Property:NegativeAspectDescription

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Despite how many firm hand shakes and serious faces Adam gives, he is easily tempted by the prospect of new information, and is often more than willing to trade information on his clients for it if he thinks he'll get away clean. If such a situation occurs, roll 2d6. if the result is greater than or equal to 7 minus Loyalty, Congratulations! Adam is feeling professional or likes you enough to not sell you out. Otherwise, well, Adam learned some juicy new gossip and some not-so-juicy things are in store for you.  +
Bill's loyalty can not be raised above 3, outside of a private run.  +
Hikari is a master at the pop-up business, but it keeps her rather busy. When trying to contact her, make a contact availability test as though her connection were 3 higher than usual, before applying any additional modifiers.  +
Happy leads not a double, but a triple life, he keeps an old-school planner overstuffed with colorful tabs to keep it all straight. Always make an Availability Test for this Contact with their Connection +3 than normal.  +, One ill-tempered customer could burn his entire life to the ground. Happy is sociable, but extremely cognizant of any poor reputation of those in his clientele. Notoriety has a double penalty when dealing with him: subtract twice the runner's Notoriety from any check he is asked to do.  +, Runners are dangerous people. The nuyen is worth the danger, but fraternization isn't part of the job description. Happy is outwardly friendly, but cold and calculating underneath the surface. This contact's Loyalty cannot be raised manually. The maximum loyalty upon purchase or reward of this contact is 2. Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on their behalf.  +
Lucia is under a luck curse from a dragon that she can't figure out how to break. Whenever she performs a check or uses her Lucky feature, roll a d6, on a 1 the check has the opposite effect than intended, similar to the "Bad Luck" quality.  +
Philip gets excited about the technical aspects of his work, and will talk your ear off at any opportunity. When contacting him, the GM secretly rolls a d6. If they roll a 1, Philip gets lost in the weeds and will ramble for hours if not stopped with a Negotiation (3) or Intimidation (3) test.  +
this is someone who doesn’t think that their contacts are runners and doesn’t understand the whole runner thing. If they find out you are a runner, immediately make a Test of Loyalty. If you fail the Test of Loyalty, they will think you are a terrorist, burn you and contact law enforcement. If you succeed in a Test of Loyalty, they will be willing to listen to you explain yourself and even help you leave the runner life.  +
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This contact will not do any active checks that require her to leave her sanctum for fear of being caught.  +
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If asked to research particularly covert topics like Dissonant groups, government organizations or secret societies, 3310 will refuse to not ruin her stable life. She'll only do Matrix Searches regarding more mundane topics like blueprints of public buildings, local cultures or peeping through public traffic cameras.  +
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Aaron has a short fuse, and is a busy man. If your 'elevator pitch' takes longer than 30 seconds (timed by GM), you will be put on hold to 'verify' your story. This hold will last until Aaron has regained his composure, up to 1d6 hours.  +
Abdul is, by mass, far more machine than man. Unfortunately, this means lots of repair and tuning time. When you attempt to contact him, roll 1d6. On a 1, he is busy getting his 'ware retooled and cannot help you for the remainder of the run.  +
This contact is constantly trying to kill you. However, she is exceedingly bad at it, and such attempts should be both hilarious and pity-inducing. She will not help anyone with anything while sober.  +
Agamemnon has been burned hard by allowing himself to get too close to people in the past, and he is slow to trust as a result - he cannot be taken as a contact with a starting loyalty rating of less than 3, and will burn a runner if his loyalty drops below this threshold.  +, Agamemnon works primarily through intermediaries, operating out of a fortified underground bolt hole which he is very reluctant to leave without a good reason – -2 on all rolls that require him to physically leave his sanctuary (though he can use astral projection without penalty), and he will refuse to do so at all during daylight hours.  +
Aidan's a bit paranoid about even his closest friends working with elves, and so always makes visual comm calls even if DNI or voice would be preferable. If you contact Aidan Byrne while on a run, all non-human passing elves with you must make a Threshold (8-Loyalty) Disguise + Intuition check, or else you roll a d6, adding the amount of elves who failed but subtracting your loyalty (with a minimum roll of 1). On a 1-2, he is reluctantly able to still fulfil the request asked of him. On a 3-4, he demands twice as much payment as he would usually. On a 5+ he outright will not work with whoever is contacting him, and attempts to call him in the same day fail.  +
Aisee’s only got the one body handy, and it’s not exactly a tank on legs. Unless provided with a suitable drone (GM discretion) to perform its work, a Loyalty test is required to get Aisee to travel to you rather than coming to its clinic. Otherwise, you’re getting a delivery drone full of morphine and that’s it. Oh, and don't expect it to do anything that could risk its own code.  +
