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Shadowrun Seattle Shutdown

Contacts: Difference between revisions

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* Weapons & Ammo
* Weapons & Ammo
{{Table:Gear Specialization Bonus|float = right}}
{{Table:Gear Specialization Bonus|float = right}}
When making an {{Test|[[Availability|Availability Test]]}}, a gear contact has a dice pool equal to Specialization + Connection + (Expertise × 2).
When making an {{Test|[[Availability|Availability Test]]}}, a gear contact has a dice pool equal to Connection + (Expertise × 2) + Specialization.


The contact's first gear type has a Specialization bonus of 6. For every four full points of Connection, a Gear contact gains access to an additional type of gear, but with a Specialization bonus three lower than the previous group.
The contact's first gear type has a Specialization bonus of 6. For every four full points of Connection, a Gear contact gains access to an additional type of gear, but with a Specialization bonus three lower than the previous group.

Revision as of 16:44, 13 June 2023

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It was last edited Tuesday, June 13, 2023 by Arcology Expert Program.

The Matrix is full of information, but the things shadowrunners need to know are not the kinds of things people put up on their personal or corporate websites. Word of available jobs, news about what street lowlifes and organized crime figures have been up to, dirt about who’s just snuck into town and who may be looking to make a quick getaway—this is stuff you’re not going to find through a quick data search.

To get this information, you need contacts. Contacts come in a lot of forms. They may be the arms dealer who has a knack for coming up with armor-piercing bullets right when you need them. Or the underground journalist who is willing to share what she knows if you give her some inside info about upcoming juicy stories. Or the old standby, the bartender with the watchful eye and the listening ear. Shadowrunners have a roster of personal contacts that they can turn to in order to help them find jobs and provide useful information about what’s going on in the world.

Contact Ratings

While some contacts may be fully stat'd out characters like any other, how they interact with the shadow community at large is encapsulated in four special attributes — Connection, Loyalty, Expertise, and Size.

Connection

Rating 1-12

This rating reflects the contact's level of influence — the higher the rating, the more juice that the contact has. More specifically, it's the amount of that influence the contact is willing to apply in the character's favor. Just because Joe Runner is Damien Knight's third cousin twice removed, that doesn't mean Mr. Macrotechnology will put the full weight of Ares behind him. He might let Joe borrow a megayacht for the weekend, though.

While not a requirement, a good rule of thumb is that a contact's Connection should not be more than it's Loyalty+6. If it has Size greater than 1, Connection probably shouldn't be less than Size+3.

Contact Connection
RatingDescription
1Virtually no social influence; useful only for their personal abilities.
2Has one or two friends with some useful abilities, or has some minor social influence.
3Has a few friends, but not a lot of social influence.
4Knows several people in a district: a borough mayor or a gang leader.
5Knows several people and has a moderate degree of social influence; a metroplex councilman or a low-level executive it a small-to-medium corporation.
6Known and connected across his state; a city/sprawl mayor or governor, notable fixer, or a mid-level executive in a medium-sized corporation.
7Knows a lot of people over a large area, and has considerable social influence; often holds a leadership position in a national corporation.
8Well-connected across a multi-state region; an executive in a state government or a national corporation.
9Well-connected on his own continent, with considerable social influence; a mid-level executive in a small national government or AA megacorporation.
10Well-connected worldwide, with significant social influence; a senior executive in a small national government or a AA megacorporation.
11Extremely well-connected worldwide, with significant social influence; mid-level executive position in a major national government or AAA megacorporation.
12Global power-player with extensive social influence; holds a key executive position in a major national government or AAA megacorporation.

Loyalty

Rating 1-6

Loyalty is an indicator of how much the character and the contact trust each other. Mechanically, it may serves as die bonus in negotiations, a modifier or Threshold (as appropriate) when someone else tries to put the squeeze on a contact about the runners, or a friends-and-family type discount.

