User:Jynx/Game Permission Stuff
So, I would like to create a Virtual Tribe per the rules on Kill Code p108
Narratively, Jynx wants to find localish technos in trouble with no place to go, and create a safe space for the group. She'll probably be the central figure, and intends to use her clinic as the main hang out/haven. I already have backstories for 4 NPCs to be part of this in mind.
Here's the sticking point: I don't feel like I can just declare these NPCs to exist, especially as the tribe can sort of function as a Contact (rules are fuzzy here, though I suppose one could treat them as a Faction instead). I'd rather spend the resources to get them as Contacts, or if possible the tribe as a whole as a Contact (up to group's discretion). The closest fit for rules for creating new contacts is the "Contact" offer in Negotiated deals on Cutting Aces p161 (the faction rep reward is basically unobtainable). The quirk to using this rule being I'm supposed to roll Negotiation against someone I already know and my goal here is to find interested parties. So I need to know:
- Do I need to do something/roll something to find the interested parties
- Am I rolling Negotiation against someone? If so who?
- Gain Contacts individually or single Contact for the group?
One possible answer to the above is first roll some social test (Street Cred or Charisma) to find individuals - net hits is number I can find. Then exchange according to the Negotiated deal section, with or without a roll affecting the skew (would be happy to do directly offer services for gaining as contact). Could deal with the group as a whole or each individually.
Whatever the mechanism for gaining them, I'd want the resulting Contact(s) to be Connection 1. Loyalty 1 is specified in the Negotiated deal and I'm happy to have to use Chips to buy that up over time. I'm also okay to have a minimum Loyalty before I can make the tribe.
My intent for services to offer to gain the contact/gain chips are:
- Provide medical services (e.g. the Biotech skills, Psychology)
- Basic tech repairs
- Provide a safe place to
- Hide
- Be looked after while on a Resonance Quest
- Meet and hang out with similar people
- Just take a break from the drek of the world
That's narratively what I want to do, and this lines up with the favours for tribe section on Kill Code p113.
The tribe's paragon would be 10, and our activities would center around trying to understand and bring about the Will of the Resonance, and also help and protect technomancers and the broader community.
I can post the bios for the NPCs I've been thinking about if people are interested.
I'd appreciate any comments and thoughts on the above.