REPUTATION RULESET
REPUTATION RULESET
Overview
Reputation represents how the world views your character - both socially and through skill interactions. Every notable action you take, every word spoken to a named NPC, and every skill or craft you perform contributes to your Reputation.
Reputation applies individually to each NPC, Faction, Town, Skill, and even Weapon Type. It is a dynamic score that grows or diminishes based on your actions.
GAINING OR LOSING REPUTATION
Reputation is measured numerically.
Positive reputation (+) means respect, trust, or skill growth.
Negative reputation (–) means distrust, hatred, or incompetence.
Sources of Change:
| Action | Example | Reputation Adjustment |
|---|---|---|
| Speaking politely or respectfully to an NPC | Complimenting a merchant or offering help | +0.1 to +5 |
| Performing a task or quest for someone | Delivering goods, slaying beasts | +1 to +5 |
| Learning or improving a skill | Training in smithing or weapon mastery | +0.1-+1 |
| Using a skill successfully | Crafting, bartering, teaching, healing | +0.1 to +1 |
| Failing a skill check badly | Breaking items, offending, injury | –0.2 to –5 |
| Committing crimes or betrayal | Theft, breaking oaths, violence | –3 to –10 |
| Showing mercy or forgiveness | Sparing an enemy or helping a rival | -2 to +2 |
| Losing a contest or dishonoring a title | Failing in public or cowardice | –1 to –5 |
Note: Reputation adjustments stack over time. Tiny +/–0.1 shifts matter.
Every NPC, group, or skill line tracks your relationship separately.
REPUTATION THRESHOLDS
| Reputation Value | Title | Description |
|---|---|---|
| –10 or lower | Hated / Inept | NPCs distrust you; shops charge extra; skills falter; followers may abandon you. |
| –5 to –9 | Poor / Unskilled | You face resistance in social or skill rolls; harder to gain new allies. |
| –1 to –4 | Disliked / Struggling | Minor penalties to dialogue and skill growth. |
| 0 | Neutral | No modifiers; average treatment and performance. |
| +1 to +4 | Liked / Adept | Minor bonuses; small discounts or recognition. |
| +5 to +9 | Respected / Talented | Moderate bonuses; improved learning and trust. |
| +10 or higher | Loved / Skilled | Major bonuses; rare opportunities, secret training, or free aid. |
DIFFICULTY OF PROGRESSION
Each 5 points in either direction (positive or negative) increases the difficulty to gain further reputation.
| Range | Difficulty Modifier | Example |
|---|---|---|
| 0 to ±4 | Normal | Gain/Loss rolls unaffected |
| ±5 to ±9 | X2 difficulty | Requires greater actions or rolls |
| ±10 to ±14 | X5 difficulty | Only major quests or critical acts count |
| ±15 to ±19 | X10 difficulty | Legendary or infamous acts only |
| ±20+ | X20 difficulty | Mythic renown or infamy only achievable through world-changing acts |
EFFECTS OF REPUTATION
Each full 5 point of change in Reputation (either +5 or –5) grants a corresponding modifier to the related skill, NPC, or weapon.
| Reputation Type | Effect Example |
|---|---|
| NPC Reputation | +5: NPC offers better prices or quests. –5: NPC hides goods or refuses service. |
| Town Reputation | +5: Lower taxes, safe lodging. –5: Fines or hostility. |
| Faction Reputation | +5: Entry, alliance, or trade benefits. –5: Bounty or ambush risk. |
| Skill Reputation | +5: +1 to all rolls for that skill. –5: –1 to all rolls for that skill. |
| Weapon Reputation | +5: +1 to hit with that weapon type. –5: –1 to hit with that weapon type. |
Note: Reputation bonuses or penalties are specific. For example, +3 with Swords does not improve your Axes or Bows.
DM USAGE NOTES
Track reputation individually for each significant entity or category.
Award points gradually for minor deeds; rapid swings should only follow major story moments.
Reputation loss should feel fair — based on choice or consequence, not random chance.
Players can influence factions or towns indirectly by raising or lowering local NPC reputation.

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