Reptuation Mechanics

Infinite Frontiers Rulebook

 

Chapter 10: The Fixer Role


 

Table of Contents

   
 

10.1 Introduction to the Fixer

Content unchanged from previous sections.

 

10.2 Core Mechanics of the Fixer

Content unchanged from previous sections.

 

10.3 Credits as the Primary Resource

Content unchanged from previous sections.

 

10.4 Detailed Mechanics

Content unchanged from previous sections.

 

10.5 Additional Mechanics

 

10.5.1 Reputation Management

Reputation plays a crucial role in Infinite Frontiers, affecting interactions with factions, access to missions, pricing, and the overall success of both the Fixer and the Crew. A well-managed reputation can open doors to lucrative opportunities, while a tarnished reputation can lead to obstacles and hostility.  
10.5.1.1 Reputation for the Fixer and the Crew
  • Fixer's Reputation:
    • Represents the Fixer's standing with various factions and influences their ability to access higher-tier missions, negotiate better deals, and establish valuable contacts.
    • The Fixer's reputation is primarily influenced by strategic decisions, investments, and the success of missions they facilitate.
  • Crew's Reputation:
    • Reflects the team's reputation based on their actions during missions, interactions with NPCs, and adherence to or deviation from mission objectives.
    • The Crew's reputation affects how they are perceived in the universe, influencing NPC reactions, mission offers, and potential allies or enemies.
 
10.5.1.2 Factions and Influence
Key factions in the universe have their own interests, goals, and expectations. Building a reputation with these factions can yield significant benefits.   Major Factions:
  • Galactic Corporations: Powerful entities controlling vast resources and markets.
  • Underworld Syndicates: Networks of smugglers, pirates, and black-market dealers.
  • Law Enforcement Agencies: Organizations enforcing laws and regulations across systems.
  • Rebel Groups: Movements opposing oppressive regimes or corporations.
  • Independent Colonies: Settlements valuing autonomy and self-reliance.
 
10.5.1.3 Earning and Losing Reputation
For the Fixer:
  • Earning Reputation:
    • Successfully completing missions that favor a faction.
    • Investing Credits into faction projects or causes.
    • Providing valuable intelligence or assistance.
  • Losing Reputation:
    • Failing missions or double-crossing clients.
    • Aiding rival factions or undermining faction interests.
    • Negative interactions with faction representatives.
  For the Crew:
  • Earning Reputation:
    • Demonstrating professionalism and reliability.
    • Completing missions without collateral damage (if valued by the faction).
    • Performing heroic or notable deeds recognized by factions.
  • Losing Reputation:
    • Causing unnecessary destruction or casualties.
    • Betraying allies or violating agreements.
    • Publicly supporting rival factions.
 
10.5.1.4 Reputation Effects and Benefits
Reputation Levels:
  • -50 to -26 (Enemy): Faction is openly hostile.
  • -25 to -1 (Unfriendly): Faction is distrustful; interactions are strained.
  • 0 (Neutral): No significant relationship; standard interactions.
  • +1 to +25 (Friendly): Faction is cooperative; offers benefits.
  • +26 to +50 (Allied): Faction provides significant support and exclusive opportunities.
  Effects on Gameplay:
  • Mission Availability: Higher reputation unlocks exclusive missions.
  • Pricing and Costs: Positive reputation may reduce prices; negative reputation can increase costs.
  • Access to Resources: Allies may provide equipment, intelligence, or support services.
  • NPC Interactions: Reputation influences dialogue options and NPC behavior.
  • Legal Status: With Law Enforcement, reputation affects scrutiny levels and legal consequences.
 
10.5.1.5 Reputation Tracking
Reputation Points System:
  • Assigning Points:
    • Minor Actions: +/- 1-5 points.
    • Major Actions: +/- 6-15 points.
    • Significant Events: +/- 16-25 points.
  • Recording Reputation:
    • Separate Tracks: Maintain individual reputation scores for the Fixer and the Crew with each faction.
    • Event Log: Document actions affecting reputation, including dates and descriptions.
  Example Reputation Record:   | Faction | Fixer's Reputation | Crew's Reputation | Status | |----------------------------|----------------------------|---------------------------|----------------------------------| | Galactic Corporations | +10 | -5 | Fixer: Friendly
Crew: Unfriendly | | Underworld Syndicates | +20 | +15 | Both: Friendly | | Law Enforcement | -15 | -20 | Both: Unfriendly | | Rebel Groups | +5 | +10 | Both: Friendly |
 
