Reaction roll

A Reaction roll is a roll made by the GM to determine how an NPC will respond to the player character(s)--if the result should be somewhat random. This reaction roll can be influenced by reputation and certain advantages.
This roll determines general reaction, a potential combat situation, requests for aid, requests for information, and loyalty each of which have additional modifiers in addition to the general modifiers.
==General Modifiers==
*Personal appearance and behavior
*Skills
*Racial or national biases
*Appropriate behavior by the players
==Results==
3d with modifiers:
# 	Reaction 	General NPC Reactions 	Potential Combat
0- 	Disastrous!	Hates the PCs, and acts in their worst interest. This result is impossible to get without negative modifiers, so something really ticked them off! 	They want ye DEAD!
1-3 	Very Bad 	Dislikes the PCs and acts against them if it's convenient to do so. This is about the worst you can get with a normal 3d6 roll, even with a penalty from things like Social Stigma (-2).	NPCs attack, and flee only if seriously demoralized.
4-6 	Bad 	NPC cares little for the PCs and acts against them if profitable. 	NPCs attack unless obviously outmatched. They can flee, but might still ambush later.
7-9 	Poor 	NPC is unimpressed. May become hostile if there's a lot of profit in it, or little danger. 	NPCs shout threats and insults, demanding the PCs leave. There's still a chance at negotiation without a fight...
10-12	Neutral 	NPC ignores PCs if possible. This might even be beneficial. They can grant simple requests for aid. 	NPCs are inclined to go their own way, and the PCs go theirs. No one has to fight.
13-15	Good 	NPC likes the PCs and is helpful within reasonable, everyday limits. 	NPCs find the PCs likeable... or too formidable to attack. Requests for aid/info are at +1 for the next roll. If a fight is in progress, the NPCs may just flee.
16-18	Very Good 	NPCs think highly of the PCs and are quite helpful! 	NPCs are friendly! The PCs may ask for aid or information (roll again at +3). A fight in progress can turn into fleeing, or surrendering if safer.
19+ 	Excellent! 	NPCs are extremely impressed, and acts in their best interests at all times, within the limits of their own ability. 	NPCs may even ask to join the PCs party, helping them if possible. Aid and info is at +5 next roll. If a fight is in progress, the NPCs may surrender.
== See Also ==
* GURPS Social Engineering
==Reference==
*Basic Set p.560-561
Category:Rules