Contacts
"Hey, my friend. No offense meant, okay?" The dread locked man spread his hands wide. "Can't blame me for being a little curious. You just picked up two crates of some very sweet AK action, and pay so generously for the Dragonsbreath ammo that I know you ain't about to resell it to someone eke. No way would some sucker pay so much that you'd turn a profit on this stuff." He tapped a finger under his nose speculatively. "I never hear tell of you doing this kind of dirty, brother. What, are you just stowing diings away for a rainy day?"
Kincaid's smile was electric as he gently placed the automatic rifle back in the crate. "Not at all. I never buy things I don't intend to use."
You know people all over the city. When you start making phone calls around your network, the amount of information you can dig up is almost terrifying. Contacts are largely people whom you can bribe, manipulate or coerce into offering information, but you also have a few maj or contacts - friends whom you can rely on to give you accurate information in
their fields of expertise. You should describe each major contact in some detail before the game begins.
In addition to your major contacts, you also have a number of minor contacts spread throughout the city; your major contact might be in the district attorney's office, while your minor contacts might include beat cops, DMV clerks, club bouncers or even hot-dog vendors. You need not detail these various "passing acquaintances" before play; instead, to successfully get in touch with a minor contact, you should roll your Contacts rating (difficulty 7). You can reach one minor contact for each success; of course, you still have to coerce them into telling you what you need to hear.
1 Dot = One major contact.
2 Dots = Two major contacts.
3 Dots = Three major contacts.
4 Dots = Four major contacts.
5 Dots = Five major contacts.