A Contact is a friend or acquaintance that the PC knows who may aid her in times of need. Contacts can sell goods or services of which the party is in dire need. Most contacts are not especially important or influential. They often have limited skills, resources, or knowledge but are willing to aid the PCs. For a price. Contacts come in three basic levels of friendship. A contact will treat the character accordingly, and will expect to be treated the same. Contact levels can increase or decrease as the campaign continues. The better treated the contact, the friendlier the contact will be. In addition, the character can choose to know a group of people. Groups also follow the same basic levels but also have a size level. The size level refers to how large the group is, how much power the exert, and how well the character knows the group. While some groups may be very large and cover the entire Empire, only those in the group that know the character will aid her.
At creation the PC has a certain number of contact points (cp). Add 1/10th the BEA and CHA attributes together. This should give a total between 5 and 16. Some GMs may choose to allow the purchase of 8 additional cp for a skill slot. No more than one skill slot can be sold in this manner. The following list describes the types and costs of each type of contact. Each contact is an individual and should have a name, location, and a brief description.
A contact is just someone that you know. Just an acquaintance. They will buy or sell most goods, information, or services. Special, dangerous, or unusual services may be out of your range of trust. Prices will be average for the goods and services they provide. Most contacts, except mercenaries, will not fight or place themselves into danger for the character.
An ally is someone who believes in similar causes, ideals, or beliefs. As long as you are working for the same goals or pursuits then they will sell nearly any goods, information, or services. Special, dangerous, or unusual services can often be had for the right price. Easy services, cheap items, or simple services may be given free of charge. Some allies will fight or place themselves in danger for the greater good.
A friend by any other name will still fight by your side. Always willing to pass along any information, help out with most services, and sell cheap a friend is always good to have. They will fight or aid the character in most circumstances, and will rarely charge for their assistance.
Being known by a group is the same as having lots of contacts. The size of the group will determine the cost. Local groups only cost 3 cp, but only exist (or know of the PC) in a small area, town, or city. Large groups cost 6 cp but cover an entire county. Huge groups (9 cp) will assist the PC anywhere in the duchy, while National groups (12 cp) will assist someone in an area equal to the E'gath Empire.
Being a group member always means having allies somewhere in the world. The larger the group, the more costly group membership becomes. Group members always count as allies, unless previous experience has taught an individual caution. Small groups cost 6 cp and often include small guilds or army units. Large groups cost 12 cp and may include an entire city guard, a Church of a Lesser god or demi-god, or powerful guild. National groups cost 24 cp and include small armies, National guilds, and Churches to the Elder gods. Ministers and Protectors automatically begin the game as ministers to the appropriate size Church to their deity.
Imperial Soldier | Hedge Wizard | Guild Wizard (low level) |
City Guardsman | Underworld Enforcer | Pickpocket |
Burglar | Squire | Magistrate of a small town |
Minor Official in larger town | Peasants | Low Level Priests |
Low Level Adventurers | Merchants | Sailors |
Craftsmen | Low Level (weak) Sentient Monsters | Innkeeper |
Town Crier | Traveling Smiths | Bandits |
Servants | Minstrels | Wanderers |
© 2000 J. K. Wykowski & T. Coonrod