Property:NegativeAspectDescription
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Midwest Nice wants to help, he does. He just wants to talk about urban brawl...first. And second. Well he'll get to your questions in a bit but first, did you see last nights match? Roll 1d6 every time he is contacted. Add that number to the minutes it takes before he will address your question via a call, or to the hours it takes for him to acquire gear or perform a service. +, Midwest Nice ain't a meta-hater. Unlike many of the Iron Bridge MC that come passing through his bars, he's got no issue with roundears or leafeaters or shorties. But if you want to do business, he needs to look you in the eye and get a real measure of you over drinks. To purchase Midwest Nice outside of a run, the character must travel to Minneapolis-St. Paul and drink with him for a full evening in one of his bars. +, Midwest Nice lives up to his name except for most of the time, when he doesn't. He has a volatile temper and will explode at perceived slights against him, his establishments, and especially against urban brawl (yes it's a real sport how dare you.) When contacted a character must succeed at an Etiquette (2) test or have him lose his shit at an imagined insult, which will leave him inaccessible to the character for 24 hours. Luckily his memory is as short as his fuse: after a single day of heavy drinking, he'll forget all about it and be good with you again. +
Like many coaches, Mike wants to see results and easily gets worked up when his people perform poorly. If the team fails a run or doesn't fulfill all objectives, he refuses to assist them until they successfully complete a run without any goals skipped out on. +, The GM rolls a 1D6 in secret. If the roll is a one, Mike will not answer the call immediately. When he calls you later, he'll explain that he and Martha were busy babysitting their grandkids. +
Milena is selective about who she works with. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check he is asked to do. +
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. +
Millipede is great at gathering info, but only for topics that he thinks are worth his time. If it's not about Hyperpop or Matrix Crimes, he'll half-ass it and take a -2 to his knowledge roll. +
Milly really likes her games and if she is playing one she won't be disturbed. Roll 1d6 on a 1 Milly is unavailable for at least 6 hours. +
Mindy's clinic is BYOB (Bring Your Own Bliss). If you haven't taken anything to put you under, roll to resist stun damage equal to half your new 'ware's availability. This cannot overflow into physical damage. If your stun track is filled, you instead gain the negative quality Flashbacks I (Medical Equipment). +, "Do No Harm" may not apply to her, but it certainly applies to you. Bringing Mindy damaged goods before she can have her fun means a big pay cut. Additionally, she will only sell drugs to you if she thinks you actually need them. Healthy body, healthy mind. +, If Mindy likes you, she wants to spend time with you. A ''lot'' of time. If you have a loyalty of 5 or more with her, she will stall for as long as possible whenever you call in a favour, just so she can listen to your voice some more. +, …
Kazan doesn't do favors. Everything has a cost, and if you want it you're gonna be paying up front. No matter what her loyalty is she will never loan out gear or accept being paid at a later date. You'll have your gear once the credstick's in her hands, and not a second before. +, Kazan, to put it bluntly, couldn't care less about you. Her relationships are purely transactional, exchanges of power to be dropped the second they cease to become profitable. CDP costs to raise this contact's loyalty are doubled. +
Mischief gets excited about Cyborgs and will talk your ear off at any opportunity. When contacting her, the GM secretly rolls a D6. If they roll a 1, Mischief gets lost in the weeds and will ramble for hours if not stopped with a Negotiation (3) or Intimidation (3) test. +
Hattie never forgets a blown deal, a bad joke, a personal slight, or worse, a failed job. The slights of everything but a blown job will reduce Hattie's loyalty by 1, Failure will reduce it by 2. +
One should be wary when speaking to Miss Lucy for she likes to make a recording of whoever calls her, she will only not make a recording if someone pays her 500 nuyen or if they have a loyalty of 5 +
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. +
To raise loyalty past 2, a run is required. The run needs to show a real, meaningful, reason for Miyuki to trust the character. Loyalty can only be raised one rank at a time. +, Miyuki has more to lose when things go poorly. Without a meatspace body to fall back on, she risks destruction, confinement, or worse, when opposition closes in on her. Miyuki will not engage in activity that poses non-trivial risk to her unless: A Loyalty Test (2) is passed, the task is to her advantage, OR the "Consume and Adapt" aspect would be active. If Loyalty is 5 or greater, bypass this requirement. If conditions worsen, Miyuki will still likely retreat even if prior conditions are satisfied. +
She will not knowingly aid anyone going against those soldiers who do the right thing. +, A healthy balance between work and private life is paramount if you don't want to burn out. She doesn't, 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 UCAS Army is quite far from what Marguerite wishes it was, but she endeavors to stick to standards she sets herself. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check she's asked to do. +
She never offers a service for free or reduced price. If you need it faster or better, you pay more--it doesn't matter WHAT you're doing or what your loyalty is. +
Due to several attempts on her life during her career as a druidic mage, and a sever case of paranoia schizophrenia Mother Lewhous has retreated to her magically ward home in the barrens. While she's willing to help any individual of the druidic order, only those with a loyalty of 5 or higher can physically visit her. +
Mother Komodo has angered multiple humans rights groups and more than a few Syndicates who have made a living off of the subjugation of her clients. A number of them would be happy to have her dead; and more than a few might have the money to put a price on her head. +
Wrangling a gang of hyperactive pyromaniacs is busy work, especially when she's pulling double duty recruiting new underlings and rebuilding after a recent raid by the Ancients. Her gang comes first, roll a 1d6 when contacting Mother of Mayhem: on a 1, she is unavailable for the next 1d6 hours. +, Mother remembers the old days, and she doesn't forget the ways her gang was fragged over. Mother of Mayhem refuses to do anything that would benefit Renraku or the Ancients. If she is deceived into doing so, immediately lose a point of Loyalty. If this reduces Mother of Mayhem's loyalty to zero, permanently lose her as a contact. +