Reaction Rolls
When the PCs meet an NPC whose reaction to them is not predetermined (see below), the GM makes a “reaction roll” on 3d. The higher the roll, the better the reaction. The GM then plays the NPC according to the guidelines on the Reaction Table.
The GM should keep this roll secret from the players. They don’t know, for instance, whether that friendly-looking old farmer is giving them straight advice or sending them into a trap.
A reaction roll is not a success roll.
There are three important differences:
There is no “target number” to roll against.
A high roll is good, not bad.
Reaction modifiers apply directly to the die roll.
A reaction bonus is any factor that will make NPCs friendlier, while a reaction penalty is something that will bias NPCs against the PCs.
Some common reaction modifiers:
Personal appearance and behavior.
This is especially true for the PC who does the talking!
Above-average appearance gives a bonus, as do such traits as Charisma, Fashion Sense, Pitiable, and Voice. In most situations, so does a high apparent Status.
Below average appearance and many disadvantages give a penalty.Skills. A successful roll against a skill appropriate to the situation can give +2 to reactions.
Examples include Administration when dealing with bureaucrats, Carousing when partying, and Politics when interacting with politicians.
In a few cases, skill 20+ gives an automatic +2 to reactions. Diplomacy and Fast-Talk work this way if you are allowed to talk – as does Merchant skill, during commercial transactions. The GM may give similar bonuses for other skills.Racial or national biases. Elves don’t like dwarves, Frenchmen don’t care for Germans, and so on. These are usually penalties, and take the form of a Social Stigma disadvantage for the PC or an Intolerance disadvantage on the part of the NPC.
Appropriate behavior by the players! Here’s a chance to reward good roleplaying. A good approach should be worth +1 or more! A wholly inappropriate approach that antagonizes the NPCs should give the party -1 or -2 on the reaction roll. Don’t tell the players, “You blew it!” – just roleplay the offended character, and let them figure it out.
Random reaction rolls are great when they add a note of unpredictability to the game – this is more fun for the GM, too! However, never substitute random die rolls for reason and logic.
Predetermined Reactions
Certain NPCs might have reaction modifiers (mostly bad) worked out in advance. For instance, a street gang might have a -5 reaction to anybody.
Predetermined reaction penalties sometimes come with a “best-case” reaction. Treat any reaction better than the best-case reaction as the bestcase scenario; do not roll again. For instance, a mountain man might be a loner, with a -2 reaction to any outsider – and no matter what, his reaction will never be better than “Neutral.” In this case, the GM would lower any reaction better than Neutral to Neutral.
Predetermined bonuses and worst-case reactions (e.g., “never any worse than Neutral”) are possible for unusually friendly NPCs.
Second Reaction Rolls
If the players get a reaction roll they don’t like, they may change their approach and try again (unless the first roll started a fight!).
Changes in approach include offering a bribe, offering a better deal, having someone else ask, presenting new information, and using a particular skill (see below). If the NPC, as played by the GM, feels that the PCs are becoming a nuisance, apply a cumulative -2 to each reaction roll after the first!
The PCs can avoid this penalty by waiting a reasonable time between requests. "Reasonable” is entirely up to the GM!
Influence Skills
The PCs can substitute a roll against Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, or Streetwise for a regular reaction roll in certain situations – see Influence Rolls. The GM still applies any modifiers that would apply to the reaction roll, but treats them as modifiers to the skill roll.