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<blockquote data-quote="shoes" data-source="post: 1502683" data-attributes="member: 15686"><p><strong><span style="font-size: 18px">Reputation</span></strong></p><p>Adventurers must rely not only on their own skills over and above expensive equipment or magical weaponary. their experience and combat prowess are paramount, through their reputation can also be of enormous benefit. A character's reputation, though, is always with him - even when his is a penniless wanderer or captured prisoner.</p><p></p><p>The following rules provide a mechanic to reflect the effects of reputation in day-to-day situations. These rules should never be regarded as a substitute for roleplaying but can make minor encounters run much more smoothly.</p><p></p><p>Reputation works a little like the Charisma ability score. It helps characters influence situations through the use of skills such as Bluff, Intimidate and Gather Information, as well as recruit mercenaries and followers effectively. Also provided are rules that allow the nature of a character's reputation to affect the way it may be used. For example, a lowly street thug known for his bloodthirsty behaviour is likely to find a much different response when negotiating with another thief than with a virtuous priest of Pelor. This section also permits characters to cultivate a different Reputation in several different cities or nations.</p><p></p><p>While Reputation works much like an ability score, it rises and falls frquently, often after each scenario a character completes. Reputation measures how well-known a character is among the general population of a region or town. A high Reputation means that many people have heard impressive things about the character, such as his exploits in escaping the law or the character's exploits or have heard terrible things about him, such as his propensity to murder innocents at whim or his defeat at the hands of a lone peasent. However, Reputation is not always an honest assessment of a character's skills or exploits. As word travels of his accomplishments, some bending of the truth takes place as rumors builds upon rumor. Despite this, unless someone deliberately spreads misleading lies, a character's Reputation is largely based on actual actions.</p><p></p><p><u>A character applies Reputation to:</u></p><p>• Attempts to influence others with skills such as Bluff, Diplomacy, Intimidate, and Gather Information.</p><p>• Attempts to see if a person knows who the character is.</p><p>• As a bonus to your Leadership score with the Leadership feat.</p><p></p><p><strong><span style="font-size: 12px">Generating Reputation</span></strong></p><p>A character's base Reputation score equals to his character level plus his Charisma modifier, though it can never drop below 1. Thus, each time a character gains a level, his Reputation usually goes up by one, though a low level character with a negative Charisma modifier may have to work hard before his Reputation can increase above 1.</p><p></p><p>Actions a character undertakes also modify his Reputation. Defeating enemies, otherthrowing tyrants, slaying evil sorcerers and completing other difficult or heroic tasks all help boost a character's Reputation. On the other hand, a character who temporarily retries from adventuring or who departs to a distant city or world for many years loses Reputation. Truly legendary characters may have their stories continue to live on as popular songs and myths, but the exploits of most fade with time.</p><p></p><p>The following table summaries the actions that can change a character's Reputation. It does not cover every possible action in a campign, but should give Game Masters and players a good starting point for judging how a rate a character's most important actions.</p><p></p><p><strong><span style="font-size: 12px">Using Reputation</span></strong></p><p>A character's reputation can be a tremendous asset among mercenaries, nomads, and thieves. When a person is encountered for the first time, make a Reputation check to determine if he has heard of the character's exploits. To make a Reputation check, roll 1d20 and add the character's Reputation score. If this matches or equals the check's DC, the person has heard of the character. The standard DC for a Reputation check is 25.</p><p></p><p>If a person has heard of the character, he may use his Reputation score to provide a bonus when using the following skills; Bluff, Intimidate, Perform and Gather Information. The bonus gained from Reputation is based on its overall score and is shown on the table below. Generally, any skill used in social situations may use Reputation as a bonus, so long as the character is known to those he is trying to impress.</p><p></p><p>[CODE]Reputation Effects Table</p><p>Rep. Score Skill Bonus Disguise Penalty</p><p>1-4 - -</p><p>5-10 +1 -</p><p>11-17 +2 -1</p><p>18-25 +3 -1</p><p>26-34 +4 -2</p><p>35-44 +5 -2</p><p>45-55 +6 -3</p><p>56-67 +7 -3</p><p>68-80 +8 -4</p><p>81-94 +9 -4</p><p>95+ +10 -5[/CODE]</p><p></p><p>At the Game Master's discretion, the penalty to Disguise Checks in the above table is applied whenever the character disguises himself in a location where he is well-known. It may be reduced if he is popularly believed to be dead or far away.