Contacts are Influence attributes that represent ties to people with useful resources.

A single contact typically refers to a single person, although it may refer to a small set of people like Penn and Teller or Thelma and Louise. If you're thinking about an organization instead of an individual within that organization, you should probably look to Authority instead.

Contacts have two attributes: Power and Favor. Power measures the magnitude of the contact's resources. Favor measures how strong the contact's ties are to the character.

Cost of Contacts

Contact Points

Contacts are bought with "Contact Points". Characters receive 1 free CP for every Influence Point they have. Characters can also buy additional CP at a rate of 3 CP per IP spent.

Example: Ekanga is a 20-5 character, with 20 in Action and 5 in Influence. She spends her 5 IP on Social Skills and Engineering. She gets 5 free CP, even though none of her IP are specifically spent on Contacts.

Example: Jen is a 20-5 character, with 20 in Action and 5 in Influence. She spends 4 IP on Contacts and 1 IP on Science. She gets 5 free CP, because (like Ekanga) she has 5 IP. She also spent 4 IP on Contacts, granting her an extra 12 (4 times 3) CP. In total, she has 17 CP to spend.

Pricing Contacts

The cost of a contact is equal to the contact's Power squared, multiplied by Favor.

Example: Jen buys Ithien as a Power 2, Favor 3 contact. 2 squared is 4, and 4 multiplied by 3 is 12. Ithien costs 12 CP.


Power 1: Someone with useful personal talents and some access to information. Probably not in charge of anyone. Examples: Megacorp scientist (can answer science questions, or maybe run a few after-hours tests), C-Sec officer (can run some background checks or share rumors).

Power 2: Someone with significant material, personal, and informational resources. Probably in charge of a handful of others. Examples: private freighter captain (can give the character a lift), megacorp research team leader (can pass difficult questions around to colleagues for commentary, can divert resources to running elaborate tests, can get the character brought along on an assignment as a "consultant", can send a field researcher along with the character).

Power 3: Powerful person with considerable authority. Captain of an Alliance cruiser (can take the ship out to investigate something; has engineers, scientists, doctors, etc. on board who will offer assistance if directed to do so), Spectre (lots of personal connections, can access classified info, can persuade local officials with a "badge flash"), megacorp executive (can "invest" some cash in equipment or services, can borrow megacorp resources for a "special project"), ordinary Citadel ambassador (has access to tons of classified information, has intelligence agents who can fetch more information, can lend money and subordinate personnel).

Power 4: Big names. Council members, 5-star generals, famous scientists with hundreds of researchers working for them, megacorp CEOs. Aria is probably around here.

Power 5: The people who REALLY run the galaxy. The Shadow Broker, the Illusive Man.


Favor measures how willing the contact generally is to help. Of course, it will always depend on the usual factors, like what's in it for the contact and how much risk they're taking.

Favor 1: An acquaintance who would like to help the character out if it's not much trouble. Unlikely to do anything that poses a meaningful risk to them, their friends, or their livelihood.

Favor 2: A friend who is usually willing to take on moderate risks for the character. Anything short of serious risks to their lives or careers is on the table.

Favor 3: A devoted ally willing to take major risks for the character, if convinced it's necessary. Will still say no to stupid requests.

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