Property:NegativeAspectDescription
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Efim has his goons to run the low-levels of his operation with the locals which is great, because he will only conduct business in Russian. Contacts with Loyalty 5+, he’ll care enough to speak in (somewhat broken) English. +, Efim is a thief with honor but he cannot rely on those around him to be the same. Afraid of bringing a suka into his close confidence, characters will have to take a run to raise Loyalty above 2 and Loyalty can only be raised by one point at a time. +, Efim has a very specific way he expects things to be done, and for people to behave. A smart runner will behave accordingly. Any interaction with Efim or gear acquisition request requires an Etiquette Test (1) to conduct business. If an Etiquette roll fails, a player must pay to make amends. If they have a critical glitch, they can only redeem themselves with the contact with a private run. +
She is still light on staffing unfortunately. Eithne can only split her attention so many ways. If the Express Order aspect is not used, take a -2 penalty on all Gear Acquisition tests. +, While not a member, Eithne and her business has a steady and profitable relationship with the Tir chapter of the Ancients. She will not work with players with a known negative relationship with the Ancients. She also will not perform services that she thinks will harm this relationship, or that would cause undue attention from law enforcement around her. +
The GM rolls in secret a 1d6, if the roll is a one, El-Ahrairah will tell the player they are busy taking care of WRN3. They may even get invited to dinner at their familial home. +
Elias is a SURGE, appearing as a horrific hybrid between an Orc and a Termite. As such, going outside poses incredible risk. He will not even consider leaving his Sonomish safehouse for anyone below loyalty 4, and even then only for a very good reason. In addition, the need to conceal himself gives him a -4 to checks made outside the safehouse, unless the runners can provide an adequate disguise. +, Elias is, at his heart, a cranky old man. He sleeps from 7pm to 5am, during which time he shuts his commlink off completely. If the player has made previous arrangements to meet within that time, they will roll a number of dice equal to their loyalty. If there are no successes, Elias will forget and go to sleep anyway. +
Elijah isn't exactly the most influential man in his worklace, and rarely has access on classified informations. +
Liz is in a ''lot'' of debt, and works two full time jobs in order to pay it off. Connection tests for this contact ignore loyalty, and any time they're called the GM rolls 1d6. If the dice lands on 3 or above, Eliza is at work and unable to perform active checks for people below loyalty 5. +, It's a common trope for the bartender to remember every average looking person who sits down for a beer. That isn't the case with Liz. If they don't catch her attention in some obnoxiously flashy way, her eyes glaze over and their name goes right through her brain. Liz takes a -4 to any networking checks made for people she'd consider boring (GM fiat). This typically means people with unremarkable appearances, muted personalities, and those who deliberately try to keep a low profile. +
Any time, day or night, she may be dealing with something that takes all her attention. Roll 1d6, on a 2 or less, she's in the middle of something or too exhausted to answer. +
As a Fae, Elizabeth views time differently than humans do. She has no problem letting her operations take the time they need, preferring never to rush. This means that her services may take longer to arrive, at the discretion of the GM. Rushing things will often require sufficient leverage. +, Has a very dim view on those incapable of serving her. Upon failing to meet her requests, perform a loyalty test. Failure with the test means that loyalty will be reduced by 1. +
The GM rolls in secret a 1d6. If they roll a one the contact will say, with complete confidence, that they will do the request or that they have the right information. They will then flake out or their information will be wrong. They will say they got the gear then accidentally sell it to another person. +, Ella is a recovering chiphead who is battling depression. This may cause additional complications for her, making it even harder for her to offer help. On an Unreliable result of 2, Ella's has complications preventing her from helping which may be addressed by the runner with the additional investment of time, NuYen, or favors. +
A healthy balance between work and private life is paramount if you don't want to burn out. Elle doesn't, so she tunes out of business matters outside of normal PST 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). +
Ellen is not one of the lucky changelings, and she wasn't particularly well-adjusted before the SURGE. Now that she spends all day hanging out with bug spirits, things are worse. Ellen cannot network with contacts who are not cockroach spirits or cockroach shamans. +
Emelie can always be found somewhere in a club, you'll just have to find the right one. When looking for Emelie you'll have to actively search for 6+1d6 hours in the clubs of Downtown and Renton. An edge test can reduce that time by one hour per hit. +
As a boggle spirit, Enigma's very presence causes inanimate objects to degrade and fall apart. Entrusting it to stay in a location, hold onto gear or deal with physical items will result in them having all of their numerical statistics reduced by 50% until repaired. +, Enigma speaks Apsáalooke, the language spoken by the Cascade Crow tribe of Native Americans. Unfortunately, it only speaks a bizarre variation of it that has the Enigma cipher applied to it. As a result, communicating with Enigma requires not only the linguasoft or learned language of Apsáalooke, one must also have ready access to the Enigma cipher. CarnivoreGold or two knowledgesofts running parallel guarantee reasonable success. +
Feingold is a very busy man. Getting him on the phone can be an exhausting effort. If loyalty is less than 5, roll a 1d6 to determine when the phone call will be returned - on a 1 or 2, 12 hours, 3 or 4, 3 hours, 5 or 6, fifteen minutes. Fiengold always picks up immediately for those of loyalty 5 or more. +
Erica is an acolyte of a radiation cult. However nice she may act, that has consquences. When you take Erica as a contact, gain one notoriety. Magical gear purchased from Erica will show faint traces of toxic magic with a threshold 3 assensing test. +, Erica is devout, a true believer. While she doesn't require those she works with to follow her path, she will not work with runners who actively oppose her cause. If characters work against the Followers of the Light and are positively identified, make a Test of Loyalty (contact rules). If failed, burn this contact. If it is passed, lose a point of loyalty instead. She likes to think the best of her friends, so the proof needs to be non-circumstantial. +
Being muddled with mind magic so much, having her memories constantly erased and replaced, Erika has garnered amnesia that seems to be sticking around. Until it is resolved, her knowledge checks suffer a -2 penatly, as she doesn't remember much of her past. +
Estelle has a half-dozen side hustles going on at any given time, which keeps her very busy. Always make an Availability Test for this Contact with her Connection 3 higher than normal. +
Etain was once a Tir Ghost and still has the reputation, she is known to communities both legitimate and criminal, and she scares them all. When having Etain show up or take an active role in dealing with a target or group, roll 1d6. On a result of 1 or 2 the person or group would rather flee than deal with one of the most feared security services on the planet, believing their lives are at risk +, For whatever reason Etain is completely loyal to Jeremiah and the Blackmore family as a whole. Trying to act against them or their allies will immediately draw her ire and cause her to treat you as any other hostile force, including informing the family and possibly other forces about your dealings. +
The Elite Team is very often already on mission on the behalf of the N-51 due do their qualification, this make them potentially hard to get on a job. (+3 to connection when trying to join them) +, Actual members of the Task Force are tracked by SK since they want to hurt N-51 capability by taking out some of their top notch operative. Runners who call Etrius will get attention from S-K and get Record on Files until they dropped their contact with Etrius +
Evaan is not known for her subtlety, nor does she have concern for runners. When utilized, roll a 1d6. On a 1, the actions Evaan takes are obvious and are easily traceable back to you. +, Evaan has very little loyalty to anyone outside of MCT. As such, the lives and contrivances of runners matter little to her. Evaan's loyalty can not be raised above 3, outside of a private run. +