Informant Network: Difference between revisions

Jump to navigation Jump to search
(Created page with "Category:Feats Category:General Feats {{feat |name=Informant Network |flavor=You have begun to work your way into the web of intelligence sources called informants. Th...")
 
(No difference)

Latest revision as of 04:20, 11 January 2023

Informant Network
You have begun to work your way into the web of intelligence sources called informants. Through whatever means you see fit, from doing friendly favours to paying bribes, you have gained access to informants that can feed you information on a variety of topics. While they are rarely perfect and are often more trouble than they are worth for the intelligence they deliver, informants are an essential part of many walks of life. Whether you are a criminal looking to get a leg up over your competition or the bounty hunter hired to catch him, the use of informants is widespread and seen as a cog in many, larger machines.
Prerequsites: Charisma 8+, Must have been in contact with a number of suitable informants and have done something to forge a relationship with some of them; it is up to the Games Master to decide if this feat is appropriate before a character can choose it
Benefit:
Normal: Each time this feat is chosen the character earns two people on his Informant Network. The feat can be chosen any number of times, with each adding two more informants to the network.

When the character wants to tap some or all of his informants for information, he must first arrange to do some kind of favour for each one he plans to talk to. This is up to the character and Games Master to choose what is suitable, but it should never be any sort of task that takes longer than a few minutes or cost more than a few dozen credits. Once the informant(s) have been appeased, the player then rolls a d100.

While all the informants will have something to say in some capacity, each informant has only a 50% chance of giving the character information that is actually useful to him at the time. For every informant that does in fact have useful information, the character can then either add 1d3 to an Influence check (using the information for leverage perhaps) or 1d6 to any Intrigue (Gather Information), Investigation or Knowledge skill check. This must be decided immediately after the d100 is rolled, as the informant will give up the information at that time.

Each informant may only be called upon for information, successfully or not, once per week.
Special: