How characters feel about you, what changes that, and what it changes.
Every character has a disposition toward you: a score from 0 to 100 that starts at 50. It falls into one of five bands:
| Score | Band |
|---|---|
| 0–19 | Hostile |
| 20–39 | Unfriendly |
| 40–59 | Neutral |
| 60–79 | Friendly |
| 80–100 | Loyal |
You'll see it on their hover card, on their sheet in the Atlas, and in the Journal. There's no pop-up when it changes, so check back on the people who matter.
After each conversation. When you leave, everyone who spoke is judged on how it went, and their disposition moves up or down. Bad impressions land harder than good ones, and once someone really dislikes you, winning them back is slower still. Feelings never shift halfway through a conversation, only when it ends.
Other things that move it:
Scenes you only spectate never change how anyone feels about you.
To set where someone starts, write a Player Backstory on their profile. That unlocks a starting-disposition slider. See NPC profiles.
Separate from disposition, characters also have a sense of how well they know you, based on how much you've been through together. Someone you've talked to once treats you as an acquaintance. Someone with a long history treats you like it, whether they like you or not.
Once a character has enough memories of you, they write their own account of your history together: who you are to them and what's happened between you. It's rewritten as more memories build up.
You can read and edit it in Journal → Characters → a character. Your edit is used from their next reply, but the next automatic rewrite replaces it. To make something permanent, pin a memory or a directive instead. See Memory and the Journal.
Characters have feelings about each other too:
Spectated scenes can change how the characters in them feel about each other.