TEXT: Improved NPC Interaction 
   
   
   
  Using the emotion wheel and a few other concepts to quickly 
  develop complex NPC emotional responses  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Introduction: Complex and believable NPCs are a trademark of good gaming 
  This supplement assists in creating complicated emotional traits quickly using the  
  emotion wheel modified for introverted and extroverted natures 
  In addition, considerations such as faction interaction, prejudice, piety, and affinities 
  are fleshed out to determine an NPCs initial disposition toward PCs  
   
  by Dr Damion “Doc” Meany 
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright [2017] by Damion “Doc” Meany and Mean-eye Creations and published under the Community Content Agreement for Dungeon Masters Guild. 
  
  Contents 
   
  Part 1 – Emotion Wheel 
  1 – Emotion States (by Deep Emotion)  
  Emotion State Table (Happy) ………… 4 
  Emotion State Table (Surprise) ……… 5 
  Emotion State Table (Disgust) ………. 5 
  Emotion State Table (Fear) …………… 6 
  Emotion State Table (Anger) ………… 7 
  Emotion State Table (Sad) ……………. 8 
  2 – Regional Effects 
  Base Emotion Distribution ……………. 9 
  Part 2 – Demeanor 
  1 – Initial Disposition 
  ……………… 10 
  2 – Faction Affiliation 
  ……………… 11 
  3 – Prejudice 
   
  ……………… 12 
  4 – Religious Beliefs 
  ……………… 13 
  5 – Affinities  
   
  ……………… 14 
  Part 3 – Interactions 
  1 – Initial Disposition 
  ……………… 17 
  2 – Gaining Information ……………… 18 
  3 – Changing Demeanor ……………… 19 
  4 – Requesting Action 
  ……………… 20 
  5 – Small Talk 
   
  ……………… 21 
  6 – Reverse Psychology ……………… 22 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Improved NPC Interaction 
   
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  3 
  Part 1 – Emotion Wheel 
   
  Every well-developed NPC should have a complicated emotional state to guide their behaviors and responses when 
  interacting with the player characters. One method of categorizing emotional states is an emotion wheel that defines the 
  layers of emotion that coincide with typical moods/emotions. We can add to the emotion wheel to give additional depth to 
  the surface emotions (the surface emotions most readily expressed and understood) by differentiating the responses of 
  introverted and extroverted individuals. We can also add to the emotion wheel what some common responses would be if 
  an NPC is challenged by a PC or situation based on the deep emotion the NPC is feeling. 
   
   
   
  
  Improved NPC Interaction 
   
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  4 
  Emotion Wheel 
   
   
   
   
   
   
   
  1 – Emotional States  
   
   
   
   
   
   
   
   
   
   
        (by deep emotion) 
  Each deep emotion (core underlying emotion) is listed in table form where each individual emotional response can be 
  rolled randomly. This gives a number of potential emotional states for each deep emotion (core emotional state) for your 
  NPCs. Each NPC should have only one deep emotion and one roll on the corresponding table to guide their actions and 
  responses. This deep emotion could change over time, but it should stay constant until some great change occurs in the 
  NPCs life, or a great deal of time has passed since the characters have interacted with that particular NPC.  
   
   
  Surface Emotion and Underlying Emotional States 
  2d12 + 
  1d10-2 
  External Expression 
  Underlying 
  Emotion 
  Deep 
  Emotion 
  Stressed 
  Emotion 
  1 
  Disinhibited (external)  
  Liberated 
  Joyful 
  Happy 
  Oppressed 
  2 
  Content (internal)  
  3 
  Hedonistic (external)  
  Ecstatic 
  Miserable 
  4 
  Blissful (internal) 
  5 
  Playful (external) 
  Amused 
  Interested 
  Serious 
  6 
  Bemused (internal) 
  7 
  Curious (external) 
  Inquisitive 
  Isolation 
  8 
  Evaluate (internal) 
  9 
  Condescending (external) 
  Important 
  Proud 
  Resentful 
  10 
  Prideful (internal) 
  11 
  Boastful (external) 
  Confident 
  Insecure 
  12 
  Content (internal) 
  13 
  Outgoing (external) 
  Respected 
  Accepted 
  Worried 
  14 
  Content (internal) 
  15 
  Generous (external) 
  Fulfilled 
  Needy 
  16 
  Blissful (internal) 
  17 
  Challenging (external) 
  Provocative 
  Powerful 
  Quiet 
  18 
  Scheming (internal) 
  19 
  Brave (external) 
  Courageous 
  Nervous 
  20 
  Brave (internal) 
  21 
  Dreamer (external) 
  Hopeful 
  Peaceful 
  Depressed 
  22 
  Daydreamer (internal) 
  23 
  Parental (external) 
  Loving 
  Hurt 
  24 
  Dutiful (internal) 
  25 
  Flirtatious (external) 
  Playful 
  Intimate 
  Withdrawn 
  26 
  Sensual (internal) 
  27 
  Conscientious (external) 
  Sensitive 
  Hurt 
  28 
  Intuitive (internal) 
  29 
  Excited (external) 
  Inspired 
  Optimistic 
  Sad 
  30 
  Driven (internal) 
  31 
  Talkative (external) 
  Open  
  Withdrawn 
  32 
  Receptive (internal) 
   