</p><p></p><p><strong><span style="font-size: 12px">Reputation By Location</span></strong></p><p>Reputation is attached not only to a character, but also to a place. An outlaw famous in one town for defeating a hated inquisitor may be completely unknown in another, where word of the inquisitor never reached. When making a Reputation check, the DC is determined by where the character currently is and his Reputation may not travel with him if he goes further afield. If a character travels to an area where he has not been before, consult the table below to determine any modifiers to his Reputation.</p><p></p><p><strong>Distance Travelled:</strong> This is the physical distance from the nearest area where the character has built up a Reputation.</p><p></p><p><strong>Temporary Reputation Check DC:</strong> The DC of Reputation checks for the first month a character spends in a new area. Over time, news of his arrival and knowledge of his actions spreads enough to return to the standard DC 25.</p><p></p><p><strong>Reputation Modifier:</strong> Determine a character's Reputation for a new area by applying this modifer to his Reputation score in the original area.</p><p></p><p>[CODE]Reputation And Travel Table</p><p> Temporary</p><p>Distance Reputation Reputation</p><p>Travelled Check DC Modifier</p><p>Nearby Town 30 -10</p><p>Elsewhere in country 35 -20</p><p>Another country 40 -30</p><p>Another World 50 -40[/CODE]</p><p></p><p><strong><span style="font-size: 12px">The Nature Of Reputation</span></strong></p><p>Not everyone has the same kind of reputation. A notorious and successful assassin meets with quite different reactions from a popular priest who is willing to help anyone, believer or not. The Game Master may assign one of the following Reputation types to each character. Players are allowed to select the nature of their own character's Reputation, though the Game Master has the option to force them to change this nature if the player does not live up to it.</p><p></p><p>Each nature dictates how a character may use his Reputation score. A Reputation's nature determines which skill checks it may be used as bonus to. In all cases, people must recognise a character in order for his Reputation score to aplly in a situation, as detailed aboved.</p><p></p><p><strong>Brave:</strong> The character is known for his inflinching and steadfast demeanour in the face of danger. He has faced down many powerful enemies and defeated them not only with skill at arms but also indomitable spirit. The character may apply his Reputation bonus to Bluff and Intimidate checks when dealing with others.</p><p></p><p><strong>Coward:</strong> When danger calls, the character runs in the opposite direction. He is known for his flighty nature and tendency to shirk from chanllenges. few respect him, and his Reputation makes it difficult for him to deal with others. If he is recognised, his Reputation bonus automatically counts as a penalty to any Intimidate checks when dealing with others. However, he may use it as a bonus to Bluff and Gather Information checks as others tend to underestimate him, and he can take advantage of that when lying or trying to extract information from them.</p><p></p><p><strong>Cruel:</strong> The character inflicts pain upon others for little reason and is known for his sadistic and capricious nature. Those who recognise the character will attempt to avoid him, for his name commonly arouses fear and loathing in others. He may apply his Reputation bonus to Bluff and Intimidate checks when dealing with others. He may only apply his Reputation bonus to Intimidate checks when dealing with authority figures.</p><p></p><p><strong>Honest:</strong> The character is thought to always keep his word, and is known not only as a hero of the people but also as a person who adheres to a strict code of honor. Whether this is truely the case is irrelevant so long as he maintains his public persona. The character may apply his Reputation bonus to Bluff, Sense Motive and Gather Information checks. People trust him and are easily swayed by his words or eager to help him out.</p><p></p><p><strong>Talented:</strong> The character is known as an expert in his field; a gifted scholar or powerful warrior, for example. His exploits are well-known, but his talent and ability mark him as a legend in the making. The character may apply his Reputation modifier to Bluff and Profession checks when dealing with others. As an acknowledge expert, his advice and work are both highly valued.</p><p></p><p><strong>Trickster:</strong> When the character moves through a room, everyone pauses to check their purses. He is known as a shifty and sneaky scoundrel. When the character's Reputation precedes him, apply it as a penalty to Bluff checks when dealing with others, as people expect him to lie about everything anyway. On the other hand, his exploits make others somewhat nervous, allowing him to use his Reputation as a bonus to Intimidate and Gather Information checks.