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:


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! 

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.