Contacts

Over the course of their career, any good character builds up a network of personal contacts independent of their work connections. Even if they operates solely through cut-outs and intermediaries, each task puts them in communication with  individuals who may become valuable assets during later tasks. It’s up to the character, however, to put forth the effort to maintain these connections after the initial encounters.

In game terms, any NPC whose disposition toward the character is friendly or better at the end of a  job or mission, and who contributes to the success of the job or mission in some meaningful way, becomes a potential long-term contact. Specific examples include:

  • A specialist whose services are acquired through a favor check.
  • An expert whom the character contacts through his own research.
  • An NPC whom the character successfully seduces (or who seduces the character).

An NPC who is directly tied to one of the character’s story feats cannot become a potential contact until that story feat is resolved.

CONTACT POINTS

Each time a character levels up, they gain one or more contact points.  The amount of contact points a character gains per level is determined by consulting the table below.  The minimum amount of contact points a character can gain per level is 1, no matter how horribly abrasive, irritating, and offensive you may be, it is sentient lifes’ tendency to form connections with people.  A character that starts higher than level 1 receives the normal contact points they would have received for levelling from 1 to their starting level.  Increases to Charisma DO NOT retroactively grant additional contact points.

Criteria

Contact Points

Charisma Modifier

+CHA Modifier

Trained in skills: Knowledge [Social Sciences], Persuasion

+1/Skill

Feats: Famous, Fan Service, Fascinating Information, Gorgeous, Jet Setter, Silver Tongue, Skill Focus (Persuasion), Superstar, The Look

+1/Feat

Any talent from the Influence, Inspiration, Leadership, or Lineage talent trees

+1/Talent

Influential Friends talent (Lineage tree, this stacks with the line above)

+1

Powerful Friends talent (Lineage tree, this stacks with the two above lines)

+1

Charming trait

+1

Acquiring a Contact

To acquire an NPC as a long-term contact, the character must spend one or more contact points to establish the relationship. This  must occur the first time the character gains a level after their initial meeting of the potential contact. The number of contact points that must be invested depends on the contact’s capabilities and the depth of the connection the character wishes to establish, is  shown on table below. For deeper relationships, the NPC’s disposition toward the character must meet a certain minimum level at the end of the job or mission during which the character first encounters them (as shown in the table).

When a character acquires a new contact, they must define the contact’s type from the Contact Types list (see the Contact Types section, below).

Characters may earn contacts as part of their backstory rolls.  These contacts are treated as 3-cost contacts that start at Level 2, though they can be improved to Level 3 by expending 1 contact point.  Their Influence is determined when they are earned in the backstory, see the backstory section.

Contact Details

Cost

Minimum Disposition

Contact is a…

…specialist or other "one trick pony" (Nonheroic)

1

 

…expert or other capable but lesser NPC (Mixed Nonheroic/Heroic)

2

 

…special NPC (Fully Heroic) or backstory NPC (heroic status up to GM)

3

 

Desired relationship involves…

…information sharing (Level 1)

+0

Friendly

…exchange of favors (Level 2)

+1

Helpful

…field assistance (Level 3)

+2

Ally

Contact influence rating is… (Choose One, this cannot be changed after contact is chosen without GM approval)

…Level 0 – Virtually no social influence; useful only for their Knowledge skills.

+0

 

…Level 1 – Has one or two friends with some connections, or has some minor social influence

+1

 

…Level 2 – Has a few friends, but not a lot of social influence.

+2

 

…Level 3 – Knows several people in a neighborhood; a borough mayor or a gang leader.

+3

 

…Level 4 – Knows several people and has a moderate degree of social influence; a city councilman or a low-level executive it a small-to-medium corporation.

+4

 

…Level 5 – Known and connected across his state; a city/sprawl mayor or governor, notable fixer, or a mid-level executive in a medium-sized corporation.

+5

 

…Level 6 – Knows a lot of people over a large area, and has considerable social influence; often holds a leadership position in a national corporation.

+6

 

…Level 7 – Well-connected across a multi-state region; an executive in a state government or a national corporation.

