Property:NegativeAspectDescription
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Sergeant Dornan has schizophrenia and is often subject to crisis that need him to rest at home. Considered him and his Daughter as Hard to Reach accordingly. In addition bringing the Sergeant on stressful situation might cause some issue and the runners might get burn as a result of Alira finding out. (GM appreciation here) +
Billy is kind of an asshole and might not respond when you contact him. The GM rolls a 1d6. If the roll is a one, the contact will just ignore you and not return your call for the remainder of the run or 2x the normal delivery time of the item you were trying to aquire. +
The Finnigans want Shark O'Kyle back, and even if now not in immediate danger, he sometimes is caught up in relocation and unvailable as such. When you contact him, there is a 1 in 6 chance (1 on a 1d6) that he is too busy trying to escape the Finns to be able to be of use. +
Shi is always busy on either their own experiments, or pre-paid assignments from a wide array of less-legitimate clients. As such, free time for runners is a premium, and if help is offered, it usually has a additional cost.
{Roll loyalty at a threshold of 3(2 if in person) to see if Shi is currently assigned to a clients task. A increased threshold at the GMs discretion (Example, working with uninteresting clients) can be chosen alongside to see if Shi requires additional aid/resources to offer their assistance.} +, With routine inspections, and a Biomonitor as part of the agreement - Shi is rather possessive of research opportunities on Awakened/SURGE individuals. Any time Shi is called or delivers a job to a runner, the single following run takes a '''1 reduction in comforts''' from Shi actively experimenting on you (This does not stack with itself). Alongside this:
At <5 Loyalty - If you get any permanent medical assistance (E.G Stim-Patches are not permanent, Trauma Patches are) that is not from Shi - you must pay a chip in debt of the deal.
At 5/6 Loyalty - if you get any permanent medical assistance (E.G Stim-Patches are not permanent, Trauma Patches are) that is not from Shi - Shi is willing to forgive you at no chips indebted assuming you allow it to conduct a reapplication of events for research (Increase the DV of fatigue by 2 if under 3 comfort)
This quality can be declined by Awakened/SURGED characters, and has no effect to Mundane characters.
If declined after it was once accepted, reduce Shis loyalty by 2, if at 0, Shi assumes you are not a reliable assets and is lost as a contact (though can be rebought later). +, Like many things, Shi is not quiet understood by many of its contacts. Inhabiting what is best described as a rotting metal carcass, with the social latency of a Monad, with most sapients only interacting through necessity rather than by choice.
{Cannot be used for networking checks. At GMs discretion, penalties to both KNOW/GEAR checks can be enacted due to the abnormalities in its existence/lifestyle - active checks are limited to its compound, or relevant auto-doc facility} +
Sometimes, Alejandra's really just not feeling it. Every day she's around, roll 1d6. Alejandra will be:
1: Despondent (All dicepools are halved.) /
2: Lethargic (Everything takes twice as long.) /
3: Noncommittal (She's just kind of vague and uncertain about everything.) /
4-6: Fine. +, Being a fungal SURGE is... not particularly pleasant. Besides the constant trouble breathing (which makes her a poor choice for any physical work), being in the same room as Alejandra (or one she's been in for a while) is going to fill your lungs with spores.
