Table of Contents
Affinity
Affinity is a measure of how a non-player character reacts towards a character. It is only used for non-player characters. There are seven degrees of Affinity, each granting benefits or penalties. The table below lists the seven steps, and includes a roll-up table in case the Director decides that he needs to determine Affinity randomly.
| 3d6 | Affinity |
|---|---|
| - | Enraged |
| 3 | Hostile |
| 4-5 | Dislike |
| 6-8 | Negative |
| 9-12 | Neutral |
| 13-15 | Positive |
| 16-17 | Friendly |
| 18 | Helpful |
| - | Devoted |
Degrees of Affinity
The degrees of Affinity are listed below, from worst to best.
Enraged
The NPC's hatred of the PC is so severe that they feel the need to physically attack them. If the NPC is sufficiently intelligent, they might decide that this is unwise, but they will certainly do nothing to help the PC, and they will likely insult, heckle or jeer them. They will certainly derive delight from any misfortune that affects the PC. Otherwise, the NPC reacts as though they were Hostile, below.
You cannot Make a Request or Make an Impression on an Enraged foe, but you can attempt to Calm them.
Hostile
The NPC wants to do nothing to assist the PC, and will, if they feel they can get away with it, hinder the PC in any way they can. Social skill checks made for any purpose other than to improve the NPC's Affinity will suffer slight, and in many cases will fail outright—requests for aid or information will fall on deaf ears, and the NPC is unlikely to even maintain basic civility.
You cannot Make a Request or Make an Impression on a Hostile foe, but you can attempt to Calm them.
Dislike
The NPC has an active dislike for the PC. They will not actively hinder the PC, unless they have a really good opportunity, but they won't assist them unless well compensated, and they will go out of their way to make any interactions unpleasant. Social skill checks made for any purpose other than to improve the NPC's Affinity will have slight.
You suffer slight to attempts to Make a Request or Make an Impression on a character who Dislikes you.
Negative
The NPC doesn't like the PC. They won't try to actively hinder the PC, but they won't aid them without pay or other compensation. Social skill checks made for any purpose other than to improve the NPC's Affinity will have slight.
You suffer slight to attempts to Make a Request of a character who has a Negative opinion of you.
Neutral
The NPC's opinion of the PC is insufficient to impact their dealings with the PC.
Positive
The NPC thinks well of the PC, and while they are unlikely to aid the PC without compensation, they will go out of their way to be pleasant. They can be convinced to offer aid as long as it costs them nothing. Social skill checks made for any purpose other than to improve the NPC's Affinity will have favour.
Attempts to Make a Request of a character with a Positive opinion of you gain favour.
Friendly
The NPC thinks quite well of the PC. They will volunteer information and any aid that costs them nothing, and can be convinced to help in substantial ways for small compensation. Social skill checks made for any purpose other than to improve the NPC's Affinity will have favour.
Attempts to Make a Request of a character who is Friendly to you gain favour.
Helpful
The NPC thinks very highly of the PC. They will volunteer aid or information even at moderate cost to themselves, though they cannot be convinced even to put their life on the line for the PC. Social skill checks made for any purpose other than to improve the NPC's Affinity will have favour.
Attempts to Make a Request of a Helpful character gain favour.
Devoted
The NPC is convinced that the PC can walk on water, or swim on land. This might be the blind worship of a religious fanatic, or the obsession of a creepy stalker. They will volunteer aid or information without hesitation, and can even be convinced even to put their life on the line for the PC. Though this level of Affinity cannot be improved, the PC will have favour on any social skill checks.
Attempts to Make a Request of a character who is Devoted to you cannot result in a Failure. If a Failure is rolled, it automatically improves to a Partial Success.
Temporary Affinity
It is typically very difficult to affect a non-player character's Affinity permanently. Any skill checks made to affect the NPC's Affinity affects only their temporary Affinity. After five minutes with no interaction with the PC, the NPC's Affinity will revert to its normal value.
As a rule of thumb, a character should have to do quite a bit of work to improve a non-player character's permanent Affinity. For a rules-based approach, consider the following suggestion: The PC must, over the course of a week, score five successes on five separate days to improve the NPC's Affinity, without ever lowering his temporary Affinity.
Adjusting Temporary Affinity
You can attempt to adjust a creature's temporary affinity by Making an Impression.
Third Party Affinity
You can attempt to adjust a character's Affinity towards a third party, such as convincing a guard that their boss is working against their interests. This is more difficult; you automatically suffer slight to the attempt.
