A contact is a unique NPC with useful skills or powerful connections. You can call upon contacts for aid to accomplish specialized tasks without getting directly involved. A low-level contact can dig up a local rumor, direct you to a reputable merchant, or impart basic knowledge. As you earn more of a contact's trust, he might take on greater tasks with greater personal risk — helping you track down an adversary, bailing you out of jail, or loaning you a magic item.

Contacts can be childhood friends, former adversaries, war buddies, former colleagues, or family connections — there is no limit on social class or profession. A contact's ability to help may even shift over the course of a campaign as his profession, social standing, or personal circumstances change.

Contacts sometimes need compensation for their trouble. Criminal contacts almost always charge for services or demand favors in return. A temple or guild contact might expect a donation or membership fee. Costs also arise from necessity — bribes, covert access fees, or costly spell components that the contact should not be expected to cover personally.

Two factors govern a contact's effectiveness: Trust (how much the contact believes in you) and Risk (how dangerous the task is). A contact who doesn't fully trust you won't risk his neck, though he might perform low-risk tasks to see if you warrant further confidence.

Trust

Trust is measured on a scale of 1–5 and is built through successful interactions. A contact can have different Trust scores for different PCs — the same city guard might fully trust a paladin he's known for years while remaining wary of a newly arrived wizard. For some contacts, Trust decays if they haven't heard from you in a while, though rebuilding it is faster than starting from scratch.

1 Wary
No more trust than a stranger. Will divulge minimal information but might sell your secrets to enemies. Performs only basic tasks with no personal risk.
2 Skeptical
Some trust established. Cautious — refuses tasks that jeopardize safety, public image, or finances. Won't immediately turn on you but stays neutral if questioned.
3 Reliable
Makes a greater effort to help. May hide a fugitive or loan small sums or nonmagical items. Still protects his own reputation and won't take undue risk.
4 Trustworthy
Sincerely wants to aid you and puts in extra effort. Avoids tasks that would destroy his career, reputation, or finances, or endanger his loved ones.
5 Confidant
Trusts you with his life. Helps even if it stretches his personal means or involves great risk. Never turns against you unless shown absolute proof of betrayal.

Risk

Risk is measured on a scale of 1–5 and represents the potential danger of a task to the contact. Each level describes the typical punishment the contact faces on a critical failure (a failed skill check by 5 or more — see Negotiation Checks below). The GM uses these examples as guidelines to assess task risk.

A contact refuses any task whose Risk exceeds his Trust score unless you offer an enticement worth at least half the value of the contact's gear — this temporarily raises the effective Trust by 1. You cannot stack enticements to raise Trust by more than 1 at a time.

Risk Typical Tasks Consequences if Caught / Critical Failure
1 — None Carry a message, direct you to a merchant, get equipment repaired, provide minor rumors, show you a map. No consequences worth considering.
2 — Minor Leave a door unlocked, acquire a semi-legal item, find a place to lie low. Small fine or imprisonment with bail. You must spend ⅓ the value of the contact's gear to rectify the situation; otherwise you lose the contact and all current/future contacts have Trust lowered by 1.
3 — Moderate Lie to authorities, make forgeries, help you evade pursuit, loan money or equipment worth up to ⅓ your WBL. Fine or imprisonment with bail. You must spend ½ the value of the contact's gear to rectify; otherwise you lose the contact, all current/future contacts have Trust lowered by 2, and future Trust-raising Diplomacy DCs increase by 5.
4 — Considerable Explicitly illegal acts (burglary, robbery) or morally questionable acts exploiting legal loopholes (fraud). Imprisoned without bail or social status reduced to peasant. You must restore the contact's status — free and vindicate him, or rescue him and establish a new life. Failure: lose the contact, all current contacts have Trust lowered by 3, and future Trust-raising DCs increase by 5.
5 — Great Murder, grievous assault, treason — failure risks death, exile, or life imprisonment. Within 1 week you must negate, overturn, or revoke the contact's sentence, or otherwise save him from his fate. Failure: all current contacts have Trust lowered by 4, and future Trust-raising DCs increase by 5. Extraordinary measures (e.g., raising the contact from the dead) allow you to retain the contact, though the Trust penalty for other contacts may still apply if your intervention is unknown.

