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GURPS 4e - Lite-3
GURPS 4e - Lite-3
REACTION ROLLS
When the PCs meet an NPC whose reac- Below-average appearance and many disad- betrayal, public ridicule, or ignoring a life-or-
tion to them is not predetermined (see vantages give a penalty. death plea are all possible.
below), the GM makes a “reaction roll” on 3d. Racial or national biases. Elves don’t like 1 to 3: Very Bad. The NPC dislikes the
The higher the roll, the better the reaction. dwarves, Frenchmen don’t care for Germans, characters and will act against them if it’s
The GM then plays the NPC according to the and so on. These are usually penalties, and convenient to do so: attacking, offering gross-
guidelines on the Reaction Table. take the form of an Intolerance disadvantage ly unfair terms in a transaction, and so on.
The GM should keep this roll secret from on the part of the NPC. 4 to 6: Bad. The NPC cares nothing for the
the players. They don’t know, for instance, Appropriate behavior by the players! Here’s characters and will act against them (as
whether that friendly-looking old farmer is a chance to reward good roleplaying. A good above), if he can profit by doing so.
giving them straight advice or sending them approach should be worth +1 or more! A 7 to 9: Poor. The NPC is unimpressed. He
into a trap. wholly inappropriate approach that antago- may make threats, demand a huge bribe
A reaction roll is not a success roll. There nizes the NPCs should give the party -1 or -2 before offering aid, or something similar.
are three important differences: on the reaction roll. Don’t tell the players, 10 to 12: Neutral. The NPC ignores the
“You blew it!” – just roleplay the offended characters as much as possible. He is totally
1. There is no “target number” to roll
character, and let them figure it out. uninterested. Transactions will go smoothly
against.
Random reaction rolls are great when and routinely, as long as protocol is observed.
2. A high roll is good, not bad.
they add a note of unpredictability to the 13 to 15: Good. The NPC likes the charac-
3. Reaction modifiers apply directly to the
game – this is more fun for the GM, too! ters and will be helpful within normal, every-
die roll. A reaction bonus is any factor that
However, never substitute random die rolls for day limits. Reasonable requests will be
makes NPCs friendlier, while a reaction penal-
reason and logic. granted.
ty is something that biases NPCs against the
16 to 18: Very Good. The NPC thinks high-
PCs.
Some common reaction modifiers: REACTION TABLE ly of the characters and will be quite helpful
and friendly, freely offering aid and favorable
Roll 3 dice and apply any reaction modi- terms in most things.
Personal appearance and behavior. This is fiers. 19 or better: Excellent. The NPC is
especially true for the PC who does the talk- extremely impressed by the characters, and
ing! Above-average appearance gives a 0 or less: Disastrous. The NPC hates the
characters and will act in their worst interest. will act in their best interests at all times,
bonus, as do some advantages (see p. 8). within the limits of his own ability – perhaps
Nothing is out of the question: assault,
even risking his life, wealth, or reputation.
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