Reputation, Fame and Infamy

Reputation:

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, whiel a character with a low Reputation isn’t.

In general a high Reputation score benefits a character. Those who recognize the character is more likely to help (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 hero characters have starting Reputation based on their class. Bards and Paladins start with a Reputation of 1, and all other classes with 0. As a character gains levels his Reputation score automatically increases.

In addition a character can gain Reputation by performing actions that attract attention. For instance, an act of dramatic heroism should automatically result in 1 point of Reputation, unless the act was secret or otherwise had no witnesses to report it.

Actions that don’t measure up to this standard but which still draw significant attention (such as escaping from the clutches of a major villain) can add to a character’s Reputation . After performing such an act, the character must make as 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 wether you’re good or evil).

In general, a charcteer doesn’t get a choice wether or not to use his Reputation – it simply takes effect wether the character wants to or not. When a character’s Reputation can come into play, the character’s player must make aReputation 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.

Fame and Infamy:

Most chacters 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 succesful Reputation check. As a general rule, a character with an evil alignment is considered infamous. Those with the Infamy Feat are also considered infamous, regardless of alignment.. finally, at the DM’s option, characters that don’t fit these criteria might be considered infamous.

Results of Reputation checks:

A succesful Reputation chech adds a modifier to certain skill checks, as listed below.

Reputation scores for Classes:

Bards and Paladins start with 1 Reputation point and receives another Reputation point at every second level.

All other classes start with 0 Reputation points and receives another Reputation point at every third level.

Cavaliers, Duelists, Gladiators, Knight Protectors and Warmasters (from Sword and Fist) receives another Reputation point at 1., 2., 4., 5., 7., 8., and 10. lv.

All other Prestige Classes receives another Reputation point at every second lv.

Leadership:

A character with the Leadership Feat calculates his Leadership score so:

Character Lv./2 + Reputation score + Charisma modifier + Leadership modifiers.

Reputation Feats:

Fame [General]  You are particularly well known. 

Benefit: You add +3 to your Reputation score.

Frightful Presence [General]  Your mere presence can terrify those around you.

Benefit: Once pr. round, you can, as a free action, use your Frightful Presence. All opponents within 30 feet who have fewer levels than you do must make a Will saving throw (DC 10 plus your character level and Charisma modifier). 

An opponent who fails his save is shaken, suffering a –2 morale penalty to attack rolls, saves and skill checks for 1d6 plus your Charisma modifer in rounds. A succesful save indicates that the opponent is immune to your Frightful Presence for one day. This ability can’t affect creatures with an Intelligence of 3 or less.

If you are infamous and make a successful Reputation check, the Will saving throw’s DC increases by 5.

Requirements:  Charisma 15+, Intimidate 9+.

Infamy [General] You are known for crimes or evil deeds (wether you actually committed these crimes or not).

Benefit: You are considered infamous. This is regardless of your Reputation score or alignment.

Low Profile [General]  You are less famous than others of your class and level.

Benefit: Your rate of gaining Reputation is 1 point every 5 levels, regardless of your class. This does not affect your current Reputation score nor any Reputation points gained by future actions.

Normal: Without this Feat, a character gains Reputation at a rate determined by his or her class.

Literacy:  As an option to add more “reality” to a campaign, every class except Cleric and Wizard start with the Illiteracy disadvantage just like the Barbarian do. This would reflect the widespread ignorance of medieval times.

Booze:  Drinking a bottle of wine or a tankard of ale incurs a –1 penalty to Dexterity, Intelligence and Wisdom. These penalties are cumulative. Whenever an ability score reaches 1, the drunken character falls asleep. Sleep can be avoided by making a Foritude save against DC 10 + number of drinks, but every drink thereafter requires another Foritude save to stay awake. A drunken spellcaster may temporarily lose access to high-level prepared spells (or all spells if he is really drunk). The penalties can be removed by one hour of rest pr. bottle or tankard drunk.