Reputation

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Reputation Rules This system models how well known a character is and how that reputation affects interaction with others. A good reputation can be a useful advantage, but a bad one can be a troublesome hindrance. Reputation affects non-combat interaction checks between characters by providing a modifier. modifier. A positive reputation makes others more likely to favor and help the character, while a negative reputation makes the character’s social entreaties less effective. Fame or Infamy Reputation rank represents a character’s Those the withcharacter a Reputation 4 or higher can bedepends considered known within their professional and socialnotoriety. circle. Whether is famous or infamous on well the point of view of the person recognizing the character. Reputation and Secret Identities Characters with secret identities effectively have two separate reputation ranks: one for their costumed identity and another for their secret identity identity.. The character should use whichever value is appropriate. One reason many supers maintain secret identities is to leave their Reputation (and the recognition that comes with it) behind for a while to live a “normal” life. Reputation Checks Most of the time, the character doesn’t decide to use reputation. The GM decides when your reputation is relevant to the scene or encounter. When it becomes relevant, the GM makes a reputation check for an NPC that might be influenced in some fashion by your character’s notoriety. notoriety. A reputation reputation check is calculated as follows: d20 + reputation rank + the NPC’s Int modifier modifier.. The GM may substitute an Expertise skill bonus for the Int modifier if your activities, and therefore reputation, apply to a particular pa rticular field. Non-intelligent Non-intelligent characters do not make checks to recognize someone’s reputation, nor do characters unable to interact. The standard DC for a reputation check is 20. If the NPC succeeds on the check, he or she recognizes the character.. That recognition grants a bonus or penalty on subsequent interaction skill checks based on the NPC’s character reaction. A character with Reputation 19 or more is instantly recognizable and known to virtually everyone. Skill Checks When an NPC recognizes you and has a positive opinion of your reputation, you get a bonus on Deception and Persuasion checks equal to half your you r reputation bonus, rounded down. When an NPC recognizes you and has a negative opinion of your reputation, you get a penalty on Deception and Persuasion checks equal to half your reputation bonus, rounded down, but gain a bonus of the same amount to your Intimidation checks, since the subject is more likely to believe the worst about you. The bonus or penalty only applies when you are interacting outside of combat with an NPC who recognizes you and is therefore aware of your reputation. Those unaware of your reputation are unaffected by it either way way.. NPC Reputations Players decide how their characters act. Sometimes, however, it’s appropriate appropriate for the GM to call for a skill check using an interaction skill affected by reputation. For example, an NPC might use Deception to lie to the heroes, who, in turn, use Insight to detect the lie. If an NPC tries to intimidate a hero, the GM can use the NPC’s Intimidation check result to determine which heroes see the NPC as intimidating and which don’t. Similarly Similarly,, a Persuasion check can tell the GM which characters find an NPC persuasive and which don’t. Players may also want to know if their heroes recognize a particular NPC. Reputation checks can be b e useful in these situations. The GM should make a reputation check to see if player characters recognize an NPC in secret. This prevents the players from using the results of reputation checks as a means of measuring the importance of every NPC they encounter. Modify the results of the NPC’s interaction skill checks by their reputation bonuses when they interact with characters who recognize them. Determining Reputation Determining a character’s reputation is based on two factors: power level and points invested in the Benefit (Renown) advantage. As a default, all characters have a reputation bonus equal to their power level. For heroes this is the power level of the series. For NPCs, it is their power level relative to the series; more powerful characters tend to be better known. So heroes in a PL11 PL11 series have a base Reputation of 11 (meaning their reputation comes into play on a roll of 9 or better with a DC 20 reputation check). Each rank in the Benefit

 

(Renown) advantage increases a character’s reputation by +2. Event-Based Reputation Reputation also changes based on the things characters do; at least the things other people know about. When a character performs some important action, the Gamemaster can assign a Reputation modifier based on it. This can range from +1 for acts of local fame (saving the city, stopping a major crime wave, etc.) to +4 or more for things like saving (or trying to take over) the world. Keep in mind that the Reputation bonus only measures how well known a character is, not how people feel about the character. The GM can likewise decrease a character’s Reputation for staying out of the limelight, lying low low,, and otherwise not attracting attention for a while. People move on and forget about old headlines. Still, a hero or villain with a significant Reputation usually has to be out of circulation for years before most people forget.

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