</p><p></p><p><strong>Villian:</strong> The character inspires fear and dread in others because of the ruthless goals he pursues. His methods may not be brutal, but he is known as someone best not crossed. The character may apply his Reputation bonus to all Bluff, Intimidate and Gather Information checks when dealing with others.</p><p></p><p><strong><span style="font-size: 12px">Aliases</span></strong></p><p>Some thieves and outlaws use false names, either out of personal preference or sheer necessity. An alias is a persona invented to cover a true identity. It must include a name and disguise that separates it from a character's real nature.</p><p></p><p>An alias acquires its own Reputation, generated separately from a character's true identity. When travelling under an alias, any bonuses earned to Reputation apply only to the alias' Reputation score. If a character gains a level because of actions taken while under his alias, or if he earned the majority of the experience points needed for a level while using, his alias earns the Reputation bonus. Thus, while a character's true personality is barely known by anyone, his alias could be the leading villian (or hero) in the city.</p><p></p><p>If a character's alias is ever revealed, the higher of his own and his alias' Reputation becomes his true Reputation score. In addition, he gains half of his lower score as a one-time bonus to his new Reputation, reflecting the uproar and intrest surrounding the revelation of his identity. However, the character only modifies his Reputation score in this way if the general populace learns of his alias - if only a few close friends or a very limited number of people are in on the secret, his alias is secure.</p><p></p><p>Aliases work best as a roleplaying tool. The heroic outlaw who dons a disguise and struggles against a corrupt and autocratic tyrant, or a common thief desperately trying to keep his activities hidden from the local lords or police are two examples of how they may be used. They add depth to a character's background, and supplies some intresting roleplaying opportunities. If a player feels an alias is appropriate to his character, he should consult with the Game Master about adopting one.</p><p></p><p>[CODE]Reputation Table: Average Reputation Scores</p><p>Rep. Score Example</p><p>1 A young inexperienced thief.</p><p>2 A newly recruited guardsman.</p><p>3 A bookish but well-thought-of scholar.</p><p>4-5 A priest who has worked among the people of the area.</p><p>6-7 A person known to be a thief or thug.</p><p>8-9 An old soldier in local lord's retinue.</p><p>10-15 A scarred and battle-tested mercenary.</p><p>16-25 A sorcerer-for-hire.</p><p>26-35 A person who averted a major disaster.</p><p>36-55 A gifted assassin.</p><p>56-75 A priest renowned for his successful and active opposition to it's opposing religion.</p><p>76-90 A normad chieftain at the head of a powerful horde that has plundered several settlements.</p><p>90+ An evil wizard who has returned from the dead to topple kingdoms and slay the living.</p><p></p><p>Rep. Modifier Action</p><p>+1 Have a Code of Honor</p><p>-2 Break your Code of Honor</p><p>+1 Defeat an enemy whose level or Hit Dice is 1-3 higher than character's own.*</p><p>+2 Defeat an enemy whose level or Hit Dice is 4-6 higher than character's own.*</p><p>+3 Defeat an enemy whose level or Hit Dice is 7 or higher than character's own.*</p><p>-1 Being defeated by an enemy whose level or Hit Dice is 1-3 higher than character's own.</p><p>-2 Being defeated by an enemy whose level or Hit Dice is the same or 1 less than character's own.</p><p>-3 Being defeated by an enemy whose level or Hit Dice is 2 or more less than character's own.</p><p>+1 Defeat an enemy whose Reputation is 15-19.</p><p>+2 Defeat an enemy whose Reputation is 20-50.</p><p>+4 Defeat an enemy whose Reputation is above 50.</p><p>+1 Committing a crime that earns the character 5-10,000 gp.</p><p>+2 Committing a crime that earns the character 10-25,000 gp.</p><p>+3 Committing a crime that earns the character 25-50,000 gp.</p><p>+4 Committing a crime that earns the character 50-100,000 gp.</p><p>+5 Committing a crime that earns the character 100,000-999,999 gp.</p><p>+10 Committing a crime that earns the character 1,000,000+ gp.</p><p>-1/year Imprisoned.</p><p>+2/year Escape from imprisonment.</p><p>-1 Spend three consecutive months without any change in Reputation**.</p><p>+1 Return from a journey to a distant city or region.</p><p>-1 Widely believed to be dead.</p><p>+2*** Return from apparent death.</p><p>+2 Become leader of a small mercenary band or other military unit of 25 to 249 troops.</p><p>+4 Become leader of a large mercenary band or other military unit of 250 to 2,499 troops.</p><p>+6 Become leader of an army of 2,500 or more troops.</p><p>+8-10 Become ruler of a city.</p><p>+12-15 Become ruler of a nation.</p><p>+5 Win a great battle or complete a major scenario.</p><p>+1 Gain a character level.[/CODE]</p><p></p><p>* An enemy supplies this bonus only if it is a dangerous threat in an area or is well-known amongst the people of the area. A character also gain these bonuses for defeating foes while being witnessed by large groups of people. Furthermore, the defeat should be single-handed.</p><p></p><p>** This penalty applies for each three month time period spent inactive. See below for rules on how Reputation falls over time.</p><p></p><p>*** This bonus applies once - a character who keeps on apparently dying and returning will soon become a commonplace, no longer worthy of tales and gossip.</p></blockquote><p></p>