He will only ever meet you in his 'own' host and will not do anything in the meat world.  +
As a shaman, Aleshanee fully believes in the coexistence between metahumans and spirits. She will not knowingly aid anyone who abuses the latter or does something which could harm the balance she strives to protect.  +
The contact will charge 2 chips for the price of 1 if called upon for an unpaid favor  +
Between his work at Microdeck and his constant do-goodery, Tyrell Gates is a busy, busy man. Always make an Availability Test for Alexander Tyrell Gates with his Connection +3 than normal.  +, Tyrell Gates is selective about who he works with. Notoriety has a double penalty when dealing with him: subtract twice the runner's Notoriety from any check he is asked to do.  +, Tyrell Gates wore trodes before the first time he was laid to rest in a crib. The Matrix is reality to him; the real world, a bad dream. If it weren’t for the necessities of keeping his biological processes functional and his beloved garden, he’d never jackout at all. Because of his personal anxieties he is only willing to meet in meat-space with contacts at Loyalty 5+. Technomancers are an exception and can meet physically with a Loyalty at 4+.  +,
Brodie J spends all of his time at various clubs, pumping his body full of every substance he can, so recovery periods are rough. When contacting Brodie J before 6PM in-game, roll 1d6, on a 5 or 6, he answers. Otherwise he is completely zonked out and can't help you.  +
Alexandria thinks much faster than a metahuman mind and can easily process input from multiple sources thanks to the parallel node structure of her core source code - however this comes at the downside of being somewhat scatter-brained at times as well as frequently going down paths of inquiry which are tangential or even perpendicular to the initial query. Unless a player is very specific with their line of questioning, she will get lost in the weeds and come back with information which may be entirely unrelated to what they were looking for.  +, Alexandria lived in a black site host for a decade and has only recently become acquainted with the wider world. While she knows what meatspace is, and has even inhabited drone bodies to interact with it, she doesn't ''really'' understand it in the same way that metahumans do - it's more akin to something she's read about in a book. Thus, she has trouble understanding concepts which meatspace beings grasp instinctively. Whenever she acquires detailed information for a contact, the GM should secretly roll edge for the character (threshold 2); if the check fails, Alexandria has misunderstood or overlooked some critical element which would be otherwise obvious.  +
Bester is often busy with his associates' affairs. When contacting Bester for the first time in a run, it may take up to 24 hours for him to initially respond. Roll Edge+Loyalty, each hit subtracts 2 hours from this time.  +
This is someone who doesn't think that their contacts are runners and doesn't understand the whole runner thing. If they find out you are a runner, immediately make a test of loyalty. If you fail the test of loyalty, they will think you are a terrorist, burn you and contact law enforcement. If you succeed in a test of loyalty, they will be willing to listen to you explain yourself and even help you leave the runner life. You may be able to convince them to associate with the Shadows. Contact a GM or thematics if this happens as it may involve the removal of that tag. Gear contacts with this contact will only sell you legal gear, or restricted gear with the appropriate licenses unless you conduct a social test to convince them the lack of paperwork is for a benign reason.  +
Everything will have a pirate theme, whether you like it or not.  +
The people who work for Zheng say that he'd feed his grandmother to a dragon for a new Concordant. While this is a bit of an exaggeration (Zheng quite likes his grandmother, and wouldn't sell her out for anything less than a Gladius), it definitely gets the point across. Zheng is out for himself, and will not hesitate to sell you out if he believes it will benefit him. He can be worked with, but he should never be trusted.  +, Zheng doesn't quite get the idea that shadowrunners are freelancers. When you are taking a job from him you are his employee, and can expect to be treated as such. Anything that you can do he can do better, and he'll always be willing to give you helpful advice (orders) that he expects to be followed exactly. Every time you bruise his ego, you must make up for it by sycophantically following his instructions on how to do your job. If he doesn't believe that this was done, lose one loyalty. If loyalty drops to zero in this way, he will consider you a worthless asset and sell you out to the highest bidder.  +
Bash's stint in jail landed him with a criminal SIN and all the associated difficulties. He meets with his probation officer twice a week and has his location constantly tracked. He can slip the yoke with a fake SIN but only for a few hours at a time. When calling this contact, the GM rolls 1d6. On a 1 he will not answer, as he is currently in holding over a potential violation. On a 2 he will answer, but be pre-occupied with community service and unable to make any active checks. He will also take a -2 to any active checks lasting more than a few hours due to the constraints of his SIN.  +, Bash, for all his effort to improve, really doesn't take insults well. When a character makes a perceived jab, especially at his strength or intelligence, the GM rolls 1d6. On a 1 or a 2 Bash will have a violent outburst and, if meeting in person, may attack the character in question. He won't use lethal force but he can come pretty damn close. If restrained and/or given some space, he will eventually cool down and apologize.  +
