Reaction Tables

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*** Under Development ***

INTRODUCTION

Back to Rules

The GM makes a "reaction roll" when player characters meet an NPC whose reaction to them is not predetermined. Higher rolls result in better reactions. The GM then follows the guidelines in the Reaction Tables.

Reaction roles are meant to flesh out a situation not to control it. A GM would normally have decided on a character's reactions beforehand, if an encounter were important. Reaction rolls are a device that are mostly likely used in casual encounters or for those times when players should use their wits. The GM can always pretend to roll, so that the players do not know that things are pre-ordained.

Many factors can influence a reaction roll. A reaction plus is a factor which makes the NPCs more friendly, and reaction minus is something that makes them less friendly. The factors include:

  • Personal appearance and behaviour of the PC - especially the one who does the talking! A good personal appearance will improve the result. So will charisma. In most situations, so will high apparent social status.\
  • Appropriate skills for the situation - EG thief when dealing with shady NPCs. If the character has the skill at a 'master' level - 8 or better - then it will help more. Master Courtier is worth +20 on any reaction roll.
  • Prejudices based on race or nationality can affect relations between characters. These are usually minuses.
  • Appropriateness of the PC's behaviour. A good approach should be worth a +10 modifier, or even more. An inappropriate approach should cost the party a -10 or even -20 on the reaction roll.


SITUATIONS

The following section describes the situation where NPC Reactions are important and suggests when a roll should be made. The situation are so divided as the modifiers vary for each type: the modifiers are grouped in a table.

General Reactions

Make General Reaction rolls to see how, in general, any NPC feels about the characters. When nothing else seems appropriate, make a general reaction roll and wing it. The GM can use any modifiers considered appropriate, especially those for personal appearance and behaviour.

Potential combat (and Morale Checks in combat)

Roll in any encounter where combat is possible but not certain. No roll is necessary for a foe in a pitched battle. A reaction roll is appropriate for a group of armed strangers on a wilderness trail, unless the GM has a pre-determined reaction.

Commercial Transactions

Roll when the PCs try to buy or sell goods, find a job, or hire someone. If no bargaining is involved, no roll is necessary - unless there is a chance that the merchant won't deal with the PCs at all.

As used below, "fair price" means the normal price, at that particular time and place, for the goods or services in question. The PCs can try to get a better price (at a -10 penalty for every 10% difference). Likewise, offering more that the fair price, or offering to sell at less than the fair price, will give a +10 bonus for every 10% difference. If players vary their offer, determine the NPC's counteroffer based on the proposed price rather than the fair price, if that is less favourable to the PCs. Bargaining will never lower a price below 50% of the fair price, nor above twice the fair price.

Requests for Aid

Roll when the PCs ask for any sort of help. (A roll for "potential combat" must be made first if the situation warrants it.) Examples would include meeting a town clerk, an attempt to get a sheriff or bailiff to listen to your story, or just your cry for help from bystanders as you are mugged.

Requests for Information

Make a reaction roll when the characters ask NPCs for directions, advice or information. If the NPC is a professional seller of information then this could also be a Commercial Transaction roll - use a mix of bonuses. Interrogation and intimidation can be used appropriately. Of course an NPC cannot tell more then they know, but they can make things up, especially if threatened or offered a reward. Sometimes the NPCs will tell the truth as they believe it but be terribly mistaken.

If there is a question as to whether a given NPC (or PC for that matter) knows some specific fact, make a General Reaction roll, using their area knowledge or appropriate skills as modifiers.

Loyalty

When the PCs hire someone, the GM should determine their loyalty towards the PCs, and their continuing loyalty towards any previous or existing boss. This is especially true if the NPC is provided by another NPC. (EG a local lord provides a guide through the forests.) This reaction roll only determines their attitude, not their competence. If the NPC is important, then the scenario will probably pre-determine both the skills and attitude. When the PCs take service with an employer, the GM should also determine how the employer feels about them.

Loyalty reactions are known to the GM but not the players (unless they deduce it by other means). Loyalty can change, and the loyalty of NPCs may shift due to how they are treated.


DIE MODIFIERS

General Reactions
0 to +20 +5 for low Rank in appropriate skills, +10 for Rank 4-7 and +20 for Master Rank
-20 to +10 Various depending on behaviour
Potential Combat / Morale
+10 to +50 If the party is noticeably stronger than the opposition
-10 to -50 If the party is noticeably weaker than the opposition
-10 If the NPCs have a military scientist
-20 If the NPCs have a Master military scientist
-20 If the party has no language in common with the NPCs
-20 If the PCs are intruders are on the NPC's home turf
+10 For each NPC who has fallen (or 10% for large groups)
+10 If the NPC leader or military scientist has fallen or fled (cumulative)
Commercial Transactions
-10 For every 10% by which the proposed price favours the PC, relative to the fair price
+10 For every 10% the proposed price favours the NPC
+10 If the PC has the Merchant skill
+20 If the PC has the Merchant skill at expert level
Requests for Aid
+10 If the request is very simple
-10 to -30 If the request is very complex or unreasonable
-10 If the request will inconvenience the NPC or cost them money
-20 or more If the NPC's job, position or social status would be endangered
-10 or more If the request would physically endanger the NPC (this depends on the bravery of the NPC relative to the risk
Requests for Information
-10 For a complex question
-20 For a very complex question
-30 If the NPC thinks it is none of their business
-30 or more If an answer would endanger the NPC
+10 to +30 If a bribe is offered. The bribe must be of appropriate size and discretion.
+20 to +40 If the NPC is in the 'information trade' (EG librarian, historian, scribe, teacher, seller of information, gossip) . More if they have specialist knowledge of the question
Loyalty
+10 For every 10% the PCs offer above the going pay rate
-10 For every 10% offered below the pay rate
+20 or more If the PCs are serving a cause the NPCs believes in, or a leader to whom the NPCs are already very loyal
+ or - For the PCs reputation in the area

REACTION TABLE

Roll D100 and apply modifiers.

