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:

ActionExampleReputation Adjustment
Speaking politely or respectfully to an NPCComplimenting a merchant or offering help+0.1 to +5
Performing a task or quest for someoneDelivering goods, slaying beasts+1 to +5
Learning or improving a skillTraining in smithing or weapon mastery+0.1-+1
Using a skill successfullyCrafting, bartering, teaching, healing+0.1 to +1
Failing a skill check badlyBreaking items, offending, injury–0.2 to –5
Committing crimes or betrayalTheft, breaking oaths, violence–3 to –10
Showing mercy or forgivenessSparing an enemy or helping a rival-2 to +2
Losing a contest or dishonoring a titleFailing 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 ValueTitleDescription
–10 or lowerHated / IneptNPCs distrust you; shops charge extra; skills falter; followers may abandon you.
–5 to –9Poor / UnskilledYou face resistance in social or skill rolls; harder to gain new allies.
–1 to –4Disliked / StrugglingMinor penalties to dialogue and skill growth.
0NeutralNo modifiers; average treatment and performance.
+1 to +4Liked / AdeptMinor bonuses; small discounts or recognition.
+5 to +9Respected / TalentedModerate bonuses; improved learning and trust.
+10 or higherLoved / SkilledMajor 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.

RangeDifficulty ModifierExample
0 to ±4NormalGain/Loss rolls unaffected
±5 to ±9X2 difficultyRequires greater actions or rolls
±10 to ±14X5 difficultyOnly major quests or critical acts count
±15 to ±19X10 difficultyLegendary or infamous acts only
±20+X20 difficultyMythic 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 TypeEffect 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.



Comments

Please Login in order to comment!