Contacts

Some of the greatest themes of Star Wars are legacy, family, coincidence, and connectedness. These themes will be represented by the final group of characters that the players will create: Contacts.

Every species in the Galaxy has one thing in common: the drive to form a community. No matter how alone or isolated they may be, everyone has at least one person that they can try to reach out to for support when they need help the most.

Each player gets 1 Contact, plus additional contacts equal to their main character’s Charisma bonus. Also, Noble Heroes with the Connections Talent get one extra Contact on top of the other benefits of that Talent.

Contacts are extremely simple, and only get full stats if the GM feels they are needed. Otherwise, Contacts are boiled down to the following stats:

Race: The Contact’s species.
Background: The Contact’s profession.
Level: The Contact’s level, indicating relative power, resources, and abilities.
Influence: A rating describing the Contact’s sphere of influence.
Attitude: A simple rating that describes how willing the Contact will be to lend aid to the character.

For each Contact that a player has, they roll d6+4, and add their main character’s Charisma bonus to determine how many points they will get to use to create the Contact. Points can be spent to:

Choose the Contact’s Race
Choose the Contact’s Background
Or, Increase one of the Contact’s other ratings.

Race

If the player spends a point to choose the Contact’s race they can pick any race from the Core book, Scum and Villainy Book, or the Old Republic Book, or they can choose to make the Contact a Droid.

If the player does not spend a point to choose the Race, roll a d20 and consult this chart:

1-6: Human
7: Near Human
8: Droid
9: Ithorian
10: Rodian
11: Trandoshan
12: Twi’lek
13: Duros
14: Cathar
15: Mon Calamari
16: Quarren
17: Kel Dor
18: Sullustan
19: Zabrak
20: Choose For Free

Background

A Contact’s background says a lot about them. It is not only their chosen (or former) profession, but it also suggests what classes they should have, and it also helps to explain how the player’s main character formed a relationship with them. If the player spends one of their creation points they can choose any background they want from the list below, or they can work with the GM to create any other background that is appropriate.

In addition, players should choose a world to act as the Contact’s base of operations. To make Contact’s more likely to be useful player’s should only choose worlds from the campaign map.

If the player does not spend a point, roll a d20 and consult the chart below to determine the Contact’s background:

1-2: Republic Army
3: Republic Navy
4: Criminal/Smuggler
5: Bounty Hunter
6-7: Corporate Executive
8: Corporate Security
9-10: Politician
11-12: Noble
13: Freighter Captain
14: Small Business Owner
15: Law Enforcement
16: Crime Lord
17: Republic Senator
18: Hyperspace Navigator’s Guild
19: Mandalorian
20: Jedi or Other Force-Using Tradition

Level

The Contact’s Level is a relative score compared to the character they are associated with. Their Level determines not only the own power, but also the resources they have available and the skills at their disposal. The GM can choose to create full stats for the character, or use generic stats.

When using generic stats, it can be assumed that the Contact always has a bonus to their skills equal to their total Level. Depending on their background a Contact may have a better rating in relevant skills, and a lower rating in unrelated skills, at the GM’s discretion.

All Contacts start with a “Level Rank” of 0, which can be increased by spending points on this feature.

Rank 0: Character Level -3
Rank 1: Character Level -2
Rank 2: Character Level -1
Rank 3: Character Level
Rank 4: Character Level +1
Rank 5: Character Level +2

Influence

A Contact’s Influence Rating refers to the strength of their reputation and the reach of their operations. A Contact with no Influence has a penalty to any skill rolls they make on behalf of the Character, but the larger their Influence the more bonuses they will receive to skill rolls.

A larger Influence will also allow a Contact to obtain goods and equipment that are illegal or restricted. However, if the Contact is selling these items to the character the price must be modified by the “Black Market” rules on page 119 of the Core book.

All Contacts start with a “Influence Rank” of 0, which can be increased by spending points on this feature.