Negotiation Checks

To use a contact, compare the task's Risk score to the contact's Trust score:

  • Risk > Trust: The contact refuses unless you offer an enticement (see above).
  • Trust ≥ Risk: Make an opposed Diplomacy check. The contact adds the task's Risk score to his Diplomacy check. If you succeed, the contact is willing and able to attempt the task (though he may have a price). Failure doesn't necessarily mean refusal — the contact might be unavailable or unable to help at that time.

Once a contact agrees, the GM rolls the contact's most appropriate skill (or ability check) against:

DC = 10 + CR of the task + task's Risk score + any GM modifiers

"GM modifiers" include situational factors — heightened scrutiny at a noble's party, a temporary shortage of black-market goods, and so on. Failing by 5 or more is a critical failure (see the Risk table above).

Timing

Most tasks require 1 day. The contact may reduce the DC by spending additional time:

  • Subtract 1 from the DC per extra day (max 4 extra days)
  • Long-term tasks (1+ week): subtract 1 per extra week (max 4 extra weeks)

Very long tasks should be broken into smaller daily or weekly checks.

Escalating Risk & Repeated Failures

If a task becomes riskier while in progress, make another opposed Diplomacy check at the new Risk score. Failure means the contact abandons the task.

Each time a contact fails or abandons a task, he gains a cumulative +1 bonus on future Diplomacy checks to negotiate with you. Attempting the same task again gives the contact an additional +4. The contact typically needs 1d4 days before another attempt.

Gaining, Cultivating, and Losing Contacts

The GM may allow PCs to begin the campaign with one contact (typically Trust 2 or 3). Otherwise contacts are gained through roleplaying over the course of the campaign.

Establishing a New Contact

Accrue 5 positive interactions or 1 profound interaction with an NPC to treat him as a contact.

Positive interactions
Regular patronage, extra compensation, performing a deed on his behalf, using personal influence to improve his standing.
Profound interactions
Saving his life or a loved one's, protecting his reputation from ruin, preventing major loss of property or finances.
Raising Trust

Each time you have a positive or profound interaction (once per character level per contact), attempt a Diplomacy check to raise the contact's Trust score by 1. A profound interaction grants a +5 bonus on this check.

Trust ScoreDiplomacy DC
Wary (1)20
Skeptical (2)15
Reliable (3)10
Trustworthy (4)15
Confidant (5)20
Add any accumulated failure penalty to this DC.

Trust Decay & Ending Relationships

If you are away from a contact for a month or longer, that contact's Trust score may decrease. Attempt a Diplomacy check against the DC above; failure reduces Trust by 1 (minimum 1). Some contacts — childhood friends, old mentors — may not lose Trust this way, or may require checks only once per year.

Ending a relationship by gradual neglect (letting Trust drop to 1) typically causes no hard feelings. The GM should err toward leniency — building many contacts should not be punished by cascading Trust penalties simply because some relationships fade.

Types of Contacts

Contacts range from simple information sources to powerful brokers with significant resources. Some contact types carry a Minimum Risk (MR) — when making the negotiation check, use the task's Risk score or the contact's MR, whichever is higher. For example, asking an assassin (MR 3) to acquire a black-market item (normally Risk 2) uses Risk 3 for the negotiation check, though the DC of the contact's skill check still uses the actual task Risk. A contact may have a higher MR than the category default at the GM's discretion.

Associating with high-MR contacts draws attention. A conversation with a lumberjack goes unnoticed; repeated visits to the grand vizier or known criminals may imply guilt by association in the eyes of local authorities.

