Quote:
Originally Posted by swaghauler
My PCs are a small autonomous group who are in Africa because their skills are not in demand in the "First World." They do have connections and I would suggest to you that you at least DOUBLE (if not triple) the number of CONTACTS that the PCs get. I would normally roll 1D6 per Term. I would segregate those contacts into three classes:
1) GOOD [Solid] Contacts: These are the guys and gals you can ALWAYS count on to help you. You should get ONLY ONE of these per Term.
2) Standard Contacts: These contacts will help you IF it's not too much trouble. A PERSUASION test may be needed if there is "risk" involved for the Contact. You may find yourself owing them a "favor" later on. These are good contacts to use for acquiring equipment or information during play. HALF (rounding down) of your rolled contacts after getting a Good Contact should be this type of contact.
3) Unreliable Contacts: These are your "reluctant helpers" who always need to be Persuaded (or bribed) to help. They will constitute the larger HALF of any remaining Contacts after getting a GOOD Contact.
I just keep the Contacts vague until the Player wants to turn a random Contact into a SOLID Contact (per the RAW V2/V2.2 rules). Then I have them describe to me who that Contact is and I make up the rest of the Contact's back story.
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Interesting. So do you allow PCs to enhance the quality of a contact through their own actions or through circumstances?