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A list of all pages that have property "NegativeAspectDescription" with value "Faith will not help with jobs in or against the country of CAS.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • Efim Amirov  + (Efim has his goons to run the low-levels of his operation with the locals which is great, because he will only conduct business in Russian. Contacts with Loyalty 5+, he’ll care enough to speak in (somewhat broken) English.)
  • Elias Wendell  + (Elias is a SURGE, appearing as a horrific Elias is a SURGE, appearing as a horrific hybrid between an Orc and a Termite. As such, going outside poses incredible risk. He will not even consider leaving his Sonomish safehouse for anyone below loyalty 4, and even then only for a very good reason. In addition, the need to conceal himself gives him a -4 to checks made outside the safehouse, unless the runners can provide an adequate disguise. runners can provide an adequate disguise.)
  • Elijah Rosewood  + (Elijah isn't exactly the most influential man in his worklace, and rarely has access on classified informations.)
  • Elizabeth De Farnesse  + (Elizabeth views time differently and has no problem laying low for a long time. Rushing things will require sufficient leverage.)
  • Ella "Unraveled" Wyatt  + (The GM rolls in secret a 1d6. If they rollThe 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.en accidentally sell it to another person.)
  • Ellen "Sister" Sharps  + (Ellen is not one of the lucky changelings,Ellen is not one of the lucky changelings, and she wasn't particularly well-adjusted before the SURGE. Now that she spends all day hanging out with bug spirits, things are worse. Ellen cannot network with contacts who are not cockroach spirits or cockroach shamans.ot cockroach spirits or cockroach shamans.)
  • Emelie  + (Emelie can always be found somewhere in a club, you'll just have to find the right one. When looking for Emelie you'll have to actively search for 6+1d6 hours in the clubs of Downtown and Renton. An edge test can reduce that time by one hour per hit.)
  • Enigma The Boggart  + (As a boggle spirit, Enigma's very presenceAs a boggle spirit, Enigma's very presence causes inanimate objects to degrade and fall apart. Entrusting it to stay in a location, hold onto gear or deal with physical items will result in them having all of their numerical statistics reduced by 50% until repaired. statistics reduced by 50% until repaired.)
  • Erica Clements  + (Erica is an acolyte of a radiation cult. However nice she may act, that has consquences. When you take Erica as a contact, gain one notoriety. Magical gear purchased from Erica will show faint traces of toxic magic with a threshold 3 assensing test.)
  • Yoshinaga Chikara  + (Establishing a yakuza clan overseas with pEstablishing 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.) availability checks and always make one.))
  • Estelle Valka  + (Estelle has a half-dozen side hustles going on at any given time, which keeps her very busy. Always make an Availability Test for this Contact with her Connection 3 higher than normal.)
  • Etain Darejan  + (Etain was once a Tir Ghost and still has tEtain was once a Tir Ghost and still has the reputation, she is known to communities both legitimate and criminal, and she scares them all. When having Etain show up or take an active role in dealing with a target or group, roll 1d6. On a result of 1 or 2 the person or group would rather flee than deal with one of the most feared security services on the planet, believing their lives are at risk planet, believing their lives are at risk)
  • Evaan Talos  + (Evaan is not known for her subtlety, nor does she have concern for runners. When utilized, roll a 1d6. On a 1, the actions Evaan takes are obvious and are easily traceable back to you.)
  • Eveline Powers  + (Eveline will absolutely not assist runnersEveline will absolutely not assist runners whom she knows to be acting against Evo, or whom she knows to have acted against Evo corporation in the past. Should she become aware that her PC contact is actively running against Evo or has done so in the past, reduced her loyalty to 0 immediately.ast, reduced her loyalty to 0 immediately.)
  • Tessen  + (Even before her training, Tessen was always a shut in individual who rarely let anyone know much about her or what she was thinking. Her loyalty cannot be raised above 2 outside of runs.)
  • Marika  + (Even when you know you've been manipulatedEven when you know you've been manipulated and abused, it doesn't stop it from affecting you, from being real. Marika has difficulties working against Saeder-Krupp or any Dragon if she does not have direction from a superior. For her to work against either, make an Edge + Loyalty test. At base, the threshold is 2. Depending on the situation and context, this can be higher though (GM Discretion). This is '''in addition''' to any normal considerations about if she wants to do the action.tions about if she wants to do the action.)
  • Dottie  + (In terms of Runner clientele, Dottie is faIn terms of Runner clientele, Dottie is fairly selective. She despises the wealthy and aristocratic, and is loathe to work with anyone so bland and spineless. The cost to upgrade this contact's loyalty is doubled unless the character has either visible cyberware or the Distinctive Style quality. Loyalty costs are also doubled for any character with a Corporate or Corporate Limited SIN.with a Corporate or Corporate Limited SIN.)
