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NPC Reactions

The GM is in charge of deciding how NPCs react to adventurers in social interactions, depending on what makes sense in all of the circumstances. Sometimes however the GM might decide the outcome is uncertain, or simply prefer to inject some randomness to the scenario, and let the dice decide how an NPC responds. In such a case, the adventurer makes a Cha check (modified at the GM's discretion).

The degree of co-operation or obstruction from the NPC depends on the degree of success or failure of the check. With a great success, the NPC is co-operative and will go out of their way to assist. On an ordinary success, the NPC will agree or help but is not willing to put themselves at any great risk or loss to do so. An ordinary failure means the NPC probably won't co-operate, or only with an adverse complication or setback. A terrible failure means the NPC takes an opposing position to the adventurer and actively obstructs the character, either directly or indirectly.

Reaction Table

Alternatively, the GM might simply roll 2d6 and consult the Reaction Table to determine an NPC's starting attitude. Depending on the circumstances, PCs might be able to sway this initial demeanour (GM's call).

NPC REACTION
2-3Hostile, opposed, confrontational.
4-5Unfriendly, suspicious, disinterested.
6-8Neutral, uncertain, careful, cautious.
9-10Fairly friendly, curious, mildly helpful.
11-12Affable, attracted, very helpful.

Example 1

The party wishes to enter a city after nightfall and is challenged by the city guards. After some small talk, the GM calls for a Cha check to convince the guards to let them in. With a great success, the captain takes a liking to one of the adventurers, welcomes them inside, directs them to the safest inn, and provides a warning about cut purses frequenting certain streets. On an ordinary success, the captain invites them inside and directs them to the closest inn. On a failure, the captain grumbles about low pay and solicits a few gold as a "night tax" before allowing entry. On a terrible failure, the captain takes a firm dislike to the wandering freebooters, suspicious of their motives, and doesn't permit entry. He tells them they can camp outside the walls, and if they're still there in the morning, they can make their case to the captain of the relieving shift.

Example 2

An adventurer is doing the rounds of some city taverns, buying drinks for locals in a bid to gather useful information. On a great success, the player learns all four pieces of intelligence the GM has about the item of interest. On an ordinary success, the player learns two of the four things. On a failure, the player learns the one critical piece of information required for the adventure to move forward, but word of his inquiries leak back to an opposed stakeholder, who sets plans in motion. On a terrible failure, agents of an opposed stakeholder attempt to kidnap him!