Legwork and Contacts

What was the last thing the Runners said before they got caught by security?

The answer? "A Trog ate my Legwork." First of all what is it? Legwork is the basics of intelligent gathering, it is used to gather unknown information your Johnson may not be able to provide you or better yet what he doesn't want to tell you. Your 'Homework' as I like to call it is used to find any number of information you want to know ranging from locations, people and or enemies, escape routes, or other teams involved. Below I have written a few examples of what your Character might wish to look for while doing his or her homework.

  • Hostile Patrols
  • Security Routes
  • Magical and or Matrix Security
  • Communication networks
  • Who your Johnson really is
  • Securities gear such as armor and firearms
  • Blueprints
  • Enemies (Your targets enemies)
  • Escape Routes
  • Paranormal Security

Usually allot of these question will be asked upon meeting with your Johnson. However they cannot or will not provide you with every bit of information you wish to acquire. Sometimes he/she may have just forgotten to check as it may have slipped them to think of such, maybe they just don't know the information or maybe they're keeping it from you for a reason. May be a bad thing or it may be a good thing depending on how you see it.

Now after you or the team have decided what information you're looking for you must now decide how you'll find this information. This can be from either one or multiple sources and wouldn't be a bad idea to ask the same questions even after given some details. One can never have enough details. Most Runners will start with what they know, and isn't a bad start at all. Do you know of or heard about the Criminal Organization and what they do, who runs it, whats their purpose? Maybe you heard a rumor about the guard and his son a respected Lone Star Officer getting killed last week from another team. That would be a good start is with your Knowskills.

Once you and the team have gathered as much intelligence as you may know via Knowskills and the Johnson; it is time to now start asking your contacts. Most of the time and any sugar coated information you will get is from your contacts. they will know the ins and out of the information you are looking for. Now this comes with common sense on who to ask what. Your local bartender who you trade racist jokes with every Friday probably isn't going to know how your local Yakuza Crime Boss operates his underground racketeering security. Below I have listed your basic Contacts and what they would be usually used for along with the DenverWiki link.

Fixer:Acquiring gear for you or your team. (Can be used to possibly find out what gear they have, maybe your fixer has a man who buys ammo from him)


Bartender:Usually used for rumors, Shadowscenes, or information about locals.


Johnson:A large amount of any information but usually for a price or favor in return.


Talismonger:Usually used to get enchanting supplies but can be used to acquire magical rumors, named spirits, paranormal animals and other such 6thworld awakened information.

Contacts


Now that you know who you wish to contact it is time to do so. Usually most runners prefer not to meet their contact. This is of course cause of the key word I really hate 'Paranoia'. Now this isn't always true as usually at some point in time most of you have met your contact face to face, how ever you tell me if you had your own gun smuggling business would you want your top clients showing up at your door knocking around and asking for a obvious illegal gun? I highly doubt it.

Now I want everyone to note this as it is something I see very little of. As Vulcan has pointed out several times, your Contact should be a character all on their own. They have a job weather it is legal or illegal they're making nuyen in some way or another. They have friends, they may be your friends they may be your enemies. They have habits, interest, fears and goals. They may be racist, have something out for a Corp. They may hate guns and object to using them or they may have a huge vendetta for a gang. These are something you should note before even asking as it could be your friendship at a loss. Another is how much do you owe this contact? Hopefully not a lot as it is a bad idea for a runner have Debt let alone very personal debt.

Your contact being who he is may find out something he knows you want your hands on. Usually a level 1 or 2 contact will do this while a Level 3 will probably contact you letting you know he has the information. As for the Level 1 or 2 they're now racing to get as much of it as they can for you, not to be a good guy or such but to start their own haggle war with you. They want something from you just remember this, always remember this. Even with the information also note it is always just information. Thus it can always be wrong.

Enemies

Your character should have enemies, if you don't you're doing something wrong. It comes with the territory, you have either done a job or something against them. Weather its mob bosses, a individual ganger or a gang, a Lone Star Officer or another Shadow Team.

Below I have listed a few social modifiers.

Social Situation Target Number Modifier
With respect to the character, the NPC is:
Friendly -2
Neutral +0
Hostile +4
An enemy +6
Suspicious +2
Player's desired result is:
Advantageous to NPC -2
Of no value to NPC +0
Annoying to NPC +2
Harmful to NPC +4
Disastrous to NPC +6

Modifiers

Condition Target Number Modifier
Aggressor's Charisma is 5-6 +1
Aggressor's Charisma is 7+ +2
Control Thoughts/Emotions spell cast on target by aggressor or team mate +1 per success
Aggressor is taller/larger than target +1
Aggressor has more than twice target's Strength +1
Aggressors outnumber the target +2
Aggressor is wearing visible armor, weapon, cyber +1 or more
Aggressor performs visible magic or superhuman act +2
Target's Death imminent (gun to head, etc) +2
Target is physically tortured +(GM option)
Aggressor has street reputation -Karma Pool*
Target has Professional Rating -Rating
Target has 'ace in the hole' -2
Target is oblivious to danger -2
Target is intoxicated -1
Target doesn't think aggressor "would try something so stupid" -1
Target has superhuman advantages Negate bonus +
Target's Charisma 5-6 -1
Target's Charisma 7+ -2
Condition/Circumstance Target Modifier
Characters Essence is below 1 -2
Characters Essence is below 0 (Cybermancy) -2(Round Down)
Characters actions are beneficial +2
Characters actions are pleasurable +1
Characters actions are annoying -1
Characters actions are harmful -2
Characters actions are disastrous -3
Character displays racist attitude Gamemasters discretion
Level 1 contact 0
Level 2 contact +1
Level 3 contact +2
FOF -1 Per level and Primary Contact
Characters owes a debt to Contact -1
Contact is hostile -3
Contact is a enemy (Secret or Known) -4
Mild cultural difference (CAS to UCAS) -1
Moderate cultural difference (UCAS to NAN) -2
Dramatic cultural difference (UCAS to Japan) -3
Extreme cultural difference (UCAS to Insect Spirit or AI) -4
Language Barrier -1 per point below 5 in language Rating
Increased Nuyen Pay +1 per 10% Nuyen Increase

Below is also a link to another users page who has explained more things in detail that I didn't cover as widely on this page.
How To Do Legwork

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