Saturday, February 28, 2015

Phoenix Empire Recon Squad Tauton


-WIP- Croc tribal warrior by Djingo on DeviantArt


Phoenix Empire Recon Squad Tauton

Trained to serve the Phoenix Empire in one of the Demon Legions.


Green Regular Veteran Elite
IQ 10 12 16 18
MA 10 12 16 18
ME 10 12 16 18
PS 27 29 37 45
PP 16 18 22 24
PE 15 20 25 30
PB 4 5 7 8
Spd 20 27 30 42
HP/SDC
ARMOR
100MDC

+120MDC Body Armor

+10 MDC Armor of Ithan

200MDC

+custom 150MDC Armor

+30MDC Armor of Ithan

300MDC
+ 200MDC Magic Breastplate

+200MDC Invincible Armor
400MDC

+1000MDC Magic Platemail

+300 MDC Invincible Armor
PPE 100 220 370 510
# Actions
Melee 
6 6 7 8
Strike  1/2 with spear 4/6 with spear 7/10 with spear 10/15 with spear
Parry 4/5 with spear 7/9 with spear/11ss 9/12 with wpear/14ss 12/15 with spear/17ss
Dodge 4 7/13ss 9/15ss 12/18ss
Initiative 3 4 4 5
Vs. Magic/
Poison/psi
1 vs magic
/impervious to toxins/+0 vs 15
4/imp/+1 vs 15
6/imp/+1 vs 15
9/imp/+2 vs 15
Combat Actions Punch 3d6MD+12

Giant Spear:
Punch+1d8MD

Giant Sized Bow & 20 Enchanted arrows 3d6MDC


Blinding Flash

Carpet of Adhesion
TW Revolver 4d6MD/6shots 10ppe/shot

TW Rocket Staff

Call Lightning 3d6md 300ft

Domination 4ft range

Siphon: Simple 30ft range


Punch 5d6MD+22

K-500 Railgun



Call Lightning 8d6md

Agony 40ft

Life Drain 30ft

 Blue Fireball 3d4x10md
600ft range
dodge 18

Speed of Snail 60ft

Soultwist 100ft 170ppe 6d6md/hp

Summon and Control Entity 


Punch 6d6MD +30 Backmounted Howitzer

Call Lightning 12d6MD

Vacume Rifts 1650 ppe 
` 1st 3th 8th 12th


Natural Abilities:  
Magic: 
Green 7 spells from 1-4
See Aura, Blinding Flash, Turn Dead, Armor of Ithan, Invisibility Simple,  Deflect, Carpet of Adhesion

Normal 3 5th level spells,
Superhuman Speed 10ppe 4melees/ple, +2parry +6 dodge
Implosion Neutralizer
Domination


 3 6th level spells

Siphon: Simple
Level: 6 
Range: 30ft 
Duration: Instant 
Casting Time: Two melee actions 
Damage: 1d6 hit points, 3d6 S.D.C.tm, or 2d6 M.D.C.tm, depending on the creature. 
Saving Throw: Opponents are -1 to save. 
P.P.E.tm Cost: 12 
The use of this spell allows a necromancer to steal a fraction of another living creature's life force, weakening the creature and strengthening the death mage. The mage can take M.D.C.tm from a supernatural creature, but he only recovers 1d6 hit points and 3d6 S.D.C.tm if he does not possess M.D.C.tm Supernatural creatures that practice necromancy only gain 2d6 M.D.C.tm by draining 1d6 hit points or 3d6 S.D.C.tm Whatever is lost by the victim is gained by the necromancer. Undead and animated dead are not affected by this spell. The victimized creature is also -2 to strike, parry, and dodge and -10% on skill performance for two melees (weakened and disoriented).



Impervious to Energy
Call Lightning

Vet
3 7th Level Spells
 Agony
Dispell Magic Barriers
Life Drain


3 8th Level Spells
Invincible Armor
Oracle

Blue Fireball
Level: 8 
Range: 250ft +50ft per level, blast radius is 20ft. 
Duration: Instant 
Casting Time: Two melee actions. 
Damage: 1d4x10 damage, +1d4x10 more at levels three, six, nine, and twelve. 
Saving Throw: Dodge an 18 or better. 
P.P.E.tm Cost: 50 
This spell conjures a large, fast, and deadly fireball composed of blue flame. When it hits the target, it explodes and causes knockdown to the target. Everything within 20ft of the target also suffers half damage from the fireball. 


