE 23RD CENTURY basic rule book to determine how well your race and your neighbor's race get along. The neighbor's general disposition toward you, and their persuasion modifier, as revealed on the Neighbor Disposition Table, will be modified according to general racial relations. RACIAL DISPOSITION TABLE ------------------------ Preferred Move 1 level down (i.e., Cordial becomes Friendly) Tolerant No change Mistrust Move 1 level up (i.e., Tolerant becomes Unfriendly) Dislike Move 2 levels up Enmity Move 3 levels up Note!! You neighbor can't be more negatively disposed than hostile, nor more positively disposed than very friendly. NEIGHBOR OCCUPATION ------------------- All working neighbors (those that are not vagrants, on welfare, or conducting some sort of shady business) hold jobs. The neighbor's type of job often is related to the neighbor's social class. Once you have rolled on the Neighborhood Table, and then rolled a "Working" result on the Neighbor Tables, consult the tables below to get the precise occupation of your "Working" neighbor. The neighbor occupations given below are those that might aid a character at some time. Many other occupations are possible. A particularly snide Battlemaster might choose to give you a lava-lamp craftssentient as a neighbor. As usual, Battlemasters are free to ignore the table results below and introduce any sort of freaky neighbor they wish. Note!! When a "Criminal posing as (roll again)" results, simply roll for another occupation on the table. That second occupation is the criminal's cover. Note!! The Neighbor Table, Neighbor Disposition Table and the following Neighbor Occupation Tables may also be used for NPCs encountered in your or any neighborhood. LOWER MIDDLE CLASS (AND BELOW) WORKING NEIGHBOR OCCUPATION TABLE ---------------------------------------------------------------- 01-03 Janitor 04-10 Taxi Driver 11-30 Factory Worker 31-45 Store Clerk 46-50 Miner (planetary) 51-60 Burger Slammer 61-62 Deluxe Burger Slammer 63-65 Mechanic 66-69 Waiter/Waitress 70-71 Bartender 72-80 Hooker/Gigolo 81-82 Bank Teller 83-89 Soldier 90-00 Criminal posing as (roll again) MIDDLE CLASS WORKING NEIGHBOR OCCUPATION TABLE ---------------------------------------------- 01-04 Electrician 05-07 Steel Worker 08-25 Computer Operator 26-29 Paramedic 31-35 Police Officer 36-37 Firefighter 38-43 Construction Worker 44-45 Teacher 46 Battlelord 47 Miner (interplanetary) 48-50 Mechanic 51-52 Electronics Technician 53-55 Factory Worker 56 Courier 57-61 Soldier 62-65 Carpenter 66-68 Cook 69-72 Science Technician 73-74 Criminal posing as (roll again) 75 Hooker/Gigolo 76-95 Small Business-owner 96-00 Other UPPER MIDDLE CLASS WORKING NEIGHBOR OCCUPATION TABLE ---------------------------------------------------- 01-03 Doctor 04-06 Mining Away Team Member 07-10 Computer Programmer 11-12 Lawyer 13-17 Engineer 18-19 Scientist 20 Battlelord 21-23 Merchant 24-25 Pilot (deep space) 26 Weapon Technician 27 Cyberneticist 28 Robotics Design 29-30 Banker 31 Cyball Player 32 Government Official 33 Judge 34 Hooker/Gigolo 35-36 Steward/Stewardess 37 Actor 38-40 Investment Analyst 41 Police Chief 42-44 Language Translator 45-48 Security Systems Analyst 49-52 Soldier 53-54 Accountant 55 Planetary Surveyor 56-58 Deep Space Salvage Crewman 59-60 Communications Expert 61-62 Architect 63-64 Criminal posing as (roll again) 65-95 Medium Business-owner 96-00 Other SNOB (AND ABOVE) WORKING NEIGHBOR OCCUPATION TABLE -------------------------------------------------- 01-30 Business Tycoon 31-33 Government Official 34 Galactic Official 35 Cyball Hero 36-38 Organized Crime Figure posing as business tycoon 39-40 Dignitary 41-45 Battlelord 46-48 Steward/Stewardess (deep space) 48-51 Pilot (deep space) 52-54 Movie Star 55-60 Investor 61 Rim Runner 62-67 Merchant (interstellar) 68 Police Commissioner 69 Criminal posing as business tycoon 70-75 Soldier 76-00 Other NEIGHBOR OCCUPATION DESCRIPTIONS -------------------------------- The particular occupations rolled on the Occupation Tables are described in more detail below. COH stands for Cash On Hand. LOWER MIDDLE CLASS (AND BELOW) ------------------------------ Janitor: Have a 50% chance to know something important about the goings on in the building where they work. 60% chance to be aware of all of the security systems in building and how to activate and deactivate them. Janitors are usually lonely and thus have a +15 reaction modifier. COH: 10-20cr Taxi Driver: Have a 70% base chance to know where street locations or places are in the city. Have 1-6 levels of Street Smarts and 20% base chance to know information concerning illegal activities such as Black Market and Rebels. Generally closed mouthed, Taxi Drivers have a -40 reaction modifier. This usually decreases by 01% per 100cr bribe. COH: 50-200cr Factory Worker: Have 3-8 levels of skill in their respective occupations. No reaction modifiers. 10% chance times level of skill is the chance that factory workers will know important information about the product the company produces. COH: 10-40cr Store Clerk: Aware of security systems in the place where they work. - 10 reaction modifier because they deal with customers all day. COH: 10- 40cr Miner (planetary): These tough customers are 70% likely to have 1-4 levels of hand to hand combat. 35% chance that they carry a weapon of some sort when out on the streets, such as a dagger or small firearm. Miners have 3-8 levels of mining skill. 20% chance times level of skill that they know the value of a gem or ore. Reaction Modifier: -15. COH: 20-120cr Burger Slammer: LOSER! 'Nuff said. COH: 2-12cr Deluxe Burger Slammer: LOSER who gets paid 10 cents more an hour! COH: 4-16 cr Mechanic: Most neighbor mechanics are auto or skimmer mechanics (90%). 10% are tank, helicopter, or other types of mechanics. Have 10-20 levels of skill. Have 500-2000cr worth of tools in their homes. COH: 10- 60cr Waiter/Waitress: These smooth-talking people are 60% likely to have a piece of gossip about goings on. 20% base chance that they can be convinced to do something shady, especially if the pay is right. Reaction Modifier: -05. COH: 10-60cr Bartender: 65% likely to know something about all regular customers and 25% likely to have a piece of information about those patrons who occasionally frequent the bar. Bartenders live on their tips and consequently, their reaction modifier increases by 01% per 50cr tip. Reaction Modifier: -05. COH: 20-120cr Hooker/Gigolo: They sell it on the streets (lower class) or through exclusive "escort services" (upper class). The going rate is about anywhere from 20-5000cr a trick, extra if you are in to kinky stuff, extra sentients, etc. Watch out for those who are giving it up for 20cr a shot. They probably have more diseases than Balshrom has weapons. 3-12 levels of street smarts. 75% likely to be carrying a weapon and 65% likely to carry some sort of communication device to radio their "Protector" in the event of a problem. 25% likely to know where to contact Black Marketeers and Rebels. 75% chance to know where to get drugs. Aren't big on being probed and have a -25% reaction modifier to anyone who wants anything besides sex. At Battlemaster discretion, more exotic sex-sellers might be substituted: drag queens, cross- dressers, hermaphrodites. COH: 100-1000cr. Bank Teller: Have 2-4 levels in accounting and 2-3 levels of clerical skill. Know how to operate the security system in their bank only. COH: 20-80cr. Soldier: Lower-class soldiers are 85% to be entry level or slightly higher. COH: 40-160cr. Criminal: Lower middle class criminals are 70% likely to know where the Black Market action is and 90% likely to know how to get drugs. There is a 30% chance that the criminal has 1-4 pieces of important information about illegal activities going on in the city. Most lower class criminals are drug dealers, burglars, pimps, etc. COH: 100-2000cr MIDDLE CLASS ------------ Electrician: Possess 3-7 levels of skill. COH: 20-120cr Steel Worker: Possess 3-7 levels of skill. COH 20-120cr Computer Operator: Have 4-8 levels of skill in operation and programming. 15% likely to have a useful program of some sort. 20-160cr Paramedic: 70% likely to be honorable. 5-9 levels of skill in paramedic and another 10-20 points in various other medical skills. 05% likely to have drugs. 