Between 10am and 10pm, Millie is unavailable to answer your comm call. You could always head over, or wait a while and see if she calls you back on break.  +
Amia is a working mom, and doesn't always have time for runner's shenanigans. Roll 1D6. On a 1-2, Amia is busy with her kids and can't answer. On a 3-4, she answers but is distracted, taking 1.5 times longer to help out the runners. On a 5-6 she's available.  +
Bayani is a retired-with-honors ensign from the Huk Navy. He's not blindly loyal, but would prefer not to work against his war buddies. He will not work against the Huk if his Loyalty with you is below 4.  +, Bayani transferred his military drills with the Huk to Krime and really pushes the "Krime, Right or Wrong!" angle. He'll never work against Krime and will refuse to work with any runners who have a bounty with the corporation. If you contact him during a run and use the information provided to work against Krime, roll a Loyalty check. If it fails, he immediately burns you. If it succeeds, you owe him a chip to re-earn favor with him.  +
An experienced espionage agent who is very talented at her job; there is a good chance any conversation with her is being recorded, and she hacks runner commlinks almost habitually.  +
Will never work against Nebelherr or the DeMeKo and will refuse to work with any runners who have a bounty from Nebelherr or the DeMeKo. If you contact her during a run and use the information provided to work against Nebelherr or the DeMeKo roll a loyalty check. if it fails she immediately burns you. If it succeeds you owe her a chip to reearn favor with her.  +, Amélia's loyalty can only raised above 2 as a run reward from runs with a threat level of extreme or above and increased by only one per run.  +
Ana hates all Matrix gangs and cyberterrorists with a burning passion. Every time she learns that a character has knowingly aided one of those types of groups, decrease her Loyalty by 1. If Loyalty drops to 0 in this way, Ana considers the character an enemy and becomes actively hostile.  +, Ana is taking powerful medications and continues experimental treatments to deal with her AIPS. She will never meet in the Matrix via VR, does not use AR, and will require visiting players to disable all their wireless gear in her presence to ease her symptoms (mild as they may be with her current treatments.) Characters may normally only communicate with her in person but characters with Loyalty 4+ may communicate with her via commlink audio/visual call.  +
Silvers is a busy man, and has no patience for time wasters. When you call him, you will have thirty seconds to make your pitch (the GM should time this). You must tell him what you need and what you can offer him, either Nuyen or valuable favors. If you haven't piqued his interest by the time your thirty seconds are up, he will hang up on you. To get back into contact with him, you must call his office and sit on hold for a full hour.  +
Andrew kept a very strict sleeping schedule his entire life, and that hasn't stopped with his infection. He is exclusively active between the hours of 8 PM and 8 AM, and will not answer any calls outside of those times.  +
Due to being developed in a Renraku host, the corp almost always has their eye on Angela. It's extremely risky for her to leave her host, and usually can't for long. Angela will not leave her host unless her contact is loyalty 3 or higher  +
Angi had a rough time as a runner, so much so that she doesn't really appreciate being put in danger anymore. If things get too spicy she panics. Roll 1d6, on a 5-6 she is doing fine and requests normal pay, on a 2-4 she will demand double her normal pay for the job, on a 1 she will just hit your ejection seats and get the hell out of there.  +
The Knights are nothing if not dedicated to their cause. While charitable and happy to make friends, their resources are limited, and strictly allotted to those who contribute in turn. This contact's Loyalty cannot be raised manually. The maximum loyalty upon purchase or reward of this contact is 2. Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on their behalf.  +, Members of the Order of Hospitaller Knights have earned their place in the organization through unflinching moral character. Learning that their work has been turned to evil ends or that they may have made an enemy of a major faction decreases any member's Loyalty by 1. If Loyalty drops to 0 in this way, the member will burn the runner in question. The contact is lost, and they will take -5 reputation with the OHK.  +, Angélica has her ear to the ground in Seattle - and she won't lift a finger to help runners who're known for causing trouble or committing grossly excessive violence. Any party member with at least one point of notoriety must roll edge, with a threshold of their current notoriety. Using Angélica's services for this run will require one additional chip per runner who fails this check.  +
