
8.8 Contacts
A downloadable game
Contacts
Each PC begins the campaign with a Contact - an NPC which has some connection to their former life before they made the journey to the Frontier. The Contact's general occupation and station in life is generated during character creation, with details found in each playbook. Every Moniker offers different possible starting Contacts.
Once the player has determined the occupation of the Contact, they should consult with the Dealer who will tell them the Contact's name, and where to find them. If the session is using a pre-written module, this will include a table of all Contacts and their notable details. If the Dealer has prepared their own campaign, they should advise the player as to the best fit for their contact, or allow the player to devise and insert their own Contact into the gameworld.
Contact Attitudes
Contacts are generally dealt with in the same way as any other NPC, without any bonus or penalty, with the below exceptions.
Each Contact is described by a particular attitude, which is tied to the PC's rating in Hearts (and will be noted during character creation):
- a PC with an 'A' rating in Hearts begins the campaign with a helpful Contact;
- a PC with a 'B' rating in Hearts begins the campaign with a friendly Contact;
- a PC with a 'C' rating in Hearts begins the campaign acquainted with their Contact;
- a PC with a 'D' rating in Hearts begins the campaign feuding with their Contact;
A Contact's attitude impacts cardplay as follows:
- a helpful Contact can be called upon without cardplay to assist the PC in a way that comes at some small material or social cost, but not in any way that involves risk to the Contact's livelihood, safety, or wellbeing. Depending on their status and means, a helpful Contact might offer a PC free room and board for a short while, advocate for them if they are being insulted or investigated, write the PC a reference or leffter of introduction, or offer their expertise or professional skills at no or reduced charge. Even a friendly contact would not offer to join the PC in a gunfight, or lie under oath to protect them in a court of law.
- a friendly Contact can be called upon without cardplay to assist the PC in a way that comes at minor loss of time or cost to the Contact. A friendly Xontact might offer to prioritise the PC's business over other customers, give detailed directions, offer initial advice or guidance in their field of expertise, introduce the PC to someone in their orbit, or generally express positive sentiment towards the PC;
- an acquainted Contact can be called upon without cardplay to offer assistance which comes at trivial cost and no inconvenience. A Contact who is acquainted with the PC might confirm their identity to other parties, identify a guest at a function, give general directions, or make small talk.
- a feuding Contact will always require cardplay to engage with, even in situations which typically wouldn't require it. This might include purchasing goods from their store at market value, engaging in small talk, or participating in conversations or shared activities without conflict. A feuding Contact will always assist efforts to investigate, pursue of prosecute the PC, even if it comes at some small personal cost.
Changing Attitudes
When a PC relies on their Contact for assistance, the Dealer should note the extent of that offer of assistance, and that if the PC oversteps that bound they risk damaging the attitude of the Contact (for instance, overstaying their welcome if the Contact offers a night's room and board). The PC might also damage the Contact's attitude through other means which would ordinarily damage a person's reputation, including escalating during Violence.
Similarly, a PC might improve their Contact's attitude through undertaking actions which come at some cost to the PC. The Dealer should note when a Contact's attitude changes.
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