Property:NegativeAspectDescription
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Five-Star isn't especially keen on being used to ferry around a bunch of idiot criminals she doesn't know - at least, not without financial incentive. For every person below Loyalty 4 that she's asked to drive around, she'll charge a minimum of 1000 nuyen. Rates go up if they're known to be infected ("I'm NOT getting ghoul blood on my fraggin' upholstery.") or a rigger ("Fuck you need me for? Get your own ride instead of a bunch of toys."). +, Five-Star is a pretty talented wheelwoman... as long as you're talking about trucks and vans. Motorcycles? Nah. Rotorcraft? Don't make her laugh. Even normal cars are generally too fragile for her liking; she works best with vehicles that can take a licking and keep on kicking. Active checks to deal with vehicles that '''are not''' trucks or vans take a -2 penalty, if she deigns to work with them at all. +
Gestrüpp is a Wild Spirit, with his domain in Carbonado, Puyallup. He can not be contacted outside of that area, and he can not leave it. +, If your Loyalty with Gestrüpp is lower than 4 he will ask you for a favour one tier higher on the service table (FA 178) than what he is offering in return. Alternatively you can give him 5 karma per tier on the service table. If your Loyalty is 4 or higher it will cost as normal. +
When contacting Ackerman, roll Loyalty + Edge (1) if you contact her during a run for help. Failing the check means she has something to gain by working against you and will tip off any potential opfor of your involvement in order to gain further security herself. +, Purchasing Ackerman costs twice as much, unless part of a run reward. +, If your Loyalty with Ackerman is 1 or 2, asking for her help during a run and not doing what she wants is likely to make her tip off the op-for or KE to curry favor from them instead. +
Goalmaster is reliable when it comes to actually supplying materials, but... well, getting to the actual bartering process can be an exercise in frustration. His hallucinations and creative imagination take firm hold of him whenever his long-term brain damage flares up, and it becomes nigh-on impossible to talk over how much a shipment of scrap steel will cost when he's more concerned about slaying the ruddy-furred chimera for the good of his kingdom. Blowing up whatever rusted-out old truck he's obsessing over this time tends to snap him out of it long enough to talk. When you attempt to tap this contact during a run, the GM should make a roll to determine his mental state at the time. On a 4, 5, or 6, he's stable enough to make a deal or provide information. On a 1, 2, or 3, he'll answer the call, but will require the runners to complete some inconvenient, ridiculous job out in the worst parts of the Puyallup barrens before he's willing to talk shop. +
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. +
Gord is a mean slitch at the best of times, even to those he considers his friends. If he ''doesn't'' consider you his friend, you can expect him to be that much more obnoxious. He's even more sensitive to any slights than a normal hobgoblin. Unless the character in question has at least Loyalty 5, whenever this contact is called upon, the runner tapping him for help needs to be as conciliatory and pleasant as possible, no matter how acerbic his insults become. If they return the venom in any respect, Gord will be more than happy to come up with a suitable way of getting even - whether it's "accidentally" leaving one of his traps armed when someone comes to visit, or forcing them to go handle someone else on his shitlist to get off of it themselves. The GM is encouraged to make the revenge obnoxious, unpleasant, or demeaning, but never quite dangerous enough to get the runner killed. +
More out of necessity than personal choice, she won't work against the lodge and will try to sell out any runners who have a bounty with the Black Lodge. If you contact her during a run and use the information provided to work against the Black Lodge, roll a loyalty check. If it fails she immediately sell you out. If it succeeds you owe him a chip to re-earn favor with him. +
Gran NY is fussy, ahem, "selective", about who she works with. She fancies herself the guide for those lily-livered whippersnappers, err, the next generations of runners. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check she's asked to do. +, Gran NY is an old-school lady, first and foremost, and will not tolerate breaches of common courtesy or hospitality in her presence, real or imaginary. When attempting to contact her, 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. Warning: her preference for drek jobs involving cats is infamous. +, To Gran NY, after being widowed by Sile - the late Mr Yang - her posse of cats became her family. The GM secretly rolls a D6. If they roll a 1, Gran is busy taking care of the critters, which means absolute focus and no time for anything else. +, …
Grani 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. +, He believes Finland has enough problems without the Saeder-Krupp sniffing around his business. Treat his Loyalty as two lower if you have a positive rep with the corporation. If this would drop Loyalty below 1, you cannot take him as a contact. If you develop a positive rep with those circles after buying him, he isn't lost, but will not answer your messages unless you lose your rep. +
Patience is a virtue, and you'll need quite a bit of it if you plan to shop at Silksoft. Gransistor isn't satisfied just selling poorly-tuned, inelegant garbage you can use off the shelf - each program she creates is a work of art, and while she works fast, she's still only one woman. When buying gear from this contact, delivery takes one day, minimum, for each item in the order. Especially complex or high-availability items may take even longer. +, For whatever reason, Gransistor refuses to have anything to do with meatspace. Deliveries of physical electronics are conducted by unmarked drones, and there is no return policy. She's happy to meet up over the Matrix if you need something, but anything outside - including repairs, physical modifications, and so on - is a no-go. +
If you have positive rep with law enforcement or were ever part of it, for example KE, checks Gravel does for you - begrudgingly and with distrust - are at -2. +
Greasy Eddie isn't an expert in magical stuff, nor cutting edge brain bioware, nor much else really, and he doesn't lie about it. He suffers a -5 to all gear checks that are not covered by his aspects. +
Greg is community minded first and foremost. If you want to become closer to the man you’ll need to prove your character. Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on his behalf. +
He lives in the SSC woods east of Seattle. always make an Availability Test for this Contact with their Connection +3 than normal. +
Will never work against Aztechnology and will refuse to work with any runners who have a bounty with Aztechnology. If you contact him during a run and use the information provided to work against aztechnology roll a loyalty check. if it fails he immediately burns you. if it succeeds you owe him a chip to reearn favor with him +
Will try to date anyone who calls him. ANYONE. +
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Wanted in the Scandinavian Union. +
If Aki thinks talking to you will make her look uncool, she'll laugh at you like she doesn't know you and hang up or walk away. Roll Etiquette (with no bonuses from the table, this is about her friends, not her) with a threshold of 2 + connection and a bonus equal to your loyalty to get her to engage in the conversation. Failing this check ends the conversation. If you have loyalty of 3 or more, she will call you back within 24 hours when she is alone. +
Hanako is haunted by visions of many possible futures due to the strength of her gift. When contacting her, the GM secretly rolls 1d6. On a 1 Hanako may have information for you, but it is cloaked in prophecies about destruction and terrors soon to come. +
+1 noterity for taking Handrian as a contact. Even though he is kinder and nicer than most draconic folk, he still is a dragon. +, Handrian's primary office and home is in New York but he makes consistent trips to Seattle. When contacting Handrian roll 1d6, on an even he is New York for that many days. +