+7

 

…Level 8 – Well-connected on his own continent or colony, with considerable social influence; a mid-level executive in a small national government or multinational corporation.

+8

 

…Level 9 – Well-connected worldwide, with significant social influence; a senior official in a small national government or senior executive in a multinational corporation; a low-level executive in a multiplanetary corporation.

+9

 

…Level 10 – Extremely well-connected worldwide, with significant social influence; mid-level executive position in a major national government or multiplanetary corporation.

+10

 

…Level 11 – Interplanetary power-player with extensive social influence; holds a key executive position in a major national government or multiplanetary corporation.

+11

 

Miscellaneous

Add an additional Type to the contact beyond the first (subject to GM approval, cannot be added after initial contact creation barring GM approval)

+1

 

Benefits of Contacts

The benefits provided by a contact depend on the depth of the relationship, as follows.

Level 1 Contacts

A level 1 contact is someone with whom the character maintains regular communication, but whose ability or willingness to help the character is limited to consultation and research in his field of expertise.  A level 1 contact never provides material assistance, only information. Once per session, a character may get in touch with a level 1 contact and request information that could be gained using any Knowledge skill in which the contact is trained (though hearing back from the contact may well take until the next session). The GM makes a skill check for the contact to determine whether the contact has the answers that the character needs.   The skill check functions as if made by a character of a level 1/2 that of the character (assuming the contact does not have an established character level).  Using a contact in this manner has no cost.

Level 2 Contacts

A level 2 contact is willing to go beyond simple information, and is capable of exercising some of their own influence on behalf of their friend, the character. They won’t place themselves in any personal danger on the character’s behalf.  Once per session, the character may get in touch with a level 2 contact and request a service from them specific to the type of contact chosen (though delivering on that might take until the next session). A level 2 contact may also be used as a level 1 contact, but this counts as the character’s use of that contact for the session, rendering them unavailable for activation for the duration of the session.

At level 2, a contact can also be viewed as an old friend, or an on/off romance.

Level 3 Contacts

A level 3 contact is a close comrade who stands by the character even at great personal risk. With a little luck, a level 3 contact can even be persuaded to take the field at the character’s side.

During a session, the character may spend 1 hero point to attempt to activate a level 3 contact. He then makes a Persuasion skill check (DC 10 + the contact’s challenge level). With success, his contact is willing to provide personal assistance for the duration of the session. The contact joins the character’s team at the earliest possible opportunity and renders whatever assistance he can. They remain under the GM’s control, but all involved parties should keep in mind the relationship between the contact and the character when portraying interactions.

When a character declares their intent to activate a level 3 contact, but before they make the Persuasion skill check, the GM declare that the contact is unavailable for this serial.  If this is the case, then the character’s hero point is refunded.

An character may maintain a maximum number of level 3 contacts at any time equal to his Charisma modifier + 1 (minimum 1), and may never activate more than one over the course of any single session.  Close relatives do not count against this limit.

A level 3 contact may also be used as a level 1 or level 2 contact if they have not yet been activated, but this counts as the character’s use of that contact for the session, rendering him unavailable for activation for the duration of the session.

A level 3 contact can also be viewed as a best buddy, an active romance, or a close family member.

Contact Types

All contacts have at least one Type, which determines what that contact is capable of doing for the character.

Academic

  • Level 1 (Knowledge Skill): Knowledge [Choose Any Two]
  • Level 2 (Favor): A level 2 academic contact can do research on your behalf as a favor.  This takes 1d6+1 days, but allows the contact to make a Knowledge check on your behalf with an additional +5 bonus, plus their influence rating.  This can be made for skills beyond the two chosen for their Level 1 contact ability, however only the skills chosen in the level 1 ability receives the standard +5 bonus for being trained.  The contact cannot be used for anything else while this favor is being undertaken.  If you are level 11 or higher, the contact gains an additional +5 bonus to their Knowledge check for this as if the contact had Skill Focus in that Knowledge skill.
  • Level 3 (Class Levels): Expert
  • Examples: Librarian, Philosopher, Professor, Non-Technical Researcher, Teacher, Theologian

