Trust

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

Comments

Please Login in order to comment!