Contact Loyalty
RatingDescription
1Just Biz — The relationship is purely mercenary, based solely on economics. The people involved may not even like each other, and they won’t offer any sort of preferential treatment.
2Regular — The relationship is still all business, but the parties treat each other with a modicum of mutual respect.
3Acquaintance — The people in the relationship are friendly, but calling them friends might be stretching it. The contact is willing to be inconvenienced in small ways for the character, but won’t take a fall for him.
4Buddy — There’s actual friendship here, or at least solid mutual respect. The contact will go out of his way for the character if needed.
5Got Your Back — The parties know and trust each other, and have for some time. The contact will back the character even in risky situations.
6Friend for Life — The contact and character will go to the wall for each other, if that’s what it takes.

Expertise

Rating 1-6

Expertise defines how good a contact is at whatever they do. It's the primary source of dice in any rolls the contact might make. The exact way Expertise manifests is dependent on the specific type of contact.

Contact Size
RatingMembershipCost
01×1
15 – 10×1.5
225 – 100×2
3125 – 1,000×2.5

Size

Rating 0-3

Sometimes a contact represents an organization rather than a single person. These contacts have Size greater than 0. Each level of size is roughly an order of magnitude larger than the previous size, so anything above 3 is pretty unlikely.

This comes with a few benefits and a few drawbacks.

  • Every point of Size grants the contact an additional Type — for instance, a Size 1 group contact could be both a Gear contact and a Service contact or it could offer multiple Services.
  • Add Size to the contact's effective Expertise; many hands makes for light work.
  • Subtract Size from the contacts Loyalty; anything more than one person knows just isn't a secret.

Contact Types

Fixer

Every working member of the Seattle shadow community — a.k.a shadowrunner — has a fixer. Fixers are the people who connect 'runners with Johnsons.

Gear

Gear contacts have the things a shadowrunner needs, or know where to get them. Each specializes in a particular type of gear, though well connected gear contacts may have a secondary specialization.

  • Armor & Clothing
  • Critters
  • Drugs & Toxins
  • Electronics
  • Implants
  • SINs & Licenses
  • Talismonger
  • Vehicles & Drones
  • Weapons & Ammo
Gear Specialization Bonus
ConnectionGroupsBonus
1-31+4
4-72+4, ±0
8-113+4, ±0, -4
124+4, ±0, -4, -8

When making an Availability Test Test, a gear contact has a dice pool equal to Connection + (Expertise × 2) + Specialization.

The contact's first gear type has a Specialization bonus of 6. For every four full points of Connection, a Gear contact gains access to an additional type of gear, but with a Specialization bonus three lower than the previous group.

Loose Lips

Gear contacts are able to get the things they can because they know other people. Unfortunately, that means that they need to talk to other people about what the character looking for. Each time you use a gear contact to acquire a Forbidden item, the contact also makes a test with a pool of (15-Connection) against a Threshold of (7-Loyalty) to reflect how careful they are makes a


Legal Only - +3 dice

Legwork

Legwork Contact Properties
ConnectionSkillsExpertiseDiceLoyaltyDiscount
141610%
2629210%
38312320%
410415430%
512518540%
614621650%
2+(Connection×2) 3+(Expertise×3) 10×(Loyalty-1)

Legwork contacts don't have things like Gear Contacts, instead know things and can be paid to share that knowledge. Each legwork contact has a number of Knowledge Skills based on their Connection at a level determined by their Expertise. The selected knowledge skills should have a particular theme. For instance, an police contact is like to have skills relating to procedure, law, and the kind of beat they work, which could include multiple organized crime syndicates. By contrast, a yakuza contact would have knowledge of Japanese culture, customs, and history, but would only know about their own syndicate or possibly direct competitors.

Legwork Contact Cost
Information NeededCost per Hit
Legal300¥
Illegal500¥
Obscure or Hard-to-Find+20%
Privileged Information+50%
Risky to Contact+50%

The GM will (secretly) determine the Threshold for the desired information. The base cost is determined by the number of hits needed to answer the question posed, modified by the nature of the information:

  • Legal — The information is neither illegal to know nor about an illegal act.
  • Illegal — Possessing the information is inherently against the law, or the information is about a crime.
  • Obscure or Hard-to-Find — The information is not something that a general member of the contact's profession is likely to know.
  • Privileged Information — The information is something that only members of a particular group, of which the contact is a member, are supposed to know.
  • Risky to Contact — If word gets back to the subject of the question that the contact talked, there's risk of injury (physical, emotional, financial, etc) to the contact.

