QUOTE (Cain @ Apr 9 2014, 09:28 AM)
While Connection and Loyalty do have mechanical effects, a lot of what BlackJaw is asking for falls into the abstract side of things.
Actually I'm trying to talk about getting the most for your karma expenditures on contacts, and that means I'm talking about connection and loyalty, and how to get the most out of them.
A 4/3 fixer will give me 15% for items I sell to him. A 1/6 fixer will give me 30%. They both cost 7 karma and might have the same skills and attributes, but they aren't the same. The 4/3 fixer are other uses, but if what I want is to unload gear regularly for decent value, a high loyalty low connection fixer is best. A 1/1 Fixer may have the exact same attributes and skills, but they will be much less useful in a variety of ways.
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Specifically, he seems interested in what level of contact you need to get certain things. Well, that depends largely on what the contact is focused on, even more than his numbers.
Connection is explicitly used for acquiring gear through a contact. Contacts use their own skills to locate and object, and negotiation to buy it, just as a PC does, but they gain a bonus from their connection. That means buying a gun through your arms dealer is affected by the dealer's connection. Their own attributes and skills are a larger part of that dice pool, but between two identical versions of the same contact, Connection and Loyalty are a big deal.... and that's what I want to talk about. How much karma can/should I spend on a contact and how should it be divided up?
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For example, while the rules say you get Loyalty x 5% for selling an item to a contact, it also says you need to have the right kind of contact. You can't go to any old Loyalty 6 Contact to sell stuff, after all. Generally, if it's mundane, a Fixer can handle it for you, and if it's magical a Talismonger will take care of it; but some items might require someone even more specialized. Cyberware might require a street doc or medical contact, software might go through a decker, and so on. Random paydata is another important one: paydata is useless to someone outside its area of expertise, so it really helps to have the right Contact if you want to sell it for a good price. This is also clearly stated in the RAW, and clearly in the RAI; it also requires a GM call, and has an important bearing on the game.
I generally agree. The rules specifically say "You can always go to a contact such as a fixer or relevant specialist to fence a hot item for you. " It seems your fixer will fence just about anything for you, presumably because they have the connections to find a proper buyer and make a profit. Specialists will only take things related to their specialty. It maybe abusive, but a 1c/6L fixer is a lot more useful in that regard, and may well be an extra 7 karma.
Moreover: you can always sell stuff the old fashioned way, by looking for a buyer then negotiating a price. The rules also say you can use a contact (like your broadly applicable fixer) to do that instead of using your own skills, and in that case, the contact's connection rating again applies. Higher connection contacts will get you a better price.
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What's more, networking doesn't depend on their Connection rating: it depends more on the contact's social skills, and is modified by GM call on their area of expertise, backstory, and so on.
But Connection is directly used in a Contact's networking tests as bonus dice for the contact, although you are right that their attributes and skills are probably the larger part of their dice pool, it does apply. A connection 4 contact is generically better at networking than a connection 1 contact.
Here are all the spots in the rules I've found that use Connection and Loyalty of a contact. Most of the rules start on page 386:Loyalty: "The
Loyalty Rating is applied as bonus dice whenever a PC negotiates with the contact (or vice-versa). The gamemaster should also use it as a modifier or a threshold (as appropriate) when someone else tries to put the squeeze on a contact about the runners."
Getting a Hold of a Contact: "If the gamemaster doesn’t care one way or another about a particular contact getting involved in the story, he should roll 2D6; the contact is available if the roll equals or exceeds the contact’s
Connection rating."
Legwork: "If it’s info the contact was asked to keep confidential, or it could hurt him if the wrong people learned he knew it, he will be understandably reluctant to share it. In this case, a Negotiation Test will be necessary to get the contact to divulge what he knows; apply the contact’s
Loyalty rating as extra dice to your roll. A PC’s Street Cred can affect the Social limit for this test (see Street Cred, p. 372). You can lay out some nuyen to get the contact to be a little more willing to share; the gamemaster can set the exact parameters, but generally for each 100 x (7—
Loyalty) nuyen you shell out, you get an extra die on your Negotiation Test (one of the few times you get to actually buy dice)."
"If the test fails and the contact doesn’t know anything, he can still ask around to learn the answer. The contact makes an Extended
Connection + Charisma [Social] Test, where the interval is 1 hour and the threshold is based on the gamemaster-determined difficulty of the question/information sought, as noted on the Extended Test Thresholds table (p. 48)."
Networking: " If the contact agrees to help out, the contact makes an Etiquette + Charisma [Social] Test with a threshold equal to the target NPC’s Connection Rating. Apply any appropriate social modifiers, based on the relationship between the PCs and the target NPC and a dice pool bonus equal to the contact’s
Connection rating."
Buy/Sell Gear: "Contacts looking for traders follow the same procedures for Availability and Fencing Tests (p. 418) that PCs do, using their own Charisma and Negotiation skill instead of yours, along with their
Connection rating as extra dice (they’re better at it than you are). "
Favors: "A contact will still charge what the market will bear for services rendered, but he’ll also do it all under the table. If you want to haggle for a lower price, you can try a Negotiation + Charisma [Social] Opposed Test, adding your contact’s
Loyalty Rating to your dice pool. Net hits on either side raise or lower the fee by ten percent, as appropriate."
"Contacts will normally agree to personal assistance with a Favor Rating equal to or less than their
Loyalty Rating. If the Favor Rating exceeds the contact’s
Loyalty Rating, you’ll need to convince the contact with a Negotiation + Charisma [Social] Opposed Test."
"They’ll expect some kind of quid pro quo, usually something along the line of their
Connection Rating x 100 nuyen for information or expertise, up to around their
Connection Rating x 1,000¥ for goods or services rendered; they’ll probably lop off up to their
Loyalty x ten percent if you’ve been nice to them. "
Page 418, Buying gear through your contacts:
"When contacts look for an item for you, they use their Negotiation and Charisma for the Availability Test, with their
Connection Rating serving as a bonus to their Social limit."
Note: Previous rules in the contact section indicates the contact also gets their contact rating as bonus dice when buying and selling, but this limit bonus only applies for buying, not selling.
Page 419, Fencing to your Fixer or similar contacts:
"He or she will happily take your item and offer you five percent of the item’s value times your
Loyalty Rating with the contact. You might be able to get more selling it yourself, but your contact will take it off your hands, no questions asked."
Note: This is a separate system from the standard fencing rules, which a contact can also do on your behalf but which benefits from Connection instead of Loyalty.