Difference between revisions of "Contacts"

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(Created page with "Backgrounds Contacts are people who are willing to provide the character with information, though they are unlikely to offer any service beyond that. Each level of Contacts...")
 
 
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'''Description:''' You know people all over the city. When you start making phone calls around your network, the amount of information you can dig up is impressive. Rather than friends you can rely on to help you, like Allies, Contacts are largely people whom you can bribe, manipulate, or coerce into offering information. You also have a few major Contacts — associates who can give you accurate information in their fields of expertise. You should describe each major contact in some detail before the game begins.
  
Contacts are people who are willing to provide the character with information, though they are unlikely to offer any service beyond that.  Each level of Contacts includes a specific individual, for whom you should work out a description, and a surrounding "halo" of lower-grade connections throughout a social stratum. If you have a specific contact in the local cathedral, for instance, you can also get at least rudimentary information out of some vicars, deacons and altar boys in the area.  If your contact is the harbormaster, you can count on getting some information from sailors, longshoremen and tavern-keepers nearby.  The difficulty of rolls to extract information from these secondary contacts is always greater than ones involving the individuals with whom your character deals most often, however - at least 7, and perhaps higher, depending upon how rapidly you want the information or how esoteric the information is.<br>
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In addition to your major contacts, you also have a number of minor contacts spread throughout the city. Your major contact might be in the district attorney’s office, while your minor contacts might include beat cops, DMV clerks, club bouncers, or members of an online social network. You don’t need to detail these
When your character needs information in the utmost hurry, roll Wits + Contacts against a difficulty of 7. Each success produces a distinct piece of information relevant to the topic. Your character needs potentially useful people in the area for this to work, though.  (Even the best roll is unlikely to turn up anything if your character is searching for advice on conditions in the Mediterranean Sea among Scottish peasants, for instance.)  To gather information over time, your character can put out queries and wait for the results to trickle back in.  Roll Charisma + Contacts against difficulty 7. Each success produces one specific piece of information and takes a week to come in.  You can shorten this time to three days per piece by raising the difficulty to 8, or one day per piece by raising the difficulty to 9.
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various “passing acquaintances” before play. Instead,
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to successfully get in touch with a minor contact, you
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should roll your Contacts rating (difficulty 7). You can
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reach one minor contact for each success. Of course,
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you still have to convince them to give you the information you need, assuming they can get it.
  
'''1)''': One major contact and two or three secondary contacts.<br>
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Contacts may be pooled within the characters’ coterie.
'''2)''':  Two major contacts and about five secondary contacts.<br>
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'''3)''':  Three major contacts and eight to 10 secondary contacts.<br>
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'''4)''': Four Major Contacts and 10 to 15 secondary contacts.<br>
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:<span style="font-size:large">●</span> One major contact
'''5)''':  Five major contacts and a great many secondary contacts (almost anyone in the general field of expertise in the area may share some information).
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:----
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:<span style="font-size:large">●●</span> Two major contacts
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:----
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:<span style="font-size:large">●●●</span> Three major contacts  
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:----
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:<span style="font-size:large">●●●●</span> Four major contacts
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:----
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:<span style="font-size:large">●●●●●</span> Five major contacts
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:----

Latest revision as of 19:19, 15 October 2020

Backgrounds

Description: You know people all over the city. When you start making phone calls around your network, the amount of information you can dig up is impressive. Rather than friends you can rely on to help you, like Allies, Contacts are largely people whom you can bribe, manipulate, or coerce into offering information. You also have a few major Contacts — associates who can give you accurate information in their fields of expertise. You should describe each major contact in some detail before the game begins.

In addition to your major contacts, you also have a number of minor contacts spread throughout the city. Your major contact might be in the district attorney’s office, while your minor contacts might include beat cops, DMV clerks, club bouncers, or members of an online social network. You don’t need to detail these various “passing acquaintances” before play. Instead, to successfully get in touch with a minor contact, you should roll your Contacts rating (difficulty 7). You can reach one minor contact for each success. Of course, you still have to convince them to give you the information you need, assuming they can get it.

Contacts may be pooled within the characters’ coterie.

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One major contact
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●● Two major contacts
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●●● Three major contacts
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●●●● Four major contacts
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●●●●● Five major contacts
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