Property:NegativeAspectDescription

From ShadowHaven Reloaded
Jump to navigation Jump to search
Showing 20 pages using this property.
C
''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.  +
Mr. Reyes is a busy man, his attention spread equally among the boardrooms of Ares and the Streets of Seattle- and sometimes he just likes to make you wait for the fun of it. Not like you have a choice, anyway. Always make an Availability Test for this Contact with their Connection +3 than normal.  +, With Reyes, failure is not an option, not ever. You’ll pay for your debts one way or the other. If the objective of a run Reyes helped organize is not met by the end, all players involved with Reyes as a contact owe him an additional chip, on top of any other consequences.  +
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.)  +
While he can no longer escape it, the Commander still distrusts the Matrix. Anything even remotely related to what he considers sensitive information (GM discretion) must be handled via in-person meets. The stores such data in paper files only. No matter how high Loyalty you have with him, he won't budge on this. It's for your own good.  +
Concrete's not always been solid, loyalty speaking. When working with Concrete, GMs may perform a loyalty test. If the runners lose, there are run complications due to working with her.  +
While Corf is Awakened, he is also a minecart. He can only travel via rail and ley lines (he manifests spectral rails when travelling via ley lines that don't follow railways)  +, Corf is just a minecart. He can't take much more than 3 or 4 runners and their gear, and even that seems like it shouldn't fit; he's already bigger on the inside. Magic, man, it do weird stuff.  +
Cornelius has many friends on the otherside and does not deal with those who would force anyone to do anything against their will. If Cornelius learns of any Bias against race or metatype or that a runner has negative astral rep then he will refuse to make deals with them until they lose their Bias or are able to heal their astral rep.  +, Cornelius lives in New Orleans and his cartel is based with the Southern CAS and Northen Atzlan. Any services or gear aquistions out of these regions will take twice the time to complete outside of the CAS as Cornelius has to send the gear from New Orleans to Seattle.  +
Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on her behalf.  +, Lem has no loyalty to the Haven. She's got better things to do. She never offers a service for free or reduced price. If you need it faster or better, you pay more--it doesn't matter WHAT you're doing or what your loyalty is.  +
Crazy Otter will not admit to being awakened even if you successfully assense him, and will not provide direct magical support from either sorcery or conjuring - that is unless your have Loyalty 5+ with him. He's constantly masking as mundane with 18 dice (6 magic, 6 initiate grade, 6 power focus).  +
Creer, despite all his genius suffers in relation to attention: He needs to be the center of it, has very little of it, and is willing to throw money at his current obsession. If he finds out your job is related to his current obsession (6 on 1d6), he will be eager to assist, but he will want every scrap of information. Failure to uphold this will result in the contact being burned.  +
This is an example negative aspect. You can write the fluff text here. Be sure to clear the negative aspect with thematics. If you do not wish to have a negative aspect, feel free to delete this section.  +
The crew are constantly in need of funds, and just don't have time to help if they aren't making money. Every time this contact requests payment in nuyen, the price is doubled.  +
Services may take longer. Every time the contact provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +, The cost to upgrade this contact's loyalty is doubled unless the character has either visible cyberware or the Distinctive Style quality. Loyalty costs are also doubled for any character with a Corporate or Corporate Limited SIN.  +, The reckless and hateful tend to get break things around them, and get squashed at a higher rate than usual. Any bad news counts double when dealing with Croak. Notoriety has a double penalty when dealing with him: subtract twice the runner's Notoriety from any check he is asked to do.  +,
Only characters infected with HMHVV Strain I can raise Cynthia's loyalty past 2. Increasing loyalty on Cynthia costs twice as much.  +