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Each NPC castaway has an initial attitude toward the PCs dependent on the PCs' backgrounds. The PCs can attempt a Diplomacy check to adjust a given NPC castaway's attitude beyond this initial attitude once per day.
The stress ofbeing shipwrecked makes it difficult to adjust an NPC's attitude to helpful during this adventure - an NPC will become at most friendly until the PCs complete that NPC's personal quest, at which point the PCs can advance her attitude to helpful. Barring abject betrayal or violence from a PC, an NPC who is adjusted to helpful in this manner remains helpful to the end of the adventure. In addition, each helpful NPC castaway reveals a secret to the PCs and grants a boon that can aid them in escaping Smuggler's Shiv.
How the NPCs act and relate to the PCs depends on their current Attitude, as outlined below:
Hostile: The NPC takes a foolish or aggressive action that may cause problems for the rest of the castaways.
Unfriendly: The NPC is standoffish and refuses to help with campsite duties.
Indifferent: The NPC is willing to serve in one of two campsite roles, based on their capabilities.
Friendly: The NPC will reveal their personal subquest.
Helpful: After completing the subquest, an NPC will become and remain Helpful for the duration of the adventure. A helpful NPC will accompany PCs on their explorations and offers PCs a one-time permanent bonus to saving throws, attacks, or the like.
Morale:
The NPC castaways react to their near-death experience in different ways, and if the PCs don't bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities initially, clashes amongst the NPCs could occur as early as the first night.
Morale has seven categories: hopeful, normal, spooked, shaken, Scared, frightened, and panicked. Events can adjust each castaway's morale in one direction or the other.
Adjusting Morale: Every morning, an NPC castaway will make a DC 15 Will save. If successful, the NPC's morale will change one step towards hopeful. If the save fails, it will switch one step towards panicked. If an NPC reaches hopeful, he will no longer need to make these saves, but special events can still move his morale downwards.
Effects of Morale: Each level of morale has a different effect on the NPCs:
Hopeful: The NPC functions normally, and does not need to make Will saves to adjust morale. Diplomacy checks to improve the NPC's attitude receive a +2 bonus.
Normal: The NPC functions normally.
Fear modifiers
1. Spooked: The nature of your surroundings or events that you have witnessed makes you uneasy. You take a –2 penalty on saving throws against fear effects and on Perception checks, as your mind conjures potential horrors in every shadow. However, you are ready to face danger, and gain a +1 circumstance bonus on initiative checks.
2. Shaken: Fear has taken hold of you and you are no longer thinking or acting clearly. You take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
3. Scared: You are noticeably afraid, jumping at shadows and easily panicked by odd sights and unexplained noises. You take all of the penalties of the shaken condition, except the penalty on saves against fear effects becomes –4. In addition, if being subject to a lesser fear effect would increase your fear level, you are staggered for 1 round instead.
4. Frightened: The NPC is shaken. Diplomacy checks to improve the NPC's attitude receive a -2 bonus.
5. Panicked: The NPC is shaken, and during any attack by hostile forces, she immediately becomes panicked and flees the area, heedless of danger. Diplomacy checks to improve the NPC's attitude receive a -4 bonus.