15% chance that they have some knowledge of recent accidents around the area. 80% chance to know where a given street location is. COH: 20-160cr Police Officer: 65% honorable. 80% likely to be carrying a concealed firearm when encountered outside of the house, and 100% chance that they have 1-3 weapons (semi-auto rifles, pistols, or shotguns) inside the house. COH: 20-120cr Firefighter: Does firefighter things, I don't know. Have 4-8 levels of demolition skill. COH: 20-80cr Construction Worker: Construction Workers are a tough bunch. 80% likely to have 3-5 levels of hand to hand combat skill. Most have a nasty disposition -- 75% are neutral, unfriendly, or hostile. 90% likely to imbibe alcoholic beverages, and 65% likely to gamble. Construction Worker covers all types of journeyman skills, besides cooks, and traders. COH: 20-160cr Teacher: Most teachers are friendly and will gladly offer a helping hand to someone who needs them. Have 10-14 levels of skill in one specific subfield. COH: 10-60cr Battlelord: Possess 40-60 skill points and 10,000-50,000cr worth of equipment. 40% likely to be armed when outside of the house. 90% likely to store weapons inside the house. Security system (3-7 level). COH: 100-1200cr Miner (planetary): See Construction Worker. Middle class miners are senior workers and/or on site supervisors. COH: 50-80cr Mechanic: See lower middle class descriptions. Electronics Technician: Have 10-20 levels of skill and 500-2000cr worth of tools in their homes. COH: 20-120cr Factory Worker: The dull and unenlightened factory worker is 80% likely to be unhappy with his job. Most are willing to try something else (be hired) if the price is right. Prestige will also convince a factory worker to take chances. COH: 10-80cr Courier: Are armed 95% of the time. Their homes are protected by sophisticated security systems, level 6-12. COH: 1000-600cr Soldier: Middle-class soldiers are enlisted men (Private through Sergeant) or their equivalent. 85% likely to be carrying a sidearm when encountered outside the house and 100% likely to be armed when at home. Have 5,000-40,000cr worth of armor, weapons, and equipment in their homes. 55% have alarm systems set up to stop theft. COH: 30- 120cr Carpenter: See Construction Worker. COH: 10-100cr Cook: Have 10-15 levels of skill. Work in moderately successful, medium size restaurant or hotel. 25% chance of knowing security system of that restaurant. 75% chance of knowing information about important customers. COH: 50-200cr Science Technician: Has 3-6 levels of skill in a specialized subfield. COH: 30-120 Criminal: Middle-class criminals carry on the same type of activities as lower-class slimeballs. However, they are 40% likely to be in charge of operations. COH: 400-1600cr Hooker/Gigolo: See lower middle class descriptions. UPPER MIDDLE CLASS ------------------ Doctor: Has 80-120 points of medical skills. Usually righteous, but 20% can be bought off to assist a wounded comrades without insisting on informing the police. 10% of doctors are drug addicts and 20% have strong drugs in the home. COH: 60-360cr Mining Away Team Member: Almost never home (30%). They spend extended periods of time in space. When they return, they are likely to have large amounts of cash on hand. 85% likely to be rowdy and many have problems with their spouse. COH: 60-360cr Computer Programmer: Has 70-120 points worth of skill in the computer field. 55% chance that a tech will have a powerful program of some sort at home. 99% likely to have state of the art computer. 50% righteous. The other 50% will accept payment to carry out some illegal activity pertaining to computers. COH: 40-16cr Lawyer: 20% likely to be a business lawyer. Have 10-17 levels of skill. 70% of neighborhood lawyers have a powerful legal contact (1-6 strength) and 15% have a powerful government contact (1-6 strength). Contrary to popular opinion, most lawyers believe in the sanctity of their job and will not involve themselves in illegal activities. However, 15% are governed solely by money. COH: 60-360cr Engineer: 5-10 levels of skill in engineer subfield: COH: 40-240cr Scientist: 6-12 levels of skill in science subfield. 