Reputation

Reputation affects your various interactions with the world around you. You can gain/lose reputation with supernatural entities, certain groups or whole towns.

Rep with Supernatural Entities
Ranges from -3 to +3

  • To get negative reputation: besmirch their name, deface, destroy or steal from their altars or sanctuaries, kill their minions or worshipers.
  • To get positive reputation: spread deeds in their name, donate or aid to their causes, minions or worshipers, build altars or sanctuaries to them, kill their enemies.
  • Having a bad reputation: losing luck, unpleasant coincidences occurring in/around/with their spheres of influence, hauntings, revoking spell-casting abilities
  • Having a good reputation: regaining lost luck, happy coincidences occuring in/around/with their spheres of influence, better odds of a favorable outcome when spellcasting or calling for aid

NOTES:
A cleric adds this reputation to their spell casting roll (this does NOT negate a natural 1) and a wizard/elf adds this reputation to any spell casting rolls associated with their patron (if they have a reputation with their patron).
Having a good/bad reputation with a supernatural entity does not necessarily mean you will have a good/bad reputation with their followers.
Getting +/-1 rep isn’t difficult, +/-2 is certainly harder (unless you go around smashing altars and killing minions willy-nilly) and +/-3 is extremely difficult.
Having a good/bad rep with a minor spirit isn’t nearly as helpful/dangerous as having a good/bad rep with a full-fledged god.

Rep with cults, guilds, gangs or other groups
Ranges from -10 to +10

  • To get negative reputation: disrupt their operations, abuse their services, kill or maim their members, besmirch their name, aid their enemies
  • To get positive reputation: aid in their operations, donate to them, disrupt their enemies’ operations, perform good works in their name
  • Having a bad reputation: increased prices for goods and services, lost connections, outright shunning, hits placed on your head, negative rep from their god
  • Having a good reputation: decreased prices for goods and services, favors, gained connections, positive rep from their god

NOTES:
Having a good/bad reputation with a church or cult will certainly affect the reputation with their god.

Rep with towns, villages or cities
Ranges from -10 to +10

  • To get negative reputation: break laws, insult important citizens or guards, create disturbances
  • To get positive reputation: donate to the town or city, volunteer services, suck up to important citizens or guards
  • Having a bad reputation: fines, bounties, banishment, various punishments
  • Having a good reputation: favors, leniency with some laws

NOTES:
Having a good/bad reputation with a town doesn’t necessarily mean you will have a good/bad reputation with the groups in the town.

Reputation

Dicehead DCC justinwilliams