GUIDE

Negotiation

Negotiations are social encounters where the heroes talk an important NPC into providing something that could significantly change the course of an adventure—an army, a powerful artifact, a key piece of information, a legendary ally.


When Does a Negotiation Happen?

Not every social interaction needs negotiation rules. A single Presence test handles flirting with the alchemist for a free potion or interrogating a captured cultist.

A negotiation happens when:

  • The heroes need something major from a named NPC
  • That NPC is conflicted—they have a reason to help and a reason to refuse

If the NPC would just say yes, no test is needed. If they'd say no under any circumstances, negotiation won't change that. Negotiation only works when the NPC is genuinely on the fence.

Negotiation doesn't change an NPC's character. You're convincing them that helping you is in character—showing them how your goals align with who they already are.

Read more: When to Negotiate


NPC Stats

Every NPC in a negotiation has four stats the Director tracks behind the screen.

Interest (0–5)

How eager the NPC is to make a deal. Starts between 1 and 4 based on attitude. Your goal is to raise it.

  • If Interest reaches 5: The NPC makes their best possible final offer and negotiation ends.
  • If Interest drops to 0: The NPC ends negotiations entirely—possibly with hostility.

Patience (0–5)

How long the NPC will put up with the conversation. Decreases almost every time you make an argument. When it hits 0, the NPC makes a final offer and the negotiation is over—whether you're satisfied or not.

Motivations

Topics that resonate positively with the NPC. Crafting arguments around them is easier and more effective. Each motivation can only be successfully appealed to once per negotiation.

Pitfalls

Topics that spark a negative reaction. Accidentally using a pitfall in an argument automatically fails and costs the NPC interest and patience. Avoid them.

Starting Attitudes

Attitude Description Interest Patience
Hostile Barely willing to listen 1 2
Suspicious Doubts your motives but will hear you out 2 2
Neutral Indifferent; would rather be elsewhere 2 3
Open Willing to help if you're not asking too much 3 3
Friendly Gives you the benefit of the doubt 3 4
Trusting Will help if you don't blow it 3 5

Tip: Speaking the NPC's native language (not Caelian) gives them +1 Patience. Three or more heroes speaking it gives +2.

Read more: Negotiation Stats


Uncovering Motivations and Pitfalls

The more you know going in, the better. Do reconnaissance beforehand—read the NPC's diary, ask their associates, or use relevant skills. During negotiation, you have two options:

Ask directly. "What do you want out of this?" An NPC with Interest 3+ may just tell you.

Read them. Make a Reason, Intuition, or Presence test using any applicable skill:

Roll Outcome
≤11 Learn nothing; NPC notices and loses 1 Patience
12–16 Learn nothing
17+ Learn one motivation or pitfall (your choice)

After making this test, you can't test again until after your next argument.

Read more: Uncovering Motivations


Making Arguments

One hero makes each argument, but the whole group can discuss strategy between arguments. A good argument:

  1. States what the NPC should do
  2. Explains why it's in their interest — "because..." is required

"Help us defeat Saxton" is half an argument. "Help us defeat Saxton—we know he's marching on your kingdom next" is a full one.

Appeal to a Motivation (Medium Test)

If your argument hits one of the NPC's untapped motivations and avoids pitfalls, make a medium Reason, Intuition, or Presence test with any applicable skill:

Roll Outcome
≤11 Patience −1
12–16 Interest +1, Patience −1
17+ Interest +1 (Patience unchanged)

No Motivation or Pitfall (Hard Test)

Generic arguments that don't connect to a motivation or pitfall require a hard test:

Roll Outcome
≤11 Interest −1, Patience −1
12–16 Patience −1
17+ Interest +1, Patience −1

On a natural 19–20, Patience doesn't decrease.

Pitfall Used (Automatic Failure)

Any argument using a pitfall automatically fails: Interest −1, Patience −1. The NPC may warn you.

Caught in a Lie

If you lie and the argument fails to raise Interest, the Director can have the NPC catch on: Interest −1 on top of the normal failure.

Renown

If your Renown equals or exceeds an NPC's Impression score, your reputation carries weight:

  • Famous to the NPC → Edge on Flirt, Lead, and Persuade argument tests
  • Infamous to the NPC → Edge on Brag, Interrogate, and Intimidate argument tests

You gain this edge even without the relevant skill. Everyone should watch the sample negotiation to see how Jorn's fame gave them an edge at a critical moment.

Read more: Making Arguments


NPC Responses

After each argument, the NPC responds and makes an offer based on their current Interest. This is how the Director signals how the negotiation is going.

Interest Response What They Offer
5 "Yes, and..." Everything asked for, plus a bonus. Final offer.
4 "Yes." Everything asked for, no extras.
3 "Yes, but..." What you want, but asks for something extra in return.
2 "No, but..." Can't give you what you want; offers something lesser instead.
1 "No." Flat refusal; may ask what would change their mind.
0 "No, and..." Refuses and turns hostile. Negotiation is over.

Read more: NPC Response and Offer


Keep Going or Stop

After each offer, you decide:

  • Accept the current offer and end the negotiation
  • Push for more by making another argument (if the NPC still has Patience)

The NPC signals whether they have patience left—often with a question like "Is there anything else?" The Director is required to end negotiations when Patience hits 0 or Interest reaches 5—whatever offer is on the table at that point is final.

You can also walk away from a negotiation at any time without accepting anything.

Read more: Keep Going or Stop


Motivations and Pitfalls Reference

The same topic can be a motivation for one NPC and a pitfall for another. Use this table to recognize and plan around them.

Motivation NPC Wants... Pitfall Variant
Benevolence To share what they have; others to benefit Cynical—believes no one deserves charity
Discovery New lore, exploration, lost artifacts, experimentation Fears or resents the unknown
Freedom No authority over them; to liberate others Believes order and rule are necessary
Greed Wealth, resources, accumulation Holds ideals above material gain; offended by bribery
Higher Authority To serve a person, deity, or organization they revere Refuses to answer to anyone
Justice The righteous rewarded; the wicked punished Believes justice is a naive fiction
Legacy Fame now and renown after death Finds personal ambition and vanity pointless
Peace Calm, stability, to be left alone Craves excitement and chaos
Power More authority, influence, control Has no interest in ruling others
Protection To keep loved ones, lands, or ideals safe at any cost Believes in letting others fend for themselves
Revelry Fun, parties, hedonism, good company Sees socializing as a waste of time
Vengeance Payback for a past wrong Believes revenge solves nothing

Read more: Negotiation Stats


Quick Tips for New Players

  • Everyone can contribute. Reason and Intuition tests are valid—it's not just a Presence character's game.
  • Research pays off. Discovering motivations before negotiation (not during) means you lose no Patience finding them out.
  • A full argument beats a half-argument. Always explain why your offer or appeal is in the NPC's interest.
  • Watch the patience. Each argument costs patience whether it succeeds or not. Don't push past the point of a satisfying deal.
  • Walking away is valid. If the deal on the table isn't worth it, you can refuse and try a different approach entirely.