  • F1ZZ  + (Everyone's in such a rush these days. F1ZZEveryone's in such a rush these days. F1ZZ is far too old to be running back and forth across matrix; if you want to talk to him, you come to the 3w1g and sit down for a spell. Any knowledge or networking checks made by this contact must be accompanied by at least half an hour of drinking and small talk at the bar. If you wish to try and hurry the process up, make a test of loyalty with a threshold of 2. On a success, F1ZZ will begrudgingly make the check with a -4. On a failure, he will angrily inform the player that they should do it themselves if they're in such a hurry. it themselves if they're in such a hurry.)
  • Holly Rogers And Crew  + (Everything will have a pirate theme, whether you like it or not.)
  • Alligator Jack  + (Everything will have a pirate theme, whether you like it or not.)
  • Exeunt  + (Exeunt will not work with gang members, fuExeunt will not work with gang members, full stop. Even then, he sometimes feels the need to do extensive background checks. Whenever you reach out to him, the GM rolls 1D6 in secret. On a 1, he's unavailable for 24 hours while he digs up everything he can on you.while he digs up everything he can on you.)
  • Expedien  + (Expedien is a free sprite, a creature of tExpedien is a free sprite, a creature of the Resonance. They do not understand the non-matrix world and refuse to interact with it. They are unable to aid in gear acquisition, and can only network with other Matrix or Resonance related entities/individuals.or Resonance related entities/individuals.)
  • Faith  + (Faith will not help with jobs in or against the country of CAS.)
  • Faulty  + (Faulty doesn't understand the real world, only the Matrix, Foundations, Resonance, and Dissonance. All checks related to a topic other than those automatically gets 0 hits.)
  • Eric Fiengold  + (Feingold is a very busy man. Getting him Feingold is a very busy man. Getting him on the phone can be an exhausting effort. If loyalty is less than 5, roll a 1d6 to determine when the phone call will be returned - on a 1 or 2, 12 hours, 3 or 4, 3 hours, 5 or 6, fifteen minutes. Fiengold always picks up immediately for those of loyalty 5 or more.mmediately for those of loyalty 5 or more.)
  • Ferris Nearl  + (Ferris gets excited about her wife and wilFerris gets excited about her wife and will talk your ear off at any opportunity. When contacting her, the GM secretly rolls a D6. If they roll a 1, Ferris gets lost in the weeds and will ramble for hours if not stopped with a Negotiation (3) or Intimidation (3) test. Negotiation (3) or Intimidation (3) test.)
  • Fiendest  + (Fie may or may not have eaten her former boss alive as a form of resignation. As a result, there's a 75,000 Nuyen bounty for her head by Lone Star.)
  • Gertrude "Five-Star" Juarez  + (Five-Star isn't especially keen on being uFive-Star isn't especially keen on being used to ferry around a bunch of idiot criminals she doesn't know - at least, not without financial incentive. For every person below Loyalty 4 that she's asked to drive around, she'll charge a minimum of 1000 nuyen. Rates go up if they're known to be infected ("I'm NOT getting ghoul blood on my fraggin' upholstery.") or a rigger ("Fuck you need me for? Get your own ride instead of a bunch of toys.").ur own ride instead of a bunch of toys.").)
  • Flavia Rodriguez  + (Flavia is an Aztechnology yes-woman through and through. She will not accept requests obviously against Aztechnology, Trés Chic or Armanté (GM discretion), and might request "favors" (chips) in return for her help if your Loyalty with her is 3+.)
  • LB  + (LB is not known for his subtlety. When utilized, roll a 1d6. On a 1, the actions LB takes are obvious and are easily traceable back to you.)
  • Puff  + (For each time a Runner contradicts Puff, iFor each time a Runner contradicts Puff, immediately roll 2d6(+Deep Weed Addiction modification). If the result is greater than or equal to 7, the Runner immediately loses one point of Loyalty - if the Loyalty drops to 0, the Dragon breaks contact with that Runner and will do everything in its power to wipe out that insolent fly.n its power to wipe out that insolent fly.)
  • Queen Elizabeth XXIII  + (For every full increment of ¥4,000 owed toFor every full increment of ¥4,000 owed to her for services rendered, Queen Elizabeth demands at least 1 karma, replacing nuyen at a rate of 1 karma for every ¥2000. EG, a debt of ¥6,000 could be paid a 1 karma and ¥4,000, 2 karma and ¥2,000, or 3 karma, but not with nuyen alone. This has no effect on debts below ¥4,000. The karma is delivered via a ritual conducted by the Queen's Steward, Tatsuo, who holds her spirit formula and will defend it with his life. Lizzy does not expect payment up front, and will happily wait until a run is over to take her due, but any unpaid debts decrease Loyalty by the amount of karma owed if they are not paid back after the end of a run. are not paid back after the end of a run.)
  • Etain Darejan  + (Etain was once a Tir Ghost and still has tEtain was once a Tir Ghost and still has the reputation, she is known to communities both legitimate and criminal, and she scares them all. When having Etain show up or take an active role in dealing with a target or group, roll 1d6. On a result of 1 or 2 the person or group would rather flee than deal with one of the most feared security services on the planet, believing their lives are at risk planet, believing their lives are at risk)
  • Brady Franco  + (The initial cost of purchasing this contact is doubled, unless part of a run reward.)
