Property:NegativeAspectDescription

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B
He will talk your ear off about some gossip once he gets to know you. You can even ask for him from dispatch. Also if someone is on his list and is higher than you he will pick them up first,  +
Bubblegum has no loyalty to the Haven. She's got customers and better customers. She never offers a SIN or service for free or reduced price. If you need it faster or better, you pay more--it doesn't matter WHAT you're doing or what your loyalty is.  +
Violence is the mark of an amateur thief. Bungee and Boo are true masters of their craft, and will not knowingly participate in any jobs that involve directly harming other living beings.  +, B&B have made it this long by always watching each others' backs. They don't trust anyone but themselves, and are usually very hesitant to split up while on a job. They will only act as a pair for anyone below loyalty 4, at which point they trust the runner enough to separate if need be.  +
C
KAPTAIN KILLDOZER and the rest of his crew give Cabin Boy very little free time, so services may take longer. Every time Cabin Boy provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +
Cabinet Man is unable to move due to requiring a massive life support machine to survive, and so he cannot do anything in meatspace at all. He may require you to perform some task in meatspace in order to complete a favor you ask of him, at the GM's discretion, and this should not incur a discount for this reason alone nor count as doing a favor for him.  +, Having missed out on about 50 years of history, Cabinet Man is woefully misinformed about the world. Being out of touch gives him a -2 to all Networking tests as well as a -2 to make any tests that require having sufficiently up-to-date info without having adequate time to research it first (GM's discretion).  +
Cairn is Preternaturally aware when he has been wronged. Cairn looses an extra chip anytime he lowers in chips. Assume he is very prone to negative chips.  +
Camilla is new to this work and has far too little experience for it. Therefore, it happens that she does things wrong. When contacting her, the GM secretly rolls a d6. If they roll a 1 Camilla will make a mistake (like wanting too much for it, or giving wrong informations).  +
The domain of the Canadian Pacific is the route of the transcontinental railway connecting Vancouver and Halifax with a 50 meter right-of-way to either side.  +, The Canadian Pacific will accept reagents and material goods in return for low level spirit markers (Rating 1 or 2) but they must be iron or coal. Similarly the token worn for status is the Canadian Pacific logo cast in iron.  +, The only status that qualifies for a rating 5 spirit marker is a tattoo of the Canadian Pacific logo.  +
Between his work for the City Watch, training, his girlfriend, training, spending half his time recovering from drain, and training, he tends not to always be available. Always do an availability test for this contact with their connection +3 than normal.  +
Carter is not used to social mobility and has no skill for it. Requires thematics approval to improve the connection above 3, and a dedicated run to improve above 6.  +, Always roll an availability test on this contact with their connection 5 higher than normal if the runner's request brings them into danger.  +
Cascade is very proud of her skills, but the only way to test them is to put them at risk. When using her services, make a group Edge check with a threshold of 4, on a failure Cascade has pushed her luck too far and some consequences come up, be that a check of her vehicle or something else, up to GM discretion.  +
Running a restaurant and keeping all you runners in line is busy work, omae. And when he's not frying rice or dealing with career criminals, hes enjoying his damn life with his fiancee. And you better be a big name if he's gonna answer the phone then. When rolling for availability, treat his connection as 1 higher during buisness hours (10-10) and 2 higher outside them.  +
Cassandra is currently being "protected" in an Ancients safehouse while she can provide useful information. Cassandra cannot perform active checks or obtain gear. If Cassandra's connection is raised by an Ancients member or through interactions with an NPC, this quality may be removed while adjusting no other aspects.  +, All players who pick up Cassandra begin by owing her one chip. Ancients members owe her two chips, and Cutters owe her three. She will not provide any services until these chips are repaid. Additionally, whenever you would owe Cassandra one or more chips, (such as asking for a favor,) she requires 1 additional chip.  +
Cassandra is a Mantis Nymph Spirit (Masking with 18 dice as a Magic 3 Adept). She'll help you only if it furthers her own interests somehow (you're way too small to be much concern for her). Just calling her can cause a run complication with the FBI at GM Fiat.  +
The GM rolls in secret a 1d6, if the roll is a one, Celicy will tell the player they are busy playing with Koori. They may even get invited to play a game with Koori via the matrix.  +, Necro spirits, vampires, drakes. All wanted, and all hunted. Roll a 1d6; on a 1, law enforcement will discover Celicy or her necro spirits at some point after she's called. You may choose to buy Celicy a burner SIN appropriate to the run, (Rating 1 for a milk=>6 for a prime) to avoid making this roll.  +, Celicy has her family on her mind, first and foremost. As such, the lives and contrivances of others matter little to her. Celicy's loyalty can not be raised above 3, outside of a private run.  +,
When calling Chad for the first time on a run, roll a 1d6. On a 1 or 2, Chad has been temporarily demoted to being a beat cop, and loses access to his two detective qualities. In addition, he will complain about his demotion, which will--and I cannot emphasize this enough--ALWAYS be his fault, and always emphasize why he's a bad person.  +
