Attitudes
The GM decides how an NPC feels about you based on that character’s motives and emotions, but might find it useful to select an attitude from the Attitudes table, or roll 3d6, adding the following modifiers:
- Add the Communication ability score of the character taking the lead in making contact. If a Communication focus would apply to the first impression, add its bonus as well.
- Add +2 for a Reputation that would impress the NPC. Impose -2 for a Reputation that would offend the NPC. See the Rewards chapter for more about Reputation.
- The GM can add other modifiers to the roll based on the NPC’s known feelings and motives.
One overriding rule is that NPCs will never defy their most deeply held values or sacrifice their personal safety without an exceptional circumstance coming into play. Violent threats using Strength (Intimidation) are one way to sway an unwilling NPC. Blackmail, lies, and other methods may work as well, but the NPC may resent you for this, with potential consequences in the future.
3d6 Roll |
Interaction Modifier |
Attitude |
Description |
3 - |
- 3 |
Very Hostile |
They can barely contain their dislike, and are inclined to respond to contact with either violence or by leaving the characters’ presence. They may nurse a grudge and oppose the characters in the future. This is a rare spontaneous impression, and the GM should come up with a specific reason why any first impression would get a Very Hostile response. |
4 - 5 |
- 2 |
Hostile |
They react to contact with ire, but might disguise this. They either refuse to provide help, or undermine the characters’ apparent interests. |
6 - 8 |
- 1 |
Standoffish |
They would prefer that the characters just leave them alone. They either avoid the characters, ignore them, or firmly ask interlopers to go away. |
9 - 11 |
+ 0 |
Neutral |
They haven’t decided things either way about characters making contact, and respond with cool caution, bored disinterest, or polite detachment, depending on their personality. |
12 - 14 |
+ 1 |
Open |
They are curious or inclined to listen to the characters, and react appropriately based on their own motives and interests. Things could go either way. A negative variation of Open is Cowed, where they are a bit afraid of what the characters might do if they don’t act receptive. Once the threat appears to be gone, the NPC becomes Standoffish. |
15 - 17 |
+ 2 |
Friendly |
They take a shine to characters making contact and are inclined to help them, but hesitate to provide any assistance that could cause them problems. A negative variation of Friendly is Shaken, where they provide assistance out of fear. Once the threat appears to be gone, they become Hostile. |
18 + |
+ 3 |
Very Friendly |
They are exceptionally welcoming, and provide gestures of respect or hospitality without being prompted. They may provide extraordinary help, though nothing that contradicts their values. This is a rare spontaneous impression, and the GM should come up with a specific reason why any first impression would get a Very Friendly response. A negative variation of Very Friendly is Terrified, where they anxiously do anything possible to avoid a perceived (or very real) threat. Once the threat is gone and they feel safe, their attitude shifts to Very Hostile. |
Interactions
Simple Social Interactions
The simplest way to carry out social interactions is to decide what you want from an NPC, and how you’d like to convince them to achieve it. After that, make an opposed test of your chosen strategy (often a Communication test with an appropriate focus) versus the NPC’s Willpower, which might apply a focus the GM considers relevant for the attempt.
If the GM has decided on the NPC’s attitude beforehand, you may gain a bonus or suffer a penalty to your interaction test based on the NPC’s attitude, as shown on the Attitudes table. Unless events in the story dictate otherwise, most NPCs begin interactions with a Neutral attitude.
The GM can always decide an NPC will never do certain things, or acquiesces to some requests automatically. Otherwise, if you win the opposed test, the NPC basically does as you wish, though not always exactly as you might prefer.
Detailed Social Interactions
The goal is to change an NPC’s attitude to one where they feel inclined to do something in your favor. This may involve significant effort, so this system is better applied to major favors or changes in a relationship with the NPC.
The effort involved to achieve such significant influence is measured in shifts. A shift represents a change in attitude, opinion, object of attention, or any other social hurdle you must overcome.
- The starting total is 0-2, depending on how much your favor would inconvenience the NPC, in an objective sense.
- Add the number of shifts required to move along the Attitude scale from the current attitude to the target attitude.
- Add 1 final shift that represents directing their attention toward doing what you wish.
The final number of shifts can be achieved in two ways: through social maneuvers, or in a grand gesture.
SOCIAL MANEUVERS
Each shift becomes an action you perform to adjust the NPC’s attitude. You can suggest an action, or the GM can require one. These may be opposed tests with the NPC or specific tasks for you to complete, such as giving the NPC a gift or laying low one of their rivals.
- These tasks clear any additional shifts that represent resistance first.
- Subsequent shifts improve the NPC’s attitude.
- Your last task directs them to your goal.
Utterly blowing a task may set back progress by one or more shifts at the GM’s discretion, but in many cases nothing may happen, though any change in attitude can linger, providing a partial benefit.
Shifting attitudes is something that can happen between other encounters, as a gradual process.
THE GRAND GESTURE
Instead of many small tasks to clear shifts, the grand gesture is a single ambitious gesture intended to influence the NPC in one fell swoop.
A grand gesture is a series of tests with a success threshold of 3-5 multiplied by the number of shifts, with interval times and other details set by the GM. If you complete the gesture in time, you produce the desired attitude and response, but if you fall short, you get nothing.