If the contact's roll is successful, the character pays only for the hits needed.

As long as the information sought is not Obscure or Hard-to-Find, the player can opt to have the contact use Buying Hits[1]. If the player chooses Buying Hits, the character must pay for all the hits, whether they're needed or not — reducing the risk of the dice increases the risk to the character's wallet. There is still no cost on failure, but also no option for reroll from this contact.

Service

Service contacts are the people you go to when you need something done, generally anything short of bleeding for you.

Transportation

Transportation Contact Cost
SituationCost
Same Metroplex100¥
Same Country500¥
Same Continent1,000¥
Same Planet2,000¥
Air Transport×2
Prohibited Border×2
Short Notice×3
Hot Extraction×5
Loyalty Discount
LoyaltyDiscount
10%
210%
320%
430%
540%
650%

A transportation contact owns a vehicle corresponding to their subtype and Connection rating, and has the ability to transport a team and smuggle their gear to a destination. How much gear, what kind, and how far determine the cost per passenger.

In addition to a discount for high Loyalty, there are a few other situations that affect the cost.

  • Air Transport — Aircraft are expensive, and so is riding in them.
  • Prohibited Border — While transportation contacts regularly cross normally restricted borders, this modifier applies when the border to be crossed is particularly dangerous or well patrolled. Examples include getting in or out of Chicago Containment Zone or into the Yucatán Peninsula during the insurgency.
  • Short Notice — Contacts have lives, too. If the 'runner needs them to drop everything and respond immediately, it's going to cost more.
  • Hot Extraction — Some, but not all transportation contacts have a combat-capable vehicle. Those that do charge a princely sum to actually use those capabilities.

These modifiers can all be applied to the same trip. For example, a helicopter extraction under fire from a location in Puyallup to someplace else in Seattle is going to cost 3,000¥ per person, but at least nobody gives a shit who comes in or out of the Barrens.

Groundcraft

  • Connection 1 — Owns a car, van or other cheap equivalent, can transport basic weapons and armor from the district they're based in to any adjacent district.
  • Connection 3 — Owns a larger truck or equivalent transport vehicle, can transport the team and any equipment anywhere in their respective country or metroplex and into the surrounding areas (such as the Salish-Sidhe or Tir Tairngire if based in Seattle).
  • Connection 5 — Owns a very large truck and/or several transports that can carry the team, any gear, and even smaller vehicles overland anywhere on the same continent as their base location.

Watercraft

  • Connection 1 — Owns a small dinghy, speedboat, or equivalent and can transport the team and basic gear anywhere within the same sprawl/metroplex and nearby islands or neighboring harbors.
  • Connection 3 — Has access to or owns a small motoryacht, sailboat, small submarine, or equivalent and can transport the team to any location within the same hemisphere, as long as no deep sea travel is involved. For example, they could take a team from Seattle to anywhere on the Pacific Coast, but to Hawaii.
  • Connection 5 — Can offer access to a large container ship or equivalent transport that can carry anything the runners require to any port or other suitable location in the world.

Aerospace

  • Connection 1 — Owns a small plane or helicopter, can carry one or two team members and basic gear to places within their home sprawl that are flight accessible. They will not be able to land or smuggle into major airports or corporate facilities, limited to smaller airfields or remote areas only.
  • Connection 3 — Has access to or owns a mid-sized plane or helicopter that can accommodate the entire team and their gear anywhere in their city including major airports as well as nearby countries. For example, they could fly a team from Seattle to Los Angeles, but not to Neo-Tokyo.
  • Connection 5 — Has access to or owns a large transport plane, blimp, or other flying vehicle and can reach any location worldwide including remote areas while carrying the team and their basic gear as well as multiple small vehicles, large drones, and one or two cars.
  • Connection 6 — Has access to a small shuttle in either Low Earth, Geo-Synch, or Lunar Orbit and can transport a team and very little gear within that orbit. They cannot travel between orbits.
  • Connection 7 — Runs a proper transport shuttle that can travel between orbits with the team and their basic gear.
  • Connection 8 — Has a larger transport or armed shuttle that can travel between orbits, to the Moon, and can transfer from Earth to Space and vice versa.

References