Reputation Awards & Losses

(1 Reputation Point for each, unless stated otherwise.  All acts must have multiple witnesses, or somehow be publicly commemorated.)

Battle: See Mass Combat - Game Master's Guide, P.176.

Craftmanship (+):  For creating an item of quality (TN 40).  Limit of 10 Rep per year.

Chivalrous Acts (+): See Code Of Chivalry - Game Master's Guide, P.187.

Marriage (+):  Both people gain Reputation Points equal to their partner's Reputation Rank.

Romance (+):  Appropriate signs of devotion - declarations, writing poetry, serenades, etc..

Keeping Your Word (+):  Additional Rep Points gained if keeping the promise involved personal risk, financial risk, or going against fundamental beliefs of the Hero.

Duelling (+):  See Swordsman's Guild, P.96.

Monster Slaying (+):  Reputation Points equal to the monster's lowest Trait.  Once per Story.

Sponsoring Artisans (+):  Costs (50 x the Artist's best Knack) guilders per month. Provides Reputation Points equal to the Artist's Reputation Rank. 

Joining Social Clubs (+):  Post Hero creation only.  Reputation Points equal to the Hero Point cost of membership.

Additional Reputation Point(s) To Any Of The Above (Cumulative, GM call):

  • If substantial personal risk was involved;
  • Per Raise on the crucial skill roll (if any);
  • Per spectacular success on important skill rolls;
  • If a particularly famous and/or influential person was closely involved.

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Breaking A Vow (-):  Loss of Reputation Points equal to the Hero's own Reputation Rank plus the Rep Rank of the person that the vow was made to.
Property Damage (-):  Damaging expensive and/or famous objects costs Rep Points equal to the Reputation Rank of the owner.
Cowardice (-):  Reputation Points equal to half the Character's current Reputation Rank.
Abuse of Romance (-):  Reputation Points equal to the Reputation Rank of the other person for each of the following:
  • Ending an affair without cause or provocation;
  • Ending an affair in a public and/or scandalous manner;
  • Striking a lover;
  • Failing to protect a lover from danger.
Unchivalrous Acts (-):  Exceptions may apply [GM call]:
  • Public drunkenness;
  • Striking a social inferior;
  • Unkempt / dirty appearance;
  • Rudeness;
  • Striking a lady (Gentlemen);
  • Swearing (Ladies);
  • Overt Flirting (Ladies).

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OTHER CULTURES - The Crescent Empire:

  • Displaying great skill and style in the poisoning of an enemy gains one extra Reputation Point.

  • Actions that improve your family's standing in a vendetta gains you Reputation Points equal to the highest Reputation Rank in your family.

  • Actions that weaken your family's standing in a vendetta loses you Reputation Points equal to your current Reputation Rank.

  • Coming out noticeably ahead on a barter or trade gains you Reputation Points equal to one-half of the current Reputation Rank of the person you took advantage of.

  • Coming out on the losing side of a lop-sided trade loses you Reputation Points equal to half of your current Reputation Rank.

  • Fleeing from an arranged marriage loses you Reputation Points as if Breaking A Vow.

  • Failing to obey orders or complete an assigned task loses you Reputation Points as if Breaking A Vow.  Lose two additional Reputation Points if the orders or task came from a religious authority figure.

  • A woman taken into a nobleman's harem because she pleases him gains Reputation Points equal to the Reputation Rank of the Noble, and the Noble himself gains one Reputation Point.  No Reputation Points are gained if the woman is taken into the harem as tribute or as part of a deal.

OTHER CULTURES - Cathay:

  • Gaining Reputation: As per Thean rules - Battle, Craftmanship, Marriage, Romance, Keeping Your Word, Skill Success & Performance.  Also for Justice and Vendetta.

  • Losing Reputation: As per Thean rules - Breaking A Vow, Cowardice, Abuse of Romance.

  • Unchivalrous Acts: Betrayal, Deceit, Dishonouring Ancestors, Treachery.

REPUTATION ACTIONS (10 Rep Pts = 1 Rep Die)

Action

TN

Effect

Aid (Major)

30

Gain major aid from one neutral or allied NPC for one scene.

Aid (Minor)

20

Gain minor aid from one neutral or allied NPC for one scene.

Impress

-

Reputation Dice may be added to any social checks (Kept Dice).

Intimidate

-

Reputation Dice may be added to any social checks (Kept Dice).

Martyr

40

Gain one ally (a formerly neutral or allied NPC) that will risk their life for the Character's cause if needs be.

Recognition

15

Character is recognized by a stranger (chosen by Player).

Rescue

25

NPCs work for the Character's freedom or escape from imprisonment.

Seduce

-

Reputation Dice may be added to any social checks (Kept Dice).


 

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