Trust is the metric for the attitude of NPCs in the steady state world. If NPCs are worried that a given character may be a bandit or an agent of a tyrant, Trust is going to be lower. If everything is going well and the NPCs have no particular worries, Trust is going to be higher. High Trust acts as a bonus for social rolls, expressed as lower DCs, and low Trust acts as a penalty for persuasion expressed as a higher DC.
At the extremes, Trust can be the difference on one hand of freely finding a place to sleep to open rebellion against 'legitimate' authority.
Sample Effect |
Sample Bonus |
Witch Hunter is in the Area |
-2 Trust |
Sheriff is Merciful |
+1 Trust |
Criminals Are Rampant |
-3 Trust |
Sheriff is Unarmed |
+2 Trust |
Plague |
-3 Trust |
Net Trust |
Effect |
-10 |
Climate of Paranoia; -10 on Social Rolls, -10 Economy, 20% chance for a Witch Hunt every season. |
-9 |
-7 on Social Rolls |
-8 |
-6 on Social Rolls |
-7 |
-5 on Social Rolls |
-6 |
Disadvantage on Social Rolls |
-5 |
Disadvantage on Social Rolls |
-4 |
Disadvantage on Social Rolls |
-3 |
Disadvantage on Social Rolls |
-2 |
No Change |
-1 |
No Change |
0 |
No Change |
1 |
No Change |
2 |
No Change |
3 |
Advantage on Social Rolls |
4 |
Advantage on Social Rolls |
5 |
Advantage on Social Rolls |
6 |
Advantage on Social Rolls |
7 |
+5 on Social Rolls |
8 |
+6 on Social Rolls |
9 |
+7 on Social Rolls |
10 |
Social Tranquility; +10 on all Social Rolls, +10 Economy, +2 Control |
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