Reputation
Reputation Scale: 0–100
- Keeps the high-ceiling "legendary" feel you want (room for epic growth over the campaign).
- But rewards are deliberately small (1–5 points per action), so progress feels earned and meaningful over time.
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Reward Guidelines (1–5 points only)
| Action Type | Reputation Gain | Example | When to Use |
|---|---|---|---|
| Minor positive act | +1 | Help Olaf with baking, give honest directions to a stranger, uphold a small promise | Everyday good deeds; common in sessions |
| Solid contribution | +2 | Successfully persuade an NPC with truth, complete a small side task, share useful info | Typical roleplay successes |
| Notable achievement | +3 | Finish a key quest objective, save a life or protect property, publicly defend honor | Most adventure milestones |
| Heroic / impactful deed | +4 | Risk personal safety to protect innocents, expose a major threat, inspire a group | Memorable, high-stakes moments |
| Legendary / town-saving act | +5 | Stop a large-scale threat, perform an act of extreme bravery/oath-keeping, become a public symbol | Rare, campaign-defining events |
- Losses: Keep them proportional but harsher (to reflect Rurga's strict gaze).
- Minor lie / oath slip: -3 to -5
- Major lie / betrayal: -10 to -20
- Town-level treason: -30 to -50 (exile territory)
Starting Reputation (Old Families)
Since they come from respected old families, give them a modest head start:
- Base: 15–25 points in 1–2 relevant factions
- Gawain: 20 Family + Monastery (+ maybe something from other sources)
- Teya: 20 Family + Woodsman (+ maybe something from other sources)
- Eldar: 20 Family + blacksmith(+ maybe something from other sources)
- This puts them at "Known Local" to "Respected" (10–20% bonuses early), but still far from "Trusted" (30+). They feel established but not legendary yet.
Tiered Benefits (0–100 Scale)
| Tier | Points | Description | Skill Bonus | Perks |
|---|---|---|---|---|
| Outsider | 0–14 | Watched suspiciously | None | Basic services only |
| Known Local | 15–29 | Recognized face | +5% social in faction | Free rumors, minor discounts |
| Respected | 30–49 | Valued member | +10% social | Free aid (bread, escort), quests offered |
| Trusted | 50–69 | Pillar of community | +15% social | Council favors, guild access |
| Heroic | 70–89 | Town legend | +20% social | Heirlooms loaned, monastery training |
| Legendary | 90–100 | Eternal honor | +25% social | Council influence, named in songs |
Why This Works for Your Campaign
- Low rewards (1–5) prevent fast maxing: Even heroic deeds take 20–25 sessions to reach 100.
- High scale (100) gives room for long-term epic growth—players can feel they're building toward true legend status.
- Fits Riverwatch culture: Small, consistent acts of truth/honor add up slowly, mirroring Rurga's "truth takes time to prove" ethos.
- No overpowered early bonuses: +1 is only 1% progress—feels special without breaking balance.
This keeps reputation exciting and rewarding without rushing to god-tier status.