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NPC Core

Relationships and Advancement

Source NPC Core pg. 226
Players can invest in relationships with NPCs to make your game world more dynamic. These relationships can be practical, emotional, or romantic. It's all down to what you and the other players want to explore and are comfortable including.

Building NPC relationships is particularly appropriate for campaign-long arcs. In addition to the inherent enjoyment of building relationships, watching NPCs progress alongside PCs creates a lived-in world with interesting stakes. This is particularly true for campaigns with a tighter focus. While some campaigns may focus on saving the world, others may find that making it a better place for NPC friends and allies is equally important. Maybe the PCs can't fix everything, but they can pay off the debt of the innkeeper who provided them with a place to stay when they were starting out.

This chapter includes the following sections:
  • Connection Subsystem tracks individual NPCs' relationships with the PCs as they gain favor or disfavor through their actions.
  • NPC Advancement provides advice and tools to advance NPCs alongside the PCs, so that reoccurring characters provide meaningful aid or threats throughout a multilevel campaign.

Connection Subsystem

Source NPC Core pg. 226
The connection subsystem is designed to be used for adventure arcs or campaigns that span multiple sessions and is flexible for a range of relationship types. It can be used to track the changes in a romantic relationship, friendship, business partnership, or the bond between siblings. A PC advances through Connection Tiers by investing in relationships with NPCs or loses Connection Tiers by affronting NPCs.

This subsystem has many similarities to reputation but is simplified since it's meant to be overall more interpersonal and less campaign-shaping. It's also notably harder to improve from the worst depths of a hostile connection.

Creating a Connection

Source NPC Core pg. 226
Connections are between either an individual PC or a group of characters. When a connection is first made, determine who it is between. If it's between an individual PC and NPC, only that PC's actions influence the Connection Tier. If it's between a group of player characters and an NPC, all the PCs' actions influence the Connection Tier. For group relationships, multiply all requirements to advance or recede a connection by the number of PCs. Group connections can be divided into individual connections, and individual connections can be combined into a group connection as suits the dynamic of your group and story.

There's no limit on the number of connections that an individual PC or group may have, though maintaining many connections may prove difficult.

Connection Tiers

Source NPC Core pg. 226
Connections fall into tiers, which correspond to how invested the NPC is in the connection. Most NPC relationships will not reach the highest tiers but may still be useful to track.

Most connections start at the acquainted tier. However, at the GM's discretion, a relationship may begin at a higher or lower tier. For example, the academic rival of a PC may begin as a despised connection but slowly come around to being an associated relationship. Likewise, the long-lost brother may start as an associated connection instead of an acquaintance due to the familial history.

These tiers only indicate the other party's feelings toward the PC or group that has the connection. The feelings of a PC can vary in reciprocity, and should be roleplayed rather than measured.

Connections

ConnectionAdvanced ByReceded By
Bonded Moderate or major insult
Committed Major token Any insult
Associated Moderate or major token Any insult
Acquainted Any token Any insult
Avoided Any token Moderate or major insult
Despised Moderate or major token Major insult
Vindictive Major token

Bonded

Source NPC Core pg. 226
The NPC considers this relationship to be one of the most important in their lives. These connections are typically intended to be lifelong, though they may still recede if neglected. If asked, a bonded connection provides any favor if able. Examples of this type of connection include sworn siblings, spouses, and queerplatonic partners.
Committed
Source NPC Core pg. 226
The NPC is invested in the relationship with the PC and actively seeks them out to spend time together. These connections are typically long-term or deep relationships. Examples include an established mentor, a steady romantic partner, or an ongoing business partnership.
Associated
Source NPC Core pg. 227
The NPC knows the PC well and is usually friendly to them. These connections are mostly friendly relationships. Examples of this connection include the innkeeper at a favorite tavern, a cousin, or the early stages of a romantic relationship.
Acquainted
Source NPC Core pg. 227
The NPC is aware of the PCs but is generally neutral about their relationship with them. These connections are the most common, and most acquainted connections don't need to be tracked. Examples include a wholesale supplier of goods, a classmate, an undeclared crush, or a member of the same faction.
Avoided
Source NPC Core pg. 227
The NPC doesn't want to be associated with the connection and avoids interacting with them. While the NPC doesn't mean harm, they won't provide assistance unless they're convinced to do so. Examples include a noble who was insulted, a stiffed merchant, participant in a lousy date, or member of a rival faction.
Despised
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The NPC strongly dislikes the connection and avoids any association with them. They may actively sabotage the connection if given the opportunity. Examples include a bitter former friend, jilted former suitor, or long-term personal rival.
Vindictive
Source NPC Core pg. 227
The NPC pursues the connection with the goal of destroying them and making their plans fail. This NPC appears to cause the connection trouble whenever possible. Examples include an embarrassed villain or a single-minded adversary.