Blue Collar

  • Level 1 (Knowledge Skill): Knowledge [Choose Two: Culture [Contact’s Species], Culture [Any Species], History [Contact’s Species], History [Any Species], Technology]
  • Level 2 (Favor): A Blue Collar contact’s Favor varies wildly with their line of work.  The GM will determine it each time you pick a Blue Collar contact, regardless of the level.
  • Level 3 (Class Levels): Expert
  • Examples: Assembly Line Worker, Construction Worker, Longshoreman, Maintenance Technician, Warehouse Worker

Business (Minimum Influence Level: 1)

  • Level 1 (Knowledge Skill): Knowledge [Business]
  • Level 2 (Favor): Rather than providing an active favor, a Business contact of level 2 or higher provides you with a discount on all products and services that they sell, or that their business sells.  The discount is a percentage equal to 3x their influence level.
  • Level 3 (Class Levels): Expert, Corporate Agent
  • Examples: Arms Dealer, Business Owner, Corporate Manager

Computer

  • Level 1 (Knowledge Skill): Knowledge [Technology]
  • Level 2 (Favor): The contact can improve the defenses of one of your electronic items.  This improves the defense barrier of that item by a number of steps equal to their Influence level + 1.  This increase in defense barrier quality lasts for a number of sessions equal to one-half your character level.
  • Level 3 (Class Levels): Expert, Scoundrel, Dedicated Technician, Superhacker
  • Examples: Computer Professional, Hacker, Script Kiddie

Criminal (Minimum Influence Level: 1) [ADDON-ONLY – this cannot be the contact’s only type]

  • Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences, Business, Civics, Culture [Contact’s Species] Social Sciences, or Tactics]
  • Level 2 (Favor): Rather than providing a favor unique to the criminal type, the criminal type instead adds new, illegal, favor uses to other contact types.
    • Business: A criminal business contact can provide you with inside information that you can use to try and turn a profit.  Roll a Wisdom check and add the contacts Influence level to it.  If you beat a DC 15, you gain 100 x Check Result in credits.  If your check is between 10 and 14, you net no money.  If your check is less than 10, you lose 100 x Check Result in credits and have a 50% chance of getting caught by financial regulators.
    • Computer: The contact provides you with a single-use, pre-packaged Hack Action of your choice.  The Hackcraft bonus for this Hack Action is equal to 1/2 your character level + 5.  If you are level 3 or higher, add another +5 to the check (as if they had Skill Focus).  For every 4 levels after level 3, add another +4 bonus to the check (as if the contact had used Hack Boost), up to a maximum additional amount of times equal to the contact’s Influence level – this represents being able to pull strings and be informed of backdoors as much as it represents the contact’s actual skill.  You can only have one of these pre-packaged Hack Actions at a time for each Criminal Computer contact you have.
    • Entertainment: A criminal entertainment contact can obtain illegal services and goods for you, and weapons up to restricted availability.  The contact makes a Gather Information check as if they were trained in that skill, using the DCs for Black Markets where the contact is located.  The contact adds their Influence level to this check.  You must provide the credits to purchase the services, goods, or weapons.
    • Exotic: Consult the GM, determined on a case-by-case basis.
    • Government: A Criminal Government contact can obtain you a fake license for a single piece of gear.  The Knowledge [Bureaucracy] DC to spot the fake license is equal to 10 + 1/2 Character Level + Influence Level.
    • Journalist: A criminal journalist contact isn’t necessarily a ‘criminal,’ but they don’t pay attention to journalistic ethics and defamation law.  The contact makes a Deception check as if trained in the skill, adding their Influence level to the check.  This check functions as the Influence Crowd use of the Persuasion skill, though the DCs are 5 higher to represent manipulating a larger group of people.  Additionally, the time it takes to use this is longer than 5 minutes, it is dependent on the method the journalist is using to spread the message you want them to spread.  While a criminal contact can be both a Journalist and Media, the criminal favors each of those offer are identical.
    • Law Enforcement: A criminal law enforcement contact can attempt to falsify evidence to get you off the hook for a crime.  The contact makes a Deception check as if they were trained in the skill.  This is countered by a Perception check by anyone who views the evidence.  The check bonus uses the same rules as the contact’s knowledge check, and the contact is treated as if it has the Skill Focus (Deception) feat if you are level 7 or higher.
    • Legal: This represents legal professionsals who are legitimatally criminal, and those who are simply ‘dirty’ or ‘crooked.’ A criminal legal contact can attempt to work their legalistic magic to get you off the hook for a crime or get you a lighter sentence.  The contact makes a Deception check as if they were trained in the skill.  This is countered by a Knowledge [Bureaucracy] or a Perception check by the Judge or prosecution.  The check bonus uses the same rules as the contact’s knowledge check, and the contact is treated as if it has the Skill Focus (Deception) feat if you are level 7 or higher.
    • Magic: A criminal magic contact can attempt to rig a game of chance for you (but only ones based on dice or coins).  The contact makes a Magery check, adding their Influence level to the check.  The check DC varies from locale to locale, and be aware that failing this check results in the contact temporarily becoming unavailable or permanently being lost.
    • Media: A criminal media contact isn’t really a ‘criminal,’ but they don’t pay attention to journalistic ethics and libel/slander law.  The contact makes a Deception check as if trained in the skill, adding their Influence level to the check.  This check functions as the Influence Crowd use of the Persuasion skill, though the DCs are 5 higher to represent manipulating a larger group of people.  Additionally, the time it takes to use this is longer than 5 minutes, it is dependent on the method the journalist is using to spread the message you want them to spread.  While a criminal contact can be both a Journalist and Media, the criminal favors each of those offer are identical.
    • Medical: A criminal medical contact gives you access to normally-illegal augmentations, such as CEC Nanoaugmentations and unusual cybernetics.  The actual costs and difficulties of getting these installed varies, consult the GM.
    • Mercenary: A criminal mercenary can go rough some one up for you.  While this can’t be used to do any permanent harm to someone, it does function as if the contact was making a Persuasion check to intimidate, with an added bonus equal to their Influence level.  If you are level 5 or higher, the contact is also treated as having the Skill Focus (Persuasion) feat.
    • Military: A criminal military contact can arrange to ‘lose’ some military equipment in such a fashion that will lead to it ending up in your hands.  Each time this Favor is used, the contact can arrange to have you provided with a piece of equipment of Military availability with a value equal to or less than 1000 Credits per Influence level of the contact.
    • Psionic: A criminal psionic contact will use normally-forbidden psionic abilities on your behalf (such as making unauthorized deep scans).  Their effective character level for these services is equal to their Influence level, if it is not specified as being higher than that.
    • Street: A criminal street contact can let you in on the profits of whatever criminal enterprise they are working on at the moment.  Using this favor nets you 100 x the contact’s Influence level in credits.  Unlike most favors, it can only be used every other session, not every session.
    • Technology: A criminal technology contact can illegally obtain goods and weapons for you of any restriction rating.  The contact makes a Gather Information check as if they were trained in that skill, using the DCs for Black Markets where the contact is located.  The contact adds their Influence level to this check.  You must provide the credits to purchase the services, goods, or weapons.
    • Traveling: A criminal traveling contact is a smuggler.  As a favor, they can attempt to bring you goods that are illegal in your current location (you must provide the credits to purchase those goods), or can attempt to help you get goods out of your current location.  How this exactly works is up to the GM.
    • Vehicular: A criminal vehicular contact can serve as a getaway driver for you.  They won’t participate in combat directly, but they can help you leave a scene.  They are trained in Pilot and Stealth using the same rules for their Knowledge skill, and are considered to have skill focus in both of them if you are level 7 or higher.
    • Wilderness: A criminal wilderness contact can get you access to a location which can be used as a temporary safehouse.  While you are there, all DCs to locate you are increased by 2 x the contact’s Influence level.  You can remain there a number of days equal to the contact’s Influence level, and a number of people equal to 2 x the contact’s Influence level can accompany you.
  • Level 3 (Class Levels): Scoundrel, Assassin, Charlatan, Crime Lord, Outlaw
  • Examples: Black Market Arms Dealer, Fence, Gang Member, Mafioso, Smuggler, Yakuza

