Property:NegativeAspectDescription

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S
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.  +
T
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.  +
The TechnoRATS are technocritters, which means no full understanding of Cantonese and societal norms. Getting this contact to ''do'' things might require an Animal Handling check with Loyalty as a bonus and the threshold of 6 - Loyalty or bribing with appropriate snacks, datachips, toys - especially tech - at GM discretion. They do understand limited Cantonese from living in Kowloon, but usage of complex terms and ideas may not go over well.  +, The TechnoRATS cannot speak. They communicate strictly in emoji-based Matrix messages and typical rodent squeaks, cheeping and hisses. Use your creativity and innovation to get them to do what you actually want them to do. If the GM believes the message could be easily misinterpreted, they will ask for Animal Handling (3) boosted by Loyalty.  +, They're smart, but your lowly metahuman needs are often beneath them. They tend to view interactions less as straightforward requests and more as a group collaboration. When contacting them and leaving them unchecked, the GM secretly rolls a D6. If they roll a 1, the task or idea asked of them "evolves" in a direction that they feel is either more effective, interesting or profound - or just gains them tasty new snacks. They can be turned back on tracks with Animal Handling (3) boosted by Loyalty.  +
Tecomah is selective about who he works with. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check he is asked to do.  +
Ted is a law abiding corporate citizen. If Ted finds out you are a runner, immediately make a Test of Loyalty. If you fail the Test of Loyalty, Ted will think you are a terrorist, burn you and contact law enforcement. If you succeed in a Test of Loyalty, Ted will be willing to listen to you explain yourself and even help you leave the runner's life. You may be able to convince Ted to associate with the shadows but ONLY if the runner has an active P2.1 and a Fame-related quality as a “celebrity shadowrunner”. Contact a GM or Thematics if this happens as it may involve the removal of that tag.  +, Ted will only work with you if you can prove that you’re serious. Serious people have P2.1. People without P2.1? Anti-social malcontents. Anarchists! Contacts who interact with Ted must have an active P2.1 account. Given his position within the organization, it must be attached to a Fake SIN of Rating 4 or higher. Elsewise he’s like to immediately detect that “Brad Braderson” might not be a real profile...  +, Ted will deal with you under the table, and at arm's length. Any closer association, given his P2.1 status, will require linking accounts. And Ted can’t risk tanking his score by associating with some weirdo nobody from the Seattle Metroplex. Ted’s Loyalty can only be raised above 1 if the character has a Fame-related positive quality.  +,
-2 to Networking tests  +
During the night, Tee & Vee are occupied with protecting their charge, which makes them hard to contact. If you're trying to contact Tee & Vee after 6PM in-game, roll 1d6, on a hit, the bodyguards answer, on a miss, you may leave a message and they will contact you in the morning.  +, Tee & Vee don't talk. It's unclear if they ''can't'' or just ''won't'', but they are dedicated to being the silent protectors. If contacted, they'll send information through text and DNI, but will not verbally communicate to anyone with less than 5 loyalty  +
If Terry's firm is used in a job against Tir Tairngire, or one of his drivers 'overhears' information of a plot against them. Terry will have his driver do the job, then rat you out to his masters.  +
Even before her training, Tessen was always a shut in individual who rarely let anyone know much about her or what she was thinking. Her loyalty cannot be raised above 2 outside of runs.  +
This contact is not valid for use by Shadowhaven characters, it is for testing purposes only. Seriously, why are you still reading this?  +
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.  +
Increasing Thalia's loyalty always requires a run that benefits the Black Lodge. There are no exceptions to this. Additionally, she is a bit hard to get on the phone on someone else's schedule. Add +3 to the availability check for anyone below Loyalty 4.  +