Talk:Contact Rules

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ATTENTION: You have reached Work in Progress on contacts. Don't be alarmed. Lord Smogg (talk) 23:46, 19 April 2019 (PDT)


Contacts appearing on a run are NPCs under the control of the GM. They have aspirations, fears, loyalties and their own agendas. Contact behavior on runs, may always overrule the mechanics below, especially if requests strongly align with or clash with the motivations of the contact. A free service may suddenly cost money if the contact is broke. The info broker may hand you some fake data and even sell you out because you asked for floor plan of the corporation she is loyal too. Or that alchemist might make a really cool potion to help you for free, since you are going after the guy that killed his sister.

Contact Data

Core data

This is information that is tied to the contact. It will apply for anyone who has this contact.

Statistics

Type
Connection
  • 1-12 (Core Rulebook p.387)
Dice Pool
  • Number of dice used by this contact
Chip Value
  • Number of chips needed to buy this contact at Loyalty 1

Abilities

Role
Specialty
  • Most roles only operate with an area of specialty.
Knowledge Skills
  • Knowledge areas within or beyond their specialty
Powers

Involvement

Owner
  • The GM or Player who created the contact.
Plot involvement
  • List of recent runs involving the contact on a plot level
Affiliations
  • Organisations this contact is involved with.
Tags
  • Narrative tags that can help to categorize the contact.

Description

Quick Summary
  • One sentence of at the top of the page for quick reference
Description
  • Full contact description at the bottom of the page.

Wiki Help: To set up a new contact page use this form: New Contact

Player Character Data

This is information about the contact that is specific per player character who has the contact. Each player is responsible for maintaining this on their own character sheets

Loyalty
  • 1-6 (Core Rulebook p.387)
Chips
  • A chip will generally cover help from a contact.
  • Individual player characters may earn or loose chips on a contact.
Prime Chips
  • Only awarded on semi-prime or prime runs
  • Required to activate a prime power

Wiki-Help: To set up Loyalty, Chips and Prime Chips on your shadowrunner page see: Relationships.

Migrating to the new system

How to Transfer CUP and migrate old contacts.

ShadowNET Services Board

All ShadowNET runners have access to the ShadowNET Services Board.

It provides an easy way to get in touch with a wide range of less influential contacts.

Creation and Purchase

Contact Creation Form: New Contact

You may create new contacts (Private or Public) or buy existing contacts (Public)

Though there are cases where a single contact may have multiple roles, they are generally there to support contacts such as factions.

Between Runs

  • Connection 6 Maximum of desired contact.
  • One attempt per desired contact between each run.
    • ShadowNET can introduce you to Connection 1-3 public contacts. (Automatic)
    • Use Networking to get an introduction through your Fixer.
    • Get in touch by rolling Etiquette + Charisma (Connection Rating).
  • Once introduced, the contact may be used as a Loyalty 1 contact until next run.
  • To keep the contact you must buy it before next run
    • Pay the Chip Value for Loyalty 1 and with the initial Connection rating.
    • For contacts with multiple roles the chip value increase for each role as seen below
    • After purchase, contacts can be improved using the rules for progression.

During a Run

  • Connection limit of desired contact is set by the GM.
  • Introduction attempts for desired contact on runs may be limited by the GM.
    • ShadowNET can introduce you to Connection 1-3 public contacts. (Automatic)
    • Use Networking to get an introduction through your Fixer.
    • Get in touch by rolling Etiquette + Charisma (Connection Rating).
    • GM introduce a contact on own initiative as part of the run. This is also the only way to get a story contact.
  • Once introduced, the contact may be used as a Loyalty 1 contact for that run.
  • To keep the contact after the run:
    • GM may allow you to pay the Chip Value for Loyalty 1 and with the initial Connection rating.
    • GM may award the contact as part of the run rewards.
    • For contacts with multiple roles the chip value increase for each role as seen below
    • After the run, contacts can be improved using the rules for progression. (unless it's a story contact)
  • For more details see GM's Guide to Contacts.