   
  
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  5 
  External Expression of Internal Emotional State 
  3d6 - 2 
  External Expression 
  Underlying 
  Emotion 
  Deep 
  Emotion 
  Stressed 
  Emotion 
  1 
  Questioning (external) 
  Shocked 
  Startled 
  Surprise 
  Shocked 
  2 
  Stunned (internal) 
  3 
  Pessimistic (external) 
  Dismayed 
  Dismayed 
  4 
  Unsure (internal) 
  5 
  Jaded (external) 
  Disillusioned 
  Confused 
  Disillusioned 
  6 
  Saddened (internal) 
  7 
  Questioning (external) 
  Perplexed 
  Perplexed 
  8 
  Contemplative (internal) 
  9 
  Talkative (external) 
  Astonished 
  Amazed 
  Disappointed 
  10 
  Stunned (internal) 
  11 
  Fixated (external) 
  Awed 
  Disillusioned 
   
  12 
  Stunned (internal) 
  13 
  Optimistic (external) 
  Eager 
  Excited 
  Disappointed 
  14 
  Awaiting (internal) 
  15 
  Neurotic (external) 
  Energetic 
  Drained 
  16 
  Nervous (internal) 
   
   
  External Expression of Internal Emotional State 
  3d6 - 2 
  External Expression 
  Underlying 
  Emotion 
  Deep 
  Emotion 
  Stressed 
  Emotion 
  1 
  Critical (external) 
  Judgmental 
  Disapproval 
  Disgust 
  Withdrawn 
  2 
  Disapproval (internal) 
  3 
  Argumentative (external) 
  Loathing 
  Argumentative 
  4 
  Seething (internal) 
  5 
  Disgusted (external) 
  Repugnant 
  Disappointment 
  Withdrawn 
  6 
  Disapproving (internal) 
  7 
  Revolted (external) 
  Revolted 
  Argumentative 
  8 
  Disapproving (internal) 
  9 
  Revolted (external) 
  Revulsion 
  Awful 
  Leave 
  10 
  Avoidant (internal) 
  11 
  Critical (external) 
  Detestable 
  Leave 
  12 
  Avoidant (internal) 
  13 
  Critical (external) 
  Aversion 
  Avoidance 
  Leave 
  14 
  Avoidant (internal) 
  15 
  Unsure (external) 
  Hesitance 
  Argumentative 
  16 
  Hesitant (internal) 
   
   
  
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  6 
  External Expression of Internal Emotional State 
  2d10 + 
  1d6 - 2 
  External Expression 
  Underlying 
  Emotion 
  Deep 
  Emotion 
  Stressed 
  Emotion 
  1 
  Hostile (external) 
  Ridiculed 
  Humiliated 
  Fear 
  Defensive 
  2 
  Ashamed (internal) 
  3 
  Defensive (external) 
  Disrespected 
  Defensive 
  4 
  Untrusting (internal) 
  5 
  Desperate (external) 
  Alienated 
  Rejected 
  Desperate 
  6 
  Lonely (internal) 
  7 
  Defensive (external) 
  Inadequate  
  Defeated 
  8 
  Nervous (internal) 
  9 
  Motivated (external) 
  Insignificant 
  Submissive  
  Defeated 
  10 
  Meek (internal) 
  11 
  Needy (external) 
  Worthless 
  Meek 
  12 
  Meek (internal) 
  13 
  Motivated (external) 
  Inferior 
  Insecure 
  Obedient 
  14 
  Subservient (internal) 
  15 
  Defensive (external) 
  Inadequate 
  Defeated 
  16 
  Nervous (internal) 
  17 
  Worried (external) 
  Worried 
  Anxious 
  Frightened 
  18 
  Nervous (internal) 
  19 
  Frazzled (external) 
  Overwhelmed 
  Overwhelmed 
  20 
  Lost (internal) 
  21 
  Frightened (external) 
  Frightened 
  Scared 
  Frightened 
  22 
  Jumpy (internal) 
  23 
  Hysterical (external) 
  Terrified 
  Terrified 
  24 
  Jumpy (internal) 
   
   
  