When meeting with her in person, either:
a) Wear a respirator. Alejandra will be upset by this reminder of her condition, presenting some kind of complication at the GM's discretion (for example, making it harder to convince her to help, or making her request more payment than she usually would. This is not borne of maliciousness, just misery.) or;
b) Bear with it. Every minute you're there, roll BOD, plus any bonus resistances to natural toxins. If you get less than three hits, gain Disorientation. On a glitch, gain Nausea. +
This is someone who doesn't think that their contacts are runners and doesn't understand the whole runner thing. If they find out you are a runner, immediately make a test of loyalty. If you fail the test of loyalty, they will think you are a terrorist, burn you and contact law enforcement. If you succeed in a test of loyalty, they will be willing to listen to you explain yourself and even help you leave the runner life. You might be able to convince them to associate with the shadows. Contact a GM or Thematics if this happens as it may involve the removal of that tag. Gear contacts with this contact will only sell you legal gear or restricted gear with the appropriate licenses unless you conduct a social test to convince them the lack of paperwork is for a benign reason. +, The GM rolls a 1D6 in secret. If the roll is a one, they will not answer the call immediately. When they call you later, they'll explain that their babysitter didn't come, the triplets had a party, school event etc. +, A healthy balance between work and private life is paramount if you don't want to burn out. They don't, so they tune out of business matters outside of normal PST office hours (9-5, Monday through Friday). Add +5 to the threshold of his contact availability test if trying to contact them at other times (very early in the morning, late in the evening, on the weekends). +
Sir Reginald takes Twice as long to complete any task, He is a busy man and often gets derailed by his own desire to tell stories of his friends and "the glory days" +, Reginald does not search for gear, he only checks his own teams vaults and treasures. He cannot find an item unless its at its highest rating, if one is available (Otherwise it must be rating 6+). He will also never find Consumable items (such as drugs, bullets, ect). Finally, if the item can have modifications, it must already have at least four when purchased from this contact. +
Always louder than it needs to be, always rougher than you remember. Roll a 2d6, and refer below to see the result.</br></br>
3 - 6: She's on smoke break, but she'll still help you out. Whatever she's doing for you, it takes double the normal time.</br>
7 - 9: She's in a very bad mood over some nonsense, and she charges you a chip just for the call. Now what do you want?</br>
10 & 11: Lucky you called! She needs you to do something for her on the run, decided by the GM. Complete your new secondary objective or pay a chip.</br>
2 or 12: You've got great timing, because she happens to be free. Sister Mary Gunrunner helps you out as normal. +, You think I could sell missiles out of a church without drawing the wrath of God, or whatever saints call punching a sinners ticket these days? No way, no how, chummer. I keep it on the downlow, idiots who get greedy end up dead. Sister Mary Gunrunner will refuse to do any business involving any sort of above-board legal authority. Furthermore, she won't operate outside of C (or lower) security zones, and is unable to get ahold of anything higher than availability 16. Raising her connection above 2 requires a run. +
It can be difficult to communicate with Skinshedder due to its lack of language, and if converged on by GOD it will perish immediately. +
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. +
Solarian's rule is undisputed. Runners will have to prove they are worthy of his loyalty. Increasing Loyalty with this contact requires the following equation: New Rating x 4 CDP. +
Soot-Steps doesn't like having to work. As such, she's usually pretty bad at helping out or being reliable in what you ask of her. Whenever contacted, the GM rolls a 1D6 in secret. If the roll is a one, the contact will say, with complete confidence, that they will do the request or that they have the right information. They will then flake out or their information will be wrong. They will say they got the gear, then accidentally sell it to another person. +
MIho still having guilt for what happened to her husband has a negative view of anyone using personafix chips. furthermore, treat her loyalty as one lower if a runner has positive Ares Rep. +
Sparkplug juryrigging is dubious and his experiment can fail. When Sparkplug's is entrusted to make modification or when the runners use the Nitroglyceri-Methanol,GM should roll a secret edge test (3). If succeeded nothing wrong happen, if failed the bonus become a malus. On a glitch the vehicle suffer a breakdown and need a standard repair. For critical Glitch refer to the related aspect. +
Spex refuses to give up her mornings (community service) and her nights (night life). She puts in her 8 hours and then clicks her work comm off. Add +5 to the threshold of the contact availability test if trying to contact Spex outside of her normal hours (11am-7pm PST). +, Spex is very popular in the underserved Carbonado area. Chulos and Coyotes alike keep her clinic booked solid. 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. +, In terms of Runner clientele, Spex is fairly selective. She despises the meek and corporate aligned, and is loathe to work with anyone so bland and spineless. The cost to upgrade this contact's loyalty is doubled unless the character has either visible cyberware or the Distinctive Style quality. Loyalty costs are also doubled for any character with a Corporate or Corporate Limited SIN. +, …
No matter what this contact does for you he will always pursue the Sea Dragon's advantage. Regardless of loyalty, he will actively work against runners (GM decision) if he thinks he can work out an advantage for the Sea Dragon. This can range from false information to sending mercenaries to work against the runners. He will never let them see through. He will always deny it. +, Will never work against Sea Dragon and will refuse to work with any runners who have a bounty from the Sea Dragon. If you contact him during a run and use the information provided to work against the Sea Dragon roll a loyalty check. if it fails he sets a bounty of 25.000 Nuyen on your head and burns you. If it succeeds he just immediately burns you. +