Chip Value

Chip Value at Loyalty 1

1 Role 2 Roles 3 Roles 4 Role 5 Roles
Connection 1 3 6 9 12 15
Connection 2 5 10 15 20 25
Connection 3 8 16 24 32 40
Connection 4 12 24 36 48 60
Connection 5 17 34 51 68 85
Connection 6 23 46 69 92 115
Connection 7 30 60 90 120 150
Connection 8 38 76 114 152 180
Connection 9 47 94 141 188 235
Connection 10 57 114 171 228 285
Connection 11 68 136 204 272 340
Connection 12 80 160 240 320 400

Progression

Going Public

  • Players may change their Private contact to Public if the contact has a wiki page.
  • GMs may change their Story contact to Public to make it generally available to buy.

Player Upgrades

Players may improve the private or public contacts of their characters by spending Chips and Time:

  • Loyalty may be improved over time using chips (Run Faster P. 176: Improve Relationship)
  • Connection may be improved over time using chips just like loyalty but is capped at 6.
  • For contacts with multiple roles, multiply the upgrade costs with the number of roles held by the contact.

Run Rewards

GMs may improve any of the players contact as result of a run:

  • Loyalty and Connection for Private, Public or Story contacts can be granted by a GM as result of a run.
  • Loyalty and Connection improvement are calculated in chip cost (Run Faster P. 176: Improve Relationship) and then paid with RVP
  • Connection can only increase beyond 6 when granted by a GM as result of a run.
  • For contacts with multiple roles, multiply the upgrade costs with the number of roles held by the contact.
  • GMs are advised to not grant contact upgrades to contacts held by their own characters
  • For more details see GM's Guide to Contacts.

Prime Run Rewards

GMs may improve any of the players contact as result of a prime run:

  • Granting a contact a Prime Power (as long as he does not already have one)
  • Granting a player character a Prime Chip on a contact.

Chips

Chips is the main currency for purchasing, upgrading and using contacts.

Chips are the result of how you treat your contacts:

  • Working well with, impressing or helping a contact or his circles may result in chips granted by the GM as run rewards.
  • Hurting a contact, his business, family, friends or organisation either intentionally or unintentionally will cost you chips
  • If your negative chip value ever exceed the loyalty on your contact:
    • Loose 1 point of Loyalty on that contact
    • ...then remove an amount of negative Chips corresponding to the new Loyalty value.

A Chip can be earned the following way:

  • Buy for 1 Karma
  • Buy for 2000 ¥
  • Buy for 1 Street Cred
  • Buy for 1 GMP
  • GMs may award up to 10 Chips per RVP

A Prime Chip can be earned the following way:

  • A prime chip cost 1 RVP
  • Reward only as result of a semi-prime or prime run
  • GMs may award up to 1 Prime Chip per player character per semi-prime run
  • GMs may award up to 3 Prime Chip per player character per prime run

Roles

Contacts may have one or more roles. As the connection rating of the contact increases, they get additional powers and knowledges

  • The player using chips to buy a new contact or upgrade an existing contact choose new relevant Skills and Powers
  • The GM using RVP to award a new contact or upgrade an existing contact choose new relevant Skills and Powers
  • Once created, it is not possible to add additional roles to the contact.

Each role grants Knowledge Skills and Powers based on the connection rating. More roles = More skills and powers.

The contact Dice Pool apply across all roles.

Connection Dice pool Knowledge Skills (Per Role) Standard Powers (Per Role)
1 11 1 1
2 12 2 1
3 13 2 1
4 14 3 1
5 15 3 2
6 16 3 2
7 18 4 2
8 20 4 2
9 22 4 3
10 24 4 3
11 27 5 3
12 30 5 3

Public and Story contacts receive one automatic hit on all rolls.

Again, keep in mind when contacts appear on runs, they are NPCs under the control of the GM. Nothing is ever certain despite their powers, rolls or abilities.

NameDescription
AlchemistAlchemist can create potions or temporary magical trinkets to help you out. These nature of their help is highly narrative and up to the GM.