She genuinely believes in what EVO tells her. She and her family owe the mega a lot. If you contact her during a run and use the information provided to work against them, 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.  +, Chantal just doesn't care about most runners enough to risk a healthy balance between work and private life - after all, it is paramount if you don't want to burn out. She tunes out of business matters outside of normal EST 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 a 1D6 in secret. If the roll is a one, Chantal will not answer the call immediately. When she calls you later, she'll explain that she and Pierre were busy babysitting their grandkids.  +
The GM rolls in secret a 1d6, if the roll is a one, Diallo will tell the player they are busy taking care of family matters.  +, Diallo is selective about who he works with. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check he is asked to do.  +
Charli is a reporter first and foremost, which means that if something you say could give her a story, she's going to make a story out of it. She will constantly press for information, and may not help you out if you refuse to give it. When a runner gives Charli information that may reveal the team's involvement, roll 1d6 per point of loyalty, with 2 hits, she will keep you out of the story, with no hits, you will receive +1 Public Awareness, and on a glitch or crit glitch, you will gain +1 Notoriety.  +
Charlotte is a busy entrepreneur. Between 8 AM and 8 PM, make an Availability Test for Charlotte with Connection +3.  +
Between her demanding career and dealing with her disaster of a brother, doing favors for shadowrunners isn't exactly at the top of Charlotte's to-do list. Every time Charlotte provides a service, roll 2D6. The normal amount of time that it would take to provide the service is multiplied by the resulting number.  +
Charon and Crescent-Slash aren't just members of the Lodge. They're true believers that within the ranks of this shadowy organization they can change the future of the world towards prosperity. They will under no circumstances work to undermine the Lodge's influence -- the only exception is occasionally turning a blind eye for greedy self-serving members' attempts for personal gain, not the Lodge's gain.  +, Charon will never work for the benefit of anyone that has direct connections to dragons. If she later finds a PC used her services for a dragon's benefit, she'll set a 200,000 Nuyen bounty on them to all mercenaries of the United Canadian-American States. Drakes and elves must pay double CDP to raise her Loyalty up to a maximum of 4 and require a run to increase it past 2.  +
Technology makes no drekking sense, (has been seen using pen and paper) always do an availability test for this contact with their connection +2 than normal.  +
If Chet would reasonably discover that the actions taken because of his involvement are both illegal and immoral, the player who originally contacts Chet on a run increases their PA by 1 because of Chet's report; this is in addition to any run-related public awareness or notoriety gained.  +
Sometimes the team isn't all assembled a random aspect is ignored. Roll a 1d6 and ignore the corresponding number'd member on a 6 the whole team is there.  +
Chitin is incredibly difficult to get a hold of. Always roll Availability when contacting her during a run and treat her Connection as 4 higher than usual.  +, Due to her Dissonance, if any contact roll you make with her is a glitch, she'll deliver the information or service in an unexpectedly destructive way, such as nonsensical dossiers or bricked devices.  +
''The Boys'' positive aspect costs 30% more nuyen and the threshold is increased by 3. Reduce cost by -10% and threshold by -1 for each point of loyalty, up to a maximum of 3 Loyalty (before other aspect effects).  +, When making an unsupervised Active check, there is a chance a non-violent task turns violent. On a glitch, non-lethal violence erupts once the Blue Dragons are on-scene. On a critical glitch, 1D6 people die.  +
Clay doesn’t expect you to live very long. In fact, he doesn’t expect you to make it through this run. That means if he’s helping you on-table, he’ll demand payment while you’re still breathing. If you’re paying Nuyen, that means payment up front. If you’re doing a favor for him, that means you do the work before he gives you anything. Particularly unusual or mitigating circumstances might allow you to pay chips for help, but only very rarely.  +, It’s nothing personal, he just needs to be able to drop everything and convince people you two never met you at a moment’s notice. Loyalty only gives half as many dice as it normally does (rounded up) when rolling for this contact.  +
Clint don't trust folks who ain't bought the bullet (or robotic arm) at his shop. He takes a -4 to any networking, active or knowledge check with any runner that has not bought ware from him.  +, Clint is the judgmental sort. To him, everyone in Seattle is a no good City Slicker until proven otherwise. As such, it costs double to raise his loyalty until loyalty 5, where the runner has earned his trust. This may by subverted with DM fiat during a run, if the loyalty raise is part of the run reward and then the runner proves the aren't a city slicker or a damn fool.  +
In a world where everyone lies, Clyde is the single exception. He is able to scurt around the truth but in the end, he is terrible at it. With that being said, Clyde will not discuss crimes or aid runners in a way that could get his superiors to question him. What can he say, he cannot lie.  +
