Social

Random tables to help define social interactions with non-player characters.

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.

Disposition

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

01–05

Hostile: Openly antagonistic, may act aggressively or sabotage the interaction.

06–20

Cold: Unfriendly and distant, unwilling to help unless required.

21–40

Aloof: Indifferent, keeps interaction strictly professional with minimal effort.

41–60

Neutral: Neither friendly nor unfriendly, engages as required without emotion.

61–80

Friendly: Warm and polite, willing to assist or share useful information.

81–95

Helpful: Actively seeks to assist, offering solutions or extra help.

96–100

Enthusiastic: Overly eager to help, deeply invested in ensuring a positive outcome.

Motivations

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

01–10

Personal Gain: The NPC is focused on benefiting themselves, financially or otherwise.

11–20

Loyalty: Their actions are driven by devotion to a person, organization, or cause.

21–30

Fear: The NPC acts out of fear, whether for their safety or something greater.

31–40

Revenge: They seek to settle a score or right a past wrong.

41–55

Curiosity: The NPC is motivated by a desire to learn or discover new things.

56–70

Duty: Their actions are guided by a sense of responsibility or obligation.

71–80

Greed: They are excessively motivated by wealth or material gain.

81–90

Altruism: The NPC is genuinely interested in helping others or doing the right thing.

91–100

Desperation: They are in dire need of assistance or resources, pushing them to take risks.

Secrets

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.

NPC Secrets Table (D100)

ROLL
DESCRIPTION

01–10

Hidden Agenda: The NPC has a personal goal that conflicts with their outward actions.

11–20

Criminal Past: The NPC has been involved in illegal activities and is trying to keep it hidden.

21–30

Secret Affiliation: The NPC is a member of an underground group or secret organization.

31–40

Blackmailed: The NPC is being coerced or controlled by someone due to blackmail.

41–50

Hidden Wealth: The NPC has a large amount of money or valuable items they’re concealing.

51–60

Personal Grudge: They harbor resentment toward someone, possibly affecting their decisions.

61–70

Forbidden Knowledge: The NPC knows something dangerous or forbidden that they fear revealing.

71–80

Fear of Exposure: They are terrified of being exposed for a past mistake or scandal.

81–90

Fake Identity: The NPC is not who they claim to be and is living under an assumed identity.

91–100

Dangerous Secret: They possess knowledge that could harm others or cause major consequences.

Quirks

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

01–10

Fidgety: Constantly tapping fingers, shifting, or unable to stay still.

11–20

Overly Formal: Speaks with excessive politeness and precision, even in casual conversation.

21–30

Sarcastic: Almost every sentence is laced with sarcasm or a dry sense of humor.

31–40

Constantly Distracted: Frequently looks around or appears not to be paying full attention.

41–50

Overly Curious: Asks many questions, prying into details or topics beyond what's necessary.

51–60

Speaks in Riddles: Communicates in cryptic or poetic phrases, rarely straightforward.

61–70

Excessive Optimism: Always looking on the bright side, even when it seems inappropriate.

71–80

Grumpy: Complains or mutters about things, generally has a negative outlook.

81–90

Eccentric Dress: Wears unusual or flashy clothing, often drawing attention.

91–100

Loyal to a Fault: Defends and supports those they trust, even when it’s unwise.

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