Property:NegativeAspectDescription
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Always do an availability test for this contact with their connection 3 higher than normal. +
The Boom Queen only enjoys messing with large, powerful guns and does not waste time with guns that are either small or focused on long range, impersonal combat (unless it's an Assault Cannon, Grenade Launcher or other Heavy Weapon). This means she will not make Gear checks to find any pistols, smgs, or sniper rifles. +
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. +
The Keeper is not easy to reach. They can't afford eyes on them. They will not allow some runner to jeopardize their safety when they have more to collect, more to research, more to do. Make an availability check whenever they are called upon and add a +3 to the check in order to find them. Even if it should be successful, results will be delayed. +
The MASTER has no time for social niceties, being completely unaware of his abrasive nature. However, he is extremely sensitive to signs of disrespect, or those who show any form of disapproval, and if particularly incensed by a supplicant's behavior, will punish them accordingly for their mistakes. +, The MASTER considers the meat to be a weakness, those who try to contact him from the meat will meet only silence. +, The MASTER made a deal with the Draco Foundation, and he will honor it too the letter. He will not assist a supplicant who seeks to actively work against the Draco Foundation, and if asked, will report them immediately to his handler. +
Much like any other coach The Man gets easily worked up when his people perform poorly. If the team Fails a run or to fulfill all objectives Mandatory or Bonus The Man refuses to assist them until they successfully complete a run and all of its objectives. +
The Movers are very particular about paperwork as it key to any delivery. When picking up something the item will need to be signed for, and when an item is delivered it needs to be signed for. If an item is not signed for remove 1 Loyalty and the item is not delivered as The Movers have no obligation to move something without proper paperwork. +
The Orient Express will accept reagents and material goods in return for low level spirit markers (Rating 1 or 2) but they must be iron or anthracite coal. Similarly the token worn for status is the Compagnie Internationale des Wagons-Lits logo cast in iron. The only status that qualifies for a rating 5 spirit marker is a tattoo of the Compagnie Internationale des Wagons-Lits logo with ink containing iron. +, The Orient Express has no conception of loyalty. Loyalty can never be raised above 1. Although the Ghost Train will accept appropriate reagents some karma must be part of every deal. The Ghost Train's opening position will be 1 point of karma per person per time zone of travel. The Ghost Train 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).. +, The domain of the Orient Express is the route of the Compagnie Internationale des Wagons-Lits railway with a 30 meter right-of-way to either side except for large facilities such as stations and marshalling yards. A rating 3 Song line runs along the center of the Orient Expresses' domain. +
The Sommelier has a very specific way he conducts business and a limited clientele list. A smart runner will behave accordingly. Any interaction with him or gear acquisition request requires an Etiquette Test (2) to conduct business; however, if a runner has a lifestyle that is below High, the etiquette test to work with him has a threshold of 4.
If an Etiquette roll fails, a player must pay to make amends by paying an additional 10% of the amount that was otherwise being bought as a 'service fee'. If they have a critical glitch, they can only redeem themselves with the contact by spending a chip.
Until the runner has made proper amends, The Sommelier will refuse to do business with them - though he can be potentially swayed should they arrive with a rare enough vintage in hand in an emergency case. +
Will not answer any questions about his magician training, or the Wheel of Life, as all followers are sworn to secrecy +
Takashi is Wanted from Renraku for desertion, Missy is wanted from Knight Errant for the same and went missing before "processing", and Sharptooth essentially screwed over NeoHaven. +
The Will of The Hammer is a possession spirit, and which can make contracting it’s services difficult. Contacting it requires either the astral messaging spell or visiting it in its forge. Asking it to perform and physical service requires you to provide a willing metahuman/metasapient vessel for it to possess, which can include yourself. +
Theodore will not betray the clan, and if the runners attempt to get him to do so, he will feed them false information to lead them into dire circumstances. If they are loyalty 5 or 6, he will simply refuse outright, in this case, reduce Theodore's loyalty by 1. +, Being as informed as he is, betrayal and the varieties they come in lay plainly to him and thus he is slow to accept the good intentions of others. Theodore's loyalty cannot be raised above 3 outside of associated runs, and only 1 loyalty at a time. +