Entertainment (Minimum Influence Level: 2)

  • Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences and Culture [Contact’s Species]]
  • Level 2 (Favor): An Entertainment contact can use a Presence action on your behalf.  With Entertainment contacts of level 2 or higher, it is best if you determine their presence check bonus ahead of time.  For the purposes of the Presence action, the Entertainment contact’s character level is equal to their Influence level.
  • Level 3 (Class Levels): Expert
  • Examples: Artist, Bartender, Dancer, Rock Star, Singer

Exotic (Exotic contacts cannot be selected, they can only be awarded by the GM)

  • Level 1 (Knowledge Skill): Knowledge [Chosen by GM]
  • Level 2 (Favor): Exotic favors are determined by the GM on a case-by-case basis subject to what the contact is.
  • Level 3 (Class Levels): Case-by-case basis.
  • Examples: Campaign-critical NPCs

Government (Minimum Influence Level: 2)

  • Level 1 (Knowledge Skill): Knowledge [Civics and Any One Other Knowledge Skill]
  • Level 2 (Favor): A Government contact can fast-track you through bureaucracy.  If you have a Government contact and are making a Knowledge [Bureaucracy] check with the institution they work in, you add their Influence level to your Knowledge [Bureaucracy] check.  If you fail a Knowledge [Bureaucracy] check with that institution, you can immediately use your favor for the session to reroll it.
  • Level 3 (Class Levels): Expert
  • Examples: Government Official, Political Staffer, Politician

Journalist

  • Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences, Civics, Culture [Choose One], History [Choose One]]
  • Level 2 (Favor): A journalist contact can do some digging around on the street to gather rumors and information by consulting with their own contacts.  This functions as a Gather Information check with no credit expenditure required.  The contact is treated as trained in Gather Information for this, and they add their Influence level to the check. If you are level 11 or higher they are treated as if they have the Skill Focus feat in it.
  • Level 3 (Class Levels): Expert, Scoundrel
  • Examples: News Anchor, Newspaper Editor, Reporter

Law Enforcement

  • Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences, Civics, or Tactics]
  • Level 2 (Favor): A law enforcement contact can act as a character witness for you, either to defend you against false accusations, or to help you acquire a license legally (which grants you a +5 bonus on your Knowledge [Civics] check to get the license).
  • Level 3 (Class Levels): Scout, Soldier, Enforcer
  • Examples: Beat Cop, Border Patrol, Detective, Sector Ranger, Undercover Cop

Legal

  • Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences and Civics]
  • Level 2 (Favor): A legal contact can attempt to work their legalistic magic to defend you in court.  The contact makes a Knowledge [Bureaucracy] check as if they were trained in the skill.  This is countered by a Knowledge [Bureaucracy] or a Perception check by the Judge or prosecution.  The check bonus uses the same rules as the contact’s knowledge check, and the contact is treated as if it has the Skill Focus (Knowledge [Bureaucracy]) feat if you are level 7 or higher.  The contact will not defend you in court if you are accused of a felony offense (or worse).
  • Level 3 (Class Levels): Expert, Scoundrel
  • Examples: Attorney, JAG, Judge, Lawyer, Paralegal

Magic [ADDON TYPE ONLY – this cannot be the contact’s only type, and it cannot be added to a contact with the Psionic type. At the GM’s discretion, contacts of some species may receive this type for free.]

  • Level 1 (Knowledge Skill): Knowledge [Arcana]
  • Level 2 (Favor): N/A, This is an addon-only contact type.
  • Level 3 (Class Levels): Contractor, Mage
  • Examples: SDA Mages, Risantha

Media (Minimum Influence Level: 2)

  • Level 1 (Knowledge Skill): Knowledge [Choose Any One]
  • Level 2 (Favor): A media contact does not provide an active favor – instead they are assumed to always be feeding you information about new developments in their line of work.
  • Level 3 (Class Levels): Expert, Scoundrel, Corporate Agent
  • Examples: Media Mogul, Media Network Employee

