You don't win people in Kedia with a single score. You win them — or lose them — the way real trust works: chemistry, personality, and history all pulling at once.
Chemistry vs. relationship
Chemistry is the spark. Some people click on sight — instant best friends, instant rivals, instant static. Your GM tracks it as magnetic, warm, neutral, strained, or volatile.
Relationship (tracked -100 to +100) is the history. What you've done for and to each other.
They combine, they don't replace each other. You can have magnetic chemistry with someone you constantly fight — attraction without trust. You can hold a solid working relationship with someone you can't stand — respect without warmth. A high score never forces affection, and a low score never blocks a genuine moment if the chemistry says yes.
Personality decides what moves the needle
Every major character has a personality type — Emberheart, Ironvein, Sparkwire, and others. The same gesture lands differently depending on who's watching:
- Flash money in front of a materialist and you earn admiration. Flash it in front of someone who despises greed and you earn contempt.
- Shield a civilian and an Emberheart loves you; a Gravitas strategist notes whether it cost the mission.
- Harm someone a character cares about and it follows you. Confrontation now, cold distance later, or a reckoning when they learn the truth — depending on how they feel about you versus the person you hurt.
People also carry dreams, goals, and cultures. An artist of the Hearthkeep kind notices whether you protect songs and stories, not just bodies. Ask what they want, not just what they fear.
How to play it
Watch. Listen. Remember what each person values, then act like it matters — because to them, it does.