Current NPCs are a weird bunch:
On one hand, they trust you enough to follow you into a horde of hulks.
On the other one, they will refuse to even tell you their stats if you are too scary or ugly (even as they are charging into hulks).
I have a bunch of ideas to remedy this:
Friendly NPC dying would result in morale loss, even when it’s not the player who killed the NPC. This morale would be lower than murder, but still significant.
NPC could be promised protection to make them trust the player much more.
Breaking this “contract” would cause the player to lose a large chunk of morale, for a long time. Leaving the NPC outside bubble to freeze them in time and avoid the penalty would also cause a penalty, unless the NPC was dumped in a safe spot (no nearby enemies).
Psychopaths would be exempt from the penalties, but would need to pass a lie test to make a promise.
NPCs who trust the player enough would stop being just friendly and become minions. They wouldn’t own any of their stuff and wouldn’t require speech checks.
This would allow simplifying interactions with them, allowing things like inventory pooling (for crafting), multidrop/multipickup on NPCs, proper equipment management and so on.
Alternatively, all friendly NPCs could be just that friendly, with no requirement to win their lives first.
Any problems with this approach?