Reaction Rolls

From gurps
Revision as of 15:48, 22 May 2010 by Np (talk | contribs) (Created page with '==Overview== 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....')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Overview

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-look- ing 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:

  1. There is no "target number" to roll against.
  2. A high roll is good, not bad.
  3. 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 best-case 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 worstcase 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.

Reaction Table

Roll 3d and apply the modifiers described at Reaction Rolls.

0 or less: Disastrous

General reaction: The NPC hates the PCs and acts in their worst interest.

In a potential combat situation, the NPCs attack viciously, asking no quarter and giving none.

Commercial transactions are doomed: The merchant has nothing to do with the PCs. Make a "potential combat" roll at -2.

Requests for aid are denied totally. Make a "potential combat" roll at -4. If combat is called for but not possible, the NPC works against the PCs in any way possible.

Requests for information are met with anger. Make a "potential combat" roll at -2.

Loyalty: The NPC hates the PCs or is in the pay of their enemies, and takes the first good chance to betray them.

1 to 3: Very Bad

General reaction: The NPC dislikes the PCs and acts against them if it's convenient to do so.

In a potential combat situation, the NPCs attack, and flee only if they see they have no chance. (A fight in progress continues.)

Commercial transactions are next to impossible. The merchant asks three times the fair price, or offers 1/3 the fair price.

Requests for aid are denied. Make a "potential combat" roll; no reaction better than "Neutral" is possible.

Requests for information are met with malicious lies.

Loyalty: The NPC dislikes the PCs, and will leave their service (probably taking everything he can carry) or sell them out as soon as possible.

4 to 6: Bad

General reaction: The NPC cares nothing for the PCs and acts against them if he can profit by doing so.

In a potential combat situation, the NPCs attack unless outnumbered. If they are outnumbered they flee, possibly to attempt an ambush later. (A fight in progress continues.)

Commercial transactions go badly. The merchant asks twice the fair price, or offers half the fair price.

Requests for aid are denied. The NPCs go about their business, ignoring the PCs.

Requests for information are denied. NPCs lie maliciously or demand payment for information. If paid, the NPC gives true, but incomplete, information.

Loyalty: The NPC has no respect for the PCs. He leaves or betrays them given even moderate temptation, and is a sluggish worker.

7 to 9: Poor

General reaction: The NPC is unimpressed. He may become hostile if there is much profit in it, or little danger.

In a potential combat situation, the NPCs shout threats or insults. They demand that the PCs leave the area. If the PCs stick around, the NPCs attack unless outnumbered, in which case they flee. (A fight in progress continues.)

Commercial transactions are unprofitable. The merchant asks 120% of the fair price, or offers 75% of the fair price.

Requests for aid are denied, but bribes, pleas, or threats might work. The PCs may roll again, at -2.

Requests for information are unproductive. The NPCs claim not to know, or give incomplete data. A bribe may improve their memory; roll again if a bribe is offered.

Loyalty: The NPC is unimpressed with the PCs or dislikes the job; he thinks he's overworked and underpaid. He'll probably betray them if offered enough, and would certainly take a "better" job if he thought he had one.

10 to 12: Neutral

General reaction: The NPC ignores the PCs as much as possible. He is totally uninterested.

In a potential combat situation, the NPCs are inclined to go their own way and let the PCs go theirs. (If a fight is in progress, the NPCs try to back off.)

Commercial transactions go routinely. The merchant buys and sells at fair prices.

Requests for aid are granted – if they are simple. Complex requests are denied, but the PCs can try again at -2.

Requests for information are successful. The NPC gives the information requested if it is simple. If the question is complex, the answer is sketchy.

Loyalty: The NPC views the PCs as "just another boss," and this is just another job. He works hard enough to keep them happy, but no harder. He does not leave unless he is sure the new job is better, and does not betray them unless the temptation is very strong.

13 to 15: Good

General reaction: The NPC likes the PCs and is helpful within reasonable, everyday limits.

In a potential combat situation, the NPCs find the PCs likeable, or else too formidable to attack. The PCs may request aid or information; roll again at +1. (If a fight is in progress, the NPCs flee.)

Commercial transactions go pleasantly. The merchant buys and sells at fair prices, and volunteers useful information or small bits of help if possible.

Requests for aid are granted if the request is reasonable. The NPCs' attitude is helpful. Even if the request is silly and must be denied, they offer helpful advice. Requests for information are successful. The question is answered accurately.

Loyalty: The NPC likes the PCs or the job. He is loyal, works hard, and accepts any reasonable hazard that the PCs accept.

16 to 18: Very Good

General reaction: The NPC thinks highly of the PCs and is quite helpful and friendly.

In a potential combat situation, the NPCs are friendly. The PCs may ask for aid or information (roll again at +3). Even sworn foes find an excuse to let the PCs go ... for now. (If a fight is in progress, the NPCs flee if they can, or surrender otherwise.)

Commercial transactions go very well. The merchant accepts the PCs' offer unless they tried to buy below 80% of the fair price or sell above 150% of the fair price. In that case, he offers those rates. He also offers help and advice.

Requests for aid are granted unless they are totally unreasonable. Any useful information NPCs have is volunteered freely.

Requests for information are successful. The NPC answers in detail and volunteers any related information he has.

Loyalty: The NPC works very hard, and risks his life if need be. Under most circumstances, he puts the PCs' interests ahead of his own.

19 or better: Excellent

General reaction: The NPC is extremely impressed by the PCs, and acts in their best interests at all times, within the limits of his own ability.

In a potential combat situation, the NPCs are extremely friendly. They may even join the party temporarily. The PCs may ask for aid or information; roll again at +5. (If a fight is in progress, the NPCs surrender.)

Commercial transactions go extremely well. The merchant accepts the PCs' offer unless they tried to buy below 50% of fair price or sell above 200% of fair price. In that case, he offers those rates. He also offers help and advice.

Requests for aid are granted. NPCs help in every way within their power, offering extra aid.

Requests for information are extremely successful. The question is answered completely. If the NPC doesn't know everything the PCs need, he exerts himself to find out. He may even offer to help: roll a request for aid at +2, with no reaction worse than "Poor" possible.

Loyalty: The NPC worships the PCs or their cause, works incredibly hard, puts the PCs' interests ahead of his own at all times, and would even die for them.