NPC Interactions

Every NPC has a Permanent Disposition (how they feel about you generally) and a Temporary Attitude (their current mood).

  • Permanent Disposition: Provides a baseline Ease (-) or Hinder (+) to the Task Level.
  • Temporary Attitude: Determined by the Drift Roll at the start of a scene.

Interactions

  • A typical NPC will start at indifferent when meeting an NPC.
  • Based on society and faction expectations adjust the relationship.
  • Relationships changed based on the interactions.
  • When interacting with an NPC any checks should be eased or hindered by the indicated amount.

First Interaction: When encountering an NPC for the first time start at indifferent and adjust your relationship based on society and faction expectations. This is where your character will start the relationship.

Following Interactions: Roll 2d6.

2d6 Drift
2-3 Down 2 steps
4-5 Down 1 step
6-8 No change
9-10 Up 1 step
11-12 Up 2 steps

This is a temporary state and will only last for this scene unless you make a drastic change in the relationship status and it changes permanently. For any modifiers in social interactions use the original disposition, only their current attitude towards you is changed as their mood has.

Steps Disposition Attitude
+3 Unbreakable Bond devoted, protective
+2 Unyielding Loyalty steadfast, supportive
+1 Enduring Trust confident, warm
+1 Loyal friendly, dependable
+0 Reliable cooperative, respectful
+0 Indifferent neutral, detachted
-1 Irritated annoyed, dismissive
-1 Conflict argumentative, tense
-1 Rivalry competitive, combative
-2 Hostility resentful, aggressive
-3 Loathing hateful, vindictive

At Character creation, any player NPCs and factions will start with a relationship already established.

  • For factions start at Indifferent then you may move the starting relationship one step in any direction.
  • For NPCs start at Indifferent then you may move the starting relationship up to two steps in any direction.

The Conversation

You are more than welcome to write/play out actual dialog and have a conversation with your NPCs. Or if you aren't feeling like a novelist or story teller today you can opt to choose a more mechanical method below.

Pick a Pathway.

Pathways

If you approach the NPC first:

1d10 You Approach Pathways
1 Offering Aid: Can I help you (the NPC) with something?
2 Trade: Do you have wares or goods to sell?
3 Streetwise: Have you heard any rumors?
4 Interrogation: Do you know anything about a specific topic?
5 Eavesdropping: Listen in on a conversation.
6 Networking: Can you introduce me to ...?
7 Intimidation: Try to forcibly make an NPC do something
8 Contracting: I want to hire/consult with you.
9 Restoration: Trying to get into their good graces.
10 Advisor: What would you do in ...?

Use the following results for the NPC Interactions

d20 Result Details
1 Fail, and You fail in your attempt. The NPC is insulted. Decrease permanent Disposition 1 step.
2 to DC-6 Fail, but You don't get what you want, but you learn why (gain an Insight).
DC-5 to DC-1 Success, but You succeed, but the NPC’s Attitude drops 1 step for the next interaction.
DC to DC+4 Success You achieve your intent.
DC+5 + Success, and You succeed and leave a lasting impression. Increase permanent Disposition 1 step.

If the NPC approaches you first:

1d6 NPC Approach Pathways
1 Cold Call: Can you help me?
2 Ambush: I'm going to hurt you!
3 Debt Collector: You owe me!
4 Fan: Oh, hey, I know you!
5 Warning: There's trouble ahead.
6 Mistaken Identity: I thought you were someone else

Use the following results for the NPC Interactions

d20 Result Details
1 Fail, and Caught Off Guard: You lose all leverage immediately.
2 to DC-6 Fail, but Damage Control: You are on the defensive, but you spot a weakness or a hidden detail—gain an Insight.
DC-5 to DC-1 Success, but Tense Standoff: You hold your ground, but the effort is draining. Attitude drops 1 step as they grow frustrated by your resilience.
DC to DC+4 Success Poise: You handle the approach perfectly.
DC+5 or more Success, and Total Control: You flip the script. Permanent Disposition increases 1 step.