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  7 
  External Expression of Internal Emotional State 
  2d12 + 
  1d10-2 
  External Expression 
  Underlying 
  Emotion 
  Deep 
  Emotion 
  Stressed 
  Emotion 
  1 
  Tearful (external) 
  Devastated 
  Hurt 
  Anger 
  Tearful 
  2 
  Withdrawn (internal) 
  3 
  Defensive (external) 
  Embarrassed 
  Argumentative 
  4 
  Embarrassed (internal) 
  5 
  Jealous (external) 
  Jealous 
  Threatened 
  Argumentative 
  6 
  Seething (internal) 
  7 
  Hostile (external) 
  Insecure 
  Threatened 
  8 
  Worried (internal) 
  9 
  Hostile (external) 
  Violated 
  Hateful 
  Tearful 
  10 
  Worried (internal) 
  11 
  Resentful (external) 
  Resentful 
  Angered 
  12 
  Seething (internal) 
  13 
  Enraged (external) 
  Enraged 
  Mad 
  Violent 
  14 
  Seething (internal) 
  15 
  Furious (external) 
  Furious 
  Violent 
  16 
  Seething (internal) 
  17 
  Confrontational (external) 
  Provoked 
  Aggressive 
  Aggressive 
  18 
  Wary (internal) 
  19 
  Aggressive (external) 
  Hostile 
  Violent 
  20 
  Seething (internal) 
  21 
  Furious (external) 
  Infuriated 
  Frustrated 
  Violent 
  22 
  Edgy (internal) 
  23 
  Irritated (external) 
  Irritated 
  Argumentative 
  24 
  Edgy (internal) 
  25 
  Rejecting (external) 
  Withdrawn 
  Distant 
  Snappy 
  26 
  Withdrawn (internal) 
  27 
  Suspicious (external) 
  Suspicious 
  Resentful 
  28 
  Edgy (internal) 
  29 
  Interrogating (external) 
  Skeptical 
  Critical 
  Angry 
  30 
  Skeptical (internal) 
  31 
  Sarcastic (external) 
  Sarcastic 
  Angry 
  32 
  Wry (internal) 
   
   
   
  
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  8 
  External Expression of Internal Emotional State 
  2d10 + 
  1d6 - 2 
  External Expression 
  Underlying 
  Emotion 
  Deep 
  Emotion 
  Stressed 
  Emotion 
  1 
  Remorseful (external) 
  Remorseful 
  Guilty 
  Sad 
  Tearful 
  2 
  Withdrawn (internal) 
  3 
  Justifying (external) 
  Ashamed 
  Defensive 
  4 
  Withdrawn (internal) 
  5 
  Needy (external) 
  Ignored 
  Abandoned 
  Despair 
  6 
  Sad (internal) 
  7 
  Indignant (external) 
  Victimized 
  Argumentative 
  8 
  Fearful (internal) 
  9 
  Resentful (external) 
  Powerless 
  Despair 
  Despair 
  10 
  Submissive (internal) 
  11 
  Complain (external) 
  Vulnerable 
  Defensive 
  12 
  Worried (internal) 
  13 
  Overcompensate (external) 
  Inferior 
  Depressed 
  Despair 
  14 
  Submissive (internal) 
  15 
  Needy (external) 
  Empty 
  Tearful 
  16 
  Withdrawn (internal) 
  17 
  Complain (external) 
  Abandoned 
  Lonely 
  Tearful 
  18 
  Sad (internal) 
  19 
  Needy (external) 
  Isolated 
  Withdrawn 
  20 
  Lost (internal) 
  21 
  Sarcastic (external) 
  Apathetic 
  Bored 
  Argumentative 
  22 
  Quiet (internal) 
  23 
  Resigned (external) 
  Indifferent 
  Leave 
  24 
  Bored (internal) 
   
   
   
  
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  9 
  Emotion Wheel 
   
   
   
   
   
   
   
  2 – Regional Effects  
  Different regions will have a different proportion of NPCs with each deep emotional state. In regions where NPCs are 
  prosperous and treated well there will be more NPCs who are happy, and fewer with negative deep emotional states. 
  Conversely, in areas with little opportunity and where NPCs are oppressed there will be fewer NPCs that are happy. It is 
  worth stating that no matter how prosperous the region, there will always be some NPCs who are unhappy. Loved ones 
  always die, lie, or leave, some love is always unrequited, some accidents and misfortune always occurs; some NPCs will 
  always be in the midst of dealing with personal traumas. There will always be NPCs who find a way to be happy in even 
  the most horrid, squalid conditions. The rush of new love, the satisfaction of personal accomplishment, and those with 
  uncrushable happy spirits will always be present. 
   
  Utopian communities are rare; in these communities, almost all citizens are treated fairly and have the opportunity to 
  prosper and succeed. 
   
  Prosperous communities are not as egalitarian, but the abundance of wealth from natural resources or fortuitous location 
  have led to prosperity for many members of the community. 
   
  Average and Poor communities are assumed to be stable (or calm) and not beset by any recent events. 
   
  Communities that have seen recent tragedy will have a larger number of NPCs experiencing shock and surprise from 
  recent events. 
   
  Communities that have suffered under oppressive conditions for a long time (more than just poverty) will have a larger 
  proportion of NPCs who are afraid and angry. 
   
