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<blockquote data-quote="LostSoul" data-source="post: 5821707" data-attributes="member: 386"><p>Now here's how you determine how the settlement feels about the PCs:</p><p></p><p>REACTION</p><p>The people in a settlement will have a certain disposition to the PCs based on their actions. This only includes NPCs whose disposition is unknown by the DM. To determine the disposition, make a reaction roll and apply modifiers once per month. The reaction roll sets the default disposition of the population, as well as the number of successes in any social conflict. </p><p>[code]3d6 Roll </p><p>+ Charisma Modifier Reaction Successes</p><p>4 or less Extremely hostile, no dialogue possible --</p><p>5-8 Hostile, possible attack 8</p><p>9-12 Uncertain, cautious, and wary 6</p><p>13-16 Interested in dialogue 4</p><p>17+ Looking to make friends 2</p><p></p><p>Table R-II: Reaction Modifiers</p><p>Previous Reaction Modifier</p><p>Extremely hostile -6</p><p>Hostile -4</p><p>Uncertain +0</p><p>Interested +1</p><p>Friendly +2</p><p>Modifiers</p><p>Threats Modifier</p><p>Town's tier band >= threat's --</p><p>Town's tier band < threat's +1 per difference</p><p>In-town threat defeated +3</p><p>Nearby threat defeated +2</p><p>Distant threat defeated +1</p><p>Refreshes Modifier</p><p>Carousing +1 per instance</p><p>Liturgy of unaffiliated god +1 per liturgy</p><p>Liturgy of affiliated god +2 per liturgy</p><p>Rite performed -1 per rite</p><p>Spell prepared -1 per spell</p><p>Pact obligation fulfilled -1 per act</p><p>Treasure Modifier</p><p>GP or ritual components spent +1 per treasure parcel of town's level</p><p>Social Interaction Modifier</p><p>Social conflict +/-1 based on outcome</p><p>Raising the Dead Modifier</p><p>Per Raise Dead cast +4</p><p>Per Raise Dead not cast -6</p><p>Per undead raised -4</p><p>If the undead was a townsmember -8</p><p>Violence Modifier</p><p>Violent assault -1 per act</p><p>Maiming -2 per act</p><p>Murder -4 per act</p><p>Level of Taxation Modifier</p><p>None --</p><p>Moderate -2</p><p>High -6[/code]</p><p></p><p>INFLUENCE</p><p>The people in a settlement will give the PCs a certain amount of respect, following their wishes, or not! As with Reactions, this only includes NPCs whose deference to the PCs is unknown by the DM. To determine the amount of influence the PCs have on a given settlement, make an influence roll and apply modifiers once per month. The influence roll sets the default reaction in any negotiation of services and determines the amount of successes needed to acquire those services.</p><p>[code]3d6 Roll </p><p>+ Charisma Modifier Reaction Successes</p><p>4 or less No respect, will not listen to PCs --</p><p>5-8 Disrespectful, requires great payment 8</p><p>9-12 Self-interested, requires payment 6</p><p>13-16 Respectful, will take minor risks 4</p><p>17+ Loyal, will take risks for PCs 2</p><p>Table R-IV: Influence Modifiers</p><p>Previous Influence Modifier</p><p>No respect -6</p><p>Disrespectful -4</p><p>Self-interested +0</p><p>Respectful +1</p><p>Loyal +2</p><p>PC Level vs. NPC Leader's Level Modifier</p><p>PC's tier band > NPC's tier band +1 per difference</p><p>PC's tier band < NPC's tier band -1 per difference</p><p>Time Spent in Town (includes henchmen) Modifier</p><p>< 1 day -6</p><p>< 1 week -4</p><p>1 week to 2 weeks +0</p><p>2 weeks to 3 weeks +1</p><p>> 3 weeks +2</p><p>Force or Threat of Force Modifier</p><p>Per successful threat of force +1</p><p>Per unsuccessful threat of force -2</p><p>Per public display of force +2</p><p>Per martial victory +2</p><p>Per martial loss -4</p><p>Per 5 men-at-arms/750 XP of guards +1</p><p>Existing Leadership Modifier</p><p>Strong leadership -4</p><p>Established leadership -2</p><p>Tenuous leadership +0</p><p>No leadership +1</p><p>Per 5 men-at-arms/750 XP of guards -1</p><p>Social Interaction Modifier</p><p>Social conflict +/-1 based on outcome[/code]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5821707, member: 386"] Now here's how you determine how the settlement feels about the PCs: REACTION The people in a settlement will have a certain disposition to the PCs based on their actions. This only includes NPCs whose disposition is unknown by the DM. To determine the disposition, make a reaction roll and apply modifiers once per month. The reaction roll sets the default disposition of the population, as well as the number of successes in any social conflict. [code]3d6 Roll + Charisma Modifier Reaction Successes 4 or less Extremely hostile, no dialogue possible -- 5-8 Hostile, possible attack 8 9-12 Uncertain, cautious, and wary 6 13-16 Interested in dialogue 4 17+ Looking to make friends 2 Table R-II: Reaction Modifiers Previous Reaction Modifier Extremely hostile -6 Hostile -4 Uncertain +0 Interested +1 Friendly +2 Modifiers Threats Modifier Town's tier band >= threat's -- Town's tier band < threat's +1 per difference In-town threat defeated +3 Nearby threat defeated +2 Distant threat defeated +1 Refreshes Modifier Carousing +1 per instance Liturgy of unaffiliated god +1 per liturgy Liturgy of affiliated god +2 per liturgy Rite performed -1 per rite Spell prepared -1 per spell Pact obligation fulfilled -1 per act Treasure Modifier GP or ritual components spent +1 per treasure parcel of town's level Social Interaction Modifier Social conflict +/-1 based on outcome Raising the Dead Modifier Per Raise Dead cast +4 Per Raise Dead not cast -6 Per undead raised -4 If the undead was a townsmember -8 Violence Modifier Violent assault -1 per act Maiming -2 per act Murder -4 per act Level of Taxation Modifier None -- Moderate -2 High -6[/code] INFLUENCE The people in a settlement will give the PCs a certain amount of respect, following their wishes, or not! As with Reactions, this only includes NPCs whose deference to the PCs is unknown by the DM. To determine the amount of influence the PCs have on a given settlement, make an influence roll and apply modifiers once per month. The influence roll sets the default reaction in any negotiation of services and determines the amount of successes needed to acquire those services. [code]3d6 Roll + Charisma Modifier Reaction Successes 4 or less No respect, will not listen to PCs -- 5-8 Disrespectful, requires great payment 8 9-12 Self-interested, requires payment 6 13-16 Respectful, will take minor risks 4 17+ Loyal, will take risks for PCs 2 Table R-IV: Influence Modifiers Previous Influence Modifier No respect -6 Disrespectful -4 Self-interested +0 Respectful +1 Loyal +2 PC Level vs. NPC Leader's Level Modifier PC's tier band > NPC's tier band +1 per difference PC's tier band < NPC's tier band -1 per difference Time Spent in Town (includes henchmen) Modifier < 1 day -6 < 1 week -4 1 week to 2 weeks +0 2 weeks to 3 weeks +1 > 3 weeks +2 Force or Threat of Force Modifier Per successful threat of force +1 Per unsuccessful threat of force -2 Per public display of force +2 Per martial victory +2 Per martial loss -4 Per 5 men-at-arms/750 XP of guards +1 Existing Leadership Modifier Strong leadership -4 Established leadership -2 Tenuous leadership +0 No leadership +1 Per 5 men-at-arms/750 XP of guards -1 Social Interaction Modifier Social conflict +/-1 based on outcome[/code] [/QUOTE]
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