Property:NegativeAspectDescription

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J
Refuses to go outdoors personally during sunny weather and will only go outside during daytime whatsoever if your loyalty is 4 or above.  +
When attempting to contact Andrews, roll 1d6. On a 1 he can only talk for 5 minutes to help with Knowledge skills as he is actively caring for his children.  +
Always roll an availability test on this contact with their connection 3 higher than normal.  +
If jenny meets you in person, she will challenge you to an arm wrestling contest. Roll BOD+STR, if you fail to meet a threshold of 3, she charges a favor for her services and embarrasses you for having noodle arms.  +
Because she is relatively unknown she has a hard time connecting to hob-nobbers and prissy corporate types. -2 for Networking checks involving high-society.  +
Jerry's a huge fan of fire, surprise of surprises. Roll a 1d6 when this contact is called during a run. On a 1, he'll require the runner to set a fire for him someplace on the way through the run. Refusing to do so will cost that runner 2 chips.  +
Jet Set is normally not one to stay idle, especially considering the upkeep costs for his ancient C-5 Galaxy. Most of the time he's running long distance routes in the Pacific. He is easy to contact at all times via satellite uplink but active and gear checks require a minimum 24 hour lead.  +
Jewels is a nice guy, but often misunderstands their goals. When called, roll 1d6, on a roll of a 1, Jewels will do his best to do what you ask, but will do so with violence and intimidation at best, and deadly force at worst.  +
Jimmy is a free spirit, bound by no one but his own desires. Being an Anarch from Zeco-corporatum he desires chaos and explosions and the downfall of the megacorps.  +
Chops is pretty much always at work on something, so he tends to get a little frazzled. Being stuck in a smelter all day probably isn't good for your brain cells.  +
Joe is always working, if not for him, then for the people of Redmond. Always make an Availability Test for this Contact with their Connection +3 than normal.  +, The Sprawl is tough, but we'll get through it together. Joe may have a runner's discretion, but he knows where he lays his head at night. He will never go against the people of Redmond, this includes local gangs and syndicates (Red Hot Nukes, The 162s, Rusted Stilettos).  +, The Street has a long-term memory, chummer. When you flubbed that job or got hooked on nose candy, someone took note, of that you can be sure. Notoriety has a double penalty when dealing with Joe: subtract twice the runner's Notoriety from any check he is asked to do.  +
With a prejudice against mundane people, as such any time a subject comes up related to the mundane, he suffers. Helping, hindering, as long as the subject themselves is mundane, or an awakened character is asking about a mundane character, they suffer a -2 penalty to all dicepool checks.  +, He doesn't care for small talk or you. Networking checks are always performed at -2.  +
This contact refuses to do anything illegal. Anytime she is asked to, make a Negotiation check with a Threshold of 6-Loyalty (minimum 1). If failed, this contact proceeds to call the authorities discreetly and you lose 1 Loyalty. She still won't help if you pass, but she at least won't call KE. This aspect does not trigger if Humanis Hunter applies.  +
The very public position the Jonáš Brož are in makes it difficult for them to help you without notice. If you would gain public awareness after a run in which you used the aid of The Jonáš Brož, you gain an additional point of PA.  +
The Lord provides to His faithful, granting wealth and success. For those who lack, well... It doesn't send a good message. Jorgy requires payment in nuyen for all services.  +
The GM rolls a 1D6 in secret. If the roll is a one, Joe will not answer the call immediately. When he calls you later, he'll explain that he and his wife were busy babysitting their grandkids.  +, As a key community figure for orks and trolls, but also metas prejudiced against as a whole, Joe not only won't move against them, with exceptions like Sons of Sauron, the Spikes or the Mistish Farad, but he'll also immediately burn whoever develops positive rep with Humanis Policlub, the Night Throne, Winternight etc.  +, He's got standards. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check she's asked to do.  +
Given his past and as a former intelligence officer, Joshua finds it very difficult to maintain friendships beyond a certain level. Loyalty higher than 4 costs triple with this contact.  +
The "Vengabus" (a modified omnibuss) is permanently blaring the Vengaboys famous hit, "We Like To Party". As such, Joyride cannot stealth. Literally anyone in the immediate vicinty will hear "We Like To Party" at full blast. If you are in the Vengabus, everyone is looking at you.  +
Juan likes to sleep in and is rarely up before noon. Don't expect him to pick up his commlink between 4:00 and 12:00 after a big job or a night on the town. If you insist on meeting with him in the morning, bring soykaf, and make it a double.  +
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.  +