   
   
   
   
  Deep 
  Emotion 
  Utopian 
  (d12) 
  Prosperous 
  (d10) 
  Average 
  (calm, d8) 
  Poor  
  (calm, d6) 
  Recent 
  tragedy 
  (d12) 
  Long-term 
  oppression 
  (d12) 
  Happy 
  1 – 7 
  1 – 5 
  1 – 3 
  1 
  1 
  1 
  Surprised 
  8 
  6 
  4 
  2 
  2 – 4 
  2 
  Sad 
  9 
  7 
  5 
  3 
  5 – 6 
  3 – 4 
  Anger 
  10 
  8 
  6 
  4 
  7 – 8 
  5 – 7 
  Fear 
  11 
  9 
  7 
  5 
  9 – 10 
  8 – 10 
  Disgust 
  12 
  10 
  8 
  6 
  11 – 12 
  11 – 12 
    
   
   
   
  
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  10 
  Part 2 - Demeanor 
   
  The NPC will have an attitude regarding the character independent of his/her emotional state. This attitude is called the 
  NPCs demeanor. The NPC may have an agreeable demeanor, they may be indifferent, or they may have a disagreeable 
  demeanor. The likelihood that the NPC will willingly assist the PC is determined by the NPCs demeanor.  
  Demeanor  
   
   
   
   
   
   
   
  1 – Initial Disposition 
   
  If a PC is encountering an NPC they have met before, the NPCs demeanor should be the same (or close to the same) as it was 
  when the PC last spoke to the NPC. If the PC is first encountering an NPC then the GM must establish an initial disposition for 
  the NPC. This initial disposition will be based on faction affiliation, prejudices, religious beliefs, and affinities.  
  All NPCs belong to faction(s) (whether they know it or not) and the way their faction(s) interact with the faction(s) a PC is 
  affiliated with have a large impact on an NPCs initial feelings toward that PC. 
  All NPCs also hold prejudices which are usually not too different from the prejudices held by the majority of NPCs in that 
  region. The GM should establish the common prejudices of a given area. Each NPC gets a roll on the prejudice table to 
  determine if they have fewer prejudices (are more open minded), hold all the common prejudices of the region, or are 
  prejudice against more different groups of people.  
  Some NPCs hold strong religious beliefs that may influence the way they view others. Each NPC gets a roll on the piety table 
  to determine if their religious fervor (or lack thereof) modifies their initial disposition towards a given PC. 
  Finally, each NPC will have certain characteristics or behaviors they are attracted to. Each NPC gets a roll on the affinities 
  table to determine what characteristics, abilities, classes, or beliefs they find attractive. PCs which the NPC believes possess 
  these desired traits are more likely to find the NPC has an agreeable demeanor. 
   
   
  
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  11 
  Demeanor  
   
   
   
   
   
   
   
  2 – Faction Affiliation 
   
  The GM must establish which faction(s) an NPC belongs to. The GM must then determine if the PC interacting with that NPC 
  belongs to a faction whose goals oppose the goals of the NPCs faction(s) and whether the NPC is aware of the PCs faction 
  affiliation. If a conflict exists (or the NPC might rightly assume exists) then the NPC should initially have a disagreeable 
  demeanor toward that PC. If the PC belongs to the same faction as the NPC, or belongs to a faction whose goals are aligned 
  with the goals of the NPCs faction(s) then the NPC starts with an agreeable demeanor toward that PC if the NPC is aware of 
  that PCs faction status. 
  In my campaign, all beings belong to at least one faction, even if they don’t know it and the faction is not formalized at all 
  (e.g. – commoners belong to “the people”, shopkeepers belong to “merchants”). The way an NPCs faction views the known 
  (or assumed) faction status of a PC will modify their initial disposition. 
  E.G. – merchants view members of the thieves’ guild unfavorably, so all PCs who are known allies of the thieves’ guild, act in 
  ways that strengthen the thieves’ guild, or dress in a manner similar to members of the thieves’ guild are very likely to find 
  merchants have a disagreeable demeanor.  
  Further e.g. - many merchants view authority figures and nobles favorably, so a paladin PC, or a PC who dresses in fine 
  clothes is likely to interact with merchants who start with an agreeable demeanor. 
  Final e.g. – most commoners find nobles to be out of touch and elitist; when a PC wearing fine clothes interacts with a 
  commoner NPC they are likely to find that even though the commoner is polite and respectful, they have a disagreeable 
  demeanor toward the PC.  
  A PC whose faction status is not readily discernable to an NPC, or whose apparent faction affiliation is not at odds with or 
  aligned with an NPCs faction(s) should initially have indifferent demeanor toward that PC. 
   
  Social Class as a Faction  
   
   
   
   
   
   
  The GM must establish if the NPC is a commoner, a merchant or guild member (to include wizards), or a noble. People on 
  either end of this social class spectrum usually tolerate the middle class (merchants and guild members) but are prejudice 
  against the opposite end of the class spectrum. Those in the middle class are usually tolerant of and tolerated by both ends 
  of the spectrum. Most PCs are considered middle class by most NPCs, but groups (or PCs) that dress like nobles and have a 
  lot of wealth are often treated like nobles by commoner NPCs.  
  All members of the same social class are likely to have an agreeable disposition toward each other if they are happy. If their 
  underlying emotional state is negative they may view anyone they don’t know as indifferent. 
   
