home home news news columns columns features features

<-- Back to lore

Contacts / Archetypes

by J Roberson and David Altman

Introduction

Contacts are the lifeblood of shadowrunning. They provide information, equipment, services, and connections that runners need to survive and succeed. This article expands on the contact system and provides new archetypes for contacts and player characters.

Expanded Contact Rules

Contact Ratings

The basic contact system uses two ratings: Level (how well the contact knows the character) and Utility (how useful the contact is).

Level:

  • 1: Acquaintance - Knows your name and face
  • 2: Friend - Will help for reasonable compensation
  • 3: Close Friend - Will go out of their way to help
  • 4: Best Friend - Will risk themselves for you
  • 5: Family - Will do almost anything for you

Utility:

  • 1: Limited usefulness - Specific narrow expertise
  • 2: Somewhat useful - Single area of expertise
  • 3: Useful - Multiple areas of expertise or good connections
  • 4: Very useful - Extensive expertise or excellent connections
  • 5: Extremely useful - World-class expertise or incredible connections

Contact Availability

Contacts aren’t always available when you need them. When a character tries to reach a contact, roll 1D6:

  • 1-2: Unavailable (busy, out of town, not answering)
  • 3-4: Available later (will call back in 1D6 hours)
  • 5-6: Available now

Contacts with Level 3+ add +1 to the roll.
Contacts with Utility 4+ add +1 to the roll.

Contact Services

What a contact can do depends on their Utility rating:

Utility 1: Basic information in their narrow field, simple introductions

Utility 2: Detailed information in their field, can obtain common items, knows a few other useful people

Utility 3: Expert information, can obtain uncommon items, has good network of contacts

Utility 4: Inside information, can obtain rare items, has extensive network and some influence

Utility 5: Secret information, can obtain illegal or restricted items, has powerful connections

Contact Loyalty

The Level rating represents how loyal a contact is, but extreme circumstances can test that loyalty. When asking a contact to do something dangerous, illegal, or that might compromise them, they may refuse or require additional compensation.

Loyalty Tests:
When pushing a contact beyond normal bounds, make a Negotiation test against a target number equal to (7 - Contact Level). Successes can convince the contact to help or reduce the compensation they require.

Failure means the contact refuses. Critical failure (no successes and ones rolled) may damage the relationship, reducing Contact Level by 1.

Building Contact Networks

Smart runners cultivate diverse contact networks. Having multiple contacts in different areas provides redundancy and multiple perspectives.

Recommended Contact Types:

  • Fixer (for jobs and equipment)
  • Street Doc (for medical help)
  • Decker/Hacker (for Matrix support)
  • Mage/Shaman (for magical support)
  • Corp Contact (for insider information)
  • Law Enforcement (for inside information)
  • Journalist (for research and public records)
  • Street Contact (for word on the street)

Contact Archetypes

Here are detailed archetypes for common contacts:

The Fixer

Concept: The middleman who connects runners with jobs and gear

Typical Ratings: Level 2-3, Utility 3-4

Services Provided:

  • Finding jobs and Mr. Johnsons
  • Acquiring equipment and weapons
  • Laundering money
  • Providing safe houses
  • Connecting runners with other contacts

What They Want: Money (typically 10% of job pay or 20% markup on goods), favors, information

Example: Jack “Jackpot” Morrison - A former runner turned fixer who operates out of a bar in the Redmond Barrens. He knows everyone and can get almost anything, for a price. Level 2, Utility 3.

The Street Doc

Concept: Medical professional who works outside the law

Typical Ratings: Level 2-3, Utility 2-3

Services Provided:

  • Emergency medical treatment
  • Cyberware installation and maintenance
  • Bioware installation
  • Healing magic (if magically active)
  • False medical records and death certificates

What They Want: Money (expensive), medical supplies, protection, patients left alone afterward

Example: Dr. Sarah Chen - A burned-out trauma surgeon who lost her license and now patches up runners. Skilled but has a drinking problem. Level 2, Utility 3.

The Decker/Hacker

Concept: Matrix specialist who can dig up information or provide tech support

Typical Ratings: Level 1-3, Utility 2-4

Services Provided:

  • Matrix research
  • Hacking services
  • False identities and SINs
  • Electronic security advice
  • Decryption services

What They Want: Money, hardware, software, information, protection from trackers

Example: “Ghost” - A mysterious decker who never meets in person, only communicates online. No one knows their real identity, but they’re reliable. Level 1, Utility 4.

