Reaction Rolls & Morale Checks

The higher the roll, the better the reaction.
Roll 3d, add modifiers, then refer to the Reaction Table.
You can substitute an Influence Roll for a Reaction Roll.

See Full Reaction Table at the bottom of the page.

Quick Reference Reaction Rolls Table

0 or Less 1-3 4-6 7-9 10-12 13-15 16-18 19 or Better
Disastrous Very Bad Bad Poor Neutral Good Very Good Excellent
Common Modifiers:

Influence Roll Instead of Reaction Roll

Commercial Transactions:
-1 per 10% by which proposed price favors the PC, relative to the fair price.
+1 per 10% by which proposed price favors the NPC.
+1 if the PC has Merchant skill at any level.
+2 if the PC has Merchant skill at level 20+.

Never below 50% of fair price, unless NPC has a plan…!

Potential Combat Reactions:
When meeting a group of armed strangers…!
+1 to +5 if the PCs seem notably stronger than the NPCs.
-1 to -5 if the PCs seem notably weaker than the NPCs.
-2 if the PCs have no language in common with the NPCs.
-2 if the PCs are intruders on the NPCs’ home turf.

Request for Aid
+1 if the request is very simple.
-1 to -3 (or more) if the request is very complex or unreasonable.
-1 if the request would inconvenience the NPC or cost him money.
-2 or more if the request would endanger the NPC’s job or social status.
-1 or more if the request would physically endanger the NPC. This depends on the degree of the risk and the bravery of the NPC!

Information Requests
-1 for a complex question; -2 for a very complex question.
-3 if the NPC thinks it’s none of the PCs’ business!
-3 or more if an answer would endanger the NPC.
+1 to +4 if the PCs offer a bribe. To be effective, a bribe must be appropriate in size; use the Money Talks rule for Contacts (Soc), reading the bonus as a reaction modifier. It must also be discreet. Not everyone will take a cash payoff. You don’t offer a newspaper reporter a $50 bill – he would be insulted – but buy him a good dinner and he’ll appreciate it.
+2 to +4 if the NPC is a librarian, historian, scribe, teacher, etc. Most such people are naturally disposed to help any seeker of knowledge.

Note: If the NPC is a professional information dealer, roll for a commercial transaction instead. If the PCs are interrogating the NPC, they must use the Interrogation skill.

Loyalty
When the PCs hire someone, the GM should determine his loyalty. This determines only the NPC’s attitude – not his competence. Loyalty reactions are known to the GM, but not to the players (unless they successfully use Empathy (M)).
The GM should record each NPC’s loyalty secretly, and let it guide him in determining all that NPC’s later behavior. Note that loyalty can change; see Changes in Loyalty (p. 519).
+1 per 10% the PCs offer above the going pay rate.
-1 per 10% the PCs offer below the going pay rate.
+2 or more if the PCs are serving a cause that the NPC believes in, or a leader to whom the NPC is very loyal.

Morale Check

When NPCs are losing a fight make a Reaction Roll as a Morale Check. A 13 (Good) or higher indicates fleeing or surrender, not sudden friendship.

Reaction Table

Roll Reaction General Reaction Potential Combat Commercial Transactions Requests for Aid Requests for Information Loyalty
0 or Less Disastrous The NPC hates the PCs and acts in their worst interest. Attack viciously with no quarter. Nothing to do with the PCs, make a potential combat roll at -2. Denied, make a potential combat roll at -4. If combat is not possible, the NPC works against the PCs. Met with anger, make a potential combat roll at -2. The NPC hates the PCs or is in the pay of their enemies and takes the first good chance to betray them.
1-3 Very Bad Dislike, acts against the PCs if convenient. Attack and flee only if they see they have no chance. Next to impossible, asks 3x the fair price or offers 1/3 the fair price. Denied. Make a potential combat roll, no reaction better than neutral is possible. Met with malicious lies. Dislikes the PCs and will leave their service (probably taking everything he can carry) or sell them out as soon as possible.
4-6 Bad Cares nothing for the PCs and acts against if he can profit by doing so. Attack unless outnumbered. If outnumbered, they flee, possibly to attempt an ambush later. Badly, asks 2x the fair price, or offers half the fair price. Denied. Go about their business ignoring the PCs. Denied. Lie maliciously, or demand payment for info. If paid, give true but incomplete info. No respect. Leaves or betrays them given even moderate temptation, and is a sluggish worker.
7-9 Poor Unimpressed. May become hostile if there is much profit, or little danger. Shouts threats or insults. Demands that PCs leave the area, if PCs stick around, attack, unless outnumbered, in which case they flee. Unprofitable. Asks 120% of the fair price, or offers 75% of the fair price. Denied. But bribes, pleas or threats might work. The PCs may roll again at -2. Unproductive. Claim not to know, or give incomplete data. A bribe may improve their memory; roll again if a bribe is offered. Unimpressed, or dislikes the job. Feels overworked and underpaid. Probably betray them if offered enough, and would certainly take a "better" job if there was one.
10-12 Neutral Ignores as much as possible, is totally uninterested. Inclined to go their own way, and let the PCs go theirs. (If a fight is in progress, they try to back off). Routinely, buying and selling at fair prices. Granted, if simple. Complex requests are denied - PCs can try again at -2. Successful. Gives info if simple, if complex the answer is sketchy. Views the PCs as "just another boss" and this is just another job. Works hard enough to keep the PCs happy, but no harder. Does not leave unless a new job is better, and does not betray unless the temptation is very strong.
13-15 Good Likes the PCs, and is helpful within reasonable, everyday limits. Finds the PCs likable 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). Pleasantly, buys and sells at fair prices, volunteers useful info, or small bits of help if possible. Granted if reasonable. Attitude is helpful. Even if request is silly and must be denied, they offer helpful advice. Successful. Question is answered accurately. Likes the PCs or the job. Loyal, works hard, and accepts reasonable hazard that the PCs accept.
16-18 Very Good Thinks highly of the PCs and is quite helpful and friendly. Friendly. The PCs may ask for aid or info (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). Very well. Accepts the PCs offer unless trying to buy below 80% or sell above 150% of the fair price. In that case, they offer those rates. Also offers help and advice. Granted, unless totally unreasonable. Any useful info they have is offered freely. Successful, answering in detail and volunteering any related info they have. Works very hard, risks their life if need be. Under most circumstances, puts the PCs life ahead of their own.
19 or Better Excellent Extremely impressed by the PCs, acting in their best interests at all times, within the limits of their ability. Extremely friendly. May even join the party temporarily. The PCs may ask for aid or info; roll again at +5. (If a fight is in progress, the NPCs surrender). Extremely well, accepting offers unless buying below 50%, or selling above 200% of the fair price. Otherwise offering those rates. Also offers help and advice. Granted, NPCs help in every way within their power, offering extra aid. Extremely successful, the question is answered completely. If the NPC doesn’t know everything the PCs need, they exert themselves to find out. May even offer to help: roll a Request for Aid at +2 with no reaction worse than "Poor" possible. Worships the PCs or their cause, works incredibly hard, puts the PCs interests ahead of their own at all times, and would even die for them.