Upper Level Citizen

- Faction
- Upper Levels
- At the counter
- Buys and sells
- Budget
- 300 to 500 Credits
- Buys
- Makeshift, Low-Tech, Processed Food, Narcotic, Substance, Food
- Bulk discount
- -35% on bulk when they sell
- Accepts retail markup
- Yes
- Haggles
- Yes
- Returns after
- 3 days
When they come
- With a Class III Weapon Permit in the display case: a 35% chance each day, rising each day one does not come.
- With a Heavy Firearm Neon Sign in the display case: a 25% chance each day.
- Once each as two of the one-time visitors.
Share of Upper Levels visitors
Attractiveness under 40013%
- Attractiveness 400 to 649
- 13%
- Attractiveness 650 and up
- 13%
Sells
- Regular visit9 items
- With a Class I Weapon Permit or a Firearm Neon Sign in the display case22 items
Show all items
TazerBroke visit: x1 with a Pulseguard Stun Gun, one of 8 bundles at random
PulseGuard Stun GunBroke visit: x1 with a Tazer, one of 8 bundles at random
Advanced Water FilterBroke visit: x1 with a HydraTech Micro Water Purifier, one of 8 bundles at random
HydraTech Micro Water PurifierBroke visit: x1 with an Advanced Water Filter, one of 8 bundles at random
Self Charging Energy CellBroke visit: x1, one of 8 bundles at random
Performance ModuleBroke visit: 1 or 2, one of 8 bundles at random
Efficiency ModuleBroke visit: 1 or 2, one of 8 bundles at random
Quality ModuleBroke visit: 1 or 2, one of 8 bundles at random
Bag of "Blue Blood"Broke visit: x1 when no other bundle is picked
Sentinel Mk. III.With a Class I Weapon Permit or a Firearm Neon Sign: gun seller: 75% chance, poor or fair condition
Peacemaker Heavy SMGWith a Class I Weapon Permit or a Firearm Neon Sign: gun seller: 25% chance (when there is no Sentinel), sometimes with a bipod or box magazine fitted
10mm MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 40% chance
High Capacity 10mm MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Extended 10mm MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 18% chance
10mm SMG MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 40% chance
10mm High Capacity SMG MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Laser SightWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Target Acquisition DeviceWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
Red Dot SightWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
SuppressorWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Night Owl SuppressorWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
CompensatorWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
High Durability Internal SpringsWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
Improved Internal SpringsWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Tuned Trigger GroupWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
Match Grade BarrelWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
Pistol Auto SearWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
Ammo DisplayWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
Tactile Memory Grip GelWith a Class I Weapon Permit or a Firearm Neon Sign: 15% chance
10mm AmmunitionWith a Class I Weapon Permit or a Firearm Neon Sign: up to 4, 15% chance each
10mm Ammunition (AP)With a Class I Weapon Permit or a Firearm Neon Sign: up to 4, 13% chance each
Visits
- Buys makeshift items, low-tech items, processed food, narcotics and substancesBudget 500 Credits
- Buys foodBudget 300 Credits
Looks
Upper Level Citizen
Upper Level Citizen
Upper Level Citizen
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Upper Level Citizen
Upper Level Citizen
Upper Level Citizen
Upper Level Citizen
Upper Level Citizen
Upper Level Citizen
Upper Level Citizen





