Though relationships take time to nurture and grow, a period of Downtime is an excellent opportunity to make some new Contacts who can be called upon in a pinch. This Downtime Activity allows you to gather some Allies, rallying them to your cause or starting a mutually beneficial relationship. Establishing trust is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 15. Over the course of one week, you must make three DC 10 Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]) Tests. On a success, you prove yourself enough to gain an Ally (see page 86). On a failure, your relationship hasn’t gotten off to the best start, but any further attempts at this Downtime Activity reduce the DC by 2. If you fail to reach the Goal by 5 or more, you have made a social faux pas, and this Contact becomes your [[Allies, Contacts, and Rivals|Rival]] instead. >[!note] >Folks who have provided aid in the past may set the scene for a longer-lasting relationship. If you took the [[Seek Assistance]] Journey Activity during a Journey and tried to make a good impression with this person, the Goal to Establish Contacts is reduced by 4. #gainContact