Reputation and Influence
Characters develop reputations in different communities and organizations.
Reputation Tracks:
- Local Communities: Villages, towns, cities
- Noble Houses: Aristocratic families
- Religious Organizations: Churches and cults
- Criminal Groups: Thieves' guilds, smugglers
- Mystical Orders: Magical organizations
- Merchant Guilds: Trade organizations
Reputation Levels:
- Hated: -3 to social tests, discrimination
- Disliked: -2 to social tests, suspicion
- Neutral: No modifier, standard treatment
- Liked: +1 to social tests, friendly treatment
- Respected: +2 to social tests, preferential treatment
- Revered: +3 to social tests, honored treatment
Reputation Effects:
- High Reputation: Advantages in social situations, better prices
- Low Reputation: Discrimination, hostility, higher prices
- Reputation Affects: Access to services, information, opportunities
- Reputation Opens/Closes: Doors to different social circles
Building Reputation:
- Completing Quests: Help communities and organizations
- Public Displays: Show skill or power publicly
- Building Relationships: Connect with important people
- Participating in Events: Local politics and activities
- Charitable Acts: Help those in need
Reputation Management:
- Reputation Decay: Reputations fade over time
- Reputation Transfer: Good reputation in one place may not transfer
- Reputation Conflicts: Different groups may have opposing views
- Reputation Recovery: Rebuilding damaged reputation