Property:NegativeAspectDescription

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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.  +
Repo takes his job deadly serious. If you owe anything to Red Ledger, he will not perform favors for you or work for you until you've settled your debts. There is one exception - if you have the Made Man quality with Red Ledger, he will begrudgingly assist.  +
Phantoms are chained to a specific location and can very rarely leave it. If you need Repo Man's help, you'll need to go to him.  +
Joseph Hodge has lost his family to time, his friends to his reputation, and his reputation to misfortune. It is not possible to conduct business quickly with him. He wants to talk, to hear how you are doing, how the weather is where you are at, and so on. Every call for information or networking takes twice as long, as does any request to acquire gear.  +
Since he's a feline, his knowledge on the world of metahumans is limited at best. He will Glitch any Knowledge or Networking Checks unrelated to animals, shifters, or the Seattle Animal-Metahuman Alliance.  +, Despite his lovable demeanor, Rex tests the boundaries of those around him. When he is faced with a Networking, Etiquette, or Negotiation check, the PC must first roll Edge+Loyalty. If the result is 0, he will purposely glitch by insulting the person he's conversing with.  +
Taking care of a whole community is hard work and very expensive, sometimes he will need to ask for a bit more than usual. (roll a 1d6, on a 1 he will ask for 1d6 x 50 Nuyen more to help)  +
Rino is a loyal member of the Yoshinaga-gumi and will not aid runners in any actions that run counter to the clan's interests. Further, if she catches wind the runners are planning to cross the clan directly she is likely to discreetly feed this information to the oyabun directly before burning the contact once the attempt is thwarted.  +, On all checks not directly related to clan affairs (i.e. a run on their behalf), roll 2d6 and subtract loyalty. The normal time taken to provide the service is multiplied by the result. This penalty may be bypassed by spending one chip for members of the clan, or two chips for runners who are not members.  +
Ritz has no loyalty to the Haven. She's got better things 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.  +, Ritz is not known for her subtlety. When utilized, roll a 1d6. On a 1, the actions Ritz takes are obvious and are easily traceable back to you.  +, Ritz gets excited about most of her adventures in Europe and will talk your ear off at any opportunity. When contacting her, the GM secretly rolls a D6. If they roll a 1, Ritz gets lost in the weeds and will ramble for hours if not stopped with a Negotiation (3) or Intimidation (3) test.  +,
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.  +
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.  +
Due to being a starting up fixer in Seattle, there is a chance that he won't be able to help the person calling for him. the Gm rolls a 1d6 and on a 5. they are sent a message that he is currently busy at the time. and will try to get back to them later.  +