Chapter 7 of the Gamemaster Guide very briefly outlines a level-based
system for Social Status. Unfortunately, Table G25 rarely produces
a full range of satisfying starting scores for characters, and Table G26
does not clarify distinct differences between varying levels in Authority,
Wealth, and Fame. These optional rules attempt to clarify and expand
upon Social Status. A character has a rating in each of the three
categories ranging from 0-20. Level 0 translates as absolutely no
standing in that area: a character with Level 0 cannot attempt any
skill checks whatsoever involving that particular social aspect.
However, only the most unimportant, inconsequential beginner (or a social
pariah, like a prisoner or slave) would have a Level 0 rating in any of
the Social Status categories; most beginning characters should range from
Level 1-5 in each category, advancing to Level 6-10 as they gain more standing.
Ratings above Level 10 should be reserved for veteran characters who can
exert influence on a much broader scale (leading a company, or directing
many field teams, or commanding hundreds of soldiers).
Why bother with a system like this? In some campaigns focused
around clear-cut military missions and combat-only action scenes, a detailed
Social Status system is unnecessary. However, in political-intrigue
campaigns it becomes much more useful. This system is a tool for
any Gamemaster with a player who says, "You know, my character is a high-ranking
ambassador--that should be enough for him to be allowed inside that building."
Now you have a rating and a skill check modifier to see if indeed that
ambassador is important enough. The Social Status system also gives
characters another way to improve and advance that does not involve achievement
points, new super weapons, or high-powered skills.
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unskilled laborer
starting intern drafted serviceman |
+5 penalty on all
social skill checks* |
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junior executive
agent administrator CAPT / Lieutenant |
-1 bonus on all
social skill checks* |
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skilled laborer
minor office aide new service enlistee |
+4 penalty on all
social skill checks* |
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company executive
chief administrator Major / LT CMDR |
-2 bonus on all
social skill checks* |
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office secretary
agency desk job private (enlisted) |
+3 penalty on all
social skill checks* |
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senior executive
assistant director LT COL / CMDR |
-2 bonus on all
social skill checks* |
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senior secretary
agency raw recruit corporal (enlisted) |
+2 penalty on all
social skill checks* |
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company director
department chief Colonel / Captain |
-2 bonus on all
social skill checks* |
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executive aide
trainee agent low-grade sergeant |
+1 penalty on all
social skill checks* |
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junior VP
bureau chief junior flag officer |
-3 bonus on all
social skill checks* |
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assistant supervisor
junior team agent mid-grade sergeant |
No modifier on all
social skill checks* |
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corporate VP
agent policymaker middle flag officer |
-3 bonus on all
social skill checks* |
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office supervisor
specialist agent senior sergeant |
No modifier on all
social skill checks* |
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senior VP
agency director senior flag officer |
-3 bonus on all
social skill checks* |
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junior manager
technical agent warrant officer |
No modifier on all
social skill checks* |
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corporate board
regional ruler theater commander |
-4 bonus on all
social skill checks* |
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local manager
expert field agent 2 LT / Ensign |
-1 bonus on all
social skill checks* |
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corporate CEO
inter-regional ruler chief of staff |
-4 bonus on all
social skill checks* |
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senior manager
field-team leader 1 LT / LT JG |
-1 bonus on all
social skill checks* |
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corporate mogul
multi-regional ruler chief commander |
-5 bonus on all
social skill checks* |
* The bonus or penalty applies to any social skill check in which
the character's rank within the organization (corporate, governmental,
or military) is a factor. For example, an Administration skill check
to request a promotion or a particular job assignment, or an Interaction
skill check to order a lower-ranking person to assist with a certain task.
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rarely employed
(harvest farmhand) |
usable relative cost 500 |
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lesser bourgeoisie
(doctor) |
usable relative cost
6,000 |
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poor worker
(fast-food cook) |
usable relative cost 1,000 |
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greater bourgeoisie
(lawyer) |
usable relative cost
7,000 |
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typical worker
(salesperson) |
usable relative cost 1,500 |
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"rich"
(business owner) |
usable relative cost
8,000 |
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salaried worker
(office secretary) |
usable relative cost 2,000 |
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"very rich"
(company owner) |
usable relative cost
10,000 |
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lower middle class
(factory employee) |
usable relative cost 2,500 |
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millionaire
(big stock-trader) |
usable relative cost
15,000 |
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typical middle class
(teacher) |
usable relative cost 3,000 |
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multi-millionaire
(corporate board) |
usable relative cost
25,000 |
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upper middle class
(professor) |
usable relative cost 3,500 |
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mega-millionaire
(corporate CEO) |
usable relative cost
50,000 |
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lower upper class
(engineer) |
usable relative cost 4,000 |
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billionaire
(corporate owner) |
usable relative cost
100,000 |
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typical upper class
(top civil servant) |
usable relative cost 4,500 |
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Fortune 500 | usable relative cost
200,000 |
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true upper class
(elected official) |
usable relative cost 5,000 |
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World's Top 10 Richest People | usable relative cost
1,000,000 |
* The "usable relative cost" is designed to function with the
optional Alternity Economic System.
