Encounter Reactions

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 +
Randomn Reaction
  • Acceptance: Familiar, immediate trust; Usually a +2 on any social checks.
  • Positive: Favorable, friendly; Usually a +1 on any social checks.
  • Neutral: Non-committal, uninterested, uncertain; Usually no adjustment on any social checks.
  • Negative: Unfavorable, unfriendly, irritated, distrustful; Usually a -1 on any social checks.
  • Rejection: Violent, disgust, hostile, immediately negative; Usually a -2 on any social checks.