Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-16-2015, 01:50 PM   #11
LemmingLord
 
LemmingLord's Avatar
 
Join Date: Jul 2005
Default Re: New way to build Contacts

A 12 sounds good to me!

So if I wanted a police contact to help me know what's going on at the local precinct, I essentially have current affairs (precinct) with a "contact origin" -10 and maybe preparation required? And then nuisance if you need to bribe them, and then fickle if they are, well, fickle..

A 12 would be 2 pts no matter what my chars iq was...
Or 12 pts base for a 15.. Still only saves a few points...

But in this configuration, I would think that you could buy other contacts as alternates...for 1/5th the cost..

So if I'm a PI, I might have my precinct contact, my electronics ops (surveillance) guy, my snitch and my bookie.. All with effective skills of 15, with one costing say 8 pts, and the other 3 costing 2 each...14 points total... And my iq 10 PI who really knows how to network can really know what's going down in different areas if he asks around.. Instead of paying 80 points to get 15s in each skill for himself..... And so, he will have to do lots more preparation than the 80 point investment, but it is in keeping with the character and he can afford Tom Selleck good looks and perhaps a signature sportscar and alertness.
__________________
Villain's Round Table
LemmingLord is offline   Reply With Quote
Reply

Tags
advantages, contacts, skills


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:53 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.