Property:NegativeAspectDescription
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Springtime Birch is a prodigy. Beyond ordinary book smarts he has an innate connection to wildlife that is preternatural. Simply put: he’s incredible. And he knows it. He’s going to make sure you know it, too. Players must succeed on an Etiquette (1) test to display appropriate layperson awe at his knowledge and talents or, out of petty irritation, his services will cost twice as much. +, Springtime Birch has little respect for people, but abundant respect for nature. He’s more than happy to help tame and train critters, both para and normal, but he will not train them for combat. If they have innate predatory instincts, so be it, but they will not suffer in pitfights under his watch. If Springtime Birch discovers that the (para)critters he’s training are being subjected to suicide work or bloodsports he will immediately burn the player and become their sworn enemy. +
St1tch is a carrier of HMHVV, and is extremely cautious about preventing infection. She will not meet in person for anyone below loyalty 4, and will absolutely refuse to go anywhere with a large number of people. She's a hypochondriac, and carries around cleaning supplies to disinfect nearly every surface that she touches. Any active checks made in meatspace will take a -4 due to the difficulty of staying clean in a city as dirty as Seattle. +, St1tch hates the infected with a burning passion. Every time this contact learns that a character has helped an infected group, decrease their loyalty by 1. If loyalty drops to 0 in this way, St1tch consider the character an enemy and become actively hostile. +, While she's normally quiet and professional, the taint of dissonance in St1tch's aura occasionally rears its head. When calling this contact, the GM rolls 1d6 in secret. On a 5 or a 6 St1tch will become agitated, aggressive, and volatile. Any checks not relating to the purging of infected will cost 50% extra and take a -2 dice penalty. In addition, any active checks will be performed with little to no regard for subtlety or collateral damage. If the player argues with St1tch or questions their methods, they must either take a chip or lose 1 loyalty with the contact. Loyalty lost in this manner also counts towards the "Vendetta" aspect. +
St@b didn't make it this long giving out stuff for free. Everything in the sixth world has a cost, and if you want her help you're going to have to pay in full. She will not work for anything less than complete, up front payment; asking for a favor or talking up potential rewards is a quick way to get yourself hung up on. She may accept payment in something other than cash, but it'd better be a damn good offer. +
Stella is a full-time student and sole proprietor of a business; as such she tends to be a bit overworked. 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. +
This character suffered the ill-fate of being burned in the intelligence community. They act carefully these days, suspicious of anyone that they do not deem loyal enough. The minimum loyalty of this contact is 2 and they may never be taken by characters with connections to intelligence agencies or foreign governments. In addition, they are reluctant to discuss their knowledge or contacts gained during their years as a spy. +
Storch will never do Active checks on the surface or Matrix on a runner's behalf. As if that weren't enough, Storch demands a chip for any Active or Knowledge check instead of nuyen. This may be paid back with runs that benefit the AI. +, Storch' existence is more or less a secret. People outside of MCT shouldn't know about her existence. Networking checks will not be performed outside of MCT assets or employees. +
Styyles is easily insulted, if he detects even the slightest slight against his quality work, he will be sure to mention it to his other contacts and retract his work, and he knows Vory contacts. +
SD is often busy executing survey or salvage contracts and is rarely moored up for long. You'll need to wait for him to get back in. 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. +
With her past, she is always weary of getting tangled in again with the big Y. She will be incredibly weary of doing stuff with/against Shiawase and Renraku, and will outright refuse to get involved in anything that concerns MCT or the Yakuza itself even tangentially. +
Life can be hard when you're living on the street. When Sylphiette reaches out to a contact, roll a D6. If the number rolled is equal to or lower than your loyalty, Sylphiette will feel confident enough in your relationship to ask for a favor. This could be anywhere from money to transportation to help in her personal life. Otherwise, she'll ask for a favor and reply, as always "Nevermind, just forget it." +, Sylphiette may struggle with self worth and depression, but she absolutely won't work with people who are openly homophobic. She won't let her identity be corroded by people who can't mind their business. Being openly homophobic towards Sylphiette will cause her to immediately burn the contact. +
