Social
Random tables to help define social interactions with non-player characters.
Last updated
Random tables to help define social interactions with non-player characters.
Last updated
These tables are examples of using random tables to generate aspects for non-player characters. A host can roll against the provided tables at the start of an encounter, creating things like a non-player character disposition towards the group and their motivations during any interactions.
Use the disposition table to generate a demeanor ranging from hostile or cold to friendly or enthusiastic, reflecting realistic probabilities for common personality types and social interactions.
ROLL | DESCRIPTION |
---|---|
Use the motivations table to generate the underlying reasons behind a non-player character's actions or behavior during an encounter. Motivations may influence how the NPC responds to questions, requests, or conflicts.
ROLL | DESCRIPTION |
---|---|
Use the secrets table to generate what hidden knowledge or motives a non-player character may conceal. These secrets add depth and intrigue to NPCs, influencing their behavior or shaping their interactions with the players. These hidden aspects can create tension or lead to unexpected story twists when revealed, whether it's a secret affiliation or a personal vendetta.
The quirks table provides unique and defining traits that set non-player characters apart, adding flavor and unpredictability to interactions. These quirks can be behavioral habits, mannerisms, or unusual characteristics that make an NPC more memorable and engaging. Whether it's a speech pattern, a strange hobby, or an odd habit, this table provides a quick way to give NPCs distinct personalities that enrich roleplaying.
ROLL | DESCRIPTION |
---|---|
ROLL | DESCRIPTION |
---|---|
01β05
Hostile: Openly antagonistic, may act aggressively or sabotage the interaction.
06β20
Cold: Unfriendly and distant, unwilling to help unless required.
21β40
Aloof: Indifferent, keeps interaction strictly professional with minimal effort.
41β60
Neutral: Neither friendly nor unfriendly, engages as required without emotion.
61β80
Friendly: Warm and polite, willing to assist or share useful information.
81β95
Helpful: Actively seeks to assist, offering solutions or extra help.
96β100
Enthusiastic: Overly eager to help, deeply invested in ensuring a positive outcome.
01β10
Personal Gain: The NPC is focused on benefiting themselves, financially or otherwise.
11β20
Loyalty: Their actions are driven by devotion to a person, organization, or cause.
21β30
Fear: The NPC acts out of fear, whether for their safety or something greater.
31β40
Revenge: They seek to settle a score or right a past wrong.
41β55
Curiosity: The NPC is motivated by a desire to learn or discover new things.
56β70
Duty: Their actions are guided by a sense of responsibility or obligation.
71β80
Greed: They are excessively motivated by wealth or material gain.
81β90
Altruism: The NPC is genuinely interested in helping others or doing the right thing.
91β100
Desperation: They are in dire need of assistance or resources, pushing them to take risks.
01β10
Hidden Agenda: The NPC has a personal goal that conflicts with their outward actions.
11β20
Criminal Past: The NPC has been involved in illegal activities and is trying to keep it hidden.
21β30
Secret Affiliation: The NPC is a member of an underground group or secret organization.
31β40
Blackmailed: The NPC is being coerced or controlled by someone due to blackmail.
41β50
Hidden Wealth: The NPC has a large amount of money or valuable items theyβre concealing.
51β60
Personal Grudge: They harbor resentment toward someone, possibly affecting their decisions.
61β70
Forbidden Knowledge: The NPC knows something dangerous or forbidden that they fear revealing.
71β80
Fear of Exposure: They are terrified of being exposed for a past mistake or scandal.
81β90
Fake Identity: The NPC is not who they claim to be and is living under an assumed identity.
91β100
Dangerous Secret: They possess knowledge that could harm others or cause major consequences.
01β10
Fidgety: Constantly tapping fingers, shifting, or unable to stay still.
11β20
Overly Formal: Speaks with excessive politeness and precision, even in casual conversation.
21β30
Sarcastic: Almost every sentence is laced with sarcasm or a dry sense of humor.
31β40
Constantly Distracted: Frequently looks around or appears not to be paying full attention.
41β50
Overly Curious: Asks many questions, prying into details or topics beyond what's necessary.
51β60
Speaks in Riddles: Communicates in cryptic or poetic phrases, rarely straightforward.
61β70
Excessive Optimism: Always looking on the bright side, even when it seems inappropriate.
71β80
Grumpy: Complains or mutters about things, generally has a negative outlook.
81β90
Eccentric Dress: Wears unusual or flashy clothing, often drawing attention.
91β100
Loyal to a Fault: Defends and supports those they trust, even when itβs unwise.