Renown
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Work in progress!
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FEATURED
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.
Note: Getting to the next Renown level should become increasingly harder.
Milestone Events:
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.
- 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.

Renown | Possible Benefits/Penalties |
---|---|
-5 | Wanted Foes
|
-4 | Public Enemies
|
-3 | Hostile
|
-2 | Unfriendly
|
-1 | Wary
|
0 | Neutral
|
+1 | Acquaintances
|
+2 | Respected
|
+3 | Favoured
|
+4 | Trusted Allies
|
+5 | Beloved Heroes
|

Renown | Possible Benefits/Penalties |
---|---|
-5 | Absolute Enemy
|
-4 | Hunted
|
-3 | Hostile
|
-2 | Disliked
|
-1 | Suspicious
|
0 | Neutral
|
+1 | Vaguely Positive
|
+2 | Esteemed
|
+3 | Valued
|
+4 | Trusted
|
+5 | Revered
|
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