   
   
   
   
   
  
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  12 
  Demeanor  
   
   
   
   
   
   
   
  3 – Prejudice 
   
  All NPCs (and probably PCs) hold prejudices. These prejudices have a large impact on the initial disposition toward a PC. 
  Regional Prejudice 
   
   
   
   
   
   
  The GM must establish what races, beliefs, conditions, etc. most of the populace are prejudice against in the region where 
  the NPC is from and/or located currently. The GM then rolls on the prejudice table to see if the NPC carries fewer, the same, 
  or more prejudices that others in the region. 
  1d12 
  NPC Prejudice 
  Description 
  1 
  Open Minded 
  The NPC has almost no prejudices 
  2-3 
  Tolerant 
  The NPC has some, but not all, of the commonly held prejudices of the region 
  4-9 
  Typical 
  The NPC has the same prejudices as the majority of the people in the region 
  10-11 
  Intolerant 
  The NPC has all the commonly held prejudices, and a few more 
  12 
  Closed Minded 
  The NPC has the commonly held prejudices, as well as several additional social 
  class, ethnic, and/or other prejudices 
   
  If an NPC is intolerant make them prejudice against a social class they would normally have no issues with, and/or add an 
  ethnicity they are now prejudice against.  
  If an NPC is closed minded consider them prejudice against anyone who is not of their race or social class.  
  Additional prejudicial conditions: 
  The opposite sex, children, the elderly, authority figures, performers/music, magic-users, clergy/religion, merchants, 
  sailors/soldiers, students/scholars, drug users/drinkers 
   
  Results of Prejudice 
   
   
   
   
   
   
   
  If the NPC is prejudice against the PC then the NPC has a disagreeable demeanor toward that PC (and possibly any other PC 
  affiliated with him/her). Even if the NPC would have agreeable demeanor due to beneficial faction affiliation the prejudice 
  the NPC holds overcomes the positive impact on demeanor faction status provides.  
   
   
  
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  Demeanor  
   
   
   
   
   
   
   
  4 – Religious Beliefs 
   
  An NPC's Faithfulness can also modify their demeanor when interacting with a PC. If a character appeals to an NPCs faith, 
  they may gain (or lose) favor and shift their demeanor. The GM must decide if the NPCs piety overrides their prejudices, but 
  my suggestion is that all factors that act to shift demeanor toward disagreeable should override previous factors that serve 
  to improve demeanor. I recommend new factors that shift demeanor towards agreeable should not override previous shifts 
  toward disagreeable demeanor. 
  1d20 
  NPC Piety 
  Description 
  1 
  Outspoken Atheist 
  The NPC has a favorable shift in demeanor only for those who also deny the existence 
  of gods; all who show faith shift demeanor unfavorably. The NPC has no change in 
  demeanor if the subject of religion or worship is avoided or does not come up. 
  2 
  Quiet 
  Atheist/Agnostic 
  The NPC does not believe in the gods or does not care to guess at their existence. 
  There is no change in demeanor unless character(s) try to push their beliefs, in which 
  case the NPC has an unfavorable shift in demeanor 
  3 
  God Hater 
  The NPC believes in the gods, but despises them all. Thinks negatively of any PC who 
  worships or gains power from any god or divine patron.  
  4-12 
  Casual Observer 
  The NPC worships the gods common to the region quietly. They worship mainly out 
  of habit, and do not believe deeply. The NPC only reacts negatively to those who 
  deny their faith or worship heretical beings/gods.  
  13-15 
  Quiet True Believer 
  The NPC views all who share their beliefs with a favorable shift in demeanor while 
  viewing all other beliefs and worship (including no worship) with an unfavorable shift 
  in demeanor. Will not inquire about others beliefs or discuss their own unless asked. 
  16-18 
  Vocal True Believer 
  Same as quiet true believer, but will bring up their beliefs and actively seek to 
  determine the religion of every significant figure in their life 
  19 
  Quiet Exotic 
  The NPC has strange religious beliefs/practices that they keep to themselves. Will 
  resist any attempt to ascertain their belief and shift demeanor negatively to anyone 
  pushing their beliefs or trying to determine the NPCs beliefs 
  20 
  Vocal Exotic 
  The NPC has strange beliefs and has favorable demeanor only to those with the same 
  beliefs. Their demeanor is not affected by those who are atheist, agnostic, or god 
  haters, and is disagreeable toward those who are faithful to any other deity. 
   
  Religious beliefs, and the biases that go along with them will shift an NPC with an agreeable demeanor to an indifferent 
  demeanor, or an indifferent demeanor to a disagreeable demeanor. They can also shift a disagreeable demeanor to 
  indifferent, or indifferent to agreeable.  
   
