Routine background scan initiated. No threats found.
Network encrypted [4096-bit]. Idle state.
@encrypted_user_24: _
Social interactions of all forms will be a large part of this campaign, but no rule system can handle the complexity of how people behave, react, and think without bogging down the system. As such, while these rules are in place, they will bend to common sense, character personality, and the like.
Non-Player Characters will react to your character's appearance as appropriate for their interests, desires, outlook, and the context in which they appear. They will also react to what they can see about them — their equipment, augmentation, most notably.
To help identify the type of look most gear has, it will bear occasionally one or two tags such as those below — this should give a guideline to help identify just what image your character is showing in tones and styles. Though this can usually be overridden on purchase.
Tag | Examples |
---|---|
Entropism | Necessity over form - low class styles, brutalist. |
Street | Tough and hardy, from jeans and jackets to heavy boots and rings. |
Militarism | Function over form, with pockets, military styles, and rugged looks. |
Kitch | Bright colours, transparent fabrics, and everything that screams 'look at me' |
Leisure | The style of sports and upper class comfort - tennis and golf day nuisances |
Business | For life in the corporate world, from business casual to bespoke suits |
Tech | Gadgets and gizmos, with illuminated surfaces and digital interfaces |
Neo-Militarism | The standard of Corposec - military aesthetics in corporate designs |
High Fashion | Belongs on television and media presentations, or public events and runways |
Generally, attempting to get a character to do something they want to do or have no reason not to do will require no rolls. When they do have a reason, a roll may be required.
A given NPC will have a number of reasons to do something, and not to do something. A successful, relevant social roll and indication of what is being done, said, or offered can either negate negative reasons, or add additional reasons. When they have more reason to do something than to not do it, they'll comply. Particularly compelling reasons may be worth more than others.
Where a character is resistant in any way, they will resist with their Charisma attribute — modified accordingly. Excluding Intimidate, which is resisted by Will.
Most characters will have some relations with characters outside of the party; these fall into four, loose categories and can be acquired in play or purchased during character creation.
Note that all of these NPCs are under GM control, and are rarely always available or present — they have lives too, as well as their own motivations.
A given character could fall into multiple categories at once. Your best friend with a rifle (Ally) might have a habit of getting in over his head (Dependent).