Connection Advancement

Source NPC Core pg. 227
Connections advance and recede in conjunction with the actions and investments of the PCs. The Connections table shows how connections advance and recede. Tokens of affection advance connection tiers, while insults recede them.

Maintaining Relationship and Decay

Source NPC Core pg. 227
Connections don't naturally stay at the same intensity over time if the PC stops interacting with the NPC. If a long period passes where the PC doesn't spend time or communicate with the NPC, the connection recedes one tier. Relationship decay doesn't reduce a relationship's status to avoided or despised; this degree of dislike requires an active insult or other narrative complications to occur.

Relationship decay typically takes several months of in-game time to occur and doesn't usually happen while the PCs are actively adventuring, except in extreme cases. Relationship decay should be the result of the PCs actively making story choices to spend their time and attention elsewhere rather than a situation they need to manage that keeps them from going on adventures.

Tokens

Source NPC Core pg. 227
Tokens of affection are acts that engender goodwill or otherwise make the connection feel positively.
  • Minor tokens are small acts that don't take much time or investment from a PC. Examples include offering a simple or casual gift (like a bouquet of flowers from a nearby shop), apologizing for previous wrongdoing, talking to an NPC about how their day is going, spending a day of downtime strengthening the connection, or swearing a lowstakes oath.
  • Moderate tokens require considerable investment or resources. They typically require effort or commitment from the PC, such as fulfilling a complicated promise, spending a week of downtime strengthening the connection, giving a particularly thoughtful or effortful gift (like a bouquet of the NPC's favorite rare flowers, gathered from a nearby forest), or doing a favor that includes overcoming a moderate encounter.
  • Major tokens are taxing requests. These typically require a long-term commitment from the PC, such as cementing a relationship as legally binding (such as adding the NPC into the PC's will or giving a business partner a permanent ownership stake), spending a month of downtime strengthening the relationship, presenting a gift with significant personal meaning and long-term effort or investment (like building a garden or greenhouse so the NPC's favorite rare flowers can be enjoyed all year long), or fulfilling a request for the NPC that includes multiple moderate encounters.

Insults

Source NPC Core pg. 227
Insults are acts that harm an NPC, offend them, or negatively impact their standing.
  • Minor insults are small acts that may be unintentional, such as forgetting to tip a server, not responding to a letter within a reasonable timeframe, or snubbing an NPC at a party.
  • Moderate insults are purposeful acts that may cause slight harm to the NPC. Examples include talking poorly about the NPC within earshot, unintentional property damage, insulting the NPC to their face, or making the NPC look incompetent.
  • Major insults are acts that cause purposeful and lasting harm to the NPC. These include injuring the NPC on purpose, spreading negative rumors about the NPC, undercutting them in a business deal, or betraying the NPC.

NPC Advancemetn

Source NPC Core pg. 228
While the PCs are adventuring and growing in their skills, notable NPCs can do the same. Advancing an NPC allows for an adversary to maintain an equal footing or for an ally to continue to provide useful aid. Recurring NPCs serve an important role in campaigns by maintaining a sense of continuity. They also add to the feeling of a dynamic, changing world, particularly when they build skills in response to how the PCs are changing.