     
   
   
   
  
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  14 
  Demeanor  
   
   
   
   
   
   
   
  5 – Affinities 
   
  All NPCs are attracted or drawn to some attribute or feature of PCs or other NPCs. The last item to influence an NPCs 
  demeanor are the features or characteristics they are subconsciously attracted to.   
   
  roll Attractive Feature 
  Roll 
  Specific 
  Feature 
  Gives Positive Shift 
  Gives Negative Shift 
  1 
  Attribute 
  1-2 
  Str 
  High Strength score 
  Low Strength score 
  3 
  Dex 
  High Dexterity score 
  Low Dexterity score 
  4 
  Con 
  High Constitution score  
  Low Constitution score 
  5 
  Int 
  High Intelligence score 
  Low Intelligence score 
  6 
  Wis 
  High Wisdom score  
  Low Wisdom score 
  7-8 
  Cha 
  High Charisma score  
  low Charisma score 
  2 
  Class 
  1-2 
  Warrior 
  Fighter/Barbarian Class 
  none  
  4 
  Holy Warrior 
  Cleric/Paladin Class 
  None 
  4 
  Druid 
  Druid/Ranger Class 
  None 
  5-7 
  Mage 
  Wizard/Sorcerer Class 
  None 
  8 
  Rogue 
  Rogue Class 
  None 
  9-10 
  Bard 
  Bard Class 
  None 
  3 
  Adventurer Type 
  1 
  Warrior 
  Medium/Heavy Armor 
  Melee Weapons Primary 
  Unarmored  
  No Martial Weapons 
  2 
  Holy Warrior 
  Medium/Heavy Armor 
  Holy Symbol 
  Warlocks, Druids,   
  Barbarians 
  3 
  Ranged 
  Warrior 
  Ranged Weapon Primary 
  Unarmored 
  No Martial Weapons 
  4 
  Spellcaster 
  No Martial Weapon 
  Wands, Component Pouch,  
  Spell Focus 
  Medium/Heavy Armor 
  Martial Weapons 
  
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  15 
  roll Attractive Feature 
  Roll 
  Specific 
  Feature 
  Gives Positive Shift 
  Gives Negative Shift 
  4 
  Social Class 
  1-7 
  Noble 
  Fine Clothes, Jewelry, Signet 
  Ragged clothes, alms box 
  8-9 
  Merchant 
  Craftsman 
  Trade goods, craftsmen’s tools 
  Fine clothes, jewelry, signet 
  ragged clothes, alms box 
  10 
  commoner 
  Common clothes 
  Fine clothes, jewelry, signet 
  5 
  Attribute Combination 
  1-2 
  Physically Fit 
  High Strength, Constitution, 
  and Dexterity 
  Low Strength 
  3 
  Intellectual 
  High Intelligence and Wisdom 
  Low Intelligence 
  4-5 
  Charming 
  High Charisma and 
  Intelligence 
  Low Charisma 
  6-8 
  Physique 
  High Strength and Charisma 
  Low Strength or Charisma 
  6 
  Background 
  1 
  Common 
  Upbringing 
  Background of farmer, laborer, 
  Folk Hero, etc. 
  Noble Background, Fine Clothes, 
  Jewelry, Signet 
  2 
  Scholar 
  Background of Scholar, Sage, 
  Scribe, Apprentice, etc. 
  Common or Travelers Garb, 
  Tools, Medium/Heavy Armor 
  3 
  Far Traveler 
  Uncommon Race (unless 
  regional prejudice), Unusual 
  Garb, Unique Equipment 
  None  
  4 
  Bad Boy/Girl 
  Criminal Background,  
  Rogue Class 
  Noble Background,  
  Fine Clothes, Signet 
  5 
  Victim 
  Afflicted or Feral background 
  Prominent Scars 
  Fine Clothes, Noble 
  6 
  Savage 
  Tribal Background, Druid,  
  Clothing Item Unique to Tribe  
  Noble, Fine Clothes 
  7 
  Skills 
  1 
  Linguist 
  Speaks 3 or more languages 
  including a language NPC 
  knows that is not common 
  Does not speak a language the 
  NPC knows aside from common 
  2 
  Craftsperson 
  Craftspersons tools, High 
  quality items 
  None  
  3 
  Literate 
  Books, Scrolls, Writing 
  Supplies 
  Illiterate 
  4 
  Mage 
  Demonstrates spellcasting 
  ability 
  No spellcasting ability 
  
  Improved NPC Interaction 
   
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  16 
  roll Attractive Feature 
  Roll 
  Specific 
  Feature 
  Gives Positive Shift 
  Gives Negative Shift 
  8 
  Characteristic/Behavior 
  1 
  Driven 
  Charges into battle,  
  does not retreat or hesitate 
  Plans actions carefully, 
  Watches battle cautiously 
  2 
  Healthy 
  High Constitution 
  No exhaustion 
  Has a disease, Exhausted, 
  Low Constitution 
  3 
  Learned 
  High Intelligence, 
  Scribe, Acolyte, Scholar, etc. 
  Medium/Heavy armor 
  Martial Weapons 
  4 
  Role Model 
  High Charisma, 
  Lawful Alignment 
  Warlock, 
  Chaotic Alignment  
  5 
  Wild 
  Protector 
  Druid, Ranger 
  Fine Clothes,  
  Metal Armor 
  6 
  Ruthless 
  Evil Alignment 
  Good Alignment, 
  Virtuous Ideal 
  7 
  Pure 
  Good Alignment, 
  Virtuous Ideal 
  Evil Alignment, 
  Ideal that is a Vice 
  8 
  Tactician 
  Plans actions carefully, 
  Watches battle cautiously 
  Charges into battle, 
  Does not hesitate 
  9 
  Clever 
  Conniver 
  Successfully fool NPC or PC, 
  High Int, High Deception 
  Cleric, Paladin 
  Virtuous Ideals 
  10 
  Wealthy 
  Wealth, Noble background, 
  Jewelry 
  Common clothing,  
  Worn Armor/Equipment 
   