[QUOTE="shoes, post: 1502683, member: 15686"] [B][SIZE=5]Reputation[/SIZE][/B] Adventurers must rely not only on their own skills over and above expensive equipment or magical weaponary. their experience and combat prowess are paramount, through their reputation can also be of enormous benefit. A character's reputation, though, is always with him - even when his is a penniless wanderer or captured prisoner. The following rules provide a mechanic to reflect the effects of reputation in day-to-day situations. These rules should never be regarded as a substitute for roleplaying but can make minor encounters run much more smoothly. Reputation works a little like the Charisma ability score. It helps characters influence situations through the use of skills such as Bluff, Intimidate and Gather Information, as well as recruit mercenaries and followers effectively. Also provided are rules that allow the nature of a character's reputation to affect the way it may be used. For example, a lowly street thug known for his bloodthirsty behaviour is likely to find a much different response when negotiating with another thief than with a virtuous priest of Pelor. This section also permits characters to cultivate a different Reputation in several different cities or nations. While Reputation works much like an ability score, it rises and falls frquently, often after each scenario a character completes. Reputation measures how well-known a character is among the general population of a region or town. A high Reputation means that many people have heard impressive things about the character, such as his exploits in escaping the law or the character's exploits or have heard terrible things about him, such as his propensity to murder innocents at whim or his defeat at the hands of a lone peasent. However, Reputation is not always an honest assessment of a character's skills or exploits. As word travels of his accomplishments, some bending of the truth takes place as rumors builds upon rumor. Despite this, unless someone deliberately spreads misleading lies, a character's Reputation is largely based on actual actions. [U]A character applies Reputation to:[/U] • Attempts to influence others with skills such as Bluff, Diplomacy, Intimidate, and Gather Information. • Attempts to see if a person knows who the character is. • As a bonus to your Leadership score with the Leadership feat. [B][SIZE=3]Generating Reputation[/SIZE][/B] A character's base Reputation score equals to his character level plus his Charisma modifier, though it can never drop below 1. Thus, each time a character gains a level, his Reputation usually goes up by one, though a low level character with a negative Charisma modifier may have to work hard before his Reputation can increase above 1. Actions a character undertakes also modify his Reputation. Defeating enemies, otherthrowing tyrants, slaying evil sorcerers and completing other difficult or heroic tasks all help boost a character's Reputation. On the other hand, a character who temporarily retries from adventuring or who departs to a distant city or world for many years loses Reputation. Truly legendary characters may have their stories continue to live on as popular songs and myths, but the exploits of most fade with time. The following table summaries the actions that can change a character's Reputation. It does not cover every possible action in a campign, but should give Game Masters and players a good starting point for judging how a rate a character's most important actions. [B][SIZE=3]Using Reputation[/SIZE][/B] A character's reputation can be a tremendous asset among mercenaries, nomads, and thieves. When a person is encountered for the first time, make a Reputation check to determine if he has heard of the character's exploits. To make a Reputation check, roll 1d20 and add the character's Reputation score. If this matches or equals the check's DC, the person has heard of the character. The standard DC for a Reputation check is 25. If a person has heard of the character, he may use his Reputation score to provide a bonus when using the following skills; Bluff, Intimidate, Perform and Gather Information. The bonus gained from Reputation is based on its overall score and is shown on the table below. Generally, any skill used in social situations may use Reputation as a bonus, so long as the character is known to those he is trying to impress. [CODE]Reputation Effects Table Rep. Score Skill Bonus Disguise Penalty 