10.5.1.6 Reputation Examples
Example 1: Fixer's Reputation Gain
Action: The Fixer invests 10,000 Credits in a Galactic Corporation's expansion project.
Outcome: Gains +10 reputation points with the corporation.
Effect: Unlocks access to Tier 3 missions offered by the corporation.
  Example 2: Crew's Reputation Loss
Action: During a mission, the Crew causes collateral damage in a civilian area controlled by Law Enforcement.
Outcome: Loses -10 reputation points with Law Enforcement.
Effect: Increased scrutiny; potential for random inspections or encounters with law enforcement agents.
  Example 3: Joint Reputation Impact
Action: The Crew completes a high-profile mission exposing corruption within a corporation, facilitated by the Fixer.
Outcome:
  • Fixer loses -15 reputation with Galactic Corporations.
  • Crew gains +20 reputation with Rebel Groups.
  • Effect:
  • Fixer faces higher prices from corporations but gains favor with rebels.
  • Crew gains access to exclusive rebel missions and support.
  •   Reputation Synergy:
    The Fixer and Crew can strategize to align their reputations for mutual benefit. Positive reputation with the same faction amplifies benefits, while conflicting reputations may limit opportunities.

     

    10.6 Fixer Progression and Growth

    Content unchanged from previous sections.

     

    10.7 Integrating Mechanics with Gameplay

    Reputation Integration:
  • Strategic Decisions: The Fixer and Crew should consider how actions will impact reputations with various factions.
  • Mission Selection: Choose missions that align with desired reputation outcomes.
  • Collaborative Planning: Discuss potential reputation gains or losses before undertaking missions.
  • Reputation-Based Opportunities:
  • Unlocking Missions: Certain missions require a minimum reputation level.
  • Negotiations: High reputation can provide leverage in negotiations for better terms.
  • Access to Contacts: Positive reputation can introduce the Fixer and Crew to influential contacts.

  •  

    10.8 Balancing Resources and Risks

    Reputation Risks:
  • Overextending Favor: Repeatedly favoring one faction may alienate others.
  • Unintended Consequences: Some actions may have hidden reputation impacts.
  • Managing Dual Reputations: The Fixer and Crew must balance their reputations, as discrepancies can create challenges.

  •  

    10.9 Simplifying Mechanics for Playability

    User-Friendly Reputation Tracking:
  • Unified Reputation Chart: A shared chart for both the Fixer and Crew to monitor reputations at a glance.
  • Clear Point Values: Assign standard point values to common actions to streamline calculations.
  • Regular Updates: Review and update reputation standings after each mission or significant event.

  •  

    10.10 Fixer Character Creation

    Incorporating Reputation:
  • Background Influence: The Fixer's backstory may grant initial reputation modifiers with certain factions.
  • Initial Reputation Allocation:
  • - Distribute a set number of reputation points among factions to reflect starting relationships. - Example: Assign +10 to Underworld Syndicates, -5 to Law Enforcement.

     

    10.11 Fixer Character Sheet

    Include a dedicated section to track both the Fixer's and the Crew's reputations with all relevant factions.

     

    10.12 Conclusion

    Content unchanged from previous sections.

     

    Appendix A: Fixer Character Sheet Template

    Include the updated character sheet template with the expanded reputation section.

     

    Appendix B: Reputation Point Values for Actions

     
    Action Type Reputation Impact Point Range Notes
    Completing a mission favorably Positive +5 to +15 Varies by mission importance and faction interest
    Failing a mission Negative -5 to -10 Severity depends on mission criticality
    Investing in faction projects Positive +5 to +20 Larger investments yield higher reputation gains
    Betraying a faction Negative -15 to -25 Severe impact; may lead to hostile status
    Assisting a rival faction Negative -5 to -15 Depends on rivalry intensity between factions
    Publicly supporting a faction Positive +5 to +10 May negatively impact reputation with opposing factions
    Causing collateral damage Negative -5 to -10 Affects reputation with local authorities and civilians
    Heroic deeds (saving civilians, etc.) Positive +5 to +15 Can improve reputation with multiple factions
       
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