Property:NegativeAspectDescription
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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. +
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. +
Top Dog will never work against the triad, if he suspects a service asked of him is to be used against the Triad he will give out false information and attempt to have the runner who asked ambushed and killed. +
Looking over a gang is busy work, and Toro finds himself overseeing a lot of their operations with such a tight crew. Always make an Availability Test for this Contact with their Connection +3 than normal. +, Los Desperados and Lone Star don't mix. As such if a runner has a positive reputation with Lone Star, treat all services as having 2 less Loyalty, with an additional 1 less Loyalty per 5 positive reputation with Lone Star. +, While not a grand amount, his face is definitely plastered in a few towns in the CAS with a bounty on his head - dead or alive. +
If you ask him to fight for you, the information WILL get back to SpinGlobal. Also afterwards YOU have to fight him. He thinks SpinGlobal is the most radical corporation, and is proud to work for them. +
Mortals pass in the blink of an eye. Easy to use, hard to care for. To stand out, you have to shine. CDP/RVP costs to raise contact loyalty are doubled. +, Sometimes Treasa decides to steal a bit of fun out of particularly stupid or insulting requests. At the GM's discretion, if such an ask is made, make a hidden loyalty test. If 2 or fewer hits are scored, Treasa will bend and interpret the request in a way that amuses her, very likely to your peril. She will not do this if the stakes are important to her, and she attempts to be relatively non-malicious with her fun if the player has a loyalty of 4 or greater. +, Beware the favors of the Fae. Paying off an owed chip requires either a major and often hazardous task, or one that is truly unpleasant to the character, (GM's discretion). Owed chips cause double the normal penalty on contact rolls. +
-4 to Networking checks among non-Infected, +2 to Networking among Infected. Cannot deliver goods during daylight hours. Will require flesh as part of the payment from anyone with Loyalty 2 or less. +
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. +
He is privately bored of society, but cannot disengage from it. If Trip fails a contact availability roll, it's very likely he is attending to the needs of his position. +
As an exiled Fae, much of the average troubles of a runner are uninteresting to Sulla. As such, fae don't pay much attention to them, taking a flat -3 to all dicerolls. If one wishes to capture faer full attention and negate this penalty, they must begin an interaction with faer 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. +, Any person would steal the fire of the fae, use Sulla as a forced invitation to the courts. Roll a 1d6; on a 1, law enforcement will discover Sulla at some point after fae's called. You may choose to buy Sulla a burner SIN appropriate to the run, (Rating 1 for a milk=>6 for a prime) to avoid making this roll. +, Sulla speaks softly of being a part of the Seelie Courts. Is it true? Either way, 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 Seelie Court. +