Medical

  • Level 1 (Knowledge Skill): Knowledge [Life Sciences]
  • Level 2 (Favor): A medical contact can use the Heal Damage, Install a Cybernetic Prosthesis (you must provide the prosthetic), Long-Term Care, Perform Surgery, Treat Disease, Treat Poison, and Treat Radiation uses of the Treat Injury skill for you at no cost.  The contact’s Treat Injury skill is calculated like their Knowledge skill, and if you are level 7 or higher they are considered to have Skill Focus with Treat Injury.
  • Level 3 (Class Levels): Expert, Combat Medic, Medic
  • Examples: Cybernetics Technician (usually with the Technology type added on), Doctor, EMT, Physician

Mercenary

  • Level 1 (Knowledge Skill): Knowledge [Tactics]
  • Level 2 (Favor): A mercenary contact can place some of their soldiers at your disposal temporarily.  This costs you 100 x Influence level credits, and the contact provides you with a number of equipped soldiers equal to the contact’s Influence level.  The soldiers are nonheroic characters with a level equal to 1.5 x the Contact’s influence level, and support you for a number of days equal to the contact’s Influence level.
  • Level 3 (Class Levels): Scout, Soldier, Bounty Hunter, Elite Trooper
  • Examples: Bodyguard, Bounty Hunter, Gladiator

Military

  • Level 1 (Knowledge Skill): Knowledge [Tactics]
  • Level 2 (Favor): A military contact can act as a character witness for you, either to defend you against false accusations, or to help you acquire a license legally (which grants you a +5 bonus on your Knowledge [Civics] check to get the license).
  • Level 3 (Class Levels): Soldier, Elite Trooper, Gunslinger, Officer, Pathfinder Sniper, Vanguard
  • Examples: Border Patrol, TAAF Soldier

Psionic [ADDON TYPE ONLY – this cannot be the contact’s only type, and it cannot be added to a contact with the Magic type. At the GM’s discretion, contacts of some species may receive this type for free.]

  • Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences]
  • Level 2 (Favor): N/A, This is an addon-only contact type.
  • Level 3 (Class Levels): Psion
  • Examples: SDA Psions, Teuthidoids

Scientific

  • Level 1 (Knowledge Skill): Knowledge [Choose Two: Civics, Earth Sciences, History [Choose One], Life Sciences, Physical Sciences, Technology]
  • Level 2 (Favor): A scientific contact’s favor varies wildly with their field of study.  The GM will determine their favor when a scientific contact is acquired, regardless of level.
  • Level 3 (Class Levels): Expert, Scientist
  • Examples: Researcher

Security

  • Level 1 (Knowledge Skill): Knowledge [Choose One: Behavioral Sciences or Tactics]
  • Level 2 (Favor): A security contact can help you test the defenses of an installation you are in charge of.  It might take some time for them to get to you, but once they arrive they can make a Perception check (adding their Influence level to the check) to notice any security holes.  If you are level 11 or higher they are treated as if they have Skill Focus in Perception.
  • Level 3 (Class Levels): Scout, Soldier, Elite Trooper, Enforcer
  • Examples: Bodyguard, Bouncer, Security Guard

Street

  • Level 1 (Knowledge Skill): Knowledge [Behavioral Sciences and Culture [Contact’s Species]]
  • Level 2 (Favor): A street contact can do some digging around on the street to gather rumors and information by consulting with their own contacts.  This functions as a Gather Information check with no credit expenditure required.  The contact is treated as trained in Gather Information for this, and they add their Influence level to the check. If you are level 11 or higher they are treated as if they have the Skill Focus feat in it.
  • Level 3 (Class Levels): Varies greatly with contact.
  • Examples: Bartender, Bookie, Clubber (as in someone who spends a lot of time in clubs), Loan Shark, Waitress