  • Rehr  + (Fundamentally, Rehr is here to seek motivaFundamentally, Rehr is here to seek motivations unseen they must indulge in, not to stick out their neck too far for some fragile mortal runners. As such, they will not perform game actions at significant risk to themselves or their standing for any runners with fewer than 5 loyalty. Additionally, they will always ask for karma, favors, or tangibly useable information and is not above talking runners into spirit pacts to cement those things. into spirit pacts to cement those things.)
  • The Green-Eyed Witch  + (Fundamentally, The Green-Eyed Witch is in Fundamentally, The Green-Eyed Witch is in the game for their own interests, not to stick out her neck too far for some fragile mortal runners. As such, she will not perform game actions at significant risk to herself or her standing for any runners with fewer than 5 loyalty. Additionally, she will always ask for karma, favors or tangibly useable information and is not above talking runners into spirit pacts to cement those things. into spirit pacts to cement those things.)
  • Galina Amirov  + (Galina’s Loyalty can not be raised above 3, outside of a private run.)
  • Gator  + (Bayou Bill taught Gator everything he knewBayou Bill taught Gator everything he knew. Including combat tactics. When Gator is called for job, roll 1d6 in secret. On a roll of 5 or 6, Gator will fight like Bill did. That means violence, explosions and collateral damage galore. You think you brought him on for a distraction and expect it? Oh no, he went even bigger. This violence may or may not be able to be traced back to you, depending on how evil the GM is feeling., depending on how evil the GM is feeling.)
  • Gestrüpp  + (Gestrüpp is a Wild Spirit, with his domain in Carbonado, Puyallup. He can not be contacted outside of that area, and he can not leave it.)
  • Woedica Kryptman  + (Getting a hold of Woedica is extremely difficult due to her endless conquests as the Hunt's rider. Treat her Connection rating as 7 higher when making an Availability check.)
  • Joshua Calvert  + (Given his past and as a former intelligence officer, Joshua finds it very difficult to maintain friendships beyond a certain level. Loyalty higher than 4 costs triple with this contact.)
  • Goalmaster  + (Goalmaster is reliable when it comes to acGoalmaster is reliable when it comes to actually supplying materials, but... well, getting to the actual bartering process can be an exercise in frustration. His hallucinations and creative imagination take firm hold of him whenever his long-term brain damage flares up, and it becomes nigh-on impossible to talk over how much a shipment of scrap steel will cost when he's more concerned about slaying the ruddy-furred chimera for the good of his kingdom. Blowing up whatever rusted-out old truck he's obsessing over this time tends to snap him out of it long enough to talk. When you attempt to tap this contact during a run, the GM should make a roll to determine his mental state at the time. On a 4, 5, or 6, he's stable enough to make a deal or provide information. On a 1, 2, or 3, he'll answer the call, but will require the runners to complete some inconvenient, ridiculous job out in the worst parts of the Puyallup barrens before he's willing to talk shop. barrens before he's willing to talk shop.)
  • Gord "Twitch" Rodney  + (Gord is a mean slitch at the best of timesGord is a mean slitch at the best of times, even to those he considers his friends. If he ''doesn't'' consider you his friend, you can expect him to be that much more obnoxious. He's even more sensitive to any slights than a normal hobgoblin. Unless the character in question has at least Loyalty 5, whenever this contact is called upon, the runner tapping him for help needs to be as conciliatory and pleasant as possible, no matter how acerbic his insults become. If they return the venom in any respect, Gord will be more than happy to come up with a suitable way of getting even - whether it's "accidentally" leaving one of his traps armed when someone comes to visit, or forcing them to go handle someone else on his shitlist to get off of it themselves. The GM is encouraged to make the revenge obnoxious, unpleasant, or demeaning, but never quite dangerous enough to get the runner killed.dangerous enough to get the runner killed.)
  • Gran NY  + (Gran NY is fussy, ahem, "selective", aboutGran NY is fussy, ahem, "selective", about who she works with. She fancies herself the guide for those lily-livered whippersnappers, err, the next generations of runners. Notoriety has a double penalty when dealing with this contact. Subtract twice the runner's Notoriety from any check she's asked to do.otoriety from any check she's asked to do.)
  • Grani  + (Grani 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.)
  • Greasy Eddie  + (Greasy Eddie isn't an expert in magical stuff, nor cutting edge brain bioware, nor much else really, and he doesn't lie about it. He suffers a -5 to all gear checks that are not covered by his aspects.)
  • Greg  + (Greg is community minded first and foremost. If you want to become closer to the man you’ll need to prove your character. Loyalty can only be raised 1 at a time, and each raising requires the character to first complete a run on his behalf.)
  • Hanako Shinoda  + (Hanako is haunted by visions of many possible futures due to the strength of her gift. When contacting her, the GM secretly rolls 1d6. On a 1 Hanako may have information for you, but it is cloaked in prophecies about destruction and terrors soon to come.)