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(Contact Qualities)
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'''Loyalty''':  This represents how well you know your contact and what they will do for you.  The loyalty score of a contact reduces the cost of payment to a contact for services.
 
'''Loyalty''':  This represents how well you know your contact and what they will do for you.  The loyalty score of a contact reduces the cost of payment to a contact for services.
  
== Contact Qualities ==   
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== Contact Qualities ==
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 +
Each contact starts play with three positive Contact Qualities. They may also take additional positive contact qualities by balancing with the same number of Negative Contact Qualities.
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'''Positive Contact Qualities'''<br />
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* '''Acquire (Item Type).''' The contact is skilled at acquiring items of a certain type.  They may make an Extended Profesional Rating + Connection test (Availability/1 Week).  They may only acquire items of avaliability equal or less than their professional rating.
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*'''Security.'''  The contact has good security in the form of a security system and Professional Rating 5 Body Guards.
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*'''Shop.'''  The contact has a shop for their appropriate skill e.g. Surgery, Talsimonger, Electronics.  If this quality is taken three times they have access to a facility.
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*'''Knowledge (Area).''' The contact has knowledge of a particular area e.g. Corporations, Streets, Magic.  They recieve a 2 dice bonus on any Connection test on that subject.
 +
*'''Transport.''' Not just a car, this contact has serious transport e.g. armoured van, a helicopter a smuggling boat.
 +
*'''Awakened.''' The contact is an adept or mage of some type.
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*'''Decker.''' The contact posesses a cyberdeck and the skills to use them.
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*'''Safehouse.''' The contact can provide a place for characters to crash when they are in need
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*'''Followers.''' The contact commands a large number of profession rating 2 or 3 followers.  e.g. Gang, Policlub etc
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*'''Smuggler.''' The contact is able to get people across borders, just dont ask how.  For a price of course.
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*'''Position (Organisation).''' The contact has a prominant position which may give them +2 dice to Connection tests if relevant. e.g. Cop, Mr Johnson.
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*'''Good Value.''' The contact doesn't ask for much.  Each Connection test hit only costs 50 nuyen.
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*'''24/7.'''  This contact will be on hand 24/7 for any request.
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*'''Rigger.''' This contact has a Rigger interface,access to drones and a remote control deck.
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*'''Arms cash.'''  The apocolyspe is coming and they are ready!  Their basement is full of weapons (and tins of beans) ready for any emergency.
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*'''Lover.'''  The contact is a lover or maybe a friend with benefits (depending on their loyalty rating).  Characters have a +2 dice pool on influence tests with them... as long as all goes will... or they will become just another ex!
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*'''Well connected.''' This contact has double the usual number of friends of friends.
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*'''Prime Runner'''  This contact has a professional rating of 7 and is an active shadowrunner.
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'''Negative Contact Qualities'''<br />
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*'''Streets.'''  The contact has nothing but the clothes on their back.
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*'''Loyalty (Organisation).''' The contact is loyal to something or someone, which will automatically be more important to them that the characters.
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*'''Enemy.''' The contact has an enemy who will at somepoint seet revenge.  Maybe the characters can help them out of it?
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*'''Limited Availability.'''  Each day a player tries to contact them their is only a 50 % chance they respond.
 +
*'''Heat Magnet.''' Each time this contact is used the group gains 2 heat.
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*'''Expensive.'''  The contact charges high rates.  Each Connection test hit costs 200 nuyen.
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*'''Sell Out.''' Always on the lookout for a buck, each time the player gives this contact information or a secret make a Lotalty (2) Test.  If it fails the contact will sell on the information.
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*'''GM Suprise.'''  This Qualitiy counts a two qualities.  The GM secretly chooses the two.
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*'''Immoral.'''  This contact is only in it for the money.  Their loyalty will never rise above 1.
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*'''SINer.'''  The contact has no alias and a legal SIN.  If the do anything illegal their will be consequences.
 +
*'''Just another Ex.''' A former lover.  They may be very unco-operative at times.  Characters recieve a -2 dice pool when influencing them.
 +
*'''Predjudiced.'''  This contact hates <insert demographic>.  They will not do business with anyone in that group.  If the character brings someone along to the meet their is a -4 to all influence tests.
 +
*'''Diasability.'''  The contact has some serious disability which may effect them. e.g. mobility, blindness, deafness
 +
*'''Dark Secret.''' This contact in secret is a very, very bad person.... e.g. serial killer, insect shaman, undercover cop, lawyer.
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*'''Has no friends.''' The contact has no Friends of Friends.  The character is their only real fried (awwww).
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*'''Out of Town.''' This contact does not live n the same city or maybe even the same country as the character.
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*'''Mr X.''' The character doesn't know who this contact is.  They alays meet in dark alleys, crowded stations or in private matrix nodes.
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*'''Being Watched.'''  This contact is under surveillance buy parties unknown.
  
 
== Expanded Character Generation ==
 
== Expanded Character Generation ==

Revision as of 23:37, 29 April 2020

Contacts and Enemies

These house rules supliment and add to those found in SR6e. They also incorproate ideas form prior editions.

Contact Ratings

Each contact has two ratings from 1-12. Players may not purchase a contact with either rating higher than their Charmisa from their initial contact points.