1-4 - - 5-10 +1 - 11-17 +2 -1 18-25 +3 -1 26-34 +4 -2 35-44 +5 -2 45-55 +6 -3 56-67 +7 -3 68-80 +8 -4 81-94 +9 -4 95+ +10 -5[/CODE] At the Game Master's discretion, the penalty to Disguise Checks in the above table is applied whenever the character disguises himself in a location where he is well-known. It may be reduced if he is popularly believed to be dead or far away. [B][SIZE=3]Reputation By Location[/SIZE][/B] Reputation is attached not only to a character, but also to a place. An outlaw famous in one town for defeating a hated inquisitor may be completely unknown in another, where word of the inquisitor never reached. When making a Reputation check, the DC is determined by where the character currently is and his Reputation may not travel with him if he goes further afield. If a character travels to an area where he has not been before, consult the table below to determine any modifiers to his Reputation. [B]Distance Travelled:[/B] This is the physical distance from the nearest area where the character has built up a Reputation. [B]Temporary Reputation Check DC:[/B] The DC of Reputation checks for the first month a character spends in a new area. Over time, news of his arrival and knowledge of his actions spreads enough to return to the standard DC 25. [B]Reputation Modifier:[/B] Determine a character's Reputation for a new area by applying this modifer to his Reputation score in the original area. [CODE]Reputation And Travel Table Temporary Distance Reputation Reputation Travelled Check DC Modifier Nearby Town 30 -10 Elsewhere in country 35 -20 Another country 40 -30 Another World 50 -40[/CODE] [B][SIZE=3]The Nature Of Reputation[/SIZE][/B] Not everyone has the same kind of reputation. A notorious and successful assassin meets with quite different reactions from a popular priest who is willing to help anyone, believer or not. The Game Master may assign one of the following Reputation types to each character. Players are allowed to select the nature of their own character's Reputation, though the Game Master has the option to force them to change this nature if the player does not live up to it. Each nature dictates how a character may use his Reputation score. A Reputation's nature determines which skill checks it may be used as bonus to. In all cases, people must recognise a character in order for his Reputation score to aplly in a situation, as detailed aboved. [B]Brave:[/B] The character is known for his inflinching and steadfast demeanour in the face of danger. He has faced down many powerful enemies and defeated them not only with skill at arms but also indomitable spirit. The character may apply his Reputation bonus to Bluff and Intimidate checks when dealing with others. [B]Coward:[/B] When danger calls, the character runs in the opposite direction. He is known for his flighty nature and tendency to shirk from chanllenges. few respect him, and his Reputation makes it difficult for him to deal with others. If he is recognised, his Reputation bonus automatically counts as a penalty to any Intimidate checks when dealing with others. However, he may use it as a bonus to Bluff and Gather Information checks as others tend to underestimate him, and he can take advantage of that when lying or trying to extract information from them. [B]Cruel:[/B] The character inflicts pain upon others for little reason and is known for his sadistic and capricious nature. Those who recognise the character will attempt to avoid him, for his name commonly arouses fear and loathing in others. He may apply his Reputation bonus to Bluff and Intimidate checks when dealing with others. He may only apply his Reputation bonus to Intimidate checks when dealing with authority figures. [B]Honest:[/B] The character is thought to always keep his word, and is known not only as a hero of the people but also as a person who adheres to a strict code of honor. Whether this is truely the case is irrelevant so long as he maintains his public persona. The character may apply his Reputation bonus to Bluff, Sense Motive and Gather Information checks. People trust him and are easily swayed by his words or eager to help him out. [B]Talented:[/B] The character is known as an expert in his field; a gifted scholar or powerful warrior, for example. His exploits are well-known, but his talent and ability mark him as a legend in the making. The character may apply his Reputation modifier to Bluff and Profession checks when dealing with others. As an acknowledge expert, his advice and work are both highly valued. [B]Trickster:[/B] When the character moves through a room, everyone pauses to check their purses. He is known as a shifty and sneaky scoundrel. When the character's Reputation precedes him, apply it as a penalty to Bluff checks when dealing with others, as people expect him to lie about everything anyway. On the other hand, his exploits make others somewhat nervous, allowing him to use his Reputation as a bonus to Intimidate and Gather Information checks. [B]Villian:[/B] The character inspires fear and dread in others because of the ruthless goals he