Creating Potions and Trinkets: The Alchemist create a potion or item.

  • Roll Contact Dice Pool to indicate how strong or well it is done.
  • The contact will charge chip for the service.
  • Very helpful or powerful items may require more chips.
Specialty: An alchemist picks a magical tradition as specialty.
FixerFixers are your all purpose go-to contacts for getting trivial stuff or getting in touch with people.

Street Gear: Fixers can direct you to street markets and shady merchants where you can get gear off the book without rolling. Using fixers this way has the following limitations:

  • No restricted (R) or Forbidden (F) gear
  • Only used or standard augmentations
  • Max Availability: 12
  • Max Value: 10.000 ¥

Networking: Fixers can do Networking to get you introduced to other contacts.

  • Roll Fixers Dice Pool to determine Connection rating of the contact. You are welcome to set a limit in advance.
  • Your fixer will charge a Chip for the introduction
  • You may further spend Chips from your fixer towards buying the new contact.

Fence: Fixers may fence gear for you:

  • He or she will happily take your item and offer you five percent of the item’s value times your Loyalty Rating with the contact.
  • Augmentations always counts as Used for the purpose of selling. Cultured Bioware cannot be fenced at all.
Specialty: Fixers have specialty in Shadow Community.
GearGear contacts are really good at getting Gear within their area of specialty. They also install your purchase for free if needed.

Available Gear: Gear contacts can get you gear without rolling within their specialty:

  • Availability up to twice their connection rating.
  • Standard delivery time for private contacts
  • Half delivery time for public and story contacts

Gear Acquisition: Gear contacts can roll to get you gear within their specialty:

  • Roll Contact Dice Pool against Availability as normal

Specialty: Gear contacts have one specialty.

  • Examples: Firearms, Melee Weapons, Explosives, Armors, Augmentations, Drugs, Magic, Vehicles, Drones, Electronics, Software, Animals, Identification.
Info BrokerAn info broker must have a category. Within that category an info broker can get you Information about almost anything.

Information: Info brokers can get you information within their specialty:

  • Roll Contact Dice Pool to determine their level of success
  • The contact will charge a chip for the service.
  • GM may handwave rolling in cases where the broker would have the information or no chance of getting it.
  • Alternatively, the Info Broker might give the information for free if the players recover some paydata for him (GM’s discretion).

Specialty: Info brokers may have a specialty per 3 connection (round up)

  • Examples: Corporate, Organized Crime, Government, Shadow Community, Law Enforcement, Magic, Terrorism, Research, Media, Engineering.
LegworkLegwork contacts may ask around, snoop and figure out information from within their own environment.

Legworking: The Contact may perform legwork within their specialty:

  • Roll Contact Dice Pool to determine their level of success.
  • The contact will charge a chip for the service.

Specialty: Legwork contacts may have a specialty per 3 connection (round up)

  • Examples: Lawyer, KE Officer, Joygirl, Middle Manager, Fashion, Gamer Ace, Taxi Driver, Cleaning service, Plummer, Ganger, Mafia, Club Kid, Journalist, Trid-streamer, Politician.
ServiceService contacts are specialists that are willing to help you out. This typically extend to investigating items for you, providing expertise, modifying items, create forgeries and so on. As a guideline, service contacts do work that can be completed within their own workshop/secure locations.

Performing Services: The Contact may perform services within their specialty:

  • Roll Contact Dice Pool to determine their level of success.
  • The contact will charge chip for the service.
  • Matrix services are usually limited to matrix search or perception or investigation of data chips or devices in hand.
  • Magic services are usually limited to investigation of arcane items or expertise on magic related problems.

Specialty: Service contacts have one specialty.

  • Examples: Chemist, Professor, Parazoology, Mechanic, Forger, Magic, Matrix.
Street DoctorThese contacts are really good at patching you up, but can also get hold of medical equipment and used or standard augmentations.

