Relationships

These rules will be used to influence the NPC councillors of the kingdom of Kynnys. You can increase your Relationship Score with an NPC in the following five ways.

1) Charisma: Your base Relationship Score with any NPC is equal to your Charisma modifier, so when your Charisma score changes permanently, your total Relationship Score with NPCs changes as appropriate. Short-term changes do not alter Relationship Scores.

2) Established Relationship: You gain a one-time +4 bonus to your Relationship Score with an NPC you have an established relationship with.

3) Companionship: Every time you gain a level, you may increase your Relationship Score with one significant NPC still active in the campaign by 1 point.

4) Gifts and Insults: A special gift can increase a friendly Relationship Score with an NPC, while a perfectly crafted insult can increase a competitive Relationship Score. Gifts and insults can’t be just anything – each significant NPC has three categories of gifts and three categories of insults that work particularly well with that NPC. You’ll need to learn what most of these are by observing the NPC in play, but the GM will inform you of one gift or insult category for an NPC associated with you.

You can give a gift or an insult with effect to an NPC once per month – when you think that you have the right kind of gift (be it an item you found, built, or purchased; in most cases, the cost of the item is irrelevant as long as it’s an honest gift) or have composed the right insult, simply inform the GM of what you intend to do, then make a Diplomacy check (for gifts) or an Intimidate check (for insults). If you roleplay the gift or insult’s delivery particularly well, the GM might award you a +4 bonus on this check, at his discretion. Likewise, if you roleplay the interaction poorly, or if you time things badly enough (attempting to give a gift in the middle of combat, for example), the GM could inflict a –4 penalty on the check.

The DC for this check is equal to your current Relationship Score with the NPC. If you succeed at the check, your Relationship Score with that NPC increases by 1 point. If you exceed the DC by 10 or more, your Relationship Score increases by 2 points instead. Giving a gift to a competitor actually reduces your Relationship Score, as does insulting a friend. You must still make the appropriate skill check (Diplomacy or Intimidate); a success reduces your Relationship Score by 1 or 2 points, as above.

5) Special Events: Certain events can alter your Relationship Score with some NPCs – the GM will inform you of these adjustments if and when they occur.

Relationship Levels

As your Relationship Scores with NPCs increase, your Relationship Level with an NPC increases as well, as listed below.

Relationship Score Relationship Level First Time Reward Subsequent Reward
5 or Less Association None None
6 to 11 Friendship/Competition 400 XP 200 XP
12 to 30 Fellowship/Rivalry 1,200 XP 600 XP
31 or More Devotion/Emnity 3,200 XP 1,600 XP

The first time you reach a Relationship Level with an NPC, you gain the first time reward. Whenever you gain that Relationship Level with another NPC for the first time, you gain the subsequent reward.

Association: You and the NPC know each other, but not well enough to have formed a significant opinion about each other.

Friendship/Competition: You are a good friend or known competitor of the NPC.

Fellowship/Rivalry: You have strong ties to the NPC, either through deep mutual respect and admiration or through a strong sense of competition and conflict. As long as the other NPC is alive, you gain a +1 morale bonus on all Charisma-based skill checks in the NPC’s circle of friends or rivals, respectively.

Devotion/Enmity: You and the NPC are devoted to each another, or are actively opposed to one another. In addition to XP, your relationship with the NPC is strong enough to grand you a boon, whether your relationship is friendly or competitive. The nature of this boon differs for each NPC – your GM will inform you what kind of boon you earn at this stage. The effects of this boon last for as long as the NPC is alive and active in the campaign.

You cannot gain XP bonuses from an individual NPC more than once (such as if you decrease your Relationship Level with an NPC and bring it back up). In addition, when attempting to influence one of the member’s of the high council of Kynnys to vote a particular way, you can add your friendly relationship score to Diplomacy or Bluff checks, and add a competitive relationship score to Intimidate or Bluff checks.

Romances

Not all gaming groups are comfortable with the concept of PC/NPC romance, so these rules are more optional than most. Consult with your GM to determine whether romance is an option in your game.

Each significant NPC has a Romance Score known only to the GM. In order to begin a romance with an NPC, your Relationship Score with that NPC must exceed the NPC’s Romance Score. Once per level, you may attempt a Sense Motive check (DC equal to the NPC’s Romance Score) to determine whether an NPC is potentially interested in a romance with you. If the NPC is interested in a romance with you, you must make a successful Diplomacy check (DC equals 10 + the NPC’s level + the NPC’s Charisma modifier) to begin the romance. The romance ends if your Relationship Score with an NPC ever drops below that NPC’s Romance Score. Each time a romance ends, that NPC’s Romance Score increases by 5.

Note that a PC can have a romance with an NPC with whom she has a competitive relationship – opposites do sometimes attract, after all – but this kind of romance can be more difficult to begin. If the PC’s Diplomacy check to start a romance is successful, the romance begins, and the nature of the PC’s relationship with that NPC immediately changes from competitive to friendly. This change does not necessitate reducing the Relationship Score by half in this case.

Romances do not grant additional in-game bonuses or benefits, but might grant situational benefits, opportunities, complications, or even dangers during the course of an adventure, usually at the GM’s discretion. The exact detail to which the romance is played out at the table should be determined by the comfort level of your group – the GM should make sure he understands what this comfort level is before proceeding with this type of addition to the campaign.


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Relationships

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