85% have thick, Poindexter glasses. Chances of having done the "wild thing" about 02%. COH: 40-240cr Battlelord: Possess 90-120 skill points and 50,000-120,000cr worth of equipment. 40% likely to be armed when outside of the house. 90% likely to store weapons inside the house. Sophisticated security system (7- 12 level). COH: 100-1200cr Merchant: 05% to own their own spaceship. 30% likely to have 1-2 guards when operating outside the home. 10% likely to have a powerful government contacts (3-10 strength) and 65% likely to have a legal contact (4-10). Armed 70% of the time. Homes have sophisticated security systems (10-15 level). COH: 1000-8000cr Pilot (deep space): 9-15 levels of skill. For other information, see steward/stewardess. COH: 50-300cr Weapon Technician: Have 8-14 levels of skill in Repair, High Tech Design or Weapon Smith. Friendly weapons technicians will do outside work to make a buck, charging only 75% of the going rate. COH: 60-300cr Cyberneticist: Have 5-10 levels of skill. Friendly Cy designers will often do work for a reduced rate to neighbors whom they like (25% discount). COH: 80-480cr Robotics Design: Have 6-10 levels of skill. COH: 60-360cr Banker: Most bankers are righteous. But there is an occasional banker (15%) who has his hand in the till. Have knowledge of powerful access codes for interplanetary or beyond banking. COH: 60-360cr Cyball Player: 20% are reclusive. Regular cyball players are reckless and like to party. They are 30% likely to be recognized in public. They tend to like Battlelords, viewing them with respect. Therefore, there is a 25% base chance that if you become friendly with your neighbor cyball player that he or she will help you out if possible. At Battlemaster's discretion, another sports star may be substituted. COH: 200-1200cr Government Official: Armed 97% of the time. 5-10 levels of hand to hand combat. COH: 100-1000cr Judge: Lawyer with 15-23 levels of skill. Can be bought off 20% of the time if the price is right. COH: 60-360cr Hooker/Gigolo: See lower middle class description. Steward/Stewardess: 15% work on interplanetary liners. They can obtain free passes 03% chance and can get up to 25% discounts for flights (1-6 times per year). Are home only 30% of the time. Have high terrestrial knowledge scores. COH: 40-280cr Actor/Actress: Have 10-20 levels of skill. 75% will be proficient in disguise and will have the make-up equipment to pull it off. COH: 75- 1000cr Investment Analyst: Have 60-130 points of business skills. Authorized to trade and sell stocks and commodities. COH: 80-640cr Police Chief: Has 6-10 levels of weapons skills. Only 05% can be bought off easily. COH: 50-300cr Language Translator: Has 60-200 points of language and social science skills, including anthropology, archeology, general knowledge, etc. COH: 50-300cr Security Systems Analyst: Has 65-100 skill points in the related field. Tends to be righteous (75%). Will offer to help design protective systems for you at 75% of the going rate. There is no telling what level security has been built into the walls of his or her home. COH: 60-360cr Soldier: Upper middle-class soldiers are senior levels NCOs, officers, and low level commanders. 50-300cr Accountant: I refuse to do anymore of this boring !@#$ (Editor's Note: If Larry hadn't refused to do this, he would have mentioned that the accountant possesses 10-15 levels of accounting and 4-8 levels of administration skill. COH: 50-300cr). Planetary Surveyor: 5-10 levels of geology skill for chiefs. Crew have a variety of skills (40-70 points) including weapons training. Your neighbor will like you 65% of the time just because of your adventurous nature. COH: 60-360cr Deep Space Salvage Crewman: Communications Expert: Have 60-100 points of skills in the related field. 30% chance of owning a base station. Have access to codes for encryption transmission, etc. COH: 50-300cr Architect: Have 6-12 levels of skill and 25% chance of access to various city building blueprints. 40% chance to buy them off. COH: 60- 360cr Criminal: Engages in white collar crimes such as computer theft. The best way to get them to cooperate is to get evidence of their crimes. 