Medical Services: Street Doc contacts can provide you with medical services:

  • The contact will charge chip for the service
  • Can heal you up to their connection rating over 2 hours.
  • Can heal you completely over 12 hours.
  • Can fit you with any number of augmentations over a few hours. (Note: Recovery may be needed afterwards)

Augmentations and Medical Equipment: Street Doc contacts can roll to get you augmentations and medical equipment:

  • Used or Standard grade only
  • Roll Contact Dice Pool against Availability as normal
  • Up to two chips may be spend after rolling to buy additional hits per chip.

For better augmentation, go through a gear contact.

Specialty: Street doctors have one specialty.

  • Examples: Corporate, Organized Crime, Street, Family Doctor, Forensic.

Powers

There is a wide range or powers available. When picking powers please ensure that they are supported by the contact description. A Street Doc is not going to have access to Fligt Records at the airport!

Standard Powers

These powers can be given to any personal contact by players or GMs. They have no explicit prerequisites. Use common sense.

When in doubt, powers work within the contacts specialties only.

NameTypeDescription
AccessStandard
  • 2 Chips: This contact can get you into a places, usually a place they work at, or tend to frequent.
  • Causing a scene once you’re inside will cost any number of Chips depending on the consequences for the contact.
AgendaStandard
  • This contact will always have a favor or request to ask before they will help you.
  • If you agreed to help them:
    • They will charge one Chip less
    • Do an exceptional job, granting an additional hit.
    • Failing to complete the favor or request will cost at least 3 Chips.
ArchiveStandard
  • This contact has access to a specific set of public or corporate records.
  • 1 Chip: This contact may get you information from those records without rolling.
Available GearStandard
  • This contact has Available Gear like a gear contact but only relating to their own specialty.
Back RoomStandard
  • 1 Chip: This contact can provide you a room for legwork.
BoltholeStandard
  • Can provide temporary boltholes up to (Loyalty) days;
  • 1 Chip: Free use for additional (Loyalty) days.
  • 1 Chip: Lets you take over a bolthole by adding the lifestyle.
CleanerStandard
  • May dispose of bodies, signatures or other evidence within their specialty.
  • 1 Chip: Will travel to location under your protection to dispose of evidence.
Data BrokerStandard
  • Info Brokers with this power will pay for paydata of value.
  • Other contacts with this power will pay for paydata within their specialty.
  • It is up the to the GM to decide the value and if they wish to buy.
  • Gain at least 1 Chip: Hand over relevant data without payment.
DispatcherStandard
  • 1 Chip: This contact can get you medical, police, fire services or a corp service without having to deal with contract numbers or payment plans.
  • 1 Chip: Furthermore they will not record your SIN.
DistractionStandard
  • 1 Chip: This contact creates a distraction in line with their expertise.
  • Gain at least 1 Chip: Tip this contact before creating chaos of your own that they could exploit.
EndeavourStandard
  • 2 Chips: Buy one additional hit after rolling their Dice Pool
Enemy of my EnemyStandard
  • This contact has a feud or grudge against a specific group.
  • They may actively and without cost aid runners who reveal plans to harm that group.
  • Gain at least 1 Chip: Inform this contact of actions you take against their enemy and succeed in your action.
EquipmentStandard
  • 1 Chip: This contact can loan you equipment within his area of expertise.
    • Failing to return the borrowed item (or cover the cost of it) results loss up chips up to 1 Chip per 2.000¥ of value.
  • 1 Chip: This contact can lend or give you illegal or questionable equipment from Evidence locker, R&D or some Hot Stash.
    • In addition the contact will specify it's use. Appear on crime scene, perform a specific task while collecting data, plant a specific place after use or return in certain condition.
    • Wrong use of equipment may result in loss of Chips.
ExpertStandard
  • Contact gets two additional knowledge skills
FamilyStandard
  • This power is free.
  • Only available for Private contacts.
  • This contact has a loyalty of one higher than indicated, due to family bonds.
  • They suffer a -1 Dice Pool penalty due to lowered expectations.
FenceStandard
  • This contact can Fence items like a gear contact but only relating to their own specialty.