3 9th Level Spells
Teleport: Self
Level: 9 
Range: Two miles per level. 
Duration: Instant 
Casting Time: One minute 
Damage: None 
Saving Throw: None 
P.P.E.tm Cost: 50 
The mage can transport himself and 100 lbs. plus 10 lbs. per level of experience to a known location within the range of the spell (within sight is allowable, and has a 100% success rate). The additional weight must be non-living matter. The success ratio is 84% +2% per additional level of experience. A failed roll means that the mage ends up somewhere within his range (but is not teleported into an object). GMs can decide if his possessions appear in the same place as he does. This spell is a bit different than the one found in Heroes Unlimited, but the end result is the same. 

Speed of Snail
Improved Invisibility (lvl 9) 
PPE: 40 
Dur: 1 minute/lvl 
Range: self 
Save: N/A
This spell renders the caster invisible and undetectable as superior invisibility, but can remain so even in combat. This forces a -10 to strike the caster.


3 10th Level Spells
Control/Enslave Entity
Animate and Control Dead: Greater
Level: 10 
Range: 1000ft/line of vision. 
Duration: 10 minutes per level. 
Casting Time: One melee 
Saving Throw: None 
P.P.E.tm Cost: 50 
The same principle as the normal spell, only it targets one single creature. A single large corpse (10-30ft, or more) can be animated. With this spell dragon, demon, fury beetle, and equally-sized beast corpses can be animated.
All physical attributes are at the maximum possible for that creature (if the P.S. of the creature is 2d6+12, the undead beast's P.S. will be 24). Damage is as per supernatural strength and natural (or held) weapons.
The creature will have three melee attacks, plus one more if the creature is naturally fast or combative (a dragon, for example).
The beast is reliant on bonuses from attributes - no special race bonuses may be added to undead beings.
S.D.C.tm and/or M.D.C.tm is 50% that of the maximum normal (of the creature has 1d4x1000 M.D.C.tm, then the undead version would have 2000 M.D.C.tm) Bullets (including rail gun slugs) do no damage. Fire does double damage.
The creature will be intelligent enough to follow basic commands (stay, kill, defend, guard, etc.) and can use simple weapons like swords and clubs. It also does not need to be in the caster's vision to remain animated, only when the initial animation takes place.

Entropy Shield 
Level: 10 
Range: caster 
Duration: 1 melee per caster level 
PPE: 60
This spell covers the caster in an aura of chaos. Any hand to hand attack has a 50% chance on failing automatically. If an attack it allowed to continue, the caster is +2 to any defensive measures he chooses to take and the attack must score above a 10 to strike. All ranged attacks automatically miss. Grenades, missiles, and other ranged attacks with an area of effect have a 50% of catching the caster within the area of effect. Magic and Psychic attacks have a 50% chance of not effecting the caster. Others within the area of effect of these attacks will still be effected. Only magic and psychic attacks that create energy for a physical force are effected by this spell. Mental attacks are unhindered.


3 11th Level Spells
AntiMagic Cloud
Disharmonize
Reopen Gateway


Elite
3 12th Level Spells
DISGUISE TRUE NATURE
Level: 12
Range: Self, or others up to 10 ft away per level of experience.
Duration: 1 hour per level of experience. Can be cancelled at any time.
Damage: None
Saving Throw: If the effects are not wanted, +10 to save.
P.P.E. Cost: 250
Effect: This spell is a favorite among powerful sorcerers, demons, dragons, and gods. It will make the character effectively powerless. 

Summon/Control Entity
SoulTwist

3 13th Level Spells
Infestation: Superior
Level: 13 
Range: 1 square kilometer per level of experience. 
Casting Time: One melee action. 
Duration: 1 year per level of experience 
P.P.E.tm Cost: 1000 
The shaman can curse a specific area of land with an insect infestation. Similar to lesser, insects will swarm from miles around and inhabit the area desired. Foodwise, the insects will be supplied indefinitely, and will remain there until the area is exo r
Soul Transport
Level: 13 
Range: 100' per level of exp. 
Casting Time: One melee action. 
Duration: Infinite 
P.P.E.tm Cost: 70 
This spell allows the shaman to transport the life essence of a human(or intelligent being ) comrade, dead or alive, into a body of an animal of the shaman's choice. A dead human must be freshly dead, not more than 5 hours, and he retains all his memories .
Restore Life


