Rule Modification, Mental Affinity and NPC Reactions

Mental Affinity: A high mental affinity is counted as a bonus towards reactions rolls.

16+1, 17 +2, 18 +3, 19+4, 20+5, 21+6, 22+7, 23+8, 24+9, 25+10, 26+11, 27+12, 28+13, 29+14, 30+15

Any number beyond 30 means a dynamic, charismatic person with a commanding and/or delightful presence. When the character enters the room, most people take notice. The individual can be very persuasive (in a charming or intimidating way). M.A. of more than 30 provides select skill bonuses: +5% to Seduction, Gambling, Find Contraband, and Intelligence (gathering) skills; +10% to Interrogation and Performance.

Reaction Table.

Appropriate Roleplaying: Players who come up with good dialogue or well-judged approach get a +1 or more to reactions. Even a high roll on the reaction table can be re-rolled if the character acts the buffoon or in a rude, crude, arrogant, or superior manner.

Universal Modifiers:

Act of Selflessness or Kindness: +1

Minor Generosity or Gift (100+): +2

Wears the Uniform or Badge of Someone Who Serves and Protects (fireman, police officer, etc.): +2

Major Generosity or Gift (1,000+ credits): +3

Mutual Belief System or Common Goals: +3

Different Species, but One Considered Beautiful/Exotic or Sexually Superior: +3

Supernatural Aid/Special Power or Skill (Telepathy, Suggestion etc.): +3

Performed a Heroic Deed or Act: +3

Wins Acclaim for the Character Attracted to Him/Her: +3

Risked Life or Suffered Injury in a Selfless Act: +4

Mortally Wounded in a Selfless Act or Saved Another: +5

Confrontation with Authority: “Authority" can mean many different things. In some communities, the "police" are just soldiers assigned to the streets or mercenaries hired to intimidate ruffians and keep things quiet. Other places have well trained police forces, sheriffs, city guards, border patrols and other organized forces. Whatever the case, law enforcement is always on the lookout for criminals and is often a bit overbearing in its authority.

Natural 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 if in the pay of their enemies, and takes the first good chance to betray them.

Confrontation with Authority: For whatever reason, the authorities perceive the player characters as an immediate and serious threat. They may be mistaken for other criminals, or recognized as wanted criminals/fugitives, have a bounty on their heads, or the law enforcement agents may simply be acting out of fear or a misplaced sense of responsibility or revenge. There is no way the player characters can charm or bribe their way out of this one. The law has weapons drawn. They are shouting that the group is under arrest and to get on the ground. There are only three possible responses: Allow themselves to be arrested and hope for the best, make a run for it, or fight. Resisting arrest will bring gunfire, reinforcements and hot pursuit.

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.

Confrontation with Authority Results: Whether the player characters smart-off to law enforcement, behave or say something suspicious, or illegal weapons or contraband are noticed, the law officers/security move to arrest one or more of the player characters and charge them with a crime. Even if not originally targeted, any "friend" who tries to intervene with an explanation or cover story is arrested for questioning. For that matter, anyone associated with the person(s) being arrested is likely to be taken into custody for further questioning and a thorough inspection of his possessions. Any vehicles will be impounded and searched as well. The PCs are arrested and charged with a crime. In the course of being arrested, they are physically mistreated, they will be slammed into a wall, beaten, hit with an weapon, or otherwise forcibly subdued. If they come up clean or are guilty of a minor infraction, they'll be given a fine, may have to make bail, and may be given a court date. Carrying illegal weapons or contraband, trespassing, drunk and disorderly conduct, brawling, minor crimes, being disrespectful, making a threat, hitting an officer of the law, and possibly a trumped-up charge because the lawman took a dislike to a character are all things that can get a person arrested. If things have come to this, the time for a bribe has likely come and gone. Trying to bribe an honest cop only makes matters much worse. Resisting arrest, running or fighting opens up a whole other can of worms.

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.

Confrontation with Authority: While not officially under arrest, security or law enforcement detains the player characters for several hours to question them and inspect their possessions much more thoroughly. If everything checks out they'll be allowed to continue on. Any concealed weapons or contraband are almost certain to be discovered (01-95%) and likely to make matters worse. Particularly suspicious and dangerous individuals may be kept inside police vehicles or handcuffed for this procedure. Bribes are still a possible solution at this point, but might cost a hefty sum. Trying to bribe an honest cop only makes matters much worse. Resisting arrest, running or fighting opens up a whole other can of worms. If they are uncooperative, make a “potential combat” roll at -2, as above; on a Bad or worse result they are physically mistreated, they will be slammed into a wall, beaten, hit with an weapon, or otherwise forcibly subdued.

7 to 9: Poor General reaction: The NPC is unimpressed and may see the character as a lout, perhaps even a laughing stock. 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.

