Property:NegativeAspectDescription
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When calling Chad for the first time on a run, roll a 1d6. On a 1 or 2, Chad has been temporarily demoted to being a beat cop, and loses access to his two detective qualities. In addition, he will complain about his demotion, which will--and I cannot emphasize this enough--ALWAYS be his fault, and always emphasize why he's a bad person. +
She genuinely believes in what EVO tells her. She and her family owe the mega a lot. If you contact her during a run and use the information provided to work against them, roll a Loyalty check. If it fails, she immediately burns you. If it succeeds, you owe her a chip to re-earn favor with her. +, Chantal just doesn't care about most runners enough to risk a healthy balance between work and private life - after all, it is paramount if you don't want to burn out. She tunes out of business matters outside of normal EST office hours (9-5, Monday through Friday). Add +5 to the threshold of her contact availability test if trying to contact her at other times (very early in the morning, late in the evening, on the weekends). +, The GM rolls a 1D6 in secret. If the roll is a one, Chantal will not answer the call immediately. When she calls you later, she'll explain that she and Pierre were busy babysitting their grandkids. +
The GM rolls in secret a 1d6, if the roll is a one, Diallo will tell the player they are busy taking care of family matters. +, Diallo is selective about who he works with. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check he is asked to do. +
Charli is a reporter first and foremost, which means that if something you say could give her a story, she's going to make a story out of it. She will constantly press for information, and may not help you out if you refuse to give it. When a runner gives Charli information that may reveal the team's involvement, roll 1d6 per point of loyalty, with 2 hits, she will keep you out of the story, with no hits, you will receive +1 Public Awareness, and on a glitch or crit glitch, you will gain +1 Notoriety. +
Charlotte is a busy entrepreneur. Between 8 AM and 8 PM, make an Availability Test for Charlotte with Connection +3. +
Between her demanding career and dealing with her disaster of a brother, doing favors for shadowrunners isn't exactly at the top of Charlotte's to-do list. Every time Charlotte provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number. +
Charon and Crescent-Slash aren't just members of the Lodge. They're true believers that within the ranks of this shadowy organization they can change the future of the world towards prosperity. They will under no circumstances work to undermine the Lodge's influence -- the only exception is occasionally turning a blind eye for greedy self-serving members' attempts for personal gain, not the Lodge's gain. +, Charon will never work for the benefit of anyone that has direct connections to dragons. If she later finds a PC used her services for a dragon's benefit, she'll set a 200,000 Nuyen bounty on them to all mercenaries of the United Canadian-American States. Drakes and elves must pay double CDP to raise her Loyalty up to a maximum of 4 and require a run to increase it past 2. +
Technology makes no drekking sense, (has been seen using pen and paper) always do an availability test for this contact with their connection +2 than normal. +
If Chet would reasonably discover that the actions taken because of his involvement are both illegal and immoral, the player who originally contacts Chet on a run increases their PA by 1 because of Chet's report; this is in addition to any run-related public awareness or notoriety gained. +
Sometimes the team isn't all assembled a random aspect is ignored. Roll a 1d6 and ignore the corresponding number'd member on a 6 the whole team is there. +
Chitin is incredibly difficult to get a hold of. Always roll Availability when contacting her during a run and treat her Connection as 4 higher than usual. +, Due to her Dissonance, if any contact roll you make with her is a glitch, she'll deliver the information or service in an unexpectedly destructive way, such as nonsensical dossiers or bricked devices. +
Good work-life balance is incredibly important to Dr. Choi, he has a husband to keep happy and kids to raise. If he's not already at work he won't respond to any requests for assistance. Dr. Choi can only be reached from 10:00 AM to 4:00 PM KST (8:00 PM to 2:00 AM PST). +
''The Boys'' positive aspect costs 30% more nuyen and the threshold is increased by 3. Reduce cost by -10% and threshold by -1 for each point of loyalty, up to a maximum of 3 Loyalty (before other aspect effects). +, When making an unsupervised Active check, there is a chance a non-violent task turns violent. On a glitch, non-lethal violence erupts once the Blue Dragons are on-scene. On a critical glitch, 1D6 people die. +
Chuck is an old stoner, to an extreme. When contacting chuck, the GM rolls a 1D6 in secret. If they roll a one, Chuck will say, with complete confidence, that he will do the request or that he has the right information. He will then flake out or his information will be wrong. He will say he's got the gear, then accidentally sell it to another person. +
Clay doesn’t expect you to live very long. In fact, he doesn’t expect you to make it through this run. That means if he’s helping you on-table, he’ll demand payment while you’re still breathing. If you’re paying Nuyen, that means payment up front. If you’re doing a favor for him, that means you do the work before he gives you anything. Particularly unusual or mitigating circumstances might allow you to pay chips for help, but only very rarely. +, It’s nothing personal, he just needs to be able to drop everything and convince people you two never met you at a moment’s notice. Loyalty only gives half as many dice as it normally does (rounded up) when rolling for this contact. +
Clint don't trust folks who ain't bought the bullet (or robotic arm) at his shop. He takes a -4 to any networking, active or knowledge check with any runner that has not bought ware from him. +, Clint is the judgmental sort. To him, everyone in Seattle is a no good City Slicker until proven otherwise. As such, it costs double to raise his loyalty until loyalty 5, where the runner has earned his trust. This may by subverted with DM fiat during a run, if the loyalty raise is part of the run reward and then the runner proves the aren't a city slicker or a damn fool. +
Clutch is a known go ganger Lt. with a rap sheet longer than he is tall, and is currently under investigation for a half dozen crimes around the 505 freeway and metroplex at large. He rarely leaves the barrens as a result. +, Clutch lives on the go in the Redmond Barrens and is in and out of heavy noise zones constantly, not to mention the general lifestyle of an on the go criminal explosives expert. He can be a bit hard to reach. always make an Availability Test for this Contact with their Connection +3 than normal. +
In a world where everyone lies, Clyde is the single exception. He is able to scurt around the truth but in the end, he is terrible at it. With that being said, Clyde will not discuss crimes or aid runners in a way that could get his superiors to question him. What can he say, he cannot lie. +
The Knights are nothing if not dedicated to their cause. While charitable and happy to make friends, their resources are limited, and strictly allotted to those who contribute in turn. This contact's Loyalty cannot be raised manually. The maximum loyalty upon purchase or reward of this contact is 2. Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on their behalf. +, Members of the Order of Hospitaller Knights have earned their place in the organization through unflinching moral character. Learning that their work has been turned to evil ends or that they may have made an enemy of a major faction decreases any member's Loyalty by 1. If Loyalty drops to 0 in this way, the member will burn the runner in question. The contact is lost, and they will take -5 reputation with the OHK. +, Coleman has no patience for those who hold hatred in their heart for their fellow metahuman. Any runner who he discovers is a member of a racist organization (syndicates, some nations), or who he learns is personally bigoted (has the Prejudiced negative quality) will take a -2 to all dicepools until they renounce their membership or buy off that negative quality. Their loyalty will be capped to 3. Additionally, if Coleman learns that the runner called in his services for a job that benefits an organization that holds bigoted views, the runner's loyalty will be reduced by 1. This can stack with "Unbending Morals, Trying Times." +
Colonel Berger is driven by his task, he will not offer service freely and he doesn't care about nuyens, if you want help for him or he owe you one or you'll owe him one. And he'll make sure that you pay back one day. +, Colonel Berger work for the DGSE (French Equivalent of the CIA) if runner could be a threat to the French Interest not only he would burn them but it will make sure that they don't stay a threat for too long. He will do so by using all tools at is disposal.(Placing bounty, using dirt and so on.) +