3 14th Level spells
Close Rift 
SPACE RIFT
Level: 14
Range: 15 ft away per level of experience. The rift will travel anywhere in the same dimension that the caster is in.
Duration: 1 minute per level of experience.
Damage: None
Saving Throw: None
P.P.E. Cost: 700
Effect: A powerful ritual that enables the caster to move about great distances within his or her own dimension. Unlike the teleport spells, this spell creates a tunnel to exactly where the gateway will lead, and the caster, or others, can choose if to go through the portal (unless pushed). This spell also does not suffer from the same limitations of the other teleport spells because the range of this rift is unlimited as long as the location is in the same dimension. Like an ordinary rift, the Space Rift can go wherever the spellcaster has visited before, or to a random location. To a specific place there is a 60% +6% per level of experience chance that the caster will end up exactly where desired. Random rifts will usually lead to a ley line nexus 01-75% of the time, 76-97% on a ley line, and 98-00% anywhere else.
Impenatrable wall of force
 

3 15th Level spells
VACUUM RIFT
Level: 15
Range: 150 ft away per level of experience. Double at Ley Lines and triple at Ley Line Nexuses.
Radius: 50 ft +10 ft per level of experience. Double at Ley Lines and Triple at Ley Line Nexuses.
Duration: 1 melee per level of the caster. Double at Ley Lines and triple at Ley Line Nexuses.
Saving Throw: None
P.P.E. Cost: 2000, 1500 at Ley Lines, and 1000 at Ley Line Nexuses.
Effect: An astounding spell that opens up a rift that will not only provide a dimensional gateway, but will also draw everything within the vacuum radius to the dimensional rift 
Void
Transformation

Psionics: None

RCC Skills: Basic Math +10 Read Dragonese +20 speak gobblley and ancient egyption, hth martial arts, prowl +10 track humanoids +20 track animals +10 intel +10 wilderness survival Boxing
RCC Related Skills:
Boat Building, Underwater Navigation
Detect Ambush +5 Computer Hacking +5
WP Bow Spear Sword
WP Revolver Heavy Energy
Computer Operation, Computer Programming, Radio Basic, Radio Scrambler


Secondary Skills:
Pilot Sailboat
Pilot Hover
Athletics
WP Targeting
Art


Equipment:
All have conscription papers signed by Pharo Rama Set to go to north america and retreive "any symbols of osiris" and bring them back to Africa.
The papers are signed by "Greenskull the Leader of the Nile Tautons" and RamaSet.


Green1d4x10000 in egyption gold coins of the ramaset 20 arrows

Normal 1d4x100000 in coins 1 belt of k500 railgun ammo
Vet 2d4x100000 in coins 2 belts deed to small house in Rama, Africa
Elite4d4x100000 in coins 3 belts 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed
Normal Guns Strike Bonuses +4 aimed

Vet Guns Strike Bonuses 6 aimed
Elite Guns Strike Bonuses 8aimed

Green Strike Bonuses: +1pp
Normal Strike[4]+2pp +2hth
Vet Strike [7]+4pp+2hth +3 skills
Elite Stike [8]+5pp+2hth +3 skills

Green Parry Bonus: +1pp+3 skills
Normal parry[6]+2pp +2hth +3 skills
Vet parry [8]+4pp+2hth +3 skills
Elite Parry [9]+5pp +4hth +3 skills

Green Dodge Bonus: +1pp +3 skills
Normal: [7] +2pp+2hth+3 skills
Vet: [9] +4pp +2hth +3 skills
Elite: [10]+5pp +4hth +3 skills

Saturday, February 21, 2015

Tralgor


Frost Giant by mscorley on DeviantArt
Tralgor the Algor Frost Giant Water Warlock
Unprincipled
4th 5th Level 15 ft tall 1000lbs
IQ 10 ME 10 MA 7 PS 22 PP 17 PE 19 PB 12 SPD 9
SDC 1905 HP 35
PPE 120 128 recovers 5/hr rest 10/hr meditation
Insanity: Reculsive from slavery

Abilities: NV 60ft in total darkness, +4 vs HF, Impervious to Cold, Frost Breath 4d6MD 30ft bonus attack
+3 vs magic  +2 vs poison +1 vs posession, Speak Elemental, Sense Elementals 120ft, Sense Nature of Water 100miles 68%, Swimming 65%