GeneralistStandard
  • Contact gets one additional specialty
Heads UpStandard
  • This contact will keep pay extra attention if your name comes up within his daily work and alert you.
  • 1 Chip: Paying for a heads up is not a choice.
InnocenceStandard
  • Only available for Private contacts.
  • This contact only knows you only as a legitimate person and a law abiding citizen.
  • If strong evidence of you shadow activities is brought to this contact attention:
    • You loose 3 points of loyalty which may burn the contact.
    • The contact looses Innocence
    • A replacement power may be selected next time the contact is upgraded.
Legal AssistanceStandard
  • 1 Chips: This contact can try to get you out of jail for minor things, or help you with legal issues.
  • 2 Chips: For more serious cases roll their Dice Pool to determine level of success.
Legitimate WorkStandard
  • This contact will conduct mostly legal work for you at discount rates.
  • They will use whatever facilities, skills or tools they have access to.
  • Legitimate Work can only be used to provide goods and services for which there is no mechanical description.
Loan SharkStandard
  • This contact will loan you up to Loyalty x 5000¥ to be payed back after the run + 10% interest.
  • If you can’t pay back, you lose 3 Chips per 5000¥ borrowed.
LockedStandard
  • This power is free.
  • Specify one or more: Chips, Connection and/or Loyalty
  • Locked stats can only be increased by GMs through run rewards.
Mandatory ActivitiesStandard
  • 1 Chip: This contact will engage the target within his specialty to overload him with time consuming and disruptive activities.
  • Works best for contacts with bureaucratic or legal authority.
NetworkStandard
  • This contact can Network like a fixer but only relating to their own specialty.
Quick ProcessingStandard
  • 1 Chip: The contact can speed up the handling of an issue in their purview.
  • 1 Chip: The contact can further push the issue towards approval or denial.
SafehouseStandard
  • 1 Chip: This contact can provide you somewhere to lay low that is usually protected (Org. Crime, Corp, Gang)
  • 1 Chip: Can be also used by the rest of the team. This option may not be available if contact does not align with the team.
SilentStandard
  • A silent contact will not give the player character information on other people they work with.
  • A silent contact will not give information on the player character to other people.
  • If anyone request information on the player character, a silent contact will give them a heads up.
  • 1 Chip: Paying for a heads up is not a choice.
SmugglerStandard
  • 1 Chip: Can smuggle small things from point A to point B through an existing route.
  • Help you with a large smuggling job for the cost of nuyen (GM Discretion)
  • Gain at least 1 Chip: If you are heading somewhere exotic and you are willing to smuggle a few things for your contact.
Social CoachStandard
  • 1 Chip: This contact is able to attend and fit in well at social events within their specialty. While present with you or after a prepared coaching session, they will provide up to their Connection in social teamwork dice.
TrainerStandard
  • 1 Chip: This contact can train you in a skill group or a Martial Art Style and it's techniques.
We Call YouStandard
  • This power is free.
  • You don't call. This contact calls you. (GM initiated only)
  • The contact can only be used on runs.
Work AreaStandard
  • 1 Chip: This contact will give you access to their lodge/workshop/etc.
    • Tool Kit at C1, Shop at C2, Facility at C5.
    • Lodge at Force 10 + Connection.

Custom Powers

Custom powers are unique. Talk with lore until there are guidelines for Creating Custom Powers

  • Can not be giving to private contacts
  • Only one custom power per contact
  • Creating a new custom power for a contact must be approved by two @Contacts members of the #Lore department.
  • Granting a listed custom power to a contact must be approved by two @Contacts members of the #Lore department.

List of custom powers

None

Prime Powers

Prime powers are stronger than regular powers. Talk with lore until there are guidelines for Creating Prime Powers

  • Can not be giving to private contacts
  • Only one prime power per contact
  • Creating a new prime power for a contact must be approved by two @Contacts members of the #Lore department.
  • Granting a listed prime power to a contact must be approved by two @Contacts members of the #Lore department.
  • Can only be activated using Prime Chips

List of prime powers

None