Property:NegativeAspectDescription
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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. +
Theriot is deeply obsessed with finding his lost love. When attempting to contact Theriot, roll a D6. On a 1 or 2 the Dragon is not available for long range or digital communication and will need to be hunted down in person as he has become obsessed with a new lead. +, Like the city he calls home, Theriot has seen many changes and much loss in his time. This includes his initial lair and magical hoard which is still inaccessibly sealed. When using Theriot as a gear contact, roll 1d6. On a 1 the Dragon is unable to provide the gear and rapidly ends the conversation out of embarrasement. +, Theriot is the equivalent of a several thousand year old Sad Boi. He is generally disinterested in mortal affairs unless he can be convinced it would further his search or his ends. Any services that do not directly correlate to the restoration of New Orleans or the quest to find his former ally cost a full chip. This can be mitigated by bringing information about his former ally or secrets about Lousiana. +
Throwing-Bones’ shop is a jumbled and confusing place because, despite his shyness, Throwing-Bones never says no to someone in need. His shop and the apartments above see the coming and going of intransigent gutterkids and on any given day he’s likely housing a dozen or more. That’s a lot of mouths to feed and street doc bills to foot. Sometimes, with quiet embarrassment, he has to ask for a bit more than usual for his services. (Roll a 1d6. On a 1, he will ask for 1d6 x 50 nuyen more for his services than normal.) +, Throwing-Bones has a hard time saying no. People are always asking for favors, putting in more requests than he can possibly handle in a timely fashion. He’ll apologize profusely and sometimes even quiver with shame and embarrassment but it’s just going to take longer than normal to get that order filled. He’s sorry, truly. Please don’t yell. (Each time Tossing-Bones provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.) +, Throwing-Bones has children to care for, even if they aren’t his. He makes sure to carve out enough time each day to tend to their needs and gives them all his attention on weekends. You see, there are always more shoes to cobble, clothes to mend, and big meals to be made. More bedtime stories to be told and sheets to tuck in. He hopes you understand. (Throwing-Bones is hard to reach outside of his shop’s PST operating hours (9-5, Monday through Friday). Add +5 to the threshold of his contact availability test if trying to contact him at other times (very early in the morning, late in the evening, on the weekends)) +, …
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. +
Without speaking the language, you'll never really get to know each other.
This contact can understand English but will only speak to runners in Russian.
Unless fluent, subtract 1 from this contact's effective loyalty for each rank below 6 your character has in Russian. +
Tim will only communicate over long distances by a courier-owl (Owls that carry letters or other small packages), which is his animal familiar. He will often use this mode of communication to deliver short messages, and if extended correspondence is necessary, delivering a meet location. It is impossible to contact Tim first without physically going to see him. +
Tin Can Bill is often busy drinking, running fights, or simply asleep. He does his best, but sometimes things fall through the cracks. 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. +
Skeptical of non-elves. -2 dice pool to anyone attempting to con or negotiate with Tirin unless there is an elf in the party. +
Roll a 1d6; on a 1, law enforcement will discover Tohru at some point after he's called. You may choose to buy Tohru a burner SIN appropriate to the run, (Rating 1 for a milk=>6 for a prime) to avoid making this roll. +