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.  +, Coleman has no patience for those who hold hatred in their heart for their fellow metahuman. Any runner who he discovers is a member of a racist organization (syndicates, some nations), or who he learns is personally bigoted (has the Prejudiced negative quality) will take a -2 to all dicepools until they renounce their membership or buy off that negative quality. Their loyalty will be capped to 3. Additionally, if Coleman learns that the runner called in his services for a job that benefits an organization that holds bigoted views, the runner's loyalty will be reduced by 1. This can stack with "Unbending Morals, Trying Times."  +
Colonel Berger is driven by his task, he will not offer service freely and he doesn't care about nuyens, if you want help for him or he owe you one or you'll owe him one. And he'll make sure that you pay back one day.  +, Colonel Berger work for the DGSE (French Equivalent of the CIA) if runner could be a threat to the French Interest not only he would burn them but it will make sure that they don't stay a threat for too long. He will do so by using all tools at is disposal.(Placing bounty, using dirt and so on.)  +
While he can no longer escape it, the Commander still distrusts the Matrix. Anything even remotely related to what he considers sensitive information (GM discretion) must be handled via in-person meets. The stores such data in paper files only. No matter how high Loyalty you have with him, he won't budge on this. It's for your own good.  +
Concrete's not always been solid, loyalty speaking. When working with Concrete, GMs may perform a loyalty test. If the runners lose, there are run complications due to working with her.  +
While Corf is Awakened, he is also a minecart. He can only travel via rail and ley lines (he manifests spectral rails when travelling via ley lines that don't follow railways)  +, Corf is just a minecart. He can't take much more than 3 or 4 runners and their gear, and even that seems like it shouldn't fit; he's already bigger on the inside. Magic, man, it do weird stuff.  +
Cornelius has many friends on the otherside and does not deal with those who would force anyone to do anything against their will. If Cornelius learns of any Bias against race or metatype or that a runner has negative astral rep then he will refuse to make deals with them until they lose their Bias or are able to heal their astral rep.  +, Cornelius lives in New Orleans and his cartel is based with the Southern CAS and Northen Atzlan. Any services or gear aquistions out of these regions will take twice the time to complete outside of the CAS as Cornelius has to send the gear from New Orleans to Seattle.  +
Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on her behalf.  +, Lem has no loyalty to the Haven. She's got better things to do. She never offers a service for free or reduced price. If you need it faster or better, you pay more--it doesn't matter WHAT you're doing or what your loyalty is.  +
Crazy Otter will not admit to being awakened even if you successfully assense him, and will not provide direct magical support from either sorcery or conjuring - that is unless your have Loyalty 5+ with him. He's constantly masking as mundane with 18 dice (6 magic, 6 initiate grade, 6 power focus).  +
Creer, despite all his genius suffers in relation to attention: He needs to be the center of it, has very little of it, and is willing to throw money at his current obsession. If he finds out your job is related to his current obsession (6 on 1d6), he will be eager to assist, but he will want every scrap of information. Failure to uphold this will result in the contact being burned.  +
The crew are constantly in need of funds, and just don't have time to help if they aren't making money. Every time this contact requests payment in nuyen, the price is doubled.  +
Only characters infected with HMHVV Strain I can raise Cynthia's loyalty past 2. Increasing loyalty on Cynthia costs twice as much.  +
Jazzy talks and acts quite loud. If, on a run where you used Jazzy's help, you would gain one or more points of Notoriety or Public Awareness, you instead gain that many points plus one.  +
D
DC Metzger is a new man, and not a better one. The self-destructive side may push him into the shadows but like a frightened animal he’s desperate not to get himself into a trap. Loyalty can never be raised above 1 without a special run, and can never be raised beyond 3. Metzger isn’t in this dirty business to make friends.  +, DC Metzger is spiraling emotionally but he’s no idiot. He leads the Division of Investigations for frag’s sake. Metzger will never, ever meet a character in person and will only connect if the character contacting him is using a burner commlink. And he can tell. Don’t ask how.  +, Metzger might be spiraling when you call. He's got a lot of sick days and plenty of reasons to take them. Roll a 1d6: on a 1, he's not contactable for 24 hours.  +
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.  +
Daisuke is still a corpo, and that means he won't issue runs that go against Shiawase's wishes. If you go in a run that hinders Shiawase in a purposeful way, roll a 1d6 subtracted by how public the run is (to GM's discretion); if you roll a 1 or below, he will remove you as a contact.  +
Dakota won’t work against any members of the NaN.  +, Dakota hates the UCAS. She will interface with UCAS Corps and UCAS SINners on a professional level, but it never goes beyond that. For anyone with a UCAS or Ares SIN Increasing Loyalty with this contact requires the following equation: New Rating x 4 CDP.  +
The GM rolls in secret a 1d6. If they roll 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.  +
Translate the current time to EST. If you are attempting to call him in the middle of the night (11PM to 5AM, EST), increase the threshold of his availability check by 6.  +
This contact has an overriding obligation to its faction, and cannot act against their interests.  +