This section is pulled whole-cloth from Interface Zero 3.0 and reproduced here for ease of access.
Reputation is key to surviving and thriving. Reputation is the key to getting the best work, to keeping enemies at bay, and getting favors when needed. Street cred increases as you do impressive things or prover yourself reliable. It drops if you use it, you're unreliable, a failure, or the target of "social assassination". It's hard to get, harder to keep, and ironically worthless if you don't use it.
Street Cred is a new statistic, representing a character's reputation, network connections, and general goodwill in the community. It begins at d6, representing a tough character that is respected but has yet to do anything especially noteworthy or humiliating. High street cred marks a character as someone to fear and respect. Low street cred indicates an unskilled or treacherous person.
Some Edges and Hindrances affect Street Cred. Additionally, Fame increases Street Cred by one step while Famous graints a +1 to Street Cred rolls -- people love to associate with fame. Connections and Street Cred have a lot of overlap. Connections doesn't require a roll, but only works with the designated faction and only once per session. Street Cred is less reliable but can be used more often with more groups.
Characters can support each other in Street Cred rolls using their own Street Cred or an appropriate skill (Intimidation, Persuasion, and Taunt). However, they are risking their own reputations when doing so. If the lead character loses a die type of Street Cred, so does anybody who rolls to support.
If your Street Cred drops to d4 you are treated as a nobody. Most combatants try to quickly remove weak foes, and someone On the Outs is always considered weak. You're the first choice for attacks, Tests, and mockery. Old contacts won't meet with you, clients stop calling, and your social media profile is quiet, excluding the passing troll.
Street Cred can be used to pull in favors of various kinds. Passively, random criminal Extras will not attack characters two or more die types of Street Cred above them and return items they've unwittingly stolen from such fearsome personalities, and similar respectful treatment.
Street Cred can also be used to actively pursue benefits. This isn't a Trait, but it acts like one -- with Acing, Bennies, and a Wild Die, and benefitting from allies' Support. The roll can be modified by the value requested, risk to the supplier, and current availability at the GM's discretion.
Recruit the temporary help of a skilled specialist (hacker, medic, scholar, thief, etc.) for a particular task, up to a month long. Or recruit several allied fighters for up to a week. These fighters will vary based upon the source, but the GM will select the most appropriate NPC.
Sometimes you need a place to rest, transportation, or some sudden medical assistance. Sometimes you need that without the usual paperwork.
A gift of ammunition, medical supplies, rations, or low value gear. Alternatively, a loan of weapons, armor, a vehicle, or other high value resource that might be damaged or destroyed.
Street Cred is an abstraction of your reputation. It indicates the mix of fear, respect, and history of accomplishment you've built up. While it can be increased other ways, the following are the usual ways to improve.
While various methods can be used repeatedly, most cannot be used to raise Street Cred more than once per month. A social media blitz can raise your profile and popularity, but repetition becomes "white noise" until it's just a pathetic cry for attention.
Every two Advances, your Street Cred goes up one die type. As you improve, it changes the way you carry yourself and the way others perceive you.
When you bring down a significant opponent your Street Cred goes up one step. They don't have to be dead just out of action and at your mercy. Significant foes are usually Wild Cards. If you have a rivalry (as determined by the GM) with that foe then your Street Cred increases by 2 die types.
Nothing inspires fear and admiration like success. When you successfully complete a noteworthy job or mission and get paid instead of screwed over by the client, your Street Cred increases by one step. It is the GM's prerogative to determine if a job was completed successfully and was difficult enough to count. No one's cred goes up doing easy work.
Street Cred comes and goes, that's just a truth of life. You might be the hottest ticket in town this week, but dog meat the next. Losing Street Cred is a dangerous thing; it might even put you back at the bottom of the barrel. Worse, people no longer fear or respect you. If the loss becomes too big you might be On The Outs.
When the following events risk Street Cred loss, you make a Street Cred roll. Failure costs you one die type of Street Cred, or two with a Critical Failure. If your failure drops you to d4, future Street Cred rolls are made at -1 until your Street Cred rises to d6. Success means your reputation was hurt but not permanently; your next Street Cred roll is -1. A raise means you escaped unscathed.
People might fear you, but they don't want to help you, and certainly don't want to hire you if you are faithless. You can be the slickest rat in the sewer, but if you bite your allies, ignore your friend's troubles, or just anger the wrong people then your Street Cred will suffer. This applies every time you betray a trust. Every single time.
Some assholes talk you down, murdering your cred. You're the target of someone's trash and may be pulled into a rivalry. You risk losing Street Cred. This is a challenge the GM can throw at you but no more than once per week.
When you go down, your Street Cred takes the ride with you. Every time your character is knocked unconscious in combat your Street Cred may drop. Yeah, it sucks, but insult tends to pile on with injury. If laid out by a Rival, lose one additional die type.
If you get hired to do a job and fail to do it, you lose Street Cred. The bigger the failure, the bigger the loss. A staggering failure (determined by the GM) costs an additional step of Street Cred.
You have to be seen to have any cred, but sometimes the heat is on and you need to hie out for a time. Go offline, stay away from your usual haunts, avoid your contacts, and basically let everyone think you're dead. Each month spent lying low risks losing a step of Street Cred.