Connection: This reting represents the connections and other contacts your contact has. Each contact starts the game with a connection rating of 6. Players when the puchase a contact may then take connection up to a rating of this value. If the character has less connection it means that the contact isn't willing to share all of his information with the character.

Loyalty: This represents how well you know your contact and what they will do for you. The loyalty score of a contact reduces the cost of payment to a contact for services.

Contact Qualities

Each contact starts play with three positive Contact Qualities. They may also take additional positive contact qualities by balancing with the same number of Negative Contact Qualities.

Positive Contact Qualities

  • Acquire (Item Type). The contact is skilled at acquiring items of a certain type. They may make an Extended Profesional Rating + Connection test (Availability/1 Week). They may only acquire items of avaliability equal or less than their professional rating.
  • Security. The contact has good security in the form of a security system and Professional Rating 5 Body Guards.
  • Shop. The contact has a shop for their appropriate skill e.g. Surgery, Talsimonger, Electronics. If this quality is taken three times they have access to a facility.
  • Knowledge (Area). The contact has knowledge of a particular area e.g. Corporations, Streets, Magic. They recieve a 2 dice bonus on any Connection test on that subject.
  • Transport. Not just a car, this contact has serious transport e.g. armoured van, a helicopter a smuggling boat.
  • Awakened. The contact is an adept or mage of some type.
  • Decker. The contact posesses a cyberdeck and the skills to use them.
  • Safehouse. The contact can provide a place for characters to crash when they are in need
  • Followers. The contact commands a large number of profession rating 2 or 3 followers. e.g. Gang, Policlub etc
  • Smuggler. The contact is able to get people across borders, just dont ask how. For a price of course.
  • Position (Organisation). The contact has a prominant position which may give them +2 dice to Connection tests if relevant. e.g. Cop, Mr Johnson.
  • Good Value. The contact doesn't ask for much. Each Connection test hit only costs 50 nuyen.
  • 24/7. This contact will be on hand 24/7 for any request.
  • Rigger. This contact has a Rigger interface,access to drones and a remote control deck.
  • Arms cash. The apocolyspe is coming and they are ready! Their basement is full of weapons (and tins of beans) ready for any emergency.
  • Lover. The contact is a lover or maybe a friend with benefits (depending on their loyalty rating). Characters have a +2 dice pool on influence tests with them... as long as all goes will... or they will become just another ex!
  • Well connected. This contact has double the usual number of friends of friends.
  • Prime Runner This contact has a professional rating of 7 and is an active shadowrunner.

Negative Contact Qualities

  • Streets. The contact has nothing but the clothes on their back.
  • Loyalty (Organisation). The contact is loyal to something or someone, which will automatically be more important to them that the characters.
  • Enemy. The contact has an enemy who will at somepoint seet revenge. Maybe the characters can help them out of it?
  • Limited Availability. Each day a player tries to contact them their is only a 50 % chance they respond.
  • Heat Magnet. Each time this contact is used the group gains 2 heat.
  • Expensive. The contact charges high rates. Each Connection test hit costs 200 nuyen.
  • Sell Out. Always on the lookout for a buck, each time the player gives this contact information or a secret make a Lotalty (2) Test. If it fails the contact will sell on the information.
  • GM Suprise. This Qualitiy counts a two qualities. The GM secretly chooses the two.
  • Immoral. This contact is only in it for the money. Their loyalty will never rise above 1.
  • SINer. The contact has no alias and a legal SIN. If the do anything illegal their will be consequences.
  • Just another Ex. A former lover. They may be very unco-operative at times. Characters recieve a -2 dice pool when influencing them.
  • Predjudiced. This contact hates <insert demographic>. They will not do business with anyone in that group. If the character brings someone along to the meet their is a -4 to all influence tests.
  • Diasability. The contact has some serious disability which may effect them. e.g. mobility, blindness, deafness
  • Dark Secret. This contact in secret is a very, very bad person.... e.g. serial killer, insect shaman, undercover cop, lawyer.
  • Has no friends. The contact has no Friends of Friends. The character is their only real fried (awwww).
  • Out of Town. This contact does not live n the same city or maybe even the same country as the character.
  • Mr X. The character doesn't know who this contact is. They alays meet in dark alleys, crowded stations or in private matrix nodes.
  • Being Watched. This contact is under surveillance buy parties unknown.

Expanded Character Generation

Characters may select the following qualities which effect contacts. Players may purchase any number of qualities for one contact if the balance out to 0 (this does not count to the qualities limit of 20).

  • Loyal Contact +2/Level. Each level adds 1 point to a contacts Loyalty to a maximium of 6.
  • Well Connected Contact +2/Level. Each level addes 1 points to a contacts Conection rating with that character.
  • Profesional Contact. +4/level. Each level increase the contacts professional rating and hence their primary skill by 1 level.
  • Incompetant Contact. -2/level. Decrease the professional rating of a contact by 1.
  • Hidden Enemy -12. One of the characters contacts (GM's choice) is in fact an enemy. When the time is right they will have their revenge!
  • Contact Quality +4/Quality. Add one positive Contact Quality to the contact.
  • Limited Quality -4/Quality. Remove one Contact Quality from the contact.