   
   
  
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  17 
  Part 3 - Interactions 
   
  As PCs interact with NPCs they can learn new information from the NPC, gain more information on a topic they already know 
  a little about (if the NPC has information to give), or influence the NPC and change that NPCs disposition toward the PC. 
  Interactions  
   
   
   
   
   
   
   
  1 – Initial Disposition 
   
  If a PC is encountering an NPC for the first time, roll for the NPCs emotional state to gain insight into how to role play the 
  NPCs emotional state and see how the NPC will react if they are stressed. Determine the NPCs faction(s) and determine if 
  the NPC has any clue as to the faction(s) the PC is in. If there are any conflicts between these factions then give the NPC a 
  disagreeable initial demeanor; if the factions the NPC and PC are in are the same or support each other give the NPC an 
  agreeable initial demeanor. If there are no apparent faction interactions assume the NPC has indifferent demeanor; unless 
  the NPC and PC are obviously from the same social class, in which case the NPC may have an agreeable disposition (GM 
  discretion). 
  Roll for prejudices, religious beliefs, and affinity; if these modify initial disposition then apply them. When one would 
  counteract another use your judgment to determine to overall effect. 
  If a PC has encountered the NPC before, give that NPC the same emotional state and demeanor as when they were 
  previously encountered unless the PC or some outside force has acted in a way to change the NPCs demeanor and/or 
  emotional state.  
   
   
   
  
  Improved NPC Interaction 
   
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  18 
  Interactions  
   
   
   
   
   
   
  2 – Gaining Information 
   
  If a PC wants information from an NPC you can role play the interaction, roll the interaction as a skill check, or combine the 
  two methods by role playing the interaction and then rolling. 
  To roll as a skill check, roll Cha(Persuasion), Cha(Deception), or Str(Intimidation) [possibly Cha(Intimidation)] using the flow 
  chart below to assess the DC. If you role play the interaction consider the NPCs demeanor toward the PC, the NPCs 
  emotional state, and whether or not the NPC might suffer consequences if they give the PC the information they are looking 
  for.  
  If you intend to role play the interaction and then roll, consider granting advantage, disadvantage, or even lowering or 
  raising the DC of the roll if they role play well and/or creatively. 
   
   
   
   
   
   
   
   
   
   
   
  Regardless of whether or not the PC gains information, the NPCs demeanor toward that PC may change. If the PC 
  intimidates the NPC then the NPCs demeanor will become less favorable (unless the PC fails miserably – GM discretion). If 
  the PC attempts to deceive the NPC the NPCs demeanor may become less favorable if they fail (or fail by 5 or more under 
  the DC – GM discretion). The NPC may shift demeanor if the PC fails miserably to persuade them (GM discretion). 
   Any time the PC fails to gain information, or if the PC succeeds and the NPC doesn’t want the PC to know something, the 
  NPCs stressed emotion may appear. In certain circumstances this will cause the NPC to stop interacting with the PC as they 
  turn away, cry, flee, or even become violent.  
  If the PC succeeds (or succeeds by 5 or more over the DC – again, GM discretion) with persuasion or deception, the NPC may 
  gain a more favorable demeanor toward the PC.   
   
  PC Information 
  Request 
  Could Releasing 
  Information Harm 
  NPC? 
  NO 
  Does NPC Want PC 
  to Have Information? 
  Add up to 5 to DC 
  ROLL! 
  YES         
                 
   Don’t 
    Care 
  NO              Add up to 5  
                             to DC 
   
   
   
    ROLL! 
  NPC Demeanor 
  Agreeable – base DC 5 
  Indifferent – base DC 10 
  Disagreeable – base DC 15 
  YES 
  Success? 
  YES 
  Gain Information 
  NO 
  Does NPCs 
  Demeanor 
  Change? 
  Just Tell Them 
  Already!  
  
  Improved NPC Interaction 
   
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  19 
  Interactions  
   
   
   
   
   
   
  3 – Changing Demeanor 
   
  If a PC is having a hard time getting information from an NPC they may attempt to change that NPCs demeanor toward 
  them. They may do this by persuading or deceiving the NPC into thinking the PC believes, acts, or embodies a religious 
  belief, personality trait, faction affiliation, or other attractive feature that the NPC values. The PC must try to guess what will 
  elicit the NPCs positive feelings. They PC has to try to persuade or deceive the NPC into believing something specific…they 
  can’t just make a blind Cha(deception) roll to make the NPC like them. 
   