Reality just feels a little less real, making priorities really hard to organize. Roll 1d6, in addition to her availability check. On a result of three or under, and if the request is not urgent or life threatening for her or the requester, Anhe will hear it out and get around to it later. Requests suffering from this penalty do not take priority, and whatever task is required, procurement, legwork, networking or otherwise, may not be completed in time for the required job. Rest assured that they *will* eventually be done (and payment required), but that it may not be in a timely fashion.  +, This contact will, under no circumstances, meet in meat, or assist in a way that requires physical interaction. Legwork checks that require a physical presence automatically fail.  +, In addition to standard payment, Anhe may optionally require that a runner requesting help from her brief her on the job in unnecessary detail, before or after the fact. This information may be sold and disseminated across the Matrix, although never in a way that deliberately or directly threatens the runner's identity and safety - however, be warned that secrets may not remain so when asked for lore as payment. Anhe may reject requests where lore is asked for and not given - or, if requested and denied after a service has been provided, may result in a chip. Players may make a Con check to deceive her, however players will accumulate one chip if this attempt fails, or if she uncovers the deception later on.  +
the GM rolls a 1D6 in secret. If the roll a one, The contact cannot be reached, She's busy being a tourist.  +
This character's Connection is 3 higher when making an Availability Check. Annabelle spends most of her waking hours working.  +, More out of necessity than personal choice, she won't work against Ares and will try to capture any runners who have a bounty with Ares. If you contact her during a run and use the information provided to work against Ares roll a loyalty check. If it fails she immediately burns you. If it succeeds you owe her a chip to re-earn favor with her.  +
Her addiction to gambling and sheer reliance on luck has always been her game. Roll a 1d6 and follow the results; Result of 1: Lose 2 dice and roll again for this aspect until you don't roll a 1, lose 2 additional dice for each 1 you rolled this way to the contact roll. Do not gain any more Lucky aspect bonuses except the ones you have already gained. Result of 2-5: Do nothing Result of 6: Gain 2 dice and you may roll again for this aspect. Do this until You've reached the maximum counts of Lucky  +
He is not a very brave individual. Ardella never stands up directly for his believes. He'd rather deal with his problems indirectly.  +, Due to his upbringing, he never had any real contact, with the downtrodden, or with the shadow community. Most of his experience comes from watching trid shows, and we all know how accurate(Not) a picture those portray. As such he sees shadowrunners, as mostly brutish vigilantists who'd rarely do anything out of the kindness of their own hearth.  +
Argyle is paranoid and doesn't trust anyone. Double the cost to raise his loyalty with CDP. Moreover, it can't be pushed over loyalty 3 without a dedicated run due to this innate lack of trust.  +
-2 to Networking tests  +
Arma's plans and ambitions are calculated yet vast in scope. Being VERY particular about who he trusts and allows to be a more active part in his day to day ventures. Arma's loyalty cannot be raised above 2 outside of runs, and can only be raised by 1 loyalty at a time.  +, Arma is very much a man with big ambitions, and as a result of that every move he makes is precise and calculated. Anything that would hinder him enough as to where his plans would suffer (GM discretion) is an action he will not take. (His plans are detailed in Notes for GMs.)  +, Arma is a man who does things old fashioned. Sometimes to his detriment since as a result of this his schedule is often incredibly packed. Always roll availability when contacting Arma, treating his connection as 2 higher than usual for the roll. However, for each point of loyalty above 2, the additional availability decreases by 1.  +
Clayman has an unfortunate habit of getting humorous at ill-advised times. Lower the amount of 1's required to glitch or critical glitch when applicable by two.  +
Asahiro will not aid you with anything that he doesn't see benefiting the corporation. If he sends you to do a job, it's because he has a stake in it going in a particular direction. He approves of putting down crime, striking against other corporations or furthering Shiawase's influence, but disapproves of anything that risks his standing, deals with malign, unnatural forces or is of no direct use to Shiawase or himself.  +
Ashe is out to make a profit, and will charge a 25% commission (rounded down to the nearest whole number) on any gear acquisition checks that she makes. Through negotiation and haggling it's possible to bring it down to 15% (Ancients members get +2 to their rolls). When trying to get gear off table, roll your negotiation pool against hers (12). If you tie or get higher hits, you have succeeded and can bring the commission down. If not, you failed and must pay the full 25% extra.  +
A healthy balance between work and private life is paramount if you don't want to burn out. Ashley doesn't - who will take care of Mr and Mrs Davis Senior otherwise? - so she tunes out of business matters outside of normal PST office hours (9-5, Monday through Friday). Add +5 to the threshold of her contact availability test if trying to contact her at other times (very early in the morning, late in the evening, on the weekends).  +
The GM rolls in secret a 1d6, if the roll is a one, Asuna will tell the player they are busy taking care of family matters.  +