Property:NegativeAspectDescription
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Between his work at Microdeck and his constant do-goodery, Tyrell Gates is a busy, busy man. Always make an Availability Test for Alexander Tyrell Gates with his Connection +3 than normal. +, Tyrell Gates is selective about who he works with. Notoriety has a double penalty when dealing with him: subtract twice the runner's Notoriety from any check he is asked to do. +, Tyrell Gates wore trodes before the first time he was laid to rest in a crib. The Matrix is reality to him; the real world, a bad dream. If it weren’t for the necessities of keeping his biological processes functional and his beloved garden, he’d never jackout at all. Because of his personal anxieties he is only willing to meet in meat-space with contacts at Loyalty 5+. Technomancers are an exception and can meet physically with a Loyalty at 4+. +, …
Alexander doesn't tolerate people who can't do the jobs that they have been hired for and he does not give second chances easily. If a runner is found to have betrayed Alexander, or a job is subverted or failed while under his employment, that runner immediately takes a chip debt to Alexander or loses one loyalty. If this loyalty loss reduces Alexander's loyalty to 0, he burns the runner as a contact and immediately puts out a bounty of 50,000 nuyen on that runner's head (This is similar in function to the Wanted Quality) +
Brodie J spends all of his time at various clubs, pumping his body full of every substance he can, so recovery periods are rough. When contacting Brodie J before 6PM in-game, roll 1d6, on a 5 or 6, he answers. Otherwise he is completely zonked out and can't help you. +
Alexandria thinks much faster than a metahuman mind and can easily process input from multiple sources thanks to the parallel node structure of her core source code - however this comes at the downside of being somewhat scatter-brained at times as well as frequently going down paths of inquiry which are tangential or even perpendicular to the initial query. Unless a player is very specific with their line of questioning, she will get lost in the weeds and come back with information which may be entirely unrelated to what they were looking for. +, Alexandria lived in a black site host for a decade and has only recently become acquainted with the wider world. While she knows what meatspace is, and has even inhabited drone bodies to interact with it, she doesn't ''really'' understand it in the same way that metahumans do - it's more akin to something she's read about in a book. Thus, she has trouble understanding concepts which meatspace beings grasp instinctively. Whenever she acquires detailed information for a contact, the GM should secretly roll edge for the character (threshold 2); if the check fails, Alexandria has misunderstood or overlooked some critical element which would be otherwise obvious. +
Bester is often busy with his associates' affairs. When contacting Bester for the first time in a run, it may take up to 24 hours for him to initially respond. Roll Edge+Loyalty, each hit subtracts 2 hours from this time. +
This is someone who doesn't think that their contacts are runners and doesn't understand the whole runner thing. If they find out you are a runner, immediately make a test of loyalty. If you fail the test of loyalty, they will think you are a terrorist, burn you and contact law enforcement. If you succeed in a test of loyalty, they will be willing to listen to you explain yourself and even help you leave the runner life. You may be able to convince them to associate with the Shadows. Contact a GM or thematics if this happens as it may involve the removal of that tag. Gear contacts with this contact will only sell you legal gear, or restricted gear with the appropriate licenses unless you conduct a social test to convince them the lack of paperwork is for a benign reason. +
When attempting to contact Alice, make an Etiquette test. On no hits or a glitch, she'll refuse to work with you until appropriate amends have been made, subject to GM discretion.. +
Everything will have a pirate theme, whether you like it or not. +
Zheng doesn't quite get the idea that shadowrunners are freelancers. When you take a job from him you are his employee, and can expect to be treated as well as your average unpaid intern. Anything that you can do he can do better, and he'll always be ready to give helpful "advice" that he expects to be followed exactly. If- god forbid- you bruise his ego, you must make it up to him with a long, sycophantic apology. If you refuse, lose one loyalty. If loyalty drops to zero in this way, you will be burned and have your information sold to the highest bidder. +, People say Zheng would sell his grandmother for a new Concordant. While this is an exaggeration (he'd rather have a Gladius), runners should know that he's motivated by profit and power exclusively. Appeals to emotion, requests for favors, all will fall on deaf ears. +
