Property:NegativeAspectDescription
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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. +
Eveline will absolutely not assist runners whom she knows to be acting against Evo, or whom she knows to have acted against Evo corporation in the past. Should she become aware that her PC contact is actively running against Evo or has done so in the past, reduced her loyalty to 0 immediately. +
Pike never, ever works for free. Even the smallest of favors will incur at least a 'standard fee' of 500 nuyen, but he strongly prefers connections or chips. Time is money! +
Exeunt will not work with gang members, full stop. Even then, he sometimes feels the need to do extensive background checks. Whenever you reach out to him, the GM rolls 1D6 in secret. On a 1, he's unavailable for 24 hours while he digs up everything he can on you. +
Expedien is a free sprite, a creature of the Resonance. They do not understand the non-matrix world and refuse to interact with it. They are unable to aid in gear acquisition, and can only network with other Matrix or Resonance related entities/individuals. +
Kicked out of med school for turning into a ghoul, Ezekyle knows sterile protocol and avoids direct contact unless necessary. He won't show up in person anywhere that isn't his clinic, and even then doesn't interact with people directly unless he has to. If you want his services, you go to him and do it at his time. Rushing safety measures only leads to disaster. +
F
Everyone's in such a rush these days. F1ZZ is far too old to be running back and forth across matrix; if you want to talk to him, you come to the 3w1g and sit down for a spell. Any knowledge or networking checks made by this contact must be accompanied by at least half an hour of drinking and small talk at the bar. If you wish to try and hurry the process up, make a test of loyalty with a threshold of 2. On a success, F1ZZ will begrudgingly make the check with a -4. On a failure, he will angrily inform the player that they should do it themselves if they're in such a hurry. +, The 3w1g is a hangout of the Walking People, and thus not particularly accessible to outsiders. In order to take this contact you must either be a member of the tribe or have at least 10 positive reputation with them. If this membership is revoked/positive rep drops below 10, the contact cannot be used again until your reputation has been restored. +
Fang Wenyang has trouble understanding designs that primarily come from text or blueprints, as she has trouble reading them due to her dyslexia, and usually requires the characters to explain with their own knowledge. Before making a Gear or Active check, The character has to make a relevant Knowledge check at Threshold 4. Examples include Cybertechnology (Technical or Knowledge) for Cyberware, Armorer or Firearms for Guns. A good bet is whatever skill that is used to repair or alter the item or the specific knowledge skill. If they fail. Fang Wenyang has trouble understanding exactly what they want, giving a -2 penalty to the contact roll. +
The Father is always busy- you know what they say about idle hands. Tending to his parish and those who need him takes up much of his time, and always comes first. Always make an Availability Test for this Contact with their Connection +3 than normal. +, Sometimes, blood must be shed, the shepherd has to protect his flock. But that's not what you’re doing, is it? The Father understands sometimes a run turns violent or accidentally leads to loss of life, but he will not assist on a job he knows will lead to bloodshed. He will refuse to offer up information that will lead to assassinations, gang conflicts, or other intentional losses of life. +
While Father Uriel is understanding about the kind of work that happens in the shadows, he will not tolerate monsters, -2 to any roll done for an Infected PC, and -2 for any runner with a reputation for undue violence +
Faulty doesn't understand the real world, only the Matrix, Foundations, Resonance, and Dissonance. All checks related to a topic other than those automatically gets 0 hits. +
Stole from Wuxing in Hong Kong and was able to escape to Seattle and is being actively hunted. +
Ferris gets excited about her wife and will talk your ear off at any opportunity. When contacting her, the GM secretly rolls a D6. If they roll a 1, Ferris gets lost in the weeds and will ramble for hours if not stopped with a Negotiation (3) or Intimidation (3) test. +
Fie may or may not have eaten her former boss alive as a form of resignation. As a result, there's a 75,000 Nuyen bounty for her head by Lone Star. +
More out of necessity than personal choice, he won't work against his lodge and will try to capture any runners who have a bounty with the Black Lodge. If you contact him during a run and use the information provided to work against the Black Lodge, 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. +