She gets excited about any critter, no matter how dangerous (in fact, the less cuddly it is, the better, it would seem) and will talk your ear off at any opportunity. When contacting her, the GM secretly rolls a D6. If they roll a 1, Sylvia gets lost in the weeds and will ramble for hours if not stopped with a Negotiation (3) or Intimidation (3) test. +
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T00F is extremely distrustful towards non-infected, often veering into outright prejudice. Although they believe collaboration is necessary, they're certain that non-infected will stab them in the back the first chance they get. They take a -2 to any rolls made for non-infected below loyalty 5. In addition, non-infected cannot increase their loyalty beyond 3 without a dedicated run. +, Under no circumstances will T00F do anything they believe will harm Seattle's infected population. If they learn that a character has dealt a significant blow to an infected group, decrease their loyalty by 1. If loyalty drops to 0, T00F will consider the character as an enemy. If they find out that a character has assisted with the purging of undead, even feral ones, the contact is immediately burned and becomes actively hostile. +
Will never work against Erika and if she catches wind you're trying to do so, she's too conscientious to keep it under wraps. She'll report you to her boss. +
Tajin's wife has him wrapped around her finger, and if he's not cleared something with her beforehand there's a chance she'll keep him home no matter what you try to bribe him with. Roll a 1D6 when contacting Tajin: on a 1, he is unavailable for the next 1D6 hours. +
Kurosawa-san has been laid low. But this isn't his first time being in this position. He worked his way up once before, he'll do so again, and he'll do anything to get there. Kurosawa would do anything to earn his place in the sun - whether that means betraying a runner to the Kanaga-gumi, selling out private information, or stealing equipment he's been asked to safeguard. When an opportunity arises for Kurosawa to advance his position at the expense of a runner using his services, the runner must pass a Test of Loyalty (reference contact rules) or they will be betrayed - with inevitable platitudes about the "essentials of business" to follow. +, Kurosawa-san is a man of the family, and keeps his priorities as such. Requests made to Takashi for tasks or jobs that do not directly benefit himself or the Kanaga-gumi have a 25% chance to be outright refused or ignored. Those requests that are accepted accumulate twice as many chips to be paid off. +
The GM rolls in secret a 1d6. If the roll 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. (For Tanya, it's probably because she got kidnapped again. Don't worry, it's probably fine.) +
When entrusted to complete a task, the GM rolls 1d6. On a result of 1, the completion time is at least twice as long. +
Taranis Lú is a former member of Ex Pacis, the group behind the Shutdown and part of the cause of Crash 2.0. Associating with Taranis Lú is the same in many minds as associating with terrorists and may cause additional social penalties. +
When a PC calls Tatiana, roll a 1d6. On a 1, She is in Montréal for this week. Double the delivery times for all gear, she is not available for any active checks, and any comm call will be sent to voicemail and returned approximately one hour later. +, Tatiana Will never work against CATCo’s interests, Québec, or the Gendarmerie directly. +
Technika's radically negative opinion on Bioware is almost exclusively thanks to MCT. While she understands how it can help others, she struggles to justify its existence to herself due to the many atrocities - especially towards Technomancers - that MCT and likely other corporations have committed. Technika absolutely refuses to make any Gear checks to obtain Bioware of any type or grade. +, Technika rides a fine line between "respected employee" and "loose end" within MCT. If they ever found out she was involved in something that hurt the corporation, she'd have to disappear for a while or at the very least she would be very unlikely to be particularly helpful beyond the bare minimum. If you botch a Run involving screwing with MCT in some way, or MCT Security catches you/finds you after a Run, Technika may require some recompense to continue working with you. Make a Loyalty Test. If you fail, you will owe Technika a number of Chips based on the Threat Level of the Run (1 for Low, 2 for Medium, 3 for Hard, etc). +, While she is a willing employee for MCT, it is solely for the cybernetic and non-biological technology side of things. Her disdain for Bioware and MCT's hand in it is so strong that she will assume that you sold out to MCT and helped them with their research and development of bioware (and the likely associated torture of Technomancers and other individuals of metahumanity) if you do work for the Megacorporation. She believes so strongly in her morals that she believes that her working for MCT and ''you'' working for MCT are two very different, very opposed things. As a result, if you do a Run on behalf of MCT and Technika finds out somehow, Technika's Loyalty score is reduced by 1 point. +