Oftentimes, characters actions will produce unpredictable results in those they interact with – the reaction check simulates this. When a character commissions a smithy for a weapon, his natural charisma, mood of the smith, and situational modifiers can combine to produce spectacular results. Perhaps the master smith will take an instant liking to a character, and give them a cheaper price; Catching the smith on a bad day can mean the character is going to pay more.
Degree | Predisposition | Positive | Acceptance | Neutral | Rejection | Negative |
---|---|---|---|---|---|---|
1 | Acceptance | 01 – 40 | 41 – 65 | 66 – 80 | 81 – 95 | 96 + |
2 | Positive | 01 – 25 | 26 – 65 | 66 – 80 | 81 – 95 | 96 + |
3 | Neutral | 01 – 15 | 16 – 40 | 41 – 80 | 81 – 95 | 96 + |
4 | Negative | 01 – 05 | 06 – 20 | 21 – 40 | 41 – 80 | 81 + |
5 | Rejection | 01 – 05 | 06 – 15 | 16 – 35 | 36 – 55 | 56 + |