Contacts

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A Contact is a single individual whom the character knows, and who has a certain degree of Loyalty towards the character, and is willing to help the character in certain ways, according to what his specialty is (slighly secret information, Insider/Mole information or Gossip, or various forms of skilled aid), but who will not adventure with the character or take any great risk (the Mole being the minor exception to this).

There are 8 kinds of Contacts, and a few more will perhap be added later. The average player character will have several Contacts.

Contents

Contact Types

Contact
type
Base
cost
Loyalty Skill Notes
Gossip 3 PP 2 3 Can provide the latest gossip on everyone in a Village-sized (Ex0) or somewhat larger area
Information 15 PP 4 4 Can provide basic and not-really-secret information from inside an organization
Mole-B 30 PP 2 4 Provides very secret information from inside organization (version B is being Blackmailed by the character, while version F is a Friend doing it due to high Loyalty)
Mole-F 30 PP 5 4
Teacher(C) 15 PP 4 4 Will Teach or Train the character in a small (or slightly larger) number of Skills. The C simply indicates that it is a Contact.
Trainer(C) 15 PP 4 4
Mentor 10 PP 4 - Will give the character advice, according to his own worldview and biases (a Mentor is never a spokesperson for the GM!). Useful if the character is confused, lost or bewildered.
Skilled 15 PP 4 4 Will give one kind of skilled aid to the character, e.g. medical aid, or firearm customization, but like all other Contacts will never go adventuring with the character.
Trader 10 PP 3 - Is willing to trade with the character, in spite of cultural, religious and racial or species differences, and may even give slightly fabourable deals.
Supplier 10 PP 3 4 Has rare items in stock, such as high-Quality weapons or armour which are otherwise only made to order
Dealer 15 PP 2 4 Sells items that are illegal or highly disapproved of, such as poisons

Contact Levels

Contact Skill

Contact Loyalty

Other Contact Improvements

Advice

Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).

Please note

Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.

Mini-FAQ

Put in sub-sections (three ='s) each containing multiple Q&As, and insert a blank line between each individual Q&A.

sub-section

Q:
A:


Q:
A:

The world

A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.

World impact

Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).

The Ärth setting

Talk about how this trait appears and functions in the Ärth historical fantasy setting.

Design Notes

Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.

Quick mini-glossary

Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).

See also

Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember
linebreaks before or after (but not both!). Connections for much more expensive and much broader pseudo-Contacts


Table to use

A B C
1 2 3
4 5 6
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