   
   
   
   
   
   
   
   
   
   
  If the NPC believes the PC and the information the PC conveys is something the NPC likes, the NPC goes from Disagreeable 
  to Indifferent or Indifferent to Agreeable. If the PC convinces the NPC something they do not like, the opposite occurs. 
  If the NPC does not believe the NPC, that may negatively influence the NPCs demeanor. If the NPC values honesty, then any 
  failed attempt results in loss of demeanor. If the NPC doesn’t value honesty so much, the NPCs demeanor is negatively 
  affected by a failure by 5 points or more below the DC. 
   
   
   
  PC Influence 
  Attempt 
  Is Story/Detail 
  About PC True? 
            YES 
  Use Persuasion 
             NO 
  Use Deception 
  Does PC Story/Detail 
  Seem Reasonable 
            YES 
  Decrease DC by up to 5 
             NO                                   MAYBE 
  Increase DC by up to 5             DC Doesn’t Change 
  ROLL! 
   
   
    ROLL! 
  Indifferent – base DC 10 
  Disagreeable – base DC 15 
  Success? 
  YES 
  Does Story/Detail 
  Impress NPC? 
               NO 
  Is NPC Insulted by 
  Influence Attempt? 
  
  Improved NPC Interaction 
   
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  20 
  Interactions  
   
   
   
   
   
   
  4 – Requesting Action 
   
  Finding out information is one thing, getting an NPC to act on the PCs behalf is another. To see if an NPC will act as a PC 
  requests follow this flowchart. The PC may attempt to Intimidate, Persuade, or Deceive an NPC to request their action. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Minor Boon would equate to the NPC speaking favorably of the PCs to a significant NPC, giving the PC a gift of nominal 
  value, or allowing the PC to borrow an item of significant value. 
  A Major Boon would equate to the NPC acting directly on the PCs behalf, giving the PC a gift of great value, or allowing the 
  PC to borrow a very powerful item. 
  Direct Action would equate to the NPC following the PC into a dangerous situation or allowing the PC to borrow a legendary 
  item. 
  If the NPC denies the request, their demeanor may be negatively impacted as a result of the request (GM discretion). If the 
  NPC complies with the PCs request and experiences significant consequences as a result this may also negatively impact 
  their demeanor toward the PC.  
   
   
   
  PC Request 
  Requesting: Minor Boon 
  Requesting: Major Boon 
  Requesting: Direct Action 
   Add up to 5 to DC 
   
   
  Add up to 10 to DC 
  Is the Request 
  Potentially 
  Dangerous? 
  NO 
  ROLL! 
      YES 
   
  Add 5 to DC 
   
   
   
    ROLL! 
  Agreeable – base DC 5 
  Indifferent – base DC 10 
  Disagreeable – base DC 15 
  Success? 
   YES 
   
  NPC Complies 
  with Request 
          NO 
   
  NPC Denies Request  
  
  Improved NPC Interaction 
   
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  21 
  Interactions  
   
   
   
   
   
   
   
  5 – Small Talk 
   
  If a PC wants to know where they stand with an NPC before they start asking for information or favors they can attempt to 
  make small talk with the NPC to determine the NPCs demeanor. The PC can also engage in small talk to try to draw out 
  information about a subject. The PC can try even if the NPC doesn’t know anything. Engaging in small talk takes a 
  Cha(persuasion) or Cha(deception) roll. Gathering information from successful small talk takes an Int(Investigation) or 
  Wis(Insight) roll.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The NPC may change their demeanor as the result of divulging sensitive and/or dangerous information, but the small talk 
  approach makes it so that the NPC may not even realize what information they have let slip. If the character really botches a 
  roll, it may be obvious to the NPC that the PC is manipulating them, and a negative shift in demeanor may occur. 
   
   
   
   
      Small    
      Talk 
    ROLL! 
  Agreeable – base DC 5 
  Indifferent – base DC 10 
  Disagreeable – base DC 15 
  Success? 
        NO 
   
  NPC Not 
  Responsive 
      YES 
   
  Small Talk 
  Successful 
  ROLL! 
  To Gather 
  Information 
     Gather   
  Information 
    ROLL! 
  Agreeable – base DC 5 
  Indifferent – base DC 10 
  Disagreeable – base DC 15 
  Success? 
        NO 
   
        No 
  Information 
      YES 
   
  Information 
  Gained 
  Add up to 5 to DC if Information 
  is Sensitive 
  Add up to 5 More to DC if 
  Releasing Information Would 
  Endanger NPC or Others 
  
  Improved NPC Interaction 
   
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  22 
  Interactions  
   
   
   
   
   
   
   
  5 – Reverse Psychology 
   
  If a PC wants to know something from an NPC who has a disagreeable demeanor, or wants a minor boon from them, they 
  can use reverse psychology to make it a more attractive option for the NPC. If the PC successfully role-plays an explanation 
  wherein granting the boon or releasing the information (e.g. – verifying something the PC suspects) would seem to be 
  against the PCs interests, then decrease the DC of a gathering information or request roll by up to 5 or even 10 points. The 
  PC could even use Intimidation as the skill for this check if they are creative in how they word their explanation.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Damion Meany - Improved NPC Interactions.pdf