The Contacts merit (WoD 114) is a bit too abstract for really social games. It allows a maximum of five dots, and each dot represents a person or group from whom you can attempt to gain information. The rules presented here allow more characters to have more individuals and organizational contacts, and grants more fine-grained information about the relationship between a character and their contacts.
Instead of a single Contacts merit, the new system allows you to have any number of Contacts merit entries on your sheet. Each entry applies to a different person or group whom you can ask for information. The first dot of the Contacts merit gives you the same access to information as is possible with the original merit. Further dots net you access to increased detail and possibly more heavily classified info.
You can get the same effects of Contacts 5 in the old system by purchasing Contacts 1 in five areas using the new system.
Dots in Contacts still only get you information. If you want someone to perform services for you or come to your aid, look at the Allies or Retainer merits.
The benefits of the Contacts merit go both ways. For example, if you have Contacts (Tabloids) •••
, you should be sending interesting stories their way just as often as they give you tips about supernatural happenings.
Rating | Benefit |
---|---|
• | You've met before and have an understanding. The contact is willing to give you information if you ask right or bring a small bribe (like take-out). |
•• | You have a comfortable working relationship. The contact will sometimes volunteer information on his own and is more likely to give you detailed info when you ask. Bribes are less common. |
••• | You've built up some trust and may have some favors going both ways. When you ask for info, the contact is likely to go out of his way to find useful details, and might occasionally stick his neck out to get you behind-the-scenes or otherwise restricted access. He'll volunteer information rather often if he thinks it will help. Bribes are only necessary in extraordinary circumstances. |
•••• | You have a serious history with your contact, be they a group or a person, and you know you can rely on each other. The contact routinely gives you all sorts of juicy details and doesn't mind taking a few risks to get you the classified stuff. He will also routinely volunteer information he thinks would be of interest. |
••••• | You're in it together, come hell or high water. The contact will regularly supply lots of details, including classified or otherwise unobtainable tidbits. You usually don't need to ask, either. The relationship is still limited to information-passing, but you should seriously consider investing in Allies as well. |
This roll remains unchanged from its description in the core rulebook, except that you gain a bonus on said roll equal to your dots in the pertinent Contacts merit: Manipulation + Persuasion (or Socialize) + Contacts. The core book lists various equipment and situational modifiers which still apply.
Keep in mind that socializing and good roleplay can take the place of purchased dots in Contacts.