The Corporate Insider

Concept: Someone inside a corporation who can provide information or access

Typical Ratings: Level 1-2, Utility 2-4

Services Provided:

  • Inside information on corp activities
  • Access to corp facilities (limited)
  • Warning about corp actions
  • Strategic advice
  • Occasional acquisition of corp equipment

What They Want: Money, dirt on rival corps or internal rivals, protection of identity, future favors

Example: Marcus Webb - Mid-level manager at Ares Macrotechnology who’s bitter about being passed over for promotion. Will sell out his employer for the right price. Level 1, Utility 3.

The Street Informant

Concept: Someone who knows what’s happening on the streets

Typical Ratings: Level 1-2, Utility 1-2

Services Provided:

  • Local gossip and rumors
  • Gang information
  • Street-level security information
  • Introduction to other street contacts
  • Warning about local dangers

What They Want: Money (cheap), food, drugs, protection, respect

Example: “Rat” - A homeless informant who sees everything that happens in his territory. Reliable but needs to be handled carefully. Level 2, Utility 2.

The Talismonger

Concept: Dealer in magical goods and reagents

Typical Ratings: Level 1-3, Utility 2-4

Services Provided:

  • Magical supplies and reagents
  • Focus creation materials
  • Talismans and fetishes
  • Magical research assistance
  • Telesma location information

What They Want: Money, magical materials, protection, knowledge

Example: Madame Karinska - An elderly elf who runs a curio shop that’s really a front for magical goods. Connected to multiple magical traditions. Level 2, Utility 3.

The Arms Dealer

Concept: Supplier of weapons and military equipment

Typical Ratings: Level 1-2, Utility 2-4

Services Provided:

  • Weapons and ammunition
  • Explosives
  • Armor and tactical gear
  • Military-grade equipment
  • Custom weapon modifications

What They Want: Money (with markup), weapons trade, information on military shipments

Example: Viktor Kozlov - Ex-Soviet military officer who “appropriated” equipment when his unit dissolved. Has connections to military surplus worldwide. Level 1, Utility 3.

The Journalist

Concept: Media professional who can provide information and publicity

Typical Ratings: Level 1-2, Utility 2-3

Services Provided:

  • Research and information
  • Public records access
  • Media coverage (positive or negative)
  • Press credentials (temporary)
  • Distraction through news stories

What They Want: Stories, inside information, protection of sources, career advancement

Example: Lisa Tanaka - Ambitious reporter for a local news agency always looking for the big story that will make her career. Level 2, Utility 2.

New Player Character Archetypes

The Infiltrator

Concept: Social chameleon and physical infiltrator who gets in and out unseen

Priorities:

  • Skills: A (concentrate on Stealth, Etiquette, Disguise, Security Systems)
  • Attributes: B (high Quickness and Charisma)
  • Resources: C
  • Race: D (human)
  • Magic: E

Key Skills:

  • Stealth: 5-6
  • Etiquette (Corporate/Street): 4-5
  • Disguise: 4-5
  • Security Systems: 4-5
  • Unarmed Combat: 3-4

Essential Gear:

  • Disguise kit
  • Lockpicks and maglocks
  • Concealable armor
  • Datajack for building plans
  • Silenced pistol

Cyberware:

  • Datajack
  • Boosted Reflexes 1
  • Smartlink
  • Retractable spur (optional)

Role: The Infiltrator gets the team into places they shouldn’t be and gets information others can’t access. They’re the face when needed and the ghost when required.

The Face

Concept: Master negotiator and social manipulator

Priorities:

  • Attributes: A (maximize Charisma and Willpower)
  • Skills: B (concentrate on social skills)
  • Resources: C
  • Race: D (human or elf)
  • Magic: E

Key Skills:

  • Negotiation: 5-6
  • Etiquette (all): 4-5
  • Leadership: 4-5
  • Interrogation: 3-4
  • Psychology: 3-4

Essential Gear:

  • Designer clothing
  • Fake SINs (multiple)
  • Credsticks (various amounts)
  • Certified credstick
  • Concealable pistol

Cyberware:

  • Datajack
  • Tailored Pheromones
  • Voice Modulator
  • Boosted Reflexes 1 (for emergencies)

Role: The Face handles all social interactions, negotiates with Mr. Johnson, talks the team out of trouble, and gathers information through conversation.

