Reactions, Loyalty, and Morale
The following tables are presented to aid the GM in determining the actions/motivations of his non-player characters. They are not at all necessary to play, nor should the GM accept the results received if they are clearly inappropriate. So long as these tables do not take the place of intelligent and creative thought, they are indeed handy tools.
See also the section on Reaction Modifiers.
Reactions
1Initial Reaction is subject to the Charisma modification of the person reacted to. All subsequent Reactions are modified mainly by the Next Reaction Modifier, with Loyalty modification on all Reactions staying constant unless Loyalty changes.
Reaction Table Modified
(1d20)1Reaction Next Reaction Mod. Loyalty Mod. 01 - 02 Violent Hostility -8 -3 03 - 05 Hostile though Non-Violent -4 -2 06 - 08 Mildly Hostile, Suspicious -2 -1 09 - 12 Neutral 0 0 13 - 15 Agreeable, Interested +2 +1 16 - 18 Enthusiastic +4 +2 19 - 20 Very Enthusiastic +8 +3 Loyalty
Loyalty should be determined only for underlings and followers. The GM rolls Loyalty at whatever point he feels the character's loyalty is being tested: under interrogation, in a battle going bad, leader's virtue is questioned, etc.
Loyalty Table Modified
(1d20)2Loyalty Next Loyalty Mod. Reaction Mod. 01 Treacherous; will never become more Loyal; a traitor N/A* -6 02 - 03 Disloyal -8 -4 04 - 05 Uncertain -4 -2 06 - 08 Slightly Uncertain -2 -1 09 - 12 Average Loyalty 0 0 13 - 15 Above Average Loyalty +2 +1 16 - 17 Loyal +4 +2 18 - 19 Very Loyal +8 +4 20 Enthusiast; never again checks Loyalty; a permanent follower N/A* +6 2Initial Loyalty is subject to the Loyalty Modifier from the last Reaction rolled. All subsequent Loyalty rolls are modified mainly by the Next Loyalty Modifier, with Reaction modification on all Loyalty rolls staying constant unless unless Reaction changes.*This Loyalty rating may change if the GM feels the character's feelings have been sorely tested. In that case, roll a new Loyalty score, totally unmodified.Morale
To lose Morale in the face of adversity (check each time things get significantly worse), a character must roll ten or less on 1d20, with Loyalty modifiers from both Reaction and Loyalty tables applied. Treacherous characters will automatically lose Morale, while Enthusiast characters will never do so.
Player Characters need never check Morale.
Results of Lost Morale Modified 1d100** Result up to 10 Suicide. If unable, then goes Berserk (see below). 11 - 28 Unconditional Surrender. 29 - 50 Goes Berserk. Automatic "10" [or whatever is maximum] for Initiative for 1d6 turns, not saving or delaying any actions, fleeing if the opportunity presents itself. When the frenzy is ended, will surrender unconditionally if not yet escaped. 51 - 72 Conditional Surrender. If conditions are not met, roll again for new idea. 73 - 90 Runs Away. Flees as swiftly as possible. 91 or more Attempts to Engineer a Clever Escape. **This percentile roll is modified by all Reaction and Loyalty modifiers.