Property:NegativeAspectDescription

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Showing 14 pages using this property.
Y
A wavering leader can be worse than no leader at all, and Yelena still finds herself falling short of the challenge even when she should be more than capable. In high intensity situations (GM discretion) Yelena suffers a -4 to all checks she makes. A successful Leadership test (threshold 4) will calm her nerves back down.  +, The incident involving the Sevenfold Staff's retrieval and The Key which bound itself to the artifact piece still lingers in the young woman's mind, and similar incidents are not ones she wishes to involve herself in if she can avoid it. Yelena will refuse to assist in matters involving the 4th world or cults such as the Aleph Society without a loyalty test, and even if successful her assistance will cost a chip. Furthermore, even when she decides to assist you despite the nature of the task, she is penalized by Ever Doubtful and a successful Leadership test only reduces the penalty to a -2.  +
Roll an edge test when contacting Yogesh. On no hits, remotely, he's extremely drunk and is of no use to you. In person, he takes a -6 to any checks unless he's given time and a chip to sober up.  +
When contacted and asked to do a favor YoiJi will outright refuse or will charge double for higher than rating 3 favors.  +
Yorshka is not known for her subtlety. When utilized, roll a 1d6. On a 1, the actions Yorshka takes are obvious and are easily traceable back to you.  +
Establishing a yakuza clan overseas with precious little support or manpower is a monumental task, and the majority of the oyabun's time and energy is poured into it, resulting in frequent unavailability. (Add +3 to contact availability checks and always make one.)  +
Z
His charity work always comes first. Services may take longer. Every time Zackary provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +
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.  +
Zenny's his own favorite patient, and can usually be found performing questionably safe operations on himself. When making an availibilty test with this contact, roll 1d6. On a 5 or a 6, Zenny will be in the middle of surgery and unable to perform any active checks. He'll also probably be high on redmesc, as he thinks it helps him operate better.  +, Zenny's cyberware is an ungodly mess of salvaged parts and juryrigging. It can be terrifyingly effective when he gets out the spurs, but it's also plagued by gremlins. Whenever Zenny makes an active check related to something intensely physical (e.g. fighting, helping move something heavy, etc.), the GM rolls 1d6. On a 5 or a 6, Zenny fails the task due to a malfunctioning piece of ware. The glitch should be spectacular, and preferably done at the worst possible moment for the runners.  +, Zenny is a member of the Hellraisers. Although he isn't especially loyal to the group, he's got his rep as a ganger to consider. He will not do anything that he thinks will go against the gang's interest for anyone at less than loyalty 5, and will not snitch on his gangmates for anyone below loyalty 6 (even then, he'll only do it for a very good reason).  +
Zero has a gambling problem, far beyond just owing a few customers some money he's deep in debt to the Yakuza and potentially more unsavoury characters. He can barely afford the juice on these debts and often demands payment from runners, or he will offer up need-to-know information about Runners, and the runs they are on, to his loan sharks in order to buy himself some time.  +
-4 to Networking checks among non-Infected, +2 to Networking among Infected. Will not offer services during daylight hours. Will require flesh as part of the payment from anyone with Loyalty 2 or less.  +
Tasha needs to be the strongest, and won't tolerate anyone who brings that into question. If a character with this contact questions their ability to do something, or even just does it well themselves, Tasha will challenge them to a duel to prove her superiority. The duel will be a test of whatever skill was called into question and doesn't need to involve direct combat (although it usually does). If a character refuses this duel, Tasha will call them a coward and drop by 1 loyalty.  +
Lodgings. Food. Entertainment. Those damn Sioux supremacists trying to shoot the place again. Unbiased business is tough in Cheyenne. When you try to contact Zonta, the GM rolls a 1D6 in secret. On a 1 or 2, she can't immediately answer and will call back in 1D6 x 15 minutes.  +
É
Émeraude is selective about who she works with. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check she is asked to do.  +
ʔ
ʔáylx took an oath when he became a doctor. When he followed it, he was shunned by those who profited from the lives he was told not to save. In spite of this, and his subsequent time in the Shadows, he still adheres to a code of his own; while it is impossible to "do no harm" in the Sixth World, ʔáylx believes that everyone, regardless of who they are, has the right to medical attention regardless of who they are. This has led to him saving the lives of his worst enemies only for them to try to kill him the second they were able, but he still remains strong in his conviction; "As long as life has a way to continue, it is worth saving." When presented with a sick or injured person, ʔáylx will always attempt to aid them in whatever ways are necessary, regardless of the personal cost. If he deems himself unqualified to assist them, he will attempt to notify someone who is, and ensure that the patient remains in a savable state until said someone arrives. He will do anything he can to prevent harm from coming to anyone in his presence, and will only resort to violence if it is to protect a patient; even then, all this does is create another patient. For instance, if he was attempting to save a stab wound victim and the stabber attempted to get past him and finish the job, he might knock said stabber out, but he would still evaluate them for a concussion and give them the according treatment afterwards. If he violently causes the death of a person or believes he has, he will not leave his home for 1d4+1 days; he will also decline all calls from PCs with Loyalty 3 or lower. If his attempted treatments inadvertently cause the death of a patient, this increases to 1d6+1 days. Additionally, he will not give, sell, or administer drugs that are not absolutely necessary for his patients, nor will he use any kind of drug recreationally (with the exception of caffeine; he loves his tea).  +