September 23, 2025 rules

Contacts and Favours

Player Characters can call on their contacts for help. Often this is just information, but it might be muscle, gear or setting up a meeting with someone they know. Whenever the PCs ask for a favour, note it down.

Contacts who are owed a favour will regularly contact the PCs for favours in turn. The PCs don’t have to do it, but this degrades the quality of the contact.

When contacts ask for a favour, offer the PCs two options. The smaller favour equalises the relationship. The bigger one puts the debt on the Contact; the next favour the PCs ask for is free.

When money is exchanged, it stops being a favour. Similarly, mates rates aren’t a favour either.

Dice Pervert Shit

Each contact has a rating between 1 and 6. When a favour is asked, roll 1d6. If it’s equal to or lower than the rating, they’ll do it. Modify the roll as follows. This should be further modified in accordance with the contact’s personality and situation.

  • The favour requires no real work or risk for the contact: +1.
  • The PCs already owe the contact a favour: -1.
  • The favour is outside of their usual wheelhouse: -1.
  • The favour puts them at substantial risk, or requires a lot of work: -2.
  • The favour hurts an enemy the contact shares: +1.

The period of time between favours will vary depending on your campaign and the specific contact. For each reasonable period, there’s a 2-in-6 chance a contact asks a favour.

If the contact asks for a favour and is denied, reduce their rating by 2. If the value drops below 1, they stop being someone the players can ask for favours.

If the players are owed a favour by a contact but tell them not to worry about it, increase the rating by 1.


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