SW Contact Networks
Contacts have two ratings: Scope and Expertise. Scope is how wide of a net your contact network casts, while Expertise describes their level of skill and knowledge. Each contact network is also associated with a single Knowledge skill. This skill determines what fields the contacts work in.
|1||A handful of individuals, such as a street gang, or staff of a single department in a small university.||Dabblers and dilettantes with the bare minimum of knowledge to be worth consulting. The network consists of students, amateurs, or those new to the field.|
|2||Up to fifty individuals working closely together, or around two dozen in correspondence across a planet.||Typical professionals within their fields, such as professors, doctors, scientists, or gang leaders.|
|3||Fifty to one hundred individuals operating across an entire world or star system.||The members of the network are accomplished members of their field.|
|4||One hundred or more individuals, spread across several star systems.||Network members include noteworthy and well-known figures in their various fields, such as widely-published scholars, cartel bosses, or the discoverers of new worlds or hyperlanes.|
|5||A vast network stretching across an entire sector of space or more.||Leading members of the field in question are included in the network.|
- Core Worlds: Core Worlds contacts are usually cultural or political groups aligned with the Core Worlds, Colonies, and Inner Rim regions.
- Education: Education contacts are usually universities, as well as those involved in various bureaucratic endeavors, scientific think-tanks, and medical facilities. Corporate contacts focused on research and scientific profit lines are of this type as well.
- Lore: Lore contacts are also often academics, or otherwise mystical or religious traditions (either those who study them or those who actually practice them).
- Outer Rim: Outer Rim contacts are usually various species groups, colonies, and the like.
- Underworld: Underworld contacts are criminal figures or those who interact with them: bounty hunters, peacekeepers, pirates (and privateers) and the like.
- Warfare: Warfare groups are military, paramilitary, and insurgency groups.
- Xenology: Xenology groups are either groups that specialize in the academic, political, medical, cultural or other study of individual species, or groups within a given species' culture themselves.
- Contacts can provide information about their given field. In order to do so, the character must contact them, usually through a "face character" (that is, an NPC who represents the "interface" with that group).
- This is a check, using the group's Scope as its Ability, and its Expertise as its Skill. (That is, a group's dice pool is a number of equal to its Scope, and upgrading a number of those to equal to its Expertise.)
- The Difficulty of this check is based on the Information Obscurity (see table below). Information that is either dangerous to discuss, or dangerous to get ahold of upgrade this Difficulty.
- The pool may also be modified by relationships between the group and the PCs ( for a good history, for past difficulties), how well the group is doing ( for a thriving or prosperous group, for one in dire straits), and the like.
- Roll the final result. It takes an amount of time indicated by the Information Obscurity, with each success beyond the first reducing that time by the amount indicated. Other die results are spent in the Contact Network Results Table (below).