50% chance to have rifle of some sort in his home. Level 6-12 security systems. COH: 70-420cr SNOB AND ABOVE -------------- Business Tycoon: Many control powerful companies. 01% chance that your neighbor is a vice president, or upper level management on one of the top 1000 galactic businesses. Employ 3-12 guards and technicians to protect them and 20% likely to wear some sort of defensive gear when encountered outside. COH: 400-4800cr Government Official: See upper middle class description. Protected by 3-8 security guards. Galactic Official: Have access to a starship at all times. Protected by a wealth of men and security systems. They are cordial, but almost never friendly, expecting an assassination attempt at any time. If you move in next to a Galactic official, a deep probe of your history will be undertaken to prove that you aren't a terrorist. COH: As required. Cyball Hero: Famous Cyball player. Rowdy, fun and very dangerous. If they invite you over for a barbecue, don't turn them down. Otherwise, you might end up with a 10kg ball sticking through your chest. Some Cyball heros are reclusive (20%). They tend to like Battlelords, viewing them with respect. Therefore, there is a 25% base chance that if you become friendly with your neighbor cyball player that he or she will help you out if possible. At Battlemaster's discretion, another sports star may be substituted. COH: 200-1200cr Organized Crime: 95% likely to be accompanied by 2-12 body guards when operating outside of the house. Combined equipment value: 500,000cr. Mob bosses are 20% likely to own their own spacecraft. 99% chance to have legal and government contacts (5-10 strength). The house is equipped with level 20-25 security systems and there is a 100% chance to find weapons somewhere inside. COH: 1000-8000cr Dignitary: Accompanied by 2-8 guards at all times. 75% chance to be wearing a flux shield. Immune to prosecution. Level 10 legal and government contacts. 80% likely to own spacecraft. COH: 2000-12,000cr Battlelord: 120-300 skill points. Equipment as required. Wealthy Battlelords sometimes will help up-and-coming hotshots, if they like them. Otherwise they are 50% likely to kill you dead on the spot. 50% have 2-12 guards. Many Battlelords (30%) carry special weapons permits and are allowed to wear battle armor. Most are considered heros by the public and loved wherever they go. The house is certain to be a small fortress (level 20-25 security). COH: 1000-10,000cr Steward/Stewardess (deep space): See upper middle class description. Access to tickets includes interstellar and intergalactic flights. COH: 500-4000cr Pilot (deep space): 10-20 in spacecraft pilot skill, 100 skill points in other vehicle skills. Home only 35% of the time. Tend to be adventurous. 25% likely to charter out their services if the price is right. 60% likely to carry a registered sidearm. 20% chance that they own their own spacecraft. COH: 200-1200cr Movie Star: 80% are reclusive. Their homes are usually set far back away from the street with elaborate security systems (15-22). Most (85%) movie stars want nothing to do with combat types. COH: 400- 2400cr Investor: *** I'm not sure what to do here *** Rim Runner: Hangout next door as much as possible. If nothing else, Rim Runners will have great stories to tell. 80% likely to assist you in some way for they have amazing contacts of every kind and they are heros to the public. Rim Runners are crazy maniacs who love to live beyond the edge of death. All Rim Runners are millionaires. COH: 2000- 24,000cr Merchant (interstellar): 20% own their own spaceship. 60% likely to have 1-4 guards when operating outside the home. 35% likely to have a powerful government contacts (3-10 strength) and 85% likely to have a legal contact (4-10). Armed 70% of the time. Homes have ultra sophisticated security systems (15-25 level). COH: 1000-20,000cr Police Commissioner: Same as police chief, but double the COH: 100- 600cr Soldier: Senior level commanders. Have direct access to any military ship and are 40% likely to own their own private craft. 60% likely to have 1-6 body guards. COH: 200-1200cr