Reputation
Another Kind of Combat
Not everything on The Street is determined with fists
or guns. In a world where combat can end your life
in a hot nanosecond, other methods have evolved to
determine who is going to be the top dog in a conflict.
One of these methods involves having a Reputation.
Reputation is a measure of things your Character
may do so well (or so badly) that they become well
known for them. A Reputation for something is always
established by a Character's actions, and is then
awarded by the GM. When your GM believes
your Character has done something worthy
gaining a Reputation, they can assign them a
Reputation Level from the table below. This is
your Character's Reputation. While people may know
of the other less impressive deeds your Character has
accomplished, a new deed's Reputation will only
replace the old one if the Level is higher.
Most Cyberpunk RED Characters
start with a Reputation of 0.
Whenever your Character encounters new people
in new situations, their Reputation may influence
how those people react to them. When first meeting,
Characters roll 1d10. A Character that rolls under
the Reputation Level of the person they are meeting
has heard of them. Sometimes this can be very good.
Other times, it can be very bad, especially if you made
lots of enemies while you were earning a Reputation.
Reputation can also be a disadvantage. Whenever
you do something extremely uncool (show cowardice,
desert or betray an ally, etc.) the GM can still award
you a Reputation Level for these actions. Reputation
received from a negative event or action can replace
the Reputation of a positive event or action. In that
case, people are more likely to have heard about your
uncool deeds rather than your impressive deeds (once
again, roll 1d10). However, this time they won't be
impressed; if your rep is for cowardice or something
just as bad, it will work against you.
Facedowns
Reputation in Cyberpunk RED has one other big effect: Facedowns. A lot of combat
in Cyberpunk RED comes down to a duel of wills—who's tougher, meaner, and looks
more ready to prove it. This often leads to what are called Facedowns, when two heavies
on The Street square off just before a fight or to see who'll back down from a confrontation. The GM will call for a Facedown whenever they feel the scene calls for it. When
making a Facedown, both participants will roll:
In a tie, both parties are unsure and nothing happens. Otherwise, the loser has the
option of either:
Facedown Example Rico Rico notices a punk spraying graffiti on the side of his apartment building, so he tells him to buzz off, hanging an Assault Rifle out the window and threatening to use it. The two have a Facedown. Each rolls COOL + Reputation + 1d10. Rico Rico wins because of his COOL and Reputation of 4 (He's known locally for an killer show he played last week). The punk decides to back down instead of trying to fight with his nerves all shaken up.
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