Contacts

Cost: Variable
Contacts is a social, mundane advantage where you "have an associate who provides
you with useful information, or who does small (pick any two of “quick,” “nonhazardous,” and “inexpensive”) favors for you. (Basic Set, pp. 44-45)
Cost is effected by Effective Skill, Frequency of Appearance, and Reliability. 
Money given to the contact can improve Reliability up to (but not beyond) Usually Reliable. See Bribery.
== Table ==
Effective Skill	Base Cost
12 	1
15 	2
18 	3
21 	4
* Add 1 if these Contacts obtain information via supernatural talents -- wizards, mediums, ESPers, etc.
* Completely Reliable: x3
* Usually reliable: Will get back to you in 1d days. x2
* Somewhat reliable: Might just fail. x1
* Unreliable: Failure just means they lie or make something up. x1/2
==Kromm Quotes==
Sean Punch has commented on Contacts in the following posts to the SJG GURPS Forums:
* On effective skill versus actual skill 
* On high effective skill levels, and whether Contacts or Allies is suitable for a character 
* On permissible favors 
* On the range of the chosen skill 
* On its representation in Wealth 
==See Also==
* Contact Group
* List of Advantages
Category:Social Traits
Category:Mundane Traits
Category:Advantages