pursues. His methods may not be brutal, but he is known as someone best not crossed. The character may apply his Reputation bonus to all Bluff, Intimidate and Gather Information checks when dealing with others. [B][SIZE=3]Aliases[/SIZE][/B] Some thieves and outlaws use false names, either out of personal preference or sheer necessity. An alias is a persona invented to cover a true identity. It must include a name and disguise that separates it from a character's real nature. An alias acquires its own Reputation, generated separately from a character's true identity. When travelling under an alias, any bonuses earned to Reputation apply only to the alias' Reputation score. If a character gains a level because of actions taken while under his alias, or if he earned the majority of the experience points needed for a level while using, his alias earns the Reputation bonus. Thus, while a character's true personality is barely known by anyone, his alias could be the leading villian (or hero) in the city. If a character's alias is ever revealed, the higher of his own and his alias' Reputation becomes his true Reputation score. In addition, he gains half of his lower score as a one-time bonus to his new Reputation, reflecting the uproar and intrest surrounding the revelation of his identity. However, the character only modifies his Reputation score in this way if the general populace learns of his alias - if only a few close friends or a very limited number of people are in on the secret, his alias is secure. Aliases work best as a roleplaying tool. The heroic outlaw who dons a disguise and struggles against a corrupt and autocratic tyrant, or a common thief desperately trying to keep his activities hidden from the local lords or police are two examples of how they may be used. They add depth to a character's background, and supplies some intresting roleplaying opportunities. If a player feels an alias is appropriate to his character, he should consult with the Game Master about adopting one. [CODE]Reputation Table: Average Reputation Scores Rep. Score Example 1 A young inexperienced thief. 2 A newly recruited guardsman. 3 A bookish but well-thought-of scholar. 4-5 A priest who has worked among the people of the area. 6-7 A person known to be a thief or thug. 8-9 An old soldier in local lord's retinue. 10-15 A scarred and battle-tested mercenary. 16-25 A sorcerer-for-hire. 26-35 A person who averted a major disaster. 36-55 A gifted assassin. 56-75 A priest renowned for his successful and active opposition to it's opposing religion. 76-90 A normad chieftain at the head of a powerful horde that has plundered several settlements. 90+ An evil wizard who has returned from the dead to topple kingdoms and slay the living. Rep. Modifier Action +1 Have a Code of Honor -2 Break your Code of Honor +1 Defeat an enemy whose level or Hit Dice is 1-3 higher than character's own.* +2 Defeat an enemy whose level or Hit Dice is 4-6 higher than character's own.* +3 Defeat an enemy whose level or Hit Dice is 7 or higher than character's own.* -1 Being defeated by an enemy whose level or Hit Dice is 1-3 higher than character's own. -2 Being defeated by an enemy whose level or Hit Dice is the same or 1 less than character's own. -3 Being defeated by an enemy whose level or Hit Dice is 2 or more less than character's own. +1 Defeat an enemy whose Reputation is 15-19. +2 Defeat an enemy whose Reputation is 20-50. +4 Defeat an enemy whose Reputation is above 50. +1 Committing a crime that earns the character 5-10,000 gp. +2 Committing a crime that earns the character 10-25,000 gp. +3 Committing a crime that earns the character 25-50,000 gp. +4 Committing a crime that earns the character 50-100,000 gp. +5 Committing a crime that earns the character 100,000-999,999 gp. +10 Committing a crime that earns the character 1,000,000+ gp. -1/year Imprisoned. +2/year Escape from imprisonment. -1 Spend three consecutive months without any change in Reputation**. +1 Return from a journey to a distant city or region. -1 Widely believed to be dead. +2*** Return from apparent death. +2 Become leader of a small mercenary band or other military unit of 25 to 249 troops. +4 Become leader of a large mercenary band or other military unit of 250 to 2,499 troops. +6 Become leader of an army of 2,500 or more troops. +8-10 Become ruler of a city. +12-15 Become ruler of a nation. +5 Win a great battle or complete a major scenario. +1 Gain a character level.[/CODE] * An enemy supplies this bonus only if it is a dangerous threat in an area or is well-known amongst the people of the area. A character also gain these bonuses for defeating foes while being witnessed by large groups of people. Furthermore, the defeat should be single-handed. ** This penalty applies for each three month time period spent inactive. See below for rules on how Reputation falls over time. *** This bonus applies once - a character who keeps on apparently dying and returning will soon become a commonplace, no longer worthy of tales and gossip. [/QUOTE]
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