Bash's stint in jail landed him with a criminal SIN and all the associated difficulties. He meets with his probation officer twice a week and has his location constantly tracked. He can slip the yoke with a fake SIN but only for a few hours at a time. When calling this contact, the GM rolls 1d6. On a 1 he will not answer, as he is currently in holding over a potential violation. On a 2 he will answer, but be pre-occupied with community service and unable to make any active checks. He will also take a -2 to any active checks lasting more than a few hours due to the constraints of his SIN. +, Bash, for all his effort to improve, really doesn't take insults well. When a character makes a perceived jab, especially at his strength or intelligence, the GM rolls 1d6. On a 1 or a 2 Bash will have a violent outburst and, if meeting in person, may attack the character in question. He won't use lethal force but he can come pretty damn close. If restrained and/or given some space, he will eventually cool down and apologize. +
Between 10am and 10pm, Millie is unavailable to answer your comm call. You could always head over, or wait a while and see if she calls you back on break. +
Amia is a working mom, and doesn't always have time for runner's shenanigans. Roll 1D6. On a 1-2, Amia is busy with her kids and can't answer. On a 3-4, she answers but is distracted, taking 1.5 times longer to help out the runners. On a 5-6 she's available. +
Bayani is a retired-with-honors ensign from the Huk Navy. He's not blindly loyal, but would prefer not to work against his war buddies. He will not work against the Huk if his Loyalty with you is below 4. +, Bayani transferred his military drills with the Huk to Krime and really pushes the "Krime, Right or Wrong!" angle. He'll never work against Krime and will refuse to work with any runners who have a bounty with the corporation. If you contact him during a run and use the information provided to work against Krime, roll a Loyalty check. If it fails, he immediately burns you. If it succeeds, you owe him a chip to re-earn favor with him. +
An experienced espionage agent who is very talented at her job; there is a good chance any conversation with her is being recorded, and she hacks runner commlinks almost habitually. +
Will never work against Nebelherr or the DeMeKo and will refuse to work with any runners who have a bounty from Nebelherr or the DeMeKo. If you contact her during a run and use the information provided to work against Nebelherr or the DeMeKo roll a loyalty check. if it fails she immediately burns you. If it succeeds you owe her a chip to reearn favor with her. +, Amélia's loyalty can only raised above 2 as a run reward from runs with a threat level of extreme or above and increased by only one per run. +
Ana hates all Matrix gangs and cyberterrorists with a burning passion. Every time she learns that a character has knowingly aided one of those types of groups, decrease her Loyalty by 1. If Loyalty drops to 0 in this way, Ana considers the character an enemy and becomes actively hostile. +, Ana is taking powerful medications and continues experimental treatments to deal with her AIPS. She will never meet in the Matrix via VR, does not use AR, and will require visiting players to disable all their wireless gear in her presence to ease her symptoms (mild as they may be with her current treatments.) Characters may normally only communicate with her in person but characters with Loyalty 4+ may communicate with her via commlink audio/visual call. +
Ms. Martella is always dressed impeccably in expensive clothing, and if runners don't take the trouble to meet her in person and wearing high fashion, she will be irritated and demand an extra chip. She'll hire a discreet venue, don't worry. +
Silvers is a busy man, and has no patience for time wasters. When you call him, you will have thirty seconds to make your pitch (the GM should time this). You must tell him what you need and what you can offer him, either Nuyen or valuable favors. If you haven't piqued his interest by the time your thirty seconds are up, he will hang up on you. To get back into contact with him, you must call his office and sit on hold for a full hour. +
Andrew kept a very strict sleeping schedule his entire life, and that hasn't stopped with his infection. He is exclusively active between the hours of 8 PM and 8 AM, and will not answer any calls outside of those times. +