The Technician

Concept: Non-decker tech specialist who handles physical electronics and machines

Priorities:

  • Skills: A (concentrate on technical skills)
  • Attributes: B (high Intelligence and Quickness)
  • Resources: C
  • Race: D (human or dwarf)
  • Magic: E

Key Skills:

  • Electronics: 5-6
  • Computer: 4-5
  • Demolitions: 4-5
  • Bio-Tech: 3-4
  • Security Systems: 4-5

Essential Gear:

  • Electronics tool kit
  • Demolitions kit
  • Portable computer
  • Maglock passkey
  • Various tech gadgets

Cyberware:

  • Datajack
  • Encephalon
  • Math SPU
  • Skillwires (optional)
  • Cyber eyes with vision enhancements

Role: The Technician handles all the physical tech that the decker can’t touch through the Matrix: disarming physical security, building devices, providing technical expertise.

The Wheelman

Concept: Driver and rigger who handles all transportation needs

Priorities:

  • Resources: A (need vehicle and rigger gear)
  • Attributes: B (high Reaction and Intelligence)
  • Skills: C (concentrate on driving and gunnery)
  • Race: D (human)
  • Magic: E

Key Skills:

  • Car: 5-6
  • Bike: 4-5
  • Gunnery: 4-5
  • Electronic Warfare (vehicle): 3-4
  • Security Systems (vehicle): 3-4

Essential Gear:

  • Vehicle (modified)
  • Spare vehicle or bike
  • Vehicle toolkit
  • Remote control deck (for riggers)
  • Weapon mounts on vehicle

Cyberware:

  • Vehicle Control Rig
  • Datajack
  • Boosted Reflexes 1
  • Smartlink

Role: The Wheelman gets the team to the job, provides transportation during the run, and ensures everyone gets away safely. A rigger version can also control drones and provide remote surveillance.

The Weapon Specialist

Concept: Heavy weapons expert and combat support

Priorities:

  • Attributes: A (maximize Strength and Body)
  • Skills: B (concentrate on Heavy Weapons and support)
  • Resources: C
  • Race: D (troll or ork preferred)
  • Magic: E

Key Skills:

  • Heavy Weapons: 5-6
  • Launch Weapons: 4-5
  • Demolitions: 4-5
  • Gunnery: 3-4
  • Armorer: 3-4

Essential Gear:

  • Heavy weapon (MMG, HMG, or rocket launcher)
  • Backup assault rifle
  • Heavy armor
  • Lots of ammunition
  • Demolitions supplies

Cyberware:

  • Smartlink
  • Muscle Replacement 2-3
  • Dermal Plating 2-3
  • Cybereyes with range finding

Role: The Weapon Specialist provides overwhelming firepower when needed, breaches hardened positions, and handles heavy combat situations.

Summary

Contacts are essential to shadowrunning success. Building and maintaining a diverse network of contacts provides resources, information, and opportunities. Different types of contacts serve different purposes, and smart runners cultivate relationships across multiple areas.

The expanded player archetypes provide more specialized options beyond the standard street samurai, decker, mage, and physical adept. These characters fill specific roles on a team and require different approaches to character building.

* Your contacts are more valuable than your gear. Gear breaks, gets outdated, gets left behind. Contacts last forever if you treat them right. I’ve had the same fixer for ten years and he’s saved my life more times than my armor.
* Veteran Runner

* The key to good contacts is reciprocity. Don’t just take - give information, do favors, pay fairly. A contact who feels valued will go the extra mile. A contact who feels used will sell you out first chance they get.
* Mr. Johnson

* I make it a point to have at least one contact in every major corp. You never know when you’ll need inside information, and having someone on the inside can turn an impossible run into a milk run.
* Planner

* Don’t put all your eggs in one basket. I used to rely on one fixer for everything. When he got killed, I was fragged. Now I have three fixers, two street docs, and contacts scattered all over. Redundancy saves lives.
* Paranoid

```