Property:NegativeAspectDescription
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This contact is infected with CFD. Because no one trusts them and they have difficulty understanding metahumans, they may not be used for networking tests. They may also have trouble providing information from knowledge skills or performing active skills as the GM sees fit based on this naivete, which could incur a dice pool penalty or disallow the test in extreme cases. +
A true believer in the Psionic tradition, Psychopomp doesn't respect other magical traditions or their perspectives. At the GM's discretion, he may receive penalties to tests involving magic or magi of other traditions if he even bothers to entertain the player's request. +
For each time a Runner contradicts Puff, immediately roll 2d6(+Deep Weed Addiction modification). If the result is greater than or equal to 7, the Runner immediately loses one point of Loyalty - if the Loyalty drops to 0, the Dragon breaks contact with that Runner and will do everything in its power to wipe out that insolent fly. +, When a Runner makes contact with Puff, determine if he is drugged. Roll 1d6 on a 5 or 6 the Dragon is going through one of his withdrawal phases and is extremely edgy. Add +1 for a 5 or +2 for a 6 to the result of the Temper test. +, Puff wants to rise in the web of dragons and is well networked with the dragons of Aztlan. If a runner has a bounty from Aztlan or Aztechnology and Puff finds out, he will do everything he can to trap the runner and exchange him for a favor with one of the dragons from Aztlan. +
Jack swore to never enter the plane of mortals again. As a result, he can't do any Gear checks at all and any Networking or Active checks must be related to metaplanes. +
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Always do an availability test for this contact with their connection +3 than normal. +
After her childhood friend was Infected and managed to both stay incognito and kill several people, Quanah is vigilant about with whom she deals. She takes -4 to any active, networking, or knowledge check that involves interacting with someone she hasn't personally verified to be Clean. +
For every full increment of ¥4,000 owed to her for services rendered, Queen Elizabeth demands at least 1 karma, replacing nuyen at a rate of 1 karma for every ¥2000. EG, a debt of ¥6,000 could be paid a 1 karma and ¥4,000, 2 karma and ¥2,000, or 3 karma, but not with nuyen alone. This has no effect on debts below ¥4,000. The karma is delivered via a ritual conducted by the Queen's Steward, Tatsuo, who holds her spirit formula and will defend it with his life. Lizzy does not expect payment up front, and will happily wait until a run is over to take her due, but any unpaid debts decrease Loyalty by the amount of karma owed if they are not paid back after the end of a run. +
Quinn's a made man in the Finnigan mob. Whatever the situation, his loyalty lies there first. If a runner takes actions that harm the Finnigan Family, make an immediate loyalty test. Failing the test results in the contact being burned. On a success, the runner instead owes Quinn a chip. +
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The Empress of China has no conception of loyalty. Loyalty can never be raised above 1. Although the Ghost Train will accept appropriate reagents some karma must be part of every deal. The Empress's opening position will be 1 point of karma per person per time zone of travel. The Empress of China can be negotiated with normally but remember Wild Spirits are perfectly willing and able to walk away from a deal and may be insulted if not given the respect they feel they deserve (p. 177 FA). +, The domain of the RMS Empress of China is the route of the All-Red Route Song line connecting Vancouver and Hong Kong via Yokohama. A rating 3 Song line runs along the Royal Mail Service route, roughly 1,000 meters wide. +, The Empress will accept reagents and material goods in return for low level spirit markers (Rating 1 or 2) but reagents must be anthracite coal. Rum and naval momentos are also acceptable. +
The Empress will accept reagents and material goods in return for low level spirit markers (Rating 1 or 2) but they must be anthracite coal or rum. +, The domain of the RMS Empress of China is the route of the All-Red Song line connecting Liverpool to Halifax and Quebec City, roughly a 1,000 meters wide. A rating 3 Song line runs along the Royal Mail Service route. +, The Empress of Ireland has no conception of loyalty. Loyalty can never be raised above 1. Although the Ghost Ship will accept appropriate reagents some karma must be part of every deal. The Empress's opening position will be 1 point of karma per person per time zone of travel. The Empress of Ireland can be negotiated with normally but remember Wild Spirits are perfectly willing and able to walk away from a deal and may be insulted if not given the respect they feel they deserve (p. 177 FA). +
Will never work against Ares and will refuse to work with 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 reearn favor with her. +, Rachel is a very busy woman. Getting her on the phone can be an exhausting effort. If loyalty is less than 5, roll a 1d6 to determine when the phone call will be returned - on a 1 or 2, 12 hours, 3 or 4, 3 hours, 5 or 6, fifteen minutes. Rachel always picks up immediately for those of loyalty 5 or more. +, Rachel is paranoid that she is being attacked by bug spirits and with good reason. Countless attacks on her life and attempts to take her over prove her right and feed this paranoia. That's why she has an elaborate file on all her contacts to detect any deviation in their behavior. Whoever chooses her as a contact automatically receives the negative quality "Records on File (Ares)" and cannot remove it as long as he holds this contact. +
Radio Head is no stranger to days-long talk-a-thons, because long haul is a hell of a drug. When you call him up, roll a 1d6 - if the result is higher than your loyalty, you're on air! Hopefully, you're not going to say anything incriminating. +
Ramon will take any opportunity to advance his own goals, damn the cost to others. Any time he is called during a run, make a loyalty test. On a failure, he sells you out to further his own goals. +
Randall asks way too many questions, especially if you look remotely interesting when you stop by. If you call on this contact (for some ungodly reason), you'll need to make an appropriate social test to either spin him some bullshit or intimidate him into not asking. Otherwise, he'll leave out the juiciest bits of gossip. +
Raytheon was a soldier, enlisting to help protect his family and the people of his community. Willing to go to hell and back to protect them and anyone else in a similar position. Raytheon will not accept any request that would harm or endanger innocent civilians either immediately or the near future. +
He's new to his job, but reluctanct to be a leader. Given his lack of skill and lack of faith, Re:Gulus has an extra -1 on Networking tests tests +
A bounty of 75,000¥ has been placed on Red Bonnie's head by Tír na nÓg, for her connection to a string of terrorist attacks in the 2060s. +
There’s a good chance that the gear you order is used—some even say it’s cursed... But at least it comes with the reassuring smell of disinfectant. (1 in 6 chance that Gear acquired from him, on a run, gives the player the Bad Luck quality temporarily until the run is over – GM discretion) +
Fundamentally, Rehr is here to seek motivations unseen they must indulge in, not to stick out their neck too far for some fragile mortal runners. As such, they will not perform game actions at significant risk to themselves or their standing for any runners with fewer than 5 loyalty. Additionally, they will always ask for karma, favors, or tangibly useable information and is not above talking runners into spirit pacts to cement those things. +