Connections

Sometimes who you know is worth more than what you know. We can’t have everything at hand all the time, so knowing someone that can help out is always great.

Connections usually come in three flavours: Connections are based on two values (usually ensribed as "Dealer (3/2)"). The first number is connection, the second is loyalty.
 * 1) The Info Point: You are absolutely certain that the comlink you’ve found has been tampered with, but you just can’t figure it out cause it is too advanced. Lucky you, if you know someone that has more expertise...or knows someone who knows.
 * 2) The Shop: Being friends with the dude that sells you your magical trinkets is always nice. Sales, maybe a small gift or two between best friends. Plus, selling is also not too bad and they might even be an Info Point too, if it is with what they deal anyway.
 * 3) The Opener: They know someone who knows a way to get to the place . Maybe it’s a guard of Renraku that would be willing to “fall asleep” so you can get inside. Maybe it’s a hacker-for-hire that will do an old bud a solid and open the doors while you run through them.

Connection: Loyalty: Depending on play style, having 3 - 5 small connections can be incredibly useful, sometimes having only one connection that is a 3/6 is the push to a successful run. There is no right or wrong way to connections - unless you have none.

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Playing through adventures often garners you a connection as reward. Maybe it’s your Mr. Johnson. Maybe it’s the Shopkeeper you met during Legwork. Maybe the guard who you happened to save from like 15 ghouls. They will usually start at 1, 2 at most.

You can spend Karma to improve your Connection rating by having a nice day out with dem boyz, if you feel your relationship could need a bit of a helping. The GM may also reward an improved relationship for excellent roleplaying.