This is a comparative reflection of how much purchasing power the character
has access to at any given time. It may or may not be "every month"
(GM discretion), but it should be a significant passage of time (otherwise
a character with a high level of Wealth could make an acquisition skill
check to buy a new high-powered vehicle or weapon in between every adventure).
The descriptions also refer to wealth in 1999 currency, which may differ
with your futuristic campaign setting (in a future world of hyperinflation,
even the poorest workers might be "millionaires" and it takes a million
dollars just to order a pizza). Unless you intend for the characters
in your campaign to buy and equip their own starships, it is highly recommended
that you keep their Wealth levels to 10 or less.
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complete nobody;
never leaves home |
+5 penalty on all
social skill checks* |
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city social leader
(mayor or senior religious official) |
-1 bonus on all
social skill checks* + 2 free contacts |
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average person with typical friends | +4 penalty on all
social skill checks* |
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lesser celebrity in a limited area or professional field | -2 bonus on all
social skill checks* + 4 free contacts |
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average person with many friends | +3 penalty on all
social skill checks* |
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top celebrity in a limited area or professional field | -2 bonus on all
social skill checks* + 6 free contacts |
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average person with some socially prominent friends | +2 penalty on all
social skill checks* |
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social leader in a limited area or professional field | -2 bonus on all
social skill checks* + 8 free contacts |
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average person with many socially important friends | +1 penalty on all
social skill checks* |
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national/planetary lesser celebrity | -3 bonus on all
social skill checks* + 10 free contacts |
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known person with minor media or social exposure | No modifier on all
social skill checks* |
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national/planetary top celebrity | -3 bonus on all
social skill checks* + 12 free contacts |
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known person with regular media or social exposure | No modifier on all
social skill checks* |
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national/planetary social leader | -3 bonus on all
social skill checks* + 15 free contacts |
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known person with serious media or social exposure | No modifier on all
social skill checks* |
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global/interstellar lesser celebrity | -4 bonus on all
social skill checks* + 18 free contacts |
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city lesser celebrity
(local performer or city policymaker) |
-1 bonus on all
social skill checks* |
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global/interstellar top celebrity | -4 bonus on all
social skill checks* + 25 free contacts |
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city top celebrity
(local media star or city newsmaker) |
-1 bonus on all
social skill checks* + 1 free contact |
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global/interstellar social leader | -5 bonus on all
social skill checks* + 50 free contacts |
* The bonus or penalty applies to any social skill check in which
the character's social reputation or visibility is a factor. This
generally is only a consideration when the character is trying to move
within a social setting based on his reputation--for example, an Interaction
skill check to get invited to a big party or to gain admittance into an
exclusive club. "Friends" is a very loose term which also includes
contacts, work associates, colleagues, and social hangers-on. For
example, the social circle of an enlisted soldier might only include his
platoon of a few dozen men (Fame 2), but the social network of a senior
military chief-of-staff might include hundreds of fellow officers, thousands
of common soldiers who recognize his name, plus many politicians who attend
military functions and meetings (Fame 14); the military officer's fame
might get him an invitation to a formal political dinner or admittance
into a secretive military facility, but it probably would not get him backstage
after a concert to meet the singing star. The city/limited area/national/planetary/global/interstellar
distinctions depend on the campaign setting--in PL 5 (and probably PL 6),
use "city" for a major metropolitan area, use "limited area" for a state
or province, use "national" for a country, and "global" for fame across
the entire world; in PL 7 or higher, use "city" for a major population
center, use "limited area" for a particular region (e.g., a continent)
or professional field (e.g., Steven Hawking would be a top celebrity in
the field of science), use "planetary" for fame across one world, and use
"interstellar" for fame that reaches across many star systems. Free
contacts can be Information Contacts, Resource Contacts, or Expert Contacts,
but they must relate to the character's source of Fame.
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army corporal |
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army general |
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beginning spy |
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spy director |
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auto mechanic |
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top technician |
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bureaucrat |
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state governor |
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Table G25: Starting Social Status: The table
on page 106 of the Gamemaster Guide can be used as a guideline for generating
starting numbers for new characters. However, it is generally better
to consider the background and task assignment for each character in your
gaming group when assigning Social Status levels--just because Table G25
states that a Combat Spec gets +4 Authority and a Soldier gets +2 does
not mean you must give Authority 6 (a "mid-grade sergeant") to such a character
in your gaming group. As for the modifiers for Perks and Flaws, take
them with a grain of salt--you may not want to have Good Luck increase
Fame, or you may decide to allow Good Looks to increase it (or Poor Looks
to lower it), or you may wish to allow Perks and Flaws to modify Social
Status only in certain situations and not all the time. Keep in mind
the Allegiance bonus of +2/+1/+1: this can be used to temporarily
increase a character's Social Status levels when carrying out a properly
assigned job within an organization (for example, a character might indeed
get a temporary +2 Authority bonus when giving a command to a subordinate
officially assigned to his department, but that bonus would not apply if
he called up another branch of the company and tried to order them to do
something for him).