Contacts are the power-players and people of note that your squad has encountered in their career. Examples include gun runners, gang leaders, shady corporate executives, Brave Star officers, and more.
Contacts can offer Missions and provide Services (e.g. medical treatment and cybersurgery, selling weapons and armor, purchasing stolen files), with increasing benefit depending on their Influence, their Power Level, and the level of their Services.
Contact Attributes[edit | edit source]
Power Level[edit | edit source]
Personal level of development. Power Level of a Contact ranges from 0.0 to 10.0. Comparing this number between two contacts will generally give you an idea of which is more important within the environment they work. A major leader in a minor gang and a corporate vice president may both have Power Level 6.0, indicating their relative power within their own organization, even though in broader terms the corporate vice president can clearly wield more power in the New Boston Zone. Contact Power Level does not correlate to the team Power Level; some starting Contacts have power level 6.0, while some late game Contacts may have power level 1.0. It also does not correlate directly to the level of Services they offer. Both Services and Contact Power Level may increase over time, but they have independent mechanisms.
Power Level is a limit on Storylines they can appear in, new Services they can gain via Power Play, and resistance to Exposure. A Contact's Power Level generally increases for each successful Mission performed for them. There may be other factors which are hidden inside the game.
Influence and Exposure[edit | edit source]
Trust[edit | edit source]
Trust is a measure of the strength of the squad's relationship with the Contact. Trust is rated as a positive or negative percentage. For example, a contact who hates one of your team members may have a trust of -40. A contact who likes one of your team, and for whom you have run many missions, may have a trust of +40
Trust is raised by taking missions for the contact. It is likely that failing to take a mission, that is allowing it to "time out" of the timeline, will reduce trust. High Trust increases mission Payments. Negative Trust will block all Services. Contacts with a small amount of negative Trust may still give Missions, which can eventually raise the Trust to positive levels.
Favors[edit | edit source]
Contacts may owe the Cyber Knight some number of Favors. Favors can be used to unlock Leverage options on Missions. Favors can be used to add options when a Contact gets an Influence Limit Break or Exposure Limit Break.
Favors can be earned:
- as a reward for completing Missions or optional Objectives
- by selling something of particular value to the contact
- automaticaly through Contact Traits like 'Under our Thumb' or 'Indebted' which will generate X number of Favors each month
Each Contact's Favor has a cash value that depends on the Power Level of the Contact. A Favor for a lower-level contact may be worth $20K, while a powerful Contact's Favor may be equivalent to $100K. When selling something to the Contact worth more than the value of their Favor, the Contact will offer to purchase for the equivalent in Favors instead of cash.
A Contact will not sell sell goods or services (other than Leverage) for Favors.
Obligations[edit | edit source]
Obligations are the inverse of Favors--the squad owes the Contact a very big non-cash debt. An Obligation is usually given in exchange for a very big special service by the Contact which they would not be willing to give for anything less than an Obligation. An Obligation owed by a Cyber Knight is very valuable. A Contact will not demand an Obligation for something frivolous or a service they would offer for cash--providing that service presents significant risk or cost to the Contact.
A Contact may call in an Obligation at any time, with no warning and a very short timeframe to pay off. The payment is generally in the form of a dangerous Obligation Storyline for the Contact. Refusal to do the Obligation Mission or failure in the Mission can permanently damage or destroy the relationship with that Contact. On the other hand, completing the Obligation gives the Contact a great deal of Trust toward the Cyber Knight.
Taking on an Obligation is a big risk. Carefully consider the danger of an Obligation being called in unexpectedly before agreeing to take on that debt.
Contact Details[edit | edit source]
Each Contact has a name, a Class, a Faction, and a number of Traits and Tags.
Contact Classes[edit | edit source]
TODO. There are a relatively small number of classes. We believe (based on previous TB games) that each class will definitely offer certain services, but additional services and cost changes may be added by tags; so there is no fixed list of which services will be offered by a given contact. Hopefully the dev team will produce a reference page for this.
Here are the known class names: biotech researcher, club owner, collector, corp citizen, corp splicer, corp vp, detective, district captain, doper, drug runner, fixer, gang boss, gun runner, hover operator, moneylender, overboss, sector commander, security, streetdoc, syndi boss, syndi financier, syndi soldier, vudu doc, wireghost
Contact Factions[edit | edit source]
Each Contact is either an Independent (known as an Indie) or belongs to a Faction. A Contact might be loyal to their Faction or corrupt and primarily after their own power. Missions offered by a Contact may impact their Faction and its relations with other Factions, but this is generally not visible. In the other direction, Missions targeting a Faction may have an impact on Contacts belonging to that Faction.
Contact Tags[edit | edit source]
TODO. Each contact can have any number of tags. Hopefully the dev team will produce a reference page for this.
Known contacts[edit | edit source]
Here is a player generated reference page of the known contacts.