Reputation
There will be a total of 12 organisation which the players can gain reputation in. Each character can have between -10 and +10 points of reputation with each organisation. The players are largely seen as a singular group by the citizens of Absalom, so all 6 of these are added together to give the whole group a -60 to +60 reputation with each organisation. In some instances, an individual players reputation will be more important than the group, but this will only have a pronounced effect if the players rep is strongly different from the parties.
The basic activity that a character can do to affect this will be a downtime activity to gain favour with a single organisation. This activity can only be done if the player is 'Ignored' by the organisation and the amount of time it takes is based on their reputation with it. The number of weeks is equal to their reputation + 2, with a minimum of 2 weeks. So to go from 0 to 1 it takes 2 weeks, same with going from -1 to 0, but to go from 2 to 3 rep, it takes a 3 week downtime activity. If an individual player is disliked by an organisation (having a rep of < -4) then they cannot increase their rep through basic acitivies, it must be through roleplay.
Once a player is 'Liked' by having 5 reputation, they cannot use a basic activity to gain more favour. They may be able to get an addition +3 reputation with them through roleplay decisions during a session. This is player driven and will involve some sort of circumstantial sacrifice on the players part. An example may be giving up a useful item to the organisation or betraying a quest giver who is acting against the organisation.
Minor roleplay decision will max their reputation at 8 points. For a player to go beyond the that, they will have to seek out a specific quest to aid the organisation. This can be a group plan, if multiple players wish to gain reputation with the same organisation. Conversely, it could be a quest for an organisation where some of the players are paid for it, and the others only receive reputation points. This can get a single player up to the max of +10.
| Reputation | Points | Effect |
|---|---|---|
| Revered | 35 - 60 | Players are celebrities in the organisation. They will assist under almost any circumstances. |
| Admired | 20 - 34 | Members are helpful. Will assist in major ways, ie. costly or life saving. |
| Liked | 5 - 19 | Members are friendly. Will assist in minor ways. |
| Ignored | (-4) - 4 | Neutral |
| Disliked | (-5) - (-19) | Members are unfriendly. Will only passively get in the way. |
| Hated | (-20) - (-34) | Members are hostile. Will thwart PC's when given the opportunity. |
| Hunted | (-35) - (-60) | The organisation will go out of it's way to harm PC's, even endangering themselves to do so. |
Organisations
There are many, many individual organisations in Absalom, so it'd be excessive to list the PC's relationship with all of them separately. Instead, I've reduced them down to the ones most relevant to the PC's, and combined some of them into broader categories. For example, every district has it's own force of guards that operates independently. The Muckrackers are clearly significant to the party because they are operating in the same district as them. So they have their own category, but all of the other local guard forces are grouped together.- Grand Council - This represents both the specific Grand Council, but also the broader political administration of the city.
- The Divines - This a pantheon of sorts, lumping together the major churches of Absalom. Evil or Chaotic deities wouldn't be included in this, but all common Good, Lawful, and Neutral ones are.
- First Guard - Similar to the Grand Council, this represents both the specific organisation (the elite combat force of the Azlanti Keep), and also the broader military presence of Absalom.
- The Great Houses - These are the old, rich families of the city, like House Castille or House Gixx, representing the traditional power structures.
- Muckrackers - This is just the specific organisation and nothing more.
- District Guards - This is all of the local guard forces in the city, minus the Muckrackers and First Guard.
- Pathfinder Society - This is solely the Society and nothing more. They are a significant force given how many adventurers are in their organisation.
- College of Mysteries - Primarily this is just the College, but it does include other minor academic institutions.
- The Coin Purse - A guild of powerful merchants found in The Coins. They represent the new money of the city; ones who play in cut throat capitalism.
- Circle of Stones - This organisation is anarchistic in form given they are primarily druids. They operate in the Green Ridge of Eastgate, protecting the nature there and specifically the Grand Holt tree.
- Harbour Folk - These last two are very broad, representing classes of people. The harbour is where many middle class folk work; less rich than the merchants, more stable than adventurers, and largely content.
- Low Folk - These are the poor folk, most living in The Puddles, but many also in The Docks and The Coins.
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