Academic
Provides knowledge within her areas of expertise; has access to libraries and centers of knowledge. Researches subjects by drawing on public records and texts, answering questions with appropriate Knowledge checks.
Artisan
Provides honest item appraisals, fair prices for goods, hard-to-find mundane items, quality livestock, and item repairs.
Assassin MR 3
Will sicken, poison, or kill a target at your behest. Charges a fee based on the target's nature (some religious assassins work at no cost). Hiring one typically carries the same legal penalty as committing the murder personally.
Crime Boss MR 3
Leader of a criminal syndicate, thieves' guild, or cult. Has great wealth and regional knowledge. Rarely fails but usually demands illegal acts as payment — tasks benefiting the contact's organization.
Fence MR 2
Specializes in buying and selling hard-to-find items, magical trinkets, and stolen or illegal goods. Keeps a low profile but is widely useful enough that incidental contact won't wholly damage your reputation.
Gossip
Bartender, tavern owner, servant, or stable hand who encounters a wide variety of people. Provides information based on what he directly hears — useful but rarely unusual or covert. Knows which noble fancies whom, when ships sail, and local monster rumors.
Heretic MR 2
Knows which clergy members are corrupt; may have access to dark secrets, hidden caches, evidence of conspiracies, or forbidden texts. Could be the laughingstock of a temple or a genuine cultist.
Lunatic
A wandering doomsayer, reclusive hermit, or imprisoned criminal. Often knows dark secrets and overlooked details. Sincerely tries to help but madness taints judgment — information may be helpful, useless, or actively misleading.
Manipulator MR 2
Runs a clandestine network that whispers in the ears of merchants, nobles, priests, and politicians. Services can be very expensive depending on his personal motives and whether your plans conflict with his other clients.
Merchant
Owns or operates a shop. Can provide town gossip and customer information, offer discounts on goods or services, or extend a line of credit.
Observer
Vagrant, beggar, street-cart vendor, fortune-teller, or drunk. So commonplace as to be invisible. Knows guard patrol patterns, can identify people in crowds, and tracks the movements of those abroad at odd hours.
Outsider
Foreigner, tribal member, or indigenous person who suffers local distrust. Provides information about distant lands and sources for exotic imports. May also know rare fighting techniques, secret formulas, or esoteric spells of her people.
Pariah MR 2
Suffers disdain from a city council, religious community, or entire settlement. Has few rights and no privileges. Determine the contact's actual capabilities using another contact type; apply the pariah's MR to all tasks.
Petty Criminal MR 2
Dabbles in minor nonviolent crimes — burglary, smuggling, money laundering. Knows covert passages through a city and which officials take bribes. Can introduce you to professional criminals or a crime boss.
Politician MR 2
Royal advisor, council member, or political scion. Has direct access to powerful ears and can attempt to influence decisions. Under constant scrutiny — her actions are closely watched. May shift to gossip, manipulator, pariah, or traitor if her standing changes.
Professional Criminal MR 3
Member of a known criminal organization, thieves' guild, or street gang. More violent than a petty criminal — arson, kidnapping, assault, extortion. May know or work directly for a crime boss.
Rumormonger
Makes a living buying and selling semi-sensitive personal and political information. More useful than a gossip — actively seeks information. Usually careful enough to avoid lethal secrets, but occasionally repeats more than is safe.
Saboteur MR 3
Expert at destroying objects and property — arson, scuttling ships, weakening bridges, setting deadly traps. Typically works for a thieves' guild or resistance movement.
Snitch MR 2
Unlike a rumormonger, deals only in verified information drawn from an extensive range of checked sources. Hard to contact and generally costly. Keeps a very low profile due to the many enemies his work creates. Can produce personal details on nobles, clergy, politicians, and criminals.
Thug MR 2
Uses force or threats to influence others — debt collector, vigilante, or enforcer. Operates outside the law; not necessarily villainous. Can also provide details about employers or those she targets.
Traitor MR 4
Accused or convicted of opposing the government. Not necessarily evil — a paladin defying an unscrupulous monarch is a traitor by that crown's measure. Often deeply knowledgeable about the government and its workings.
Watch Guard
Provides information about local criminals and suspects, city guard workings, and political trends. Can keep watch, provide an escort, arrange a meeting with a prisoner, or set up a meeting with a superior officer.