Summon Elementals 20% +10% on leyline +20% on nexus

5 Attacks, +2 strike +4 parry +4 dodge +3 roll Kick Attack 1d8
RCC Skills:
Troll/giant 98 WP Blunt +2s/p

OCC Skills:
English 80
Dragonese 80
Literacy Dragonese 80
Lore Demon Monster 55
Lore Faerie 54
Land Nav 62
Wilderness Survival 60
Pilot Hovercraft 80
WP Targeting
WP Revolver
HTH Basic

OCC Related Skills:
Math Basic
Math Advanced
Art 65
Chemistry Analytical 55
Biology 60
Chemistry 60
Forensics 65
Masonry 60

Level 3 OCC Related Skills:
Lore Magic 45
History 60

Secondary Skills
Athletics
Pilot Sail Boat 80
Camouflage 40
Radio Basic 65


Water Magic:
1 Create Fog, Water to Wine, Walk the Waves
2 Liquids to Water, Fog of Fear, Water Seal
3 Sheet of Ice, Freeze Water, Impervious to Ocean Depths
4 Shards of Ice 15 ppe 1 min 1d4md 120ft range
Water Wisps 30ppe 1d4 wisps 3 ata 32MDC 1d6MD punch +1 init +2strike/parry +6 dodge impervious to railguns and explosives carry 900lbs PS18 PP10 IQ 6
Hail 5d4 MD/melee 50ft area 250ft range 5minutes 5ppe
5 10ft Ball of Ice 30ppe 70mdc does 1d6md 1ton 120ft range of control
Snowstorm 2 minutes/lvl 40ppe 15F 1.5ft/melee snowfall -50% spd, 20ft visibility
Protection from  Lightning 15minutes 25ppe

Equipment:
Giant Vibrospike Club 2d6MD
Damaged Giant Patchwork Armor 35/100MDC
Giant Radio
Giant Robes
Giant Water Bottle
Giant Chemistry Kit
Giant Backpack

10000 credits
Overlord Powerarmor & Helm

Monday, February 16, 2015

#73 Nxla Aftermath part 2


Novus Atlantis by SebastianWagner on DeviantArt

In shadow of Nxla's petrified self, sitting in the nuked wreckage of Cincinatti's pyramid complex, the party ties up loose ends.

1 caldor osiris plot - prophetic dreams of the coming of set and the 3 other horsemen, to save the world you pray words you don't understand (ancient egyption).  In the morning you have the urge to utter the words again...



Nxla thought caldor was an agent of a rival alien intelligence due to his hosting a splugorth juicer symbiot which was also secretly spying for splyncryth, or so nxla suspected.  This is why caldor was targeted so viciously for extermination by the alien intelligence nxla.  Luckily the recently found breastplate of osiris bonds to the gap the dead symbiot left perfectly as if by magic...

Caldor sees a snake crawling towards a dunebuggy crashed into a hole, and a symbol of set drawn in the ground near camp, bad omen..noone else seems to notice them.
Caldor rushes up and pulls the dune buggy out and sees some rubble and a door down at the bottom of the pit, in the rubble he sees some snake sized holes and swears there might be snakes down there, again noone notices him yelling about snakes in a hole.


2 drago fom plot gets pidgeon invite from dunscons herald denali,
will gain rank of baron in fom nobility (title lord drago, 3 nexus)
must declare one knight to collect taxes from the realms
must declare 1 Estate Knight of the realm per nexus to hold terrain, checked on yearly by fom operatives to insure the nexus maintains held by the fom.  They are granted estates for their service.

knights can declare "gentlemen of the federation of magic", their followers leaders get this protected class, those protected by the knight of the realm (nexus) the knight serves to protect

gentlemen intern hire followers known as "yeomen of the federation of magic"
those without such titles or place within the hierarchy are viewed with suspicion in the federation of magic.

drago feels strange after petrifying nxla as if teleporting is some how being interfered with slightly...


3 sparticus -aot leadership - squad starving immediate need of food
squad setup who is leaders of remaining men? all one platoon, 2 squads ?
3.5 jet salvage
orders for NPC AoT Troops with Sparticus?
Lida Kent, Seth Brown Lt. Fifo Partino, Jizzel Lane,Camron Case, Lt Julie Dodd, Samantha Dodd, Seth Brown, Claudio Perez, Captain Salin Appolonis
NPC Aot Troops back at huntsvill:
?
troops sent back to base, lida refuses and takes 3 others to scavenge the crashed jet

4 herman/lady naya
get cybernight message asking for proof (pics) of nxlas destruction, herman sends back pics
contact says there is a safehouse to save elders near by but this isnt used


