Property:NegativeAspectDescription

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A
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.  +
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.  +
Living a fairly nomadic lifestyle on the edge of Salish makes contacting Beastmaster troublesome at times.  +
She's not interested in "fraternizing" with runners, viewing most as just business. Good they buy her guns, she doesn't mind selling them even forbidden ones as long as they pay, but more? Try harder, chummer. Her Loyalty cannot be raised above 3 outside of a private run advancing her career or getting her an interesting gun.  +, Betty just doesn't care about most runners enough to risk a healthy balance between work and private life - after all, it is paramount if you don't want to burn out. 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). Prepare for much passive aggressiveness even if she does pick up.  +, Betty is an Ares yes-woman through and through. Her primary focus is her career… err, ''the success of the company!'' She will not accept requests obviously against Ares Macrotechnology or Weapons World (GM discretion), and might request "favors" (chips) in return for her help if your Loyalty with her is 3+.  +
Benjamin does not get paid enough for this shit. He's a big strong adept but for some reason, no one fucking pays him enough. If, at the GM's fiat, he's placed in situation's that he's not getting paid enough for, he will just fucking leave. Situations might involve getting shot with multiple bursts of APDS or overwhelming magical threats. If you pay him enough (6000 is a good start), he'll fight harder and stick around.  +
Bernie was severely wounded in his last fight with a bug queen and now only has control of left arm. Because of this he rarely leaves his den and is almost defenseless when he does.  +
The Sprawl is tough, but we'll get through it together. Donny will never go against the people of Redmond, this includes local gangs (Red Hot Nukes, The 162s, Rusted Stilettos). In addition, any character known to have a Corporate SIN (limited or full) has the cost to increase Donny's loyalty doubled.  +
Big Juggs is very attached to his current housing situation. Even while active, he will not leave the NEOnet juggernaut he is housed within unless it is destroyed without the possibility of repair. In mechanical terms, that means he won't possess or empower non-juggernaut items.  +