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.
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.
The roll sets the temperature.
The conversation decides what happens.
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. |
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.
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.