5 bluey's head tinduhk and what to do with gaw bodies?  more rolls to keep them alive...
blue wires them all up to the power supply on the bike with tin duhks head... for now this will keep them alive


NPCS:

4 Surviving elders:
Tin Duhk has working head only, wired into blueys hovervehicle controls

Badly injured and non responsive comatose, will require more immediate care or may die:

Riki,
Merl,sort of alive
Bo elder  Leader of Huntsville that was http://3rdageofdragonwright.blogspot.com/2011/03/cornpacalypse-morning.html

bo was rescued by dirk diggler and driven back to the army


Guntersville 1st Fighter Squadron  - shot down
Led by LT Misty +4 other female pilots survived but are in comas:

the jets were destroyed by a harvester using call lightning
one pilot died the rest are in comas, misty is awake

6 bluey has the tree... more rolls to keep it alive succed as drago pumps it full of plant growth magic and makes a plant holder for it on the back of the hover platform.  the tree looks moderately better but still wilty, it needs planting.. and soon.

-=-=-=
OOC Select contacts...

---

encounter 1

3rd Recon Platoon x12 GAW Fast attack ground dunbuggy troups 2 soldiers each
 82MDC 574SDC 120mph
roof mounted 50cal w/ ramjets
2 lts lead from GAW 988 Combat Humvee 122MDC 854SDC 90mph

rolls up short 1 dunebuggy., recon-7 driven by Dirk Diggler, 3rd lvl smuggler gaw
offers to evac 1 wounded back to their main army a mile north of cincinatti.
Says they were out hunting slavers who came into huntsville earlier and now they wish to return to huntsville if its safe.

tells of how another one of his squads dunebuggys lies unused over 100meters to the east after they scouted the area but got killed by..something... going near the buggy shows footprints towards a subway tunnel...

you can also see dwarf footprints and blood here! Drago senses a dwarf is near death...

Players start to go into the subway, herman drago and dragos scouting magic orb.  From behind suddenly 4 tautons Caldor SWORE he saw earlier materialize and aattack from behind.  Sparticus puts up a force feild and stops most of the enemies attacks as well as hermans counter attack.  Drago puts an ice wall on top of the tautons who escape in the holes they slitherd out of under the ice wall.

Walking in herman and Drago see some ghouls finishing eating the pilots of the missing recon squad dirk was trying to find.  The Ghoul Leader Lishraak takes a bribe from Drago and doesnt attack, he says that some badly injured dwarf fled deeper into the tunnels not to long ago...






subway entrance map:

http://www.99livesdesign.com/99LivesDesign_website/images_99Lives/maps_samples/Fallout3_maps/MetroCentral.jpg

tunnels are infested with ghouls
http://www.forgottenoh.com/subway.html
http://en.wikipedia.org/wiki/Cincinnati_Subway
http://en.wikipedia.org/wiki/Cincinnati_Subway#mediaviewer/File:Cincinnati-canal-map.png
"Seven stations were completed along Central Parkway. Underground locations are at Race Street, Liberty Street, Linn Street, and Brighton Place. Above-ground locations were at Marshall Street, Ludlow Avenue, and Clifton Avenue. "
http://www.cincinnati-transit.net/subway-section3.html


enter at race st escape to clifton ave park runway with ship
use this subway map but top line in unclogged by duegar not blocked by cars as shown:
http://www.99livesdesign.com/99LivesDesign_website/maps_Fallout3_99lives.html
-=-=-=-

Deciding not to enter the tunnels instead the group calls for help waiting for the GAW Army to arrive.
In time the army does arrive, Drago persuades the tankers to bombaard Nxla and only succeeds in knocking him over, creating a bridge across the river into cincinatti.

Army contents:

Guntersville 3rd Armored Company lead by Major Ban Gunter
80 soldiers in 3 26 person platoons
GAW Mark2 Body armor 38MDC
GAW 21 Laser rifle 2 clips 20 blasts 2d6 md laser 1800ft
1 in 4 has GAW  AT-6 LAW missle launcher 5d6MD x3 SDC HE round 3200ft rng



1st Tank Platoon, x6 GAW M1A3 Tanks with 4 soldiers each
MB 266MDC 1862SDC 60mph 500mi range 40 tons
120mm cannon 6000ft 40 Ap Rounds d4x10MDC/d4x50sdc
50cal coaxial machine gun w/ ramjets
2 lts lead and spot for the tanks from GAW 998 Combat Humvee

