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<blockquote data-quote="Ed Cha" data-source="post: 1303929" data-attributes="member: 10972"><p>This is the Reputation Points system I developed for "World of Whitethorn 1A: The Hamlet of Thumble":</p><p></p><p>---</p><p></p><p><strong>Reputation Points</strong></p><p>Heroic deeds and honorable actions garner greater reputation for characters. Likewise, ruthless behavior and despicable acts cast a shadow of disgrace and notoriety on them. </p><p></p><p>In some ways, reputation is not a marker of good or evil, but it helps establish a name for oneself. Characters achieve recognition by committing any noteworthy acts that garner the attention of others. These acts could be saving a village from a terrible monster, defeating a large army, or building a mighty fortress. It could also be something mundane, like donating some money to a temple, contributing a few valuable books to a library, or supporting the artistic endeavors of a wandering bard. </p><p> </p><p>Those with remarkable reputation have a presence about them, even when they leave the lands in which they are well-known for less familiar locales. This is because they exude confidence and carry an aura of importance wherever they go. Likewise, if you meet a shady individual, you may get a gut feeling this is someone who is very dangerous and to be careful around. Indeed people with an exceedingly high (or exceedingly low) Reputation Points score have an awe-inspiring (or terribly disturbing) quality about them. They are usually those of authority and influence and others recognize this, even if they do not personally know them. </p><p> </p><p>Hiding one’s reputation aura requires a Bluff check opposed by the observer’s Sense Motive check. Remember, anyone with five or more ranks in Disguise receives a +2 synergy bonus to their Bluff checks. You may receive a circumstance bonus, if you appear different from your usual self, like wearing rags when you are a well-known noble or vice versa. </p><p></p><p>Reputation Points are a good way to reward characters, who are not motivated by money or power. They lessen the “mercenary” quality of adventuring and add a “heroic” incentive factor to the game. </p><p></p><p><strong>Reputation/Score/Benefit</strong></p><p>Legendary +1000 +1 permanent bonus to Charisma</p><p>Renowned +750 +1 bonus to all Charisma checks</p><p>Majestic +500 +1 permanent bonus to Charisma</p><p>Magnificent+250 +1 bonus to all Charisma checks</p><p>Heroic +200 +1 permanent bonus to Charisma</p><p>Valiant +150 +2 bonus to Gather Information checks</p><p>Splendid +100 “Great prestige”: +2 bonus to Leadership feat</p><p>Outstanding+75 +1 bonus to Diplomacy checks</p><p>Prominent +50 “Fairness and generosity”: +1 bonus to Leadership feat</p><p>Recognized +25 +1 bonus to Diplomacy checks</p><p>Honorable +15 </p><p>Admirable +10 </p><p>Praiseworthy+5 </p><p>Decent +1 </p><p>Unknown 0</p><p>Dubious -1</p><p>Disgraceful -5</p><p>Deplorable -10</p><p>Despicable -15</p><p>Scandalous -25 +1 bonus to Intimidate check </p><p>Notorious -50 “Ruthlessness and cruelty”: +1 bonus to Leadership feat</p><p>Foul -75 +1 bonus to Intimidate checks</p><p>Vile -100 “Great Prestige”: +2 bonus to Leadership feat</p><p>Revolting -150 +2 bonus to Gather Information checks</p><p>Wicked -200 +1 permanent bonus to Charisma</p><p>Monstrous -250 +1 bonus to all Charisma checks</p><p>Sinister -500 +1 permanent bonus to Charisma</p><p>Fiendish -750 +1 bonus to all Charisma checks</p><p>Diabolical -1000 +1 permanent bonus to Charisma</p><p></p><p><strong>Act and Reputation Gain/Loss</strong></p><p>Donating a small sum of money to a temple or bard +1</p><p>Donating a large sum of money to a temple or bard +2</p><p>Donating a huge sum of money to a temple or bard +5</p><p>Helping a woman find her lost child +1</p><p>Risking great danger to help a woman find her child +2</p><p>Overcoming incredible odds to help a woman find her child +5</p><p>Destroying a kobold burrow +5</p><p>Defeating a small army of goblins +10</p><p>Vanquishing a terrible dragon +25</p><p></p><p>Stealing from a priest -1</p><p>Desecrating a temple -5</p><p>Standing by and watching as a murderous act is committed -10</p><p>Razing an entire village and killing all inhabitants -25</p><p>Murdering a peasant -10</p><p>Killing a nobleman -25</p><p>Assassinating the king -50</p><p></p><p>---</p><p></p><p>One reviewer asked if a character whose Reputation Points score goes from very high to very low can gain the effects twice. My answer would be no because that character would just lose the previous benefits as soon as he or she goes down in Reputation Points. So the "permanent" bonus to Charisma is not really permanent.</p></blockquote><p></p>
