NPC Disposition (First Encounter)

First Encounter

When characters first engage an NPC and their attitude is uncertain, the Referee may determine their initial disposition.

Disposition represents first impressions: mood, caution, trust, fear, pride, or tension.

It sets the tone of the encounter.

It does not determine the outcome.

If the NPC’s attitude is obvious, do not roll.

Determining Disposition

Choose one character to lead the interaction.

Roll:

d20 + CHA modifier

A relevant Skill, Background, Ancestry, or Life Event may grant a Boon if it meaningfully shapes the first impression.

Apply a Bane if the approach is hostile, threatening, insulting, suspicious, or socially dangerous.

Apply a Boon if the approach is respectful, generous, appropriate, familiar, or supported by reputation, symbols, gifts, or shared custom.

This roll sets the starting tone, not the result of the conversation.

Principle

The roll sets the temperature.

The conversation decides what happens.



NPC Disposition

Roll Total

Disposition

Description

3 or less

Hostile

Immediate hostility. May attack, flee, raise alarm, threaten, or act aggressively if appropriate.

4–6

Opposed

Actively resistant. Will obstruct, delay, overcharge, misdirect, or create complications.

7–9

Guarded

Suspicious and cautious. Refuses favors and keeps conversation brief. Trust must be earned.

10–13

Neutral / Wary

Undecided. Acts according to self-interest. Will listen, but commits to nothing.

14–17

Favorable

Open and cooperative within reason. Will negotiate and offer limited assistance.

18 or more

Welcoming

Friendly, impressed, or well-disposed. Inclined to trust, assist, or advocate unless given clear cause not to.


Shifting Disposition

Disposition is not fixed.

It may change during the encounter based on:

  • What the characters say

  • What they offer

  • What the NPC learns

  • Shared history, faith, symbols, or reputation

  • Threats, insults, gifts, promises, or proof

  • Changing danger, pressure, or opportunity

The Referee may shift disposition without a roll when the fiction clearly demands it.

If the situation meaningfully changes and the outcome remains uncertain, the Referee may call for a new roll.

Referee Guidance

Disposition reflects first impression, not control.

Strong fiction may grant a Boon, impose a Bane, shift the result, or remove the need to roll entirely.

Examples include:

  • Shared faith

  • Same village

  • Military rank

  • Known reputation

  • Old grudges

  • Visible wealth or poverty

  • Symbols of authority

  • Past deeds, favors, or betrayals

Use judgment, not procedure.

A Welcoming NPC still has limits.

A Hostile NPC may still bargain, hesitate, flee, or listen if the characters offer the right reason.