Contacts

Contacts: They don’t work for free.

All contacts have a specialty depending on their background (I.E. Corporate, Smuggler, Ganger, Mafia, Hacker, etc…) Each Contact has a Connection and Loyalty rating which can change over time. Gifts and favors can influence a contact’s ratings. Be good to them and they will become better over time. Piss them off and you risk losing them, or worse, their entire network.

There are 4 ways that a Contact can help a shadowrunner: Swag, Legwork, Networking, and Favors.

Swag
A contact can use her connections to find potential buyers or sellers.

  • All contacts are assumed to have 14 Dice for item negotiation in one specific item area (Weapons/Armor, Cybertech, SIN’s, Drugs, Magic Gear, Drones, etc…)
  • All contacts are assumed to have 10 Dice for item negotiation finding other items within reason (Magic shops cannot find you drones, etc…)
  • All contacts are assumed to have a social limit of 6 for finding goods
  • They still add their connection rating to both the dice and limit for finding items
  • Contacts will buy swag for other runners using prices at Half your loyalty
  • Contacts will apply finders fee’s to items based on the following table:
Restriction Loyalty 1 Loyalty 2 Loyalty 3 Loyalty 4 Loyalty 5 Loyalty 6
Unrestricted 120% 115% 110% 105% 100% 100%
Restricted 130% 125% 120% 115% 110% 105%
Forbidden 150% 145% 140% 135% 130% 125%
Non-Specialty +10% +10% +10% +10% +10% +10%

Legwork
This is the primary function of most contacts. Typically, legwork means discovering or following up on clues, and contacts provide one of the best ways for Shadowrunners to get the information they need.

  • All contacts are assumed to have double their connection rating in Knowledge dice for any subject that matches their description (Subject to GM Reason.)
  • A Negotiation check (or a favor) is required for them to talk with a threshold set by the GM based on the information
    • Add bonus dice and limit to the negotiation check equal to the contact’s loyalty.
    • Bonus dice can be purchased on this check at a rate of (10 X Connection Rating) Nuyen each.

Networking
Sometimes runners have to talk to someone they just don’t know. Perhaps they’re trying to convince a megacorp to stop hunting them, or they need help from a gang leader to deal with another gang. If the characters don’t know, or can’t approach, the right people, they’re going to have to go to their contacts and ask them to be their go-betweens.

  • Contacts can only network with people within their background, and are limited by their connection ratings (subject to GM reason.)
  • A Negotiation check (or a favor) is required for them to network with a threshold set by the GM based on the meet
    • Add bonus dice and limit to the negotiation check equal to the contact’s loyalty.
    • Bonus dice can be purchased on this check at a rate of (10 X Connection Rating) Nuyen each.

Favors

Favors cover just about anything else you could ask of a contact.

  • Favors are extremely situational, and subject to GM interpretation. However, nothing is off the table with the right contact and enough Nuyen.

Contacts

Run & Gun Cidwin Cidwin