When to Advance NPCSs

Source NPC Core pg. 228
NPC allies typically advance at a slightly slower rate than PCs, and NPC enemies typically advance at the same rate. However, enemies might advance more slowly if they're building up alliances to face the PCs alongside or more quickly if they're achieving major accomplishments.

It's best to advance NPCs based on specific events rather than automatically. This way the players can recognize the progress of the character by hearing about the event or seeing the NPC with new equipment, different garments, scars, or other markers that show their story has continued “off stage.”

Some milestones an NPC might achieve to advance their level or abilities include:
  • The NPC accomplishes a significant goal. This might be a business milestone for a merchant, a major performance for an actor, or a lucrative kidnapping for a villainous rogue.
  • The NPC survives a major crisis. Usually this advancement also comes with a major change in their attitude and capabilities. Examples include a treacherous journey, a natural disaster, or a bloody battle. For enemy NPCs, this can include a battle against the PCs, after which it's usually best to both have the NPC level up and wait at least 1 level for the rematch so both sides come to the encounter with new abilities and counterplay tactics.
  • PCs help the NPC improve. This could involve doing a specific task for the NPC, helping them gain admittance to an institution, personally training them, or helping them realize their true potential. If you're using the connections system, these types of tasks usually overlap with favors, so you can use increasing their Connection Tier as a good point to advance the NPC.

Numerical Advancement

Source NPC Core pg. 228
You can upgrade an NPC's statistics and level using the Building Creatures rules. Usually you can find the creature's new level on the relevant stats tables and increase their stats by the difference between the current level and the next. However, you might want to add new abilities if the NPC started out at a low level and is now much higher, and you can update spells, items, and the like to suit the new level. You might also want to add more extreme increases at 11th level or higher.

If you expect the NPC will continue leveling up, you might save yourself some work by using the elite adjustments the first time they level up. Then you can level them up by 3 levels the next time and temporarily use the weak adjustments. Then repeat the process. For example, you'd use the following progression for an NPC as they advance from 1st level: 1st starting stat block, 2nd starting stat block with elite adjustments, 3rd creature increased to 4th level with the weak adjustments, 4th the 4th-level stat block.

Social Advancement

Source NPC Core pg. 228
You can follow the same process to increase an NPC's non-combat level to improve their social or skill-based abilities. Each time you advance such an NPC, decide whether the story better suits increasing their combat level, non-combat level, or both at the same time.

Special Perks

Source NPC Core pg. 228
The story of your game will often suggest other types of advancement beyond stat increases and new combat, magic, or skill abilities. Look for opportunities to add these perks, which can give the PCs a clear picture of the NPC's new capabilities and enrich the game world. These perks could come as part of the numerical advancement described above, as a separate benefit, or due to other actions of the PCs. For example, an enemy NPC might take advantage of a slip-up by the PCs to gain an advancement listed here that fits that theme.

Special Perk Examples

Ally EventPerk
A fence NPC receives a sterling artisan's toolkit.The NPC can erase notable features of stolen goods so they can be sold easily.
A playwright NPC stages an incredible play about the PCs.The attitude of all residents of a settlement or district improve by one step for the NPC and the PCs.
A student NPC graduates from an arcane academy.The NPC can automatically identify magic items for the PCs up to the NPC's level + 2.
The PCs help an innkeeper expand their building.The innkeeper provides room and board to the PCs when they're in the settlement (a comfortable standard of living).
Enemy EventPerk
A wealthy enemy colludes with merchants.The price of all goods in the settlement increase by 10% for the PCs.
A warrior enemy escapes a battle with the PCs.The enemy chooses one PC, trains against their techniques, and gains a +1 circumstance bonus to all defenses against any of that PC's abilities they're aware of.
A plotting enemy frames the PCs.The attitude of all residents of a settlement or district worsens by one step for the PCs.
The PCs show off their spells in a public place where the enemy's spies can see.The enemy gains resistance to the spells that were witnessed, using the minimum value.