Property:NegativeAspectDescription

From ShadowHaven Reloaded
Jump to navigation Jump to search
Showing 20 pages using this property.
A
Angi had a rough time as a runner, so much so that she doesn't really appreciate being put in danger anymore. If things get too spicy she panics. Roll 1d6, on a 5-6 she is doing fine and requests normal pay, on a 2-4 she will demand double her normal pay for the job, on a 1 she will just hit your ejection seats and get the hell out of there.  +
The Knights are nothing if not dedicated to their cause. While charitable and happy to make friends, their resources are limited, and strictly allotted to those who contribute in turn. This contact's Loyalty cannot be raised manually. The maximum loyalty upon purchase or reward of this contact is 2. Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on their behalf.  +, Members of the Order of Hospitaller Knights have earned their place in the organization through unflinching moral character. Learning that their work has been turned to evil ends or that they may have made an enemy of a major faction decreases any member's Loyalty by 1. If Loyalty drops to 0 in this way, the member will burn the runner in question. The contact is lost, and they will take -5 reputation with the OHK.  +, Angélica has her ear to the ground in Seattle - and she won't lift a finger to help runners who're known for causing trouble or committing grossly excessive violence. Any party member with at least one point of notoriety must roll edge, with a threshold of their current notoriety. Using Angélica's services for this run will require one additional chip per runner who fails this check.  +
Reality just feels a little less real, making priorities really hard to organize. Roll 1d6, in addition to her availability check. On a result of three or under, and if the request is not urgent or life threatening for her or the requester, Anhe will hear it out and get around to it later. Requests suffering from this penalty do not take priority, and whatever task is required, procurement, legwork, networking or otherwise, may not be completed in time for the required job. Rest assured that they *will* eventually be done (and payment required), but that it may not be in a timely fashion.  +, This contact will, under no circumstances, meet in meat, or assist in a way that requires physical interaction. Legwork checks that require a physical presence automatically fail.  +, In addition to standard payment, Anhe may optionally require that a runner requesting help from her brief her on the job in unnecessary detail, before or after the fact. This information may be sold and disseminated across the Matrix, although never in a way that deliberately or directly threatens the runner's identity and safety - however, be warned that secrets may not remain so when asked for lore as payment. Anhe may reject requests where lore is asked for and not given - or, if requested and denied after a service has been provided, may result in a chip. Players may make a Con check to deceive her, however players will accumulate one chip if this attempt fails, or if she uncovers the deception later on.  +
the GM rolls a 1D6 in secret. If the roll a one, The contact cannot be reached, She's busy being a tourist.  +
This character's Connection is 3 higher when making an Availability Check. Annabelle spends most of her waking hours working.  +, More out of necessity than personal choice, she won't work against Ares and will try to capture any runners who have a bounty with Ares. If you contact her during a run and use the information provided to work against Ares roll a loyalty check. If it fails she immediately burns you. If it succeeds you owe her a chip to re-earn favor with her.  +
Her addiction to gambling and sheer reliance on luck has always been her game. Roll a 1d6 and follow the results; Result of 1: Lose 2 dice and roll again for this aspect until you don't roll a 1, lose 2 additional dice for each 1 you rolled this way to the contact roll. Do not gain any more Lucky aspect bonuses except the ones you have already gained. Result of 2-5: Do nothing Result of 6: Gain 2 dice and you may roll again for this aspect. Do this until You've reached the maximum counts of Lucky  +
Yeou isn't the type to stay in one place for very long, and she sometimes forgets to charge or is otherwise parted from her commlink. Always make an Availability Test for this Contact with their Connection +3 than normal.  +
The Search for The Garden has consumed much of Archive Angel's free time and monopolized her bandwidth. Because of this, services may take longer. Every time the she provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +, As a curator of The Nexus's datahaven, Archive Angel has obligations to The Nexus to fulfill, most of which can't be scheduled around (ex. digital intruders, meatspace power outages). Always make an Availability Test when calling her with her Connection 3 higher than normal.  +
He is not a very brave individual. Ardella never stands up directly for his believes. He'd rather deal with his problems indirectly.  +, Due to his upbringing, he never had any real contact, with the downtrodden, or with the shadow community. Most of his experience comes from watching trid shows, and we all know how accurate(Not) a picture those portray. As such he sees shadowrunners, as mostly brutish vigilantists who'd rarely do anything out of the kindness of their own hearth.  +
Argyle is paranoid and doesn't trust anyone. Double the cost to raise his loyalty with CDP. Moreover, it can't be pushed over loyalty 3 without a dedicated run due to this innate lack of trust.  +
-2 to Networking tests  +
Arma's plans and ambitions are calculated yet vast in scope. Being VERY particular about who he trusts and allows to be a more active part in his day to day ventures. Arma's loyalty cannot be raised above 2 outside of runs, and can only be raised by 1 loyalty at a time.  +, Arma is very much a man with big ambitions, and as a result of that every move he makes is precise and calculated. Anything that would hinder him enough as to where his plans would suffer (GM discretion) is an action he will not take. (His plans are detailed in Notes for GMs.)  +, Arma is a man who does things old fashioned. Sometimes to his detriment since as a result of this his schedule is often incredibly packed. Always roll availability when contacting Arma, treating his connection as 2 higher than usual for the roll. However, for each point of loyalty above 2, the additional availability decreases by 1.  +
Clayman has an unfortunate habit of getting humorous at ill-advised times. Lower the amount of 1's required to glitch or critical glitch when applicable by two.  +
Asahiro will not aid you with anything that he doesn't see benefiting the corporation. If he sends you to do a job, it's because he has a stake in it going in a particular direction. He approves of putting down crime, striking against other corporations or furthering Shiawase's influence, but disapproves of anything that risks his standing, deals with malign, unnatural forces or is of no direct use to Shiawase or himself.  +
Ashe is out to make a profit, and will charge a 25% commission (rounded down to the nearest whole number) on any gear acquisition checks that she makes. Through negotiation and haggling it's possible to bring it down to 15% (Ancients members get +2 to their rolls). When trying to get gear off table, roll your negotiation pool against hers (12). If you tie or get higher hits, you have succeeded and can bring the commission down. If not, you failed and must pay the full 25% extra.  +
Even Ashen Hand himself admits he is a hardass. While he will bond with his team and learn to trust them while on missions, outside of that getting close to him is... difficult. It can be done, but trying to do so without a broken bone is a tedious task. Ashen Hand's loyalty cannot be raised above 2 outside of runs.  +, Ashen Hand prefers loyalty and effectiveness above all else with those he works with. Any way in which a mission can go south is something he prefers to avoid. Double the penalty given by notoriety for any rolls made by Ashen Hand.  +
A healthy balance between work and private life is paramount if you don't want to burn out. Ashley doesn't - who will take care of Mr and Mrs Davis Senior otherwise? - 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).  +
The GM rolls in secret a 1d6, if the roll is a one, Asuna will tell the player they are busy taking care of family matters.  +
Services from Azra may take longer. Every time Azra provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +
B
Bandido is a man of action. If you want him to make Knowledge checks for you, they will be made with a -2 penalty and it will cost you DOUBLE.<br>  +, Bandido is loyal to the Cutters and will not betray his gang. If he thinks you are snooping around or working against the Cutters, he will vanish. <br> He also refuses to work with the Ancients or help them in any way. If you have an Ancient on your team, or are working in the interests of the Ancients, Bandido will not help you.  +