General Reaction, Potential Combat / Morale, Commercial Transaction

Result General Potential Combat / Morale Commercial Transaction
-20 or less
Disastrous
The NPC hates the PCs and will act in their worst interest. The NPCs will attack viscously, asking no quarter and giving none Business is doomed. The Merchant will have nothing to do with you. Make a potential combat roll at -20
-20 to 0
Very Bad
The NPC dislikes the character and will act against them if it is convenient to do so. The NPCs attack, and flee only if they see they have no chance (a fight in progress will continue) Business is next to impossible. The Merchant asks three times the fair price, or offers 1/3 of the fair price
1 to 10
Bad
The NPC cares nothing for the characters and will act against them if they can profit by doing so. The NPCs will attack unless outnumbered, when they will probably retire to later ambush the party (a fight in progress will continue) Business goes badly. The merchants asks twice the fair price or offers ½ the fair price
11 to 30
Poor
The NPC is unimpressed. They may become hostile if there is much profit in doing do. The NPCs will shout threats or insults. They will demand the PCs leave the area. If the PCs stay the NPCs will attack unless outnumbered (a fight in progress will continue) Business is unprofitable. The merchant asks 120% of fair price or offers 75%.
31 to 70
Neutral
The NPC ignores the characters as much as possible. They are totally uninterested. The NPCs are included to go their own way. (The NPCs will attempt to back off from an existing fight) Business goes routinely. The merchant will buy or sell at fair prices
71 to 90
Good
The NPC likes the characters and will be helpful within reasonable every-day limits. NPCs find the PCs likeable or else too formidable to attack. The PCs may request aid or information (+10 on a second roll) (NPCs will flee from an existing fight or will offer surrender if winning) Business goes pleasantly. Merchants will buy and sell at fair prices, and will volunteer useful information or small bits of help if possible
91 to 110
Very good
The NPC thinks highly of the PC and will quite helpful and friendly. The NPCs are friendly. The PCs may ask for aid or information (+30 on second roll. Even sworn foes will find an excuse to let the PCs go...for now. Or will treat them with honour. (NPCs in an existing fight will flee, or try to surrender, or will offer to cease the fight if winning) Business goes very well. Merchants will sell as low as 80% of fair price. And will buy at up to 150% of fair price. The merchant will also offer assistance and advice
111 or more
Excellent
The NPC is extremely impressed by the characters and will act in their best interests at all times, within the limits of their ability. The NPCs are extremely friendly and courteous. They may even join the party temporarily. The PCs may ask for aid or information (+50 on this second roll). (NPCs will surrender, or offer surrender if winning, and will help with healing, act honourably etc) Business goes extremely well. Merchants will accept your offer down to 50% of fair price, and will offer 200% of fair price for any goods or services you wish to sell. Help and advice are freely offered

Requests for Aid, Requests for Information, Loyalty

Result Requests for Aid Requests for Information Loyalty
-20 or less
Disastrous
Such requests are denied absolutely. Make a potential combat roll at -40. If combat is not possible then the NPC will work against the PC's interests All requests are met with anger or silence. Make a potential combat roll at -20. The NPC hates you or is in the pay of your enemies, and will take the first good chance to betray you.
-20 to 0
Very Bad
Requests are denied. Make a potential combat roll: no reaction better than neutral is possible. Malicious lies are given as truthful help The NPC dislikes you, and will leave your service (probably taking everything they can carry) or sell you out asap
1 to 10
Bad
Requests are denied. NPCs go about their normal business ignoring the PCs. Denied. NPCs will lie maliciously or demand payment for information. If paid the NPC will give true but incomplete information The NPC has no respect for you. They will leave or betray you given even moderate temptation, and will be a sluggish worker.
11 to 30
Poor
Requests are denied, but bribes, pleas or threats might work - PCs may roll again at -20 Requests are unproductive. The NPCs will claim not to know, or will give incomplete data. A bribe may improve their memory: roll again if a bribe is offered The NPC is not impressed with you and / or dislikes the job, and thinks they're overworked and underpaid. Will probably betray you if offered enough, and would certainly take a 'better' job.
31 to 70
Neutral
Requests for aid are granted if they are simple. Complex requests are denied but the PCs may try again at -20 The NPC will give the information requested if it is simple. Complex answers will be sketchy The NPC thinks you are just another boss, this is another job. Will work hard enough to keep you happy. Will stay except for better a job, and will only betray you for strong temptations
71 to 90
Good
Reasonable requests will be granted. The NPCs attitude is helpful. Silly requests will be denied, but useful advice will be given Accurate information will be given The NPC likes you and / or the job and will be loyal, work hard and accept any reasonable hazard for you.
91 to 110
Very good
Granted except for totally unreasonable requests. Any useful information or services will be volunteered freely Accurate and full information will be given, with any related information as well The NPC will work very hard and risk their life if need be. Under most circumstances, they'll put your interests ahead of their own.
111 or more
Excellent
All requests will be granted to the full ability of the NPCs They will even call in favours to help the PCs Information will be given fully and accurately, including side issues. The NPC will exert themselves to find out more. They may even offer to help the PCs (+20 on second roll, with no reaction worse the 'poor' possible. The NPC worships you and / or your cause. They will work incredibly hard, put your interests ahead of their own and even sacrifice themselves for you.