Renown

GM-Info!
Work in progress!
Slightly NSFW!
Renown is the measure of your standing and reputation in the eyes of powerful figures and influential factions. It reflects the trust you’ve earned, the misdeeds they remember, and how eagerly (or reluctantly) they might offer their support. A band of adventurers might find themselves welcomed with open arms and open coffers if their Renown with a local lord is high, while a low Renown could see them hunted through the streets or unable to purchase the simplest of supplies. Tracking Renown ensures that every success, failure, promise, or betrayal has a tangible impact on how the world perceives - and reacts to - your party.  
Using Renown in Your Game
  • Roleplay First: Both in WFRP 4e and Cypher System, encourage roleplay around Renown changes. Let NPCs react naturally to the party’s actions before adjusting the numerical value.
  • Record-Keeping: Keep a simple table or journal to track each faction’s Renown level, along with a quick note about the event causing the change.
  • Consequences & Opportunities: High Renown should open doors - whether that’s gear, safe passage, or social influence. Negative Renown should close those doors and add complications.
  • Milestone Moments: Make these stand out with an in-game scene or ceremony. Whether it’s a public condemnation or a lavish celebration, show players the impact of their growing or diminishing reputation.
 
Examples for Faction Renown
A higher Renown with a trading guild or merchant can mean more than just a polite greeting. As the party’s reputation improves, they might first receive a modest discount on common goods, eventually gaining access to limited or rare items not sold to the general public. In time, especially trusted groups might even strike exclusive deals, securing valuable trade routes, special commissions, or the merchant’s help in offloading loot at premium prices. This principle applies to many other factions as well:  
Mages’ Coven or Wizarding College: Higher Renown might grant access to specialized spells, restricted magical tomes, or collaborative research projects. At the highest levels of trust, the PCs could be invited to rare rituals or asked to represent the college’s interests in arcane matters.   Religious Order or Temple: If the party proves pious, protects sacred sites, or champions the deity’s cause, the faithful may offer healing at reduced or no cost, provide shelter in their chapels, or hand over relics of spiritual significance. At peak Renown, the order might dispatch clerics to assist the party or lend powerful holy artefacts for crusades.   City Guard or Law Enforcement: High Renown with the local watch can lead to leniency on minor infractions and swift backup in emergencies. Over time, the PCs may gain access to restricted areas for investigations or find themselves deputized. Eventually, they might be asked to advise on matters of city security, trusted as if they were veteran officers.   Scholars’ Consortium or University: Establishing a solid reputation for scholarly pursuits might earn the party research privileges or invitations to exclusive lectures. The scholars could even fund expeditions and share cutting-edge discoveries. At the highest levels, the party might be offered honorary positions or be called upon to co-author significant publications.
  In every instance, higher Renown rewards the party with perks that go beyond coin, reinforcing the notion that reputation and trust can open doors impossible to unlock through simple brute force or wealth alone.  

Renown Details

Renown Range: -5 to +5.   Definition: Renown represents how a faction (e.g., a noble family, a guild, a local lord) or a powerful individual perceives the PCs.   Effects:
  • WFRP4e: High Renown can grant resources, intelligence, and political influence, while negative Renown can lead to hostility, bounties, or active sabotage.
  • Cypher: High Renown can grant free cyphers, reduce GM Intrusions that harm the party, or provide narrative assets. Negative Renown can increase challenges and hinder recovery or resources.
 
Tracking Renown
Initial Renown: Usually starts at 0, unless the PCs have a background or party history that sets them at a different level.   Increment: Minor actions typically shift Renown by ±1; major successes or blunders might shift it by ±2 or more, at the GM’s discretion.  
Actions That Shift Renown
Gaining Renown:
  • Completing quests in line with the faction’s interests.
  • Publicly aiding faction members in dire situations.
  • Upholding the faction’s ideals (e.g., defending the weak, exposing corruption).
  • Defeating the faction’s enemies.
Losing Renown:
  • Undermining faction goals (intentionally or not).
  • Causing chaos or harm to faction members.
  • Failing critical missions or promises.
  • Public scandal or betrayal connected to the faction.
  Note: Getting to the next Renown level should become increasingly harder.   Milestone Events:
  • Reaching +3: The PCs may be offered honorary titles, a seat at certain meetings, or special gear.
  • Reaching +5: The faction holds a celebration or formal ceremony in the PCs’ honour, granting them major privileges (potentially land, a title, or guaranteed lodging).
  • Dropping to -3: The faction publicly denounces the party or issues a formal warning. Mercenaries or thugs might start tailing the PCs.
  • Dropping to -5: The faction calls for the PCs’ arrest, or even sponsors assassins. The PCs become the faction’s prime target.
 