3rd Recon Platoon x12 GAW Fast attack ground dunbuggy troups 2 soldiers each
 82MDC 574SDC 120mph
roof mounted 50cal w/ ramjets
2 lts lead from GAW 988 Combat Humvee 122MDC 854SDC 90mph

9th Infantry Platoon
GAW M113 APC 168MD 1176 SDC
coupla railgun d4x10md/d4x50sdc 4000ft 80 bursts
x6 mini missle launcher with plasma mini missles
with 3 crewmen and  23 infantry lead by a

LT Chromium
vet smuggler full conversion borg pulling a GAW-198 155mm Howitzer
3d4x10MD plasma shells 3d4x50sdc 30ft radius



XP:

Drago the 9th Level Drago hatchling 122830 needs 170k

+500 showin up +125 skills +100 get LT Dirk Diggler as 1/1 contact +100 send magic pidgeon to valen, get valen as 1/1 contact +50 defeat tautons with icewall +50 negotiate with ghouls+50 asks GAW army to attack NXLA, blasts just knock over stone statue and do no damage. +200 making lvl 9 character sheet
124005

Sparticus 86450 the 9th level Psi Warrior in Training converted from Burster
+500 showin up +50 skills +400 rp +50 step back from snake pit rp +100 claim angel from earlier game as 1/1 contact, +100 claim cs psi qsuzy stalker as 1/1 contact, +100 sends surviving aot members back to huntsville+100 gives lida orders to scrap jet after she begs for the chance
 87750

Caldor the 9th level Kreeghor Bounty hunter 82676 needs 94880
 +500 showin up +100 skills +100 in game table first +100 get dirk diggler as 1/1 contact, +100 get wife as 3/1 contact +300 snake rp +50 tautons
83926

Herman  the 7th level Juicer 47181 needs 50521

+750 showin up +100 selects Sir Staak as contact +100 daring jumping in hole +100 daring charging into subway +200 rp +100 anger +50 tautons
48581

Bluey the 7th level Dogpack Linewalker host to Z syiombiot 38125 needs 50921
+750 showing up +700 saves 4 of mistys squad and 3 elders of GAW with first aide and the power from his coalition hoverbike +100 selects qsuzy as contact
+50 tautons
39725

Saturday, February 7, 2015

Rifts Contacts


I am hoping as a GM to use Rifts Contacts Karma to help players organize their interactions with NPCs and try to build on them.

Characters get contacts karma to buy contacts.
Contacts are part friend part business partner.
They represent someone the character genuinely likes and who is genuinely liked by the character, in his circle of NPC friends outside the other player characters in the group.

MA/2+PB/2+ Level = Rifts Contacts Karma


Contacts have 2 ratings, Loyalty and Connections.  Contacts start at 1/1 and cost 2 points.  Contacts can have up to a level 6 bonus but never more than 7 points between loyalty and connections.

Each Level of Connections gives a +5% bonus to the skill the contact helps with.

Each Level of Loyalty gives a +5% bonus to thwart attempts to corrupt the contact against the character, as well as one favor per year, be it helping directly with a skill giving the 5%/lvl connections bonus or helping take out some bad guys.


Connections start at 1/1 and can have their stats improved through in character actions like bribes, heroic saving of the contact and or contacts family, and so on.

Contacts have a Name, Region, and the two ratings, so Bubba the Burbs Mechanic 1/1 for an example.


Example archetypes:

Mechanic - +5% to vehicle related skills, find contraband for vehicle parts
Doctor - +5% to medical related skills find contraband for medical cyberware
Hacker - +5% to computer skills, hacking find contraband and fencing of data
Fence
Banker+5% to money/law skills, currency trading, precious metal trading
Policeman +5% to crime fighting skills, favoritism in policed lands
Federation of Magic Lord +5% to magic skills, favoritism in fom lands
CS Soldier+5% to tech skills, favoritism in cs lands
Thug +5% to crime skills, favoritism in turf
Barflies
Bums

Coming up soon...Rifts Fixing



Sources:
http://dulfy.net/2013/07/27/swtor-bounty-contract-week-henchman-bounty-guide/#2

http://denver.wikidot.com/hr:general-contacts-and-fixing

http://hardcoregamemode.blogspot.com/2014/07/shadowrun-5th-edition-character.html

http://ingomonk.droppages.com/Creating+a+Shadowrunner/Sample+Contacts