Property:NegativeAspectDescription

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Showing 20 pages using this property.
L
Always make an Availability Test for this Contact with their Connection +3 than normal.  +, Services may take longer. Every time the Contact provides a service, roll 1D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +, Between 10am and 10pm Hokkaido time, Liudmila 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. And don't forget, she has to sleep too. Visiting in person requires loyalty 3+  +
Loaded is an Anarch, a spirit of the pink mohawk style of running. Anything it does always has to be loud and attention grabbing. Anytime a task asked of them wouldn’t cause attention to be directed to them, they must do it with enough additional added dramatics to do so.. This isn’t a preference that they can stretch for a trusted ally, it’s part of their spiritual nature. Any time Loaded does something to help a runner and their actions are then covered up, the runner immediately loses a point of karma, similar to the rules for code of honor.  +
Locked is a blackjack, a spirit of the black trenchcoat style of running. Anything it does always has to be under the radar. Anytime a task asked of them would cause attention to be directed to them, they must withdraw from it. This isn’t a preference that they can stretch for a trusted ally, it’s part of their spiritual nature. Anytime Locked does something for a runner that ends up with them getting attention, the runner immediately loses a point of karma, similarly to the rules for Code of Honor.  +
While quite excited to work with runners, Loputyn tends to view interactions less as straightforward requests and more as a group collaboration. She just loves feeling wanted for a change, which she never felt before being stuck in her tiny shop. If not carefully checked, the task or idea asked of her might "evolve" in a direction that she feels is either more effective, interesting or profound. Sometimes she even remembers to call back to update the team without needing to be called back.  +
Lord Darling has been cosplaying as a gentle old blue-blood for so long that he has (mostly) become one. He’s old and sentimental and doesn’t take kindly to rough language or impatience. He operates on his own clock, unless you can speed him along. To conduct business with Lord Darling requires a successful Etiquette (1) test otherwise it takes twice as long as it would otherwise.  +, Lord Darling is an old-school gentleman, first and foremost, and will not tolerate breaches of common courtesy or hospitality in his presence, real or imaginary. He is a Lord, after all. When attempting to contact him, make an Etiquette test. On no hits OR a glitch, he'll refuse to work with you until appropriate amends have been made, subject to GM discretion.  +, Without spending a chip or taking on on, Lord Darling can typically only be contacted between 9:00 am and 5:00 pm...local time. Plan accordingly!  +
Lord Emberrage is having a grudge with Toxic Mage and don't usually like to work with people. As such if it don't owe you a chip he will generally ask if the runners could kill some toxic mage or cultist, if they can't he'll have a tantrum and inflict an unsoakable physical damage. Thought he'll still do what he was asked for.  +
Louis XXII de Bourbon is not really happy to be in collaboration with the other two claiment, while he host the event he await from runners working with him some kind of loyalty in that regard. (He will burn any runners that work for Marie-Claire d'Orléans or Edouard Napoléon Bonaparte)  +
Loyell doesn't speak and has no ability to cast Mind Link or similar spells for communication himself, instead communicating in hisses, yips, coos, and purrs.  +, Loyell is a Beast spirit, which comes with some animal tendencies that can be inconvenient, such as napping or playing when he should be doing something. When attempting to get Loyell to perform anything that requires an Extended Test (Such as using the Search power), you must make an Animal Handling (3) test to keep him on task for each interval of the test  +
M
When trying to contact M4N71C0R3, always make an Availability Test with their Connection 3 higher than normal.  +
Under no circumstances will Meng take an action that goes directly counter to Wuxing's corporate interests. If such a request is made, immediately make a test of loyalty. If the test fails, Meng will immediately cut all ties with the runner, and notifies her immediate superiors.  +
Mack and Hack aren't the brightest of the bunch, and working together rarely means they'll be any smarter. In fact, they tend to urge each other towards more and more dangerous, stupid behavior - which, while fun to watch, isn't always productive. If the pair is ever called upon to work together at the same time, make a test of loyalty. If you fail, the pair have gotten distracted from whatever task you put them up to. The exacts are up to GM interpretation, but the consequences should always be at least inconvenient for the runners that tapped them. Bonus points if the duo is later encountered doing dumb shit and egging each other on.  +
As the main actor in a Trid Series that is working pretty well, Mad is often unavailable. When you try to contact him roll the contact avaibility like he was a connection rating of +2  +
The lady's shop has it's listed hours for a reason. Add +5 to the threshold of the contact availability test if trying to contact Madame B outside of her normal hours (9am-6pm PST).  +, Madame B always has something more important to do than work on whatever focus or thing you've asked her about. It's rude to rush her anyways. Services may take longer. Every time the contact provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +
Madame Carmine is a busy woman and her work mostly begins once the sun has set. She can normally only be reached from 9:00 pm PT to 5:00 am PT. Add +5 to the threshold of her contact availability test if trying to contact her during daylight hours.  +, Only characters infected with HMHVV Strain I can raise Madame Carmine's Loyalty past 2. Increasing Loyalty on Madame Carmine costs twice as much as normal.  +, Under no circumstances will Madame Carmine do anything they believe will harm vampires, banshees, or non-feral ghouls. If they learn that a character has dealt a significant blow to a majority vampire, banshee, or ghoul organization (gang, policlub, place of business, et cetera) decrease their Loyalty by 1. If Loyalty ever drops to 0, Madame Carmine considers the character as an enemy. If they find out that a character has assisted with the targeted killing of vampires, banshees, or non-feral ghouls for no reason other than their Infected nature the contact is immediately burned and becomes actively hostile.  +
While Madison will ''always'' answer a call, treat any task that isn't immediately resolved as taking one(or more) time segment(s) longer.  +
Magnalena dabbles with street criminals just to keep her hand in, but most of her clients are white collar criminals. She expects much from her clients in either case. 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.  +
Roll on the contact availability table (counting connection as 3 higher than normal) to determine if this contact is available at any given time.  +
Makali'i and Wills are both SINners from the Kingdom of Hawaii operating a legitimate business. While they have regular interactions with the criminal world, they are still required to maintain some degree of legal dignity. As such, they will not assist with any illegal actions that have a significant chance of being traced back to them in an official capacity. Use the GM's discretion or message the contact owner directly if there is a dispute.  +
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.  +, Makhmud travels aboard the New Rhodes - a former aircraft carrier turned home base for the Knights. As such, he may be anywhere in the world serving their interests. Every time Makhmud provides a service, roll 2D6, then subtract loyalty. The normal amount of time that it would take to provide the service is multiplied by the resulting number (minimum multiplier 1). Note: This aspect may not apply when performing services on behalf of the Knights at GM discretion.  +
Lives in the woods, and tends to be difficult to get ahold of as a result. Always do an availability test for this contact with their connection +3 than normal.  +