[QUOTE="Ed Cha, post: 1303929, member: 10972"] This is the Reputation Points system I developed for "World of Whitethorn 1A: The Hamlet of Thumble": --- [b]Reputation Points[/b] Heroic deeds and honorable actions garner greater reputation for characters. Likewise, ruthless behavior and despicable acts cast a shadow of disgrace and notoriety on them. In some ways, reputation is not a marker of good or evil, but it helps establish a name for oneself. Characters achieve recognition by committing any noteworthy acts that garner the attention of others. These acts could be saving a village from a terrible monster, defeating a large army, or building a mighty fortress. It could also be something mundane, like donating some money to a temple, contributing a few valuable books to a library, or supporting the artistic endeavors of a wandering bard. Those with remarkable reputation have a presence about them, even when they leave the lands in which they are well-known for less familiar locales. This is because they exude confidence and carry an aura of importance wherever they go. Likewise, if you meet a shady individual, you may get a gut feeling this is someone who is very dangerous and to be careful around. Indeed people with an exceedingly high (or exceedingly low) Reputation Points score have an awe-inspiring (or terribly disturbing) quality about them. They are usually those of authority and influence and others recognize this, even if they do not personally know them. Hiding one’s reputation aura requires a Bluff check opposed by the observer’s Sense Motive check. Remember, anyone with five or more ranks in Disguise receives a +2 synergy bonus to their Bluff checks. You may receive a circumstance bonus, if you appear different from your usual self, like wearing rags when you are a well-known noble or vice versa. Reputation Points are a good way to reward characters, who are not motivated by money or power. They lessen the “mercenary” quality of adventuring and add a “heroic” incentive factor to the game. [b]Reputation/Score/Benefit[/b] Legendary +1000 +1 permanent bonus to Charisma Renowned +750 +1 bonus to all Charisma checks Majestic +500 +1 permanent bonus to Charisma Magnificent+250 +1 bonus to all Charisma checks Heroic +200 +1 permanent bonus to Charisma Valiant +150 +2 bonus to Gather Information checks Splendid +100 “Great prestige”: +2 bonus to Leadership feat Outstanding+75 +1 bonus to Diplomacy checks Prominent +50 “Fairness and generosity”: +1 bonus to Leadership feat Recognized +25 +1 bonus to Diplomacy checks Honorable +15 Admirable +10 Praiseworthy+5 Decent +1 Unknown 0 Dubious -1 Disgraceful -5 Deplorable -10 Despicable -15 Scandalous -25 +1 bonus to Intimidate check Notorious -50 “Ruthlessness and cruelty”: +1 bonus to Leadership feat Foul -75 +1 bonus to Intimidate checks Vile -100 “Great Prestige”: +2 bonus to Leadership feat Revolting -150 +2 bonus to Gather Information checks Wicked -200 +1 permanent bonus to Charisma Monstrous -250 +1 bonus to all Charisma checks Sinister -500 +1 permanent bonus to Charisma Fiendish -750 +1 bonus to all Charisma checks Diabolical -1000 +1 permanent bonus to Charisma [b]Act and Reputation Gain/Loss[/b] Donating a small sum of money to a temple or bard +1 Donating a large sum of money to a temple or bard +2 Donating a huge sum of money to a temple or bard +5 Helping a woman find her lost child +1 Risking great danger to help a woman find her child +2 Overcoming incredible odds to help a woman find her child +5 Destroying a kobold burrow +5 Defeating a small army of goblins +10 Vanquishing a terrible dragon +25 Stealing from a priest -1 Desecrating a temple -5 Standing by and watching as a murderous act is committed -10 Razing an entire village and killing all inhabitants -25 Murdering a peasant -10 Killing a nobleman -25 Assassinating the king -50 --- One reviewer asked if a character whose Reputation Points score goes from very high to very low can gain the effects twice. My answer would be no because that character would just lose the previous benefits as soon as he or she goes down in Reputation Points. So the "permanent" bonus to Charisma is not really permanent. [/QUOTE]
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