Compatible with WFRP4e
RenownPossible Benefits/Penalties
-5Wanted Foes
  • The faction/individual wants the PCs dead or imprisoned.
  • A bounty is posted for the party.
  • Active attempts to sabotage or ambush the PCs.
  • Allies are pressured to abandon or betray the group.
-4Public Enemies
  • The faction spreads slander or misinformation.
  • Constant harassment from guards and thugs loyal to the faction.
  • Severe penalties (-30 or worse) on Fellowship Tests with faction members.
-3Hostile
  • The faction actively distrusts the PCs.
  • Small-scale attempts to discredit them.
  • Penalties (-20) on Fellowship Tests with faction members.
-2Unfriendly
  • The faction openly dislikes the PCs.
  • Threatening gossip; the PCs are turned away from certain places.
  • -10 on Fellowship Tests with faction members.
-1Wary
  • The faction is cautious and unhelpful.
  • Suspicion in social encounters, minimal cooperation.
0Neutral
  • The faction neither trusts nor mistrusts the PCs.
  • Standard social rules apply.
+1Acquaintances
  • The faction sees the PCs in a slightly positive light.
  • Minor courtesy extended (e.g., small tips, basic info).
+2Respected
  • The PCs have proven useful or trustworthy.
  • +10 on Fellowship Tests with faction members.
  • Access to basic resources or safe lodging.
+3Favoured
  • The faction invests in helping the PCs.
  • +20 on Fellowship Tests with faction members.
  • May grant moderate financial aid, gear, or inside information.
+4Trusted Allies
  • The faction sees the PCs as champions or vital partners.
  • +30 on Fellowship Tests with faction members.
  • Potential for direct intervention (e.g., rescue squads, legal cover).
+5Beloved Heroes
  • The faction supports the PCs wholeheartedly.
  • Resources are at their disposal (within reason).
  • Public praise, official honours, or gifts (e.g., a small estate).
  • The faction might actively protect the party from legal repercussions.
Compatible with Cypher System
RenownPossible Benefits/Penalties
-5Absolute Enemy
  • The faction invests significant resources to destroy or imprison the PCs.
  • GM Intrusions involving the faction are frequent and severe.
  • Other allies may be warned off or intimidated.
-4Hunted
  • Faction tries to discredit or ambush the PCs.
  • Additional GM Intrusions whenever the PCs encounter faction operatives.
  • The party may be denied entry to key areas or city districts.
-3Hostile
  • Faction members harass or refuse services.
  • May impose a difficulty increase of +1 on tasks involving negotiation or infiltration of the faction.
-2Disliked
  • The faction spreads rumours against the PCs.
  • A difficulty increase of +1 on all social tasks with faction members.
-1Suspicious
  • The faction is wary; basic cooperation is withheld unless forced.
0Neutral
  • Standard setting; the faction has no strong opinion.
+1Vaguely Positive
  • Small favours: limited info, a minor contact within the faction.
+2Esteemed
  • A difficulty decrease of -1 for social tasks with faction members.
  • Offers occasional cyphers or resources.
+3Valued
  • Further difficulty decrease of -1 (stacking up to a total of -2) on tasks involving faction cooperation.
  • The faction may intervene on the PCs’ behalf or share valuable information.
+4Trusted
  • Potential to receive advanced cyphers, powerful artifacts, or personal backing from the faction’s leadership.
  • Certain story complications involving the faction are instantly resolved in the PCs’ favour.
+5Revered
  • The faction offers nearly any help short of self-destruction.
  • May provide direct cover from even major threats, effectively rewriting local politics or forging alliances to protect the PCs.


Cover image: intrigue-article-header by Tillerz using MJ

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