Rank 0: “Outlaw”, -2 circumstance penalty to all skill rolls.
Rank 1: “Unknown”, no bonus
Rank 2: “Accepted”, +2 circumstance bonus to skill rolls related to their background while they are on their homeworld. These Contacts can also obtain Licensed and Restricted goods for a character, as long as they are on their homeworld.
Rank 3: “Respected”, +2 circumstance bonus to skill rolls related to their background on any world. While on their homeworld, these Contacts can obtain Licensed, Restricted, and Military equipment.
Rank 4: “Connected”, +2 circumstance bonus to all skill rolls related to their background on any world. In addition, the Contact has contacts of their own, which provide +2 circumstance bonuses to any skill rolls made on their homeworld, even for skills unrelated to their background. These Contacts can obtain Licensed, Restricted, and Military equipment on any world, which they can have delivered to the character. While on their own homeworld they can also obtain Illegal goods.
Rank 5: “Influential”, the Contact has an army of staff, contacts, and allies to do his bidding. He gets a +2 circumstance bonus to all skill rolls that he makes on behalf of the Character, regardless of distance or relation to their own abilities. These characters can obtain any type of equipment on any world, and find a way to get it to the character in a timely manner.

Attitude

Attitude determines the Character’s relationship with their Contact. A better Attitude means that the Contact will be more willing to help, and less likely to ask for payment or favors in return.

Regularly demanding favors from a contact can cause a relationship to degrade over time, which is determined by the GM through roleplaying interactions with the Contact. On the other hand, making regular use of the Persuasion skill and giving gifts to a Contact can improve relationships over time.

Depending on a Contact’s Attitude they may be willing to sell the Character items and equipment, sometimes at a mark up, and sometimes at a discount. Regardless, if the items they are selling are restricted then any Black Market mark ups to the base price are applied in addition to modifiers applied by the Contact.

Contacts begin with an “Attitude Rank” of 0, which can be increased by spending points on this feature.

Rank 0: Hostile. The Contact hates the character, and is only willing to help them because of family ties, a debt of honor, or some other bond they cannot escape. The Contact will not give the character money, or loan them equipment unless their relationship is improved. The Contact will only use their skills to aid the character if the character can pay them double the normal rate.
Rank 1: Unfriendly. The Contact considers the character to be more trouble than they are worth, but they are willing to help the character out as long as it is profitable. The Contact will loan the character up to 50 Credits per Contact level, but will expect repayment within a month at 20% interest. Any equipment and resources provided must be paid for up front at a 50% markup (this may seem extreme, but Contacts can often provide items that cannot be obtained otherwise.) Any skills performed by this Contact must be paid for at 50% above the going rate.
Rank 2: Indifferent. The Contact has had good experiences doing business with the character in the past, but does not consider them a friend. The Contact will loan the character up to 100 Credits per Contact level, but will expect repayment within a month at 20% interest. Any equipment and resources provided must be paid for up front at the standard market value. Any skills performed by this Contact must be paid for at the normal going rate.
Rank 3: Positive. The Contact considers the character a friend and a good business investment, but will not risk their own safety to help the character. The Contact will loan up to 200 credits per Contact Level to the character for up to a month at a time without interest, and will sell the character any equipment and resources they have access to at a 10% discount. The Contact will perform unlimited Skill checks for the character, at a 50% discount.
Rank 4: Friendly. The Contact will do anything he can, within reason, to provide the Character with aid. The Contact will loan up to 500 credits per Contact Level to the character for up to a month at a time without interest, and will sell the character any equipment and resources at a 50% discount. The Contact will perform unlimited Skill checks for the character free of charge, as long as their relationship remains solid.
Rank 5: Ally. The Contact loves the character, and considers them a valued ally whose safety must always be provided for. The Contact will loan up to 500 credits per Contact Level to the character without expectation of repayment, and will freely give the character any equipment and resources they can spare. The Contact will perform unlimited Skill checks for the character, as long as their relationship remains solid.

Contacts

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