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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Reaction Rolls

Reaction Rolls

When first contact is uncertain (unknown group, tense standoff, unexpected meeting), roll 2d6 and read the column for the Intellect of whoever directs the encounter (or the creature the party mainly deals with; uncoordinated groups may roll per subgroup). Skip the roll when the response is already certain.

Intellect01–234–56
CategoryBrutishDullAverageCleverGenius
2d6BrutishDullAverageCleverGenius
2Immediate violenceLashes out in fear or angerTakes cover, orders them off, attacks if they hesitateStalls to set an ambush or call supportCreates leverage: alarms, crossfire, hostage, trap
3–5Reckless hostilityHostile; may retreat or surrender when hurtHostile but listening; bribe or authority may avert violenceControlled hostility; demands concessions, attacks when favorableFeigns calm while pursuing a hostile plan
6–8Confused/wary; follows strongest cueWary; tempted by food, loot, or an exitCautious parley, weapons readyProbes for weakness before decidingCold calculation; conditional offer
9–11Curious; accepts simple trade or confident leadCautiously friendly; limited help for rewardOpen to a bargain or sharing informationProfessional cooperation; mutually useful exchangeAttempts to recruit the party
12Friendly and trustingEager to help; seeks protection or purposeHelpful; shares information, supplies, shelterGenerously cooperative on sensible termsCultivates an alliance and a future obligation

Situational nudges (shift one band, never past the first or fifth): weapons drawn or an obvious threat, down 1; tribute such as food, water, aid, or valuables, up 1; clearly overwhelming force, usually up 1 (desperate or fanatical foes may go down); cornered, starving, or under strict orders, usually down 1 or skip the roll.