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Gain Contact

Cultivating a new informant pays off in future favors, but a badly bungled approach can spook them into working against the party.

commonDowntime

Success You make contact and gain 1 EP.

Failure You fail to make contact.

Critical Failure You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. Special Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party’s Awareness Points.

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