Reputation and Status
Reputation
After several adventures, the player characters may come to be recognized by the people they meet. This recognition may lead to being respected, admired, feared, or even ridiculed, depending on the type of reputation they have.
Recognition Rolls
When a character wants to recognize someone else, they may make a recognition roll. This is a roll under a skill appropriate for the subject, generally Area Knowledge. It may alternatively be a roll under Cult Rituals, Customs, or Intrigue (for a religious or political figure), or even a Lore domain (for an expert or published author in that topic).
The subject’s Reputation ability matters to this recognition roll. Use their Reputation score as a bonus to the recognition roll, plus the following modifiers, as applicable:
| Situation | Recognition Modifiers |
|---|---|
| Subject has recently accomplished something notable | +20% |
| Subject is from a different tribe | -20% |
| Subject is from a different nation | -40% |
| Subject is from an unfamiliar or far-away land | -60% |
- On a success, the character recognizes the subject correctly, recalling a few basic facts about them. On a critical success, the character knows many things about them, including obscure details.
- On a fumble, the character confuses the subject for someone else, or recalls lies and incorrect facts!
What the character thinks about the subject is entirely up to the player and gamemaster to decide. This depends on the character’s factions, allegiances, and more.
Reputation Gains
When the adventurers make notable achievements, either positive or negative, the gamemaster may grant a Reputation gain. This gain depends on how notable the achievement was. This must be a public achievement: something done in secret or isolation cannot contribute to fame or infamy, at least not until it is attributed to the adventurer.
To determine the Reputation gain, pick a Level of fame and infamy from the table below. Then, make a Reputation ability roll.
- On a success, get the first number under Reputation Gain. The character did something they were already well-known for, and therefore does not get much more famous for doing it again. Alternatively, somehow another event happened around the same time which captivated people’s attention more.
- On a failure, get the second number under Reputation Gain. People paid attention to the character’s deeds!
| Level of Fame/Infamy | Reputation Gain | Examples |
|---|---|---|
| Talk of the week | 0/1% | Started a bar fight |
| One of the season’s highlights | 0/1D3% | Raided a rival clan, played an important role at a religious festival |
| One of the year’s important events | 1/1D6% | Led an army campaign, saved a town from monsters |
| Recorded in history | 2/2D6% | Became a king, or killed one |
The gamemaster may come up with other adequate Reputation gains according to the situation.
Status
Scene Augments
People of a high status usually have authority over those of lower status. When dealing with someone of a different status level in a social context, or any time Status may give an advantage, a player may roll under their adventurer’s Status ability. The result provides a modifier for the current scene:
| Scene Augment | Modifier |
|---|---|
| Critical Success | +60% |
| Success | +20% |
| Failure | No modifier |
| Fumble | –60% |
The gamemaster decides when the scene ends, after which the Scene Augment disappears.
Success or Critical Success: The adventurer’s status grants them authority or influence over the situation. This is worth +20% or 60% respectively. These bonuses apply to any ability roll for which social status matters, such as Persuasion specialty skills. Gain the check in Status.
Failure: The adventurer’s status does not matter.
Fumble: Flouting their status somehow backfires in the adventurer’s face. They gain –60% to the whole scene.