Technology

  • Level 1 (Knowledge Skill): Knowledge [Technology]
  • Level 2 (Favor): A level 2 technology contact can modify your gear for you if you provide the funding.  The contact has the Tech Specialist feat and provide those modifications at the standard costs and time required.  The contact can also apply Equipment Modifications, Vehicle Modifications, and can use the Modify Weapon function of the Mechanics skill for you.  The contact’s Mechanic’s skill modifier is that of a character one-half your level who is trained in Mechanics.  Once you are level 3 or higher, the contact is considered to have the Skill Focus feat in Mechanics.  Once you are level 6 or higher, the contact’s abilities increase to include the Starship Designer feat.  Once you are level 9 or higher, the contact’s abilities to modify gear increase to include the Superior Tech feat.  The contact cannot be used for anything else while this favor is being undertaken.
  • Level 3 (Class Levels): Expert, Scoundrel, Dedicated Technician, Military Engineer, Saboteur, Scientist
  • Examples: CEC Soldier, Mechanic

Traveling

  • Level 1 (Knowledge Skill): Knowledge [Choose Two: Civics, Culture [Choose One (can be chosen twice)], or History [Choose One (can be chosen twice)]]
  • Level 2 (Favor): A Traveling contact is always on the move, so they’re a bit harder to get to do work for you.  However, a Traveling contact always has their ear to the ground, and is always listening for rumors.  They’ll feed you information they learn during their travels, keeping you apprised of the situation in places where you are not.
  • Level 3 (Class Levels): Expert, Scout, Ace Pilot, Bounty Hunter, Gunslinger, Officer, Pathfinder, Vanguard
  • Examples: Courier, Wanderer

Vehicular

  • Level 1 (Knowledge Skill): Knowledge [Technology]
  • Level 2 (Favor): A vehicular contact can provide transportation for you and an additional number of people equal to their Influence level.  This transportation lasts for a number of days equal to their Influence level (minimum 1). This ONLY provides transportation, the contact will not engage in combat (that requires a level 3 contact).
  • Level 3 (Class Levels): Expert, Scout, Soldier, Ace Pilot
  • Examples: Driver, Pilot

Wilderness

  • Level 1 (Knowledge Skill): Knowledge [Choose One: Earth Sciences or Life Sciences]
  • Level 2 (Favor): A wilderness contact can provide you a map of a known area or advice for handling an unknown area.  The map allows you to make Survival checks while in that area as if trained in the skill, while the advice lasts for a number of days equal to the contact’s Influence level and similarly allows you to make Survival checks as if trained while in that area.
  • Level 3 (Class Levels): Scout, Vanguard
  • Examples: Naturalist, Wilderness Scout

Losing Contacts

The use of long-term contacts can put them at risk. If a character loses a contact through enemy action or other events (most likely through direct risks in the case of a level 3 contact), the character receives all of the contact points invested in the contact as a bonus the next time they gain a level.

Overextending Contacts

In times of extreme need, a character may fall back on their friendship with a level 1 or level 2 contact. This is never an action to be taken lightly, as it strains the relationship with the contact. If a character has already received their one free favor check per session from a level 2 contact, they may request a second one. This costs 1 hero point and  immediately reduces the contact’s level to 1.

A character may also attempt to force a level 1 contact to function as a level 2 contact. This costs 1 hero point and requires a successful Persuasion check (DC 20). With success, the contact provides 1 free favor check as per the rules for a level 2 contact, but is immediately removed from play — they’ve been asked to go farther than they’re comfortable with, and never assists the character again in any fashion. A character who overextends a level 1 contact to act as a level 2 contact does not receive the contact points back the next time they gain a level.

A level 3 contact can’t be overextended, but activating them carries its own set of risks — namely, the fact that they’re headed into harm’s way by directly assisting the character. Overextending a contact voids the refund of invested skill points that a character normally receives for losing that contact (see above).

Roleplaying Contacts

Contacts should be more than just sets of numbers — they’re the people with whom the character has not only professional but personal relations. The GM should encourage players to flesh out their characters’ contacts. At minimum, they should provide names, brief descriptions, and a few interesting facts about each contact so they’re more than a guest appearance and a simple, "uh, he helps me."

The GM should always remember that a contact relationship is a two-way street. In other words, each character is also a contact for each one of their contacts, and may receive requests for assistance from them as well. A character who consistently refuses these requests or otherwise treats their contacts like objects rather than people runs the risk of losing those contacts unless they go out of their way to make amends. These requests for assistance can provide interesting complications during an job, however, or can even form the basis for an entire mission.

Epic Space Adventures Abound!