Property:NegativeAspectDescription
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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. +, …
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. +
Casey considers herself a method actor. If not carefully checked, the task or idea asked of her might "evolve" in a direction that she feels is either more effective, interesting or profound. Sometimes she even remembers to call back to update the team without needing to be called back. +
Always do an availability test for this contact with their connection 3 higher than normal. +
The Cap'n spends at least a quarter of his day black-out-drunk. When calling him, roll a d6; on a 1 or a 2 he will completely forget who you are. If this happens, the player's loyalty is treated as "1" for the duration of the task, unless a player provides him with some Sober Time. +
As a spirit, The Chef requires a payment in karma in exchange for their services. They will provide alchemical preparations to fill a vault of ages with a rating equal to the karma paid plus their loyalty with a minimum payment of 2 karma. As well, PCs must provide any normal or refined reagents used in the creation process (Setting the Limit, Advanced Alchemy Compounds, or Adding Your Own Spice); if you wish for the preparations to be fixated, then you'll be required to pay the karma cost for that as well. In the event that they fail to make enough preparations to completely fill a vault on their first set of attempts, then you may purchase additional preparations at a cost 20 drams of reagents in addition to providing the reagents used for Setting the Limit, Advanced Alchemy Compounds, Adding Your Own Spice, and karma for fixation. +
The Conductor is locked in the conductor's box on The Zephyr. The only way to communicate with him is by entering The Zephyr. The Zephyr is a train spirit and can only appear on train tracks. +
Ophelia's pretty sure she doesn't remember that time you helped her out. To redeem a chip she owes you, you have to resist an Active (Con) check from her (subtract loyalty instead of adding it to the dicepool). +, There are some things that only distinguished tastes can truly appreciate. Ophelia's loyalty with you is capped by your lifestyle. Street = 1; Squatter = 2; Low = 3; Medium = 4; High = 5; Luxury = 6. (If your loyalty with her is higher than your current lifestyle, you can still keep the loyalty rating, you just don't gain any benefits from it.) +, Ophelia is always hustling, even when it's a detriment to literally everyone around her. Any gear she lends you comes at a 10% surcharge (and she ''will'' try to talk you into buying it). All her service costs are increased by 25%. +
The Girl in Many Colors will never willingly appear in meatspace unless explicitly forced to by the events of the run. She will not make any active rolls unrelated to the matrix for a PC under any circumstances. +, The Girl in Many Colors, true to her name, is a color. The color in question is selected from among the hacker 'hat' colors: Grey, Black, White, Purple, Red and Blue. This can be decided by the GM or by a roll of the dice, with Grey, Black and White being favored over the other colors. When making an action outside of the bounds of a hat's color, she will take a -2 to the action or outright refuse if it is particularly 'out of color'. Her color may be changed by a PC for the cost of one chip. +
The Golden Hind has a bounty on her head by Wuxing, Canton Confederation, Renraku, The Huk, Evo, Azania, Aztlan and Aztechnology; 200,000 Nuyen for her head. +
Fundamentally, The Green-Eyed Witch is in the game for their own interests, not to stick out her neck too far for some fragile mortal runners. As such, she will not perform game actions at significant risk to herself or her standing for any runners with fewer than 5 loyalty. Additionally, she will always ask for karma, favors or tangibly useable information and is not above talking runners into spirit pacts to cement those things. +, As a muse in demand, much of the average troubles of a runner are uninteresting to The Green-Eyed Witch. As such, she doesn't pay much attention to them, taking a flat -3 to all dicerolls. If one wishes to capture her full attention and negate this penalty, they must begin an interaction with her by sharing a secret. This secret can be detailed or abstract, large or small, but it must be interesting. This secret will never count as payment for their services, merely an interesting tidbit. A conversation starter. +, The world is filled to the brim with powerful factions. A number of them are worrying enough to make the emerald sorcerer wary of runners that work with them on the regular. As a result, runners with ten more positive reputation with those factions, or who know two or more affiliated contacts, pay twice the CDP cost for loyalty and spend 2 chips instead of 1 for any favor. These factions are as follows: The Black Lodge, The Illuminates of the New Dawn, The Vermillion Auction, The Draco Foundation, Ordo Maximus, and The Seelie (And Unseelie) Court. +