Reactions

When a PC first meets an NPC, their Reaction will be at (10) Neutral. Modifiers for Attractiveness, Status, Reputation, Charisma, etc. are applied afterwards. Any Advantage, Disadvantage, or action that applies a bonus or penalty will only apply once. Example: if you eat Saurian Rations in front of someone, you will incure a -3 to their disposition. If you do it again to the same person, there will be no further consiquences.


Influence Skills

These are skills that you can use to raise an NPCs disposition to you by entire levels. You cannot stack these for added effect. Each time you roll, this will affect one interaction with the person and the disposition level will be reverted afterward.
  • Diplomacy: Increases disposition by one level (If Poor -> (10) Neutral, if Bad -> (7) Poor, etc.) up to (13) Good.
  • Intimidation: Increases disposition by two levels (if Poor -> (13) Good, if Bad -> (10) Neutral, etc.) up to (13) Good. Once this disposition effect wears off, an additional -1 disposition loss after you are done interacting with them. If you fail an Intimidation roll, their disposition will be changed by -2.
  • Leadership: Increases disposition by two levels (if Poor -> (13) Good, if Bad -> (10) Neutral, etc.) up to (13) Good for NPCs working for you. This can only be used once, but can be rolled again for a +2 to disposition to complete a task.
  • Sex Appeal: Increases disposition by two levels (if Poor -> (13) Good, if Bad -> (10) Neutral, etc.) up to (13) Good for NPCs that are attracted to your sex. If you fail your roll, their disposition will be changed by -1.
  • Streetwise: Increases disposition by two levels (if Poor -> (13) Good, if Bad -> (10) Neutral, etc.) up to (13) Good for NPCs that are part of the "bad crowd". If you fail your roll, their disposition will be changed by -1.


Modifiers

These are skills or situations that will give small bonuses to specific people's dispositions.
  • Carousing: gives +2 to Request for Aid or Request for Info
  • Connoisseur: when selling an object within your specialty, gives +1 when Mercantile
  • Fast-Talk: if at 20+, gives +2 to all categories
  • Diplomacy: if at 20+, gives +2 to all categories and if you take a disposition penalty, you may attempt a Diplomacy roll to negate the penalty
  • Persuade: if successfully used, this can give up to +3 to all categories (+4 on a crit), but can only be used once per audience
  • Merchant: if you have any points in this, you gain +1 in the Mercantile category (+1 to all categories if interacting with a merchant), or +2 in the Mercantile category if you have this skill at 20+ (+2 to all categories if interacting with a merchant)
  • Musical Influence: if successfully used, this can give up to +3 to all categories (+4 on a crit), but can only be used once per audience
  • Savoire-Faire: if successfully used, this can give +2 to all categories if used in a social situation that affects your specialty
  • Differences of Lineage: If you are not part of the common lineages, everyone who is a part of the common lineages will have a -1 to their disposition towards you. If you share a lineage with someone, you will have a +1 to their disposition towards you. If you both are minorities and share a lineage, this will be a +2 instead.
  • Combat Ready: wearing armor or brandishing a weapon of any kind in an inappropriate situation will give a -2 penalty while you are doing so. Having the armor or weapon be Ornate can offset any penalties or even give bonuses if it's high levels of Ornate or its appropriate for you to be wearing armor or brandishing the weapon. If using different levels of Ornate armor and weapons, the bonus/penalty applied will be the lowest one possible.