Social Encounters

Impressions and Attitudes

First impressions matter. The GM decides how an NPC feels about you based on that character’s motives and emotions.

NPCs will never defy their most deeply held values or sacrifice their personal safety without an exceptional circumstance coming into play.

Determining Attitude

Roll 3D6 plus following modifiers

Modifier Details
Communication 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.
Reputation Add +2 for a Reputation that would impress the NPC. Impose -2 for a Reputation that would offend the NPC.
Other modifiers The GM can add other modifiers to the roll based on the NPC’s known feelings and motives.
The take attitude from table below
Roll Attitude Modifier Description
< 3 Very Hostile -3 The very hostile NPC can barely contain their dislike, and is 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 Hostile -2 The hostile NPC reacts to contact with ire, but might disguise this. They either refuse to provide help, or undermine the characters’ apparent interests.
6-8 Standoffish -1 The standoffish NPC 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 Neutral +0 The neutral NPC hasn’t decided things either way about characters making contact, and responds with cool caution, bored disinterest, or polite detachment, depending on their personality.
12-14 Open +1 The open NPC is curious or inclined to listen to the characters, and reacts appropriately based on their own motives and interests. Things could go either way. A negative variation of Open is Cowed, where the NPC is 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 Friendly +2 The friendly NPC takes a shine to characters making contact and is inclined to help them, but hesitates to provide any assistance that could cause them problems. A negative variation of Friendly is Shaken, where the NPC provides assistance out of fear. Once the threat appears to be gone, the NPC becomes Hostile.
18+ Very Friendly +3 The very friendly NPC is exceptionally welcoming, and provides gestures of respect or hospitality without being prompted. The NPC 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 the NPC anxiously does anything possible to avoid a perceived (or very real) threat. Once the threat is gone and the NPC feels safe, their attitude shifts to Very Hostile.

Interactions

Simple Social Interactions

Communication test vs NPC Willpower

Detailed Social Interactions

Goal is to change an NPC’s attitude to one where they feel inclined to do something in your favour.

Social Combat

Determine shifts required:

Shifts can be achieved through: