SWFate-Contacts
From Toosigma
Contacting is the ability to find things out from people. A character may know a guy, who knows a guy, or maybe he just knows the right questions to ask. Whatever his methods, he know hows to find things out by asking around. Characters with high Contacting include reporters, private eyes and spies.
A character with a high Contacting skill knows a wide variety of people and has at least a mild amount of connection with virtually any organization. There are Contacting stunts which give a character deep ties to a specific field like crime or business, and those allow a deeper level of contact within that field.
Contacting does not work in a vacuum. The character needs to be able to get out and talk to people for it to be useful, and when that isn’t possible, neither is Contacting. Contacting is also limited by familiarity – a character finding himself in an entirely unfamiliar environment may encounter difficulties increased by as much as +4. Thankfully, Contacting also covers the skill for building new social networks, so if a character stays in an area for any amount of time, he can diminish the difficulty by one per week spent.
Contents |
Trappings
Gather Information [Contacting]
As with the research trapping from Academics (page XX), gathering information begins with a question, except the character goes out and talks to people, trying to find the answer to a question like, “Who’s trying to kill me?” The player describes where his character is going to talk to folks (usually “the street”), the GM sets the difficulty, and the player rolls at normal, at which point the GM passes on whatever the player has discovered. If the Skills roll fails, then the research time investment table may be applied; instead of needing a library, the character needs people to talk to.
These people must have the right level of access to answer the question; this corresponds to the “quality” of a library. If the character is being “shut out” for one reason or another, no amount of dogged persistence through time investment is going to help. When that happens, it usually means there’s another problem the player needs to solve first.
One important warning about authenticity – being the most informed guy and knowing all the latest gossip isn’t necessarily the same thing. Contacting finds out what people know, and people always have their own biases. Information is only as good as the sources it comes from. Contacting rarely tests the veracity of the information provided – save by the discovery, through several sources, that contradictory answers are coming from different sources. If a character wants to determine the truthfulness of the information he’s finding, that’s a more in-depth conversation, and may involve Empathy, Rapport, Deceit, and more.
Getting the Tip Off [Contacting]
Contacting also keeps the character apprised of the general state of things, and acts as a sort of social Alertness, keeping the character abreast of things that might be coming his way. It’s far from foolproof, and like Alertness, the GM is usually the one to call for a roll – a player can’t go out looking for a tip off (though he can tell the GM he’s going out talking to his contacts just to check on what’s up, which is a good hint that he’d like a tip off).
Rumors [Contacting]
Contacting is also useful for planting rumors, not just for ferreting them out. The player simply tells the GM what rumor he wants to plant, and the GM may assign bonuses and penalties based on how preposterous or reasonable the rumor is. The GM then uses the final roll to determine what the result of the rumor is.
It’s worth noting: the character’s roll is also the target for someone else’s Contacting roll to find out who’s been spreading rumors, so be careful!
Stunts
Companions
Contact [Contacting]
At the time your character takes this stunt, you must define a specific contact, with a name, a brief sentence about the contact’s personality, and her relationship to your character. This contact is a companion as described on page XX, willing and capable to accompany you on your adventures, with three advances for you to spend as you wish. For maximum effect, you may wish to allocate one of your aspects to this contact as well. This stunt may be taken multiple times, defining a different contact each time.
Close Contacts [Contacting]
Requires at least one Contact.
When you select this stunt, you may spread three additional advances out amongst your existing contacts, creating unusually talented companions. You may take this stunt multiple times, but can’t ever apply more than six additional advances (for a total of nine) to any one contact.
Network of Contacts [Contacting]
Requires at least one other Contacting stunt.
The character can choose from a large number of companions available to him when he needs them. With this stunt, when the character begins an adventure, his companion doesn’t need to be defined. Instead, at the point where he decides he needs the companion, he may reveal her, giving her a name and a few brief cues to the GM to base a personality on.
This companion starts out at Average quality and may have up to two advances.
If the character takes this stunt more than once, he has two additional advances which he may use to reveal an additional companion, or combine together to create a more capable companion on the fly.
Only one “reveal” of this kind may be done per scene. Once revealed, the companion will be involved and reasonably available at least until the end of the adventure.
If, instead, you choose to have the companion available to you for only one scene before the companion is called away to other things, you may build the companion with three advances instead of two. Once the scene ends, the companion is removed from the adventure, one way or another.
Connections
I Know a Guy Who Knows a Guy [Contacting]
Sometimes it’s not who you know, but who the people you know, know. Many of your contacts are, themselves, very well connected. The breadth of your contacts make all Contacting rolls take one unit less of time, and you gain a +2 on any “second roll” efforts made to corroborate information you’ve gotten from another of your contacts. Consequently, this bonus is useful on a follow-up, but not on the initial roll.
Insider [Contacting]
The character is able to navigate bureaucracies easily, not because he understands them, but because he knows people embedded in the bureaucracy who can provide shortcuts. Normally, a character must roll Leadership in order to deal with any sort of bureaucratic entanglement (see page XX). With this stunt, the character may roll Contacting instead.
Walk the Walk [Contacting]
The character’s travels have taken him to every corner of the globe. His familiarity with the streets and peoples of the world allow him to function easily, at home and abroad. The character never suffers any additional difficulty from unfamiliar circumstances when Contacting.
Reputation
Big Man [Contacting]
When selecting this stunt, the player picks a specific field (Criminal, Business, Politics, Espionage and Occult are the most common); this stunt is often written with that field incorporated, e.g., Big Man in Politics. The character is not merely well connected in that community, he is actually a person of great importance within that area; for maximum benefit, this should be paired with an aspect that indicates similar things.
In addition to the narrative benefits of such a position, the character may use his Contacting skill in lieu of the Resources skill for anything which might fall under the auspices of members in that field. This stunt may be taken multiple times, each time for a different field.
Talk the Talk [Contacting]
Requires Big Man.
Whenever dealing with members of your chosen field, you put out all the right signals, say all the right things. In such circumstances, you may roll your Rapport at +2, or, alternatively, use your Contacting instead of Rapport, in order to get a favorable reaction.
Big Name [Contacting]
Requires Big Man.
You’re so well known that an awareness of your name has crossed over into other areas as well. The first time you deal with someone who’s heard of you (spending a fate point can assure that they have), and you’re using your name, you get a +2 bonus to a Rapport or Intimidation roll.
Big Reputation [Contacting]
Requires Big Name.
Your reputation has reached great proportions, and people are willing to believe all sorts of things about you.
For a fate point, you may use your Contacting skill instead of Rapport, Intimidation, Deceit, Leadership, or Resolve, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they do).
This stunt combines with the bonus from Big Name, getting the character a +2 to Contacting when using it instead of Rapport or Intimidation.