Confrontation with Authority: The PCs are detained and questioned for an hour. The law enforcement or security members ask simple things like where they are going/coming from, what their business is and the names of everyone in their group. Identity cards/papers are likely to be requested and the player characters receive a basic pat-down. Unless some piece of contraband or outlawed weapon is found, or something else suspicious happens, they are allowed to continue on their way. Often the goal of such simple searches is not actually to find anything, but to impress/harass passers-by and make the citizens feel like the police are active on the streets. Should something illegal actual be turned up it may only require a few credits or a good explanation and apology to convince the law officer to ignore the infraction and let them continue. Note: Of course, a serious infraction of the law is likely to get the item confiscated, the infringer arrested and his "associates" taken into custody for further questioning. Trying to bribe an honest cop only makes matters worse. Resisting arrest, running or fighting opens up a whole other can of worms. If so, make a “potential combat” roll, as above.

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.

Confrontation with Authority Results: The PCs are questioned for a few minutes and then allowed to go about their business. The questioners will have consciously noticed them and may remember them.

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.

Confrontation with Authorities: As the law enforcement agents pass by, they give the characters a quick once-over just like any other pedestrian or member of a crowd. As long as there are no obvious illegal weapons or contraband visible, outlawed magic or other reason to investigate further, the player characters are accepted as legitimate and walk past without incident. Should something suspicious be seen or overheard, roll again on reaction. If something is indeed amiss, a small bribe or "civic donation" may likely clear up the situation, or the characters may be in trouble.

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.

Confrontation with Authority: The police patrol or town guardsmen could be distracted, intimidated or might be rushing to respond to a serious crime or call for help, or fun. Maybe the player characters are not seen as a threat or have concealed their weapons/items well. The police let them walk right on by without a second glance. They might even respond with a polite greeting or tip of their hats. The PCs are accepted as legitimate, and make a good impression: +2 on further reaction rolls.

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. They are quick to trust, honor and help the character. They will confide secrets, express their honest feelings, doubts and fears, and treat the PC and his teamates as honored guess. In a potential combat situation, the NPCs are extremely friendly. They may even join the party permanently. 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 regardless of the circumstances.

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 the utmost 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.

Confrontation with Authority: The PCs are treated deferentially and offered assistance.

Commercial Transactions

Roll when the PCs try to buy or sell goods, find a job, or hire someone. If no bargaining is involved, no roll is necessary ç unless there is a chance that the merchant won't deal with the PCs at all.

As used below, "fair price" means the normal price, at that particular time and place, for the goods or services in question. The PCs can try to get a better price, at a -1 penalty for every 10% difference. Likewise, offering more than the fair price, or asking less than the fair price, will give a +1 bonus for every 10% difference.

If the players vary their offer, determine the NPC's counteroffer based on the proposed price instead of the fair price, if that is less favorable to the PCs.

Example: If they ask 120% of the fair price and get a "Bad" reaction, the NPC will offer half of that, or 50%.

Bargaining never reduces the price below 50% of "fair" unless the NPC has an ulterior motive!

Special Modifiers for 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.

+2 if the PC has Merchant skill at 98%.

Requests for Aid

A request for aid is a non-commercial transaction: The NPC is being asked to do something beneficial and get nothing in return. Examples include an interview with a bureaucrat; an attempt to get a newspaper editor or police captain to listen to your story about the mad scientist's plot; or just a cry for help to the bystanders watching you get mugged! This can include borderline cases where the recipient says, “I owe you one” or the donor says, “Pay it forward.” It doesn’t include promises to do a specific thing at a specific time, or open-ended but enforceable promises. Roll when the PCs ask for any sort of help. (If appropriate, make a roll for a "potential combat situation" first!)

Special Modifiers for 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! -3 for most ordinary people; -1 for adventurers who face dangers regularly.

Requests for Information

Roll when the PCs ask NPCs for directions or advice, "Have you seen this man?," etc. 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.

Remember that no NPC can tell more than he knows. Sometimes an NPC will tell the truth as he knows it. . . but be terribly mistaken! And certain NPCs may pretend to know more than they do, in order to earn money or impress the PCs.

If there is a question as to whether a given NPC (or PC, for that matter) knows some specific fact, roll against his IQ or an appropriate skill.

Special Modifiers for 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, 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 ç he would be insulted ç 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.

Loyalty

When the PCs hire someone, the GM should determine his loyalty. This determines only the NPC's attitude not his competence. If the NPC is important, the GM should predetermine both his skills and his general attitude. Otherwise, a random roll is fine. When the PCs take service with an employer, the GM should also determine (randomly or otherwise) how the employer feels about them.

Loyalty reactions are known to the GM, but not to the players (unless they successfully use Empathy). 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.

Special Modifiers for Loyalty:

+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. + or - as appropriate for the PCs' reputation in the area (if any).

Remember that reaction rolls are meant to flesh out a situation, NOT to control it! In general, the GM should reserve them for incidental encounters, unplanned situations, etc. He should decide in advance how he intends to play the NPCs in vital encounters ...but he can still pretend to roll, so that the players won't know for sure what is going on!