Random professions now selected for random characters, with "Survivor"
weighted heavily and expensive/flaw professions weighted less heavily.
Code cleanup.
Add pocketknife and (usually) matches back to the 0 cost flavor
professions, since they can be randomly selected now.  I skipped matches
on professions with weak melee weapons.  Also reduce otaku cost down to 1,
but reduced it's messenger bag to a purse (i.e., tailor that trades skill for
carrying capacity).  I think it got overlooked in the big profession
rework.
More interesting cost 0 prof items for bride/groom/clown/submissive.
Added bowling stuff
Deleted Silly Code
Fixed Bowling Ball description
Added Vending Machines and tweaked spawns
Made Bowling Alley Spawns not really high.
Turns bio_memory into an active bionic.

Zero extra overhead power cost; it still works exactly like it did
before, but now you can turn it off. At high levels of skills
(particularly if you have lots of them) the constant drain of bionic
energy caused by this bionic can be a nuisance, and you may actually
find yourself wanting to let your skills rust for a bit in order to
reduce that effect.
Two new houses
Add support for melee martial arts with weapon sets
Down the rabbit and back out. Dodges, counters and actual per-technique damage multipliers. Also being grabbed is a bad thing.
Made sure dodging still works properly
Martial arts weapons are now defined in the style.
heavy duty vehicle hatch
Revert "Two new houses"

This reverts commit 5afcd5238b9e1fb75ca01ad2f750b0842899a57a.
The item groups

Homebooks Is technically magazines +novels +a few textbooks
The houses

They had some errors with item placement, fixed those too
Separators
expand armor re-layering window