A Yet Unnamed Shadowrun Game
Contacts are a vital part of a shadowrunner’s life. Contacts sell illegal or hard-to-obtain items, alert runners
to potential employment, know someone who knows
someone who knows something the runner wants to
know, or are knowledgeable about the layout of a heavily
guarded corporate compound. Some contacts can
supply substances runners are addicted too, fence stolen
goods, and maybe, if they’re loyal enough, bail the
shadowrunner out of the Lone Star holding cell. Having
a wide variety of Contacts can be a valuable investment.
Every character receives free Karma to spend on
their initial contacts. This Karma is equal to a Character’s
Charisma rating x 3.
Each Contact has a Connection and a Loyalty rating.
Any Contacts a player buys must have a minimum
rating of 1 in Connection and a minimum rating of 1
in Loyalty. Connection represents how much reach and
influence a Contact has, both within the shadows and
in the world at large, to get things done or to make
things happen. Loyalty reflects how loyal the contact
is to the runner and how much they’ll endure without
shattering whatever bond the two have. At Loyalty 1
or 2, the Contact has only a business relationship with
the character. Any qualms they have about turning the
runner in are tied to profits they may lose if the runner
isn’t around, not so much because of any close personal
feelings. With a higher Loyalty rating, the Contact has
a stronger and more personal relationship (i.e., friendship)
with the character, and is more likely to take some
risk or go out of his way to help the character.