Reaction Table

The Reaction Table is a way of determining how an NPC reacts to the PCs, if such is in doubt. This is a 3d6 roll, usually with bonuses or penalties based on influence rolls and relevant social disadvantages.Basic Set: Campaigns, p.559
== Table ==
This is the general Reaction Table. For notes about Loyalty, see the Loyalty page.
Roll 	Reaction 	Description
0- 	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.
1-3 	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.
4-6 	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.
7-9 	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.
10-12	Neutral 	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.
13-15	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.
16-18	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 	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.
== References ==
* Basic Set: Campaigns, p.560