3E Skylis Rules
Chapter 10: Reputation.

 

Over time, it is reasonable to expect your characters to do impressive things - save a town from destruction, defeat a great villain, discover a lost arcane artifact, rescue a powerful noble, create a permanent magical effect that destabilizes a region and brings it to the brink of war. You know, the usual hero stuff. Whatever the case, these acts of daring will garner you a reputation, and you will either be famous or infamous. And you will, over time, gain friends, admirers, even followers. And enemies.

A character's Reputation score measures how famous (or infamous) he or she is. A character with a high Reputation is generally well known and recognized in many places, while a character with a low Reputation score isn't.

In general, a high Reputation score benefits a character. Those who recognize the character are more likely to help him (or do what he asks). However, a high Reputation makes it difficult for the character to mask his identity, which can be a hindrance if someone is looking for him.

All classes have a starting Reputation score. Bards start with a Reputation of 3, Paladins with 2, Clerics and Wizards with 1 and all other classes with 0. A character can increase their Reputation by performing actions that attract great attention. For instance, an act of dramatic heroism should automatically result in a gain of 1 point of Reputation, unless the act was secret or otherwise had no witnesses to report it.

Feats which affect Reputation: Fame | Humility | Infamy | Secrecy | Street Rep

Actions that don't measure up to this standard but which still draw significant attention (such as escaping from the clutches of a powerful bandit leader, or having a perfect performance on stage at a popular tavern) can add to a character's Reputation. After performing such an act, the character must make a Charisma check against DC 20. On a success, the character gains 1 point of Reputation. (Acts of particular malevolence or viciousness can add a similar amount - ultimately, your reputation rarely cares whether you're good or evil.)

In general, a character doesn't get a choice of whether or not to use his Reputation - it simply takes effect whether the character wants it to or not. When a character's Reputation can come into play, the character's player must make a Reputation check. Roll 1d20 and add the character's Reputation score. (If your character has a Reputation of 0, you can't make a Reputation check.) The DC of the check depends on the character's location.
 

Location DC
Hometown (Settlement up to city size) 10
Home Region (Parish, province, island, etc) 15
Home Country 25
Neighbouring Country (Shares a border) 35
Non-Neighbouring Country (Shares no border) 40

Fame and Infamy
Most characters with a high Reputation score are considered 'famous.' That is, their reputation is generally positive. However, some characters are infamous, which results in different reactions on a successful Reputation check. As a general rule, a character who is evil alignment is considered infamous. Those with the Infamy feat are also considered infamous, regardless of their alignment. Finally, at the DM's option, characters who don't fit these criteria might also be considered infamous.

Results of Reputation Checks
A successful Reputation check adds a modifier to certain skills checks.

Bluff: In general, a positive Reputation (whether famous or infamous) aids Bluff checks. However, any Bluff check made to deny or hide your identity ("No, I'm not that smuggler, you must be thinking of someone else") automatically receives a -5 penalty regardless of the result of the Reputation check.
Diplomacy: Most Diplomacy checks are aided by a successful Reputation check. However, infamous characters suffer a penalty to Diplomacy checks (it's tough to negotiate a peace treaty when you're a known killer.)
Gather Information: People are just more willing to help someone they know, whether happily (for a famous individual) or fearfully (for an infamous individual).
Intimidate: While a famous character can use his Reputation to 'throw his weight around,; an infamous character gains an even better bonus on Intimidate checks with a successful Reputation check.
Perform: A famous individual generally gets a better reception for his performances than an infamous one. The bonuses granted by a successful Reputation check are synergy bonuses.
 

Skill Famous Infamous
Bluff +5 +5
Diplomacy +5 -5
Gather Information +5 +5
Intimidate +2 +5
Perform +5 0

Common Room | Hall | Skylis Rules

 

February 3, 2003. Copyright Angelo Barovier 1998-2003.