Reputation
Core Concept
Reputation represents how you are perceived in different parts of society. It affects social interactions by granting bonus dice (positive reputation) or black dice (negative reputation) depending on the situation.
Each reputation ranges from –6 to +6.
Reputation Types
All characters track three core reputations:
- High Society (nobility, etiquette, refinement)
- Criminal (underworld, illegality, notoriety)
- Working Class (labourers, tradesfolk, everyday people)
Additional reputations exist (e.g. School, Military, Guilds) but these are optional and setting-specific.
Social Health
Each reputation has its own Social Health.
- Social Health = Presence + 10
- Damage to Social Health represents loss of standing, rumours, embarrassment, or pressure.
Effects of Low Social Health
- 4 Health – People begin avoiding you
- 2 Health – Whispering, gossip, loss of trust
- 0 Health – You lose 1 point of that Reputation
- Public humiliation
- Loss of allies or friends
- Social exclusion or bullying
Recovery
- Repair relationships, dispel rumours, regain respect
- Passive recovery: +1 Health per week
Social Combat
Social encounters can escalate into Social Combat, where characters attempt to damage each other’s reputation.
Common Social Attacks
- Act (deception, performance)
- Bull (forceful presence, dominance)
- Charm (likability, persuasion)
- Interrogation / Intimidation
- Etiquette (formal pressure, social correctness)
- Streetwise (social leverage in rough circles)
These represent:
- Insults
- Rumours
- Peer pressure
- Public embarrassment
- Social manoeuvring
Defending Social Attacks
Each attack can be resisted using appropriate skills:
| Attack Type | Defended By |
|---|---|
| Act | Empathy, Act, or Resolve |
| Bull | Bull, Intimidation/Interrogation, or Resolve |
| Charm | Empathy, Charm, or Resolve |
| Interrogation / Intimidation | Bull, Intimidation/Interrogation, or Resolve |
| Etiquette | High Society, Etiquette, or Resolve |
| Streetwise | Haggling, Streetwise, or Resolve |
Social “Weapons” (Modifiers)
There are no physical weapons, but social advantages act similarly:
Positive Modifiers
- Supporting friends or allies
- Appropriate fashion or presentation
- Higher social rank (+1 per rank difference)
- Positive Reputation (bonus dice)
Negative Modifiers
- Poor appearance
- Low status
- Negative Reputation (black dice)
Example Social Attacks
- Public Rebuke (Etiquette)
A formal humiliation in front of witnesses - Rumour Campaign (Act / Deception)
Spreads over multiple scenes - Appeal to Authority (Charm / Etiquette)
Backed by rank or influence - Exposure
Reveal a secret → heavy Social Health damage
Social Damage & Resolution
1. Roll
- Attacker: Attribute + Skill
- Defender: appropriate defence
2. Compare Successes
- Defender ≥ Attacker → No effect
- Attacker > Defender → Attack succeeds
Net Successes = Difference
Apply difference to the relevant Reputation’s Social Health.
Reputation Loss
At 0 Social Health:
- Lose –1 Reputation in that track
- Reset Social Health to full
Excess damage is ignored (no carryover).
Bluffing Reputation
You can temporarily inflate your reputation through deception.
Roll: Presence + Bull (or relevant skill)
- Every success over 6 grants +1 temporary Reputation
- Applies to one chosen Reputation type
- Lasts for one scene
Modifiers:
- Supporting evidence → bonus
- Inappropriate appearance → penalty
Reputation Levels
High Society Reputation
Nobility, wealth, etiquette, influence
| Level | Example |
|---|---|
| +6 | A defining figure of the age; royalty, kingmaker, or equivalent |
| +5 | Nationally known aristocrat or major power broker |
| +4 | Influential figure; your name carries political or noble weight |
| +3 | Well-connected; a regular presence at elite gatherings |
| +2 | Recognised gentleman/lady; fully accepted in polite society |
| +1 | From a respectable family; invited to minor functions |
| 0 | Unknown or socially unremarkable |
| –1 | Considered uncouth or lacking refinement |
| –2 | Subject of gossip; minor scandal attached |
| –3 | Not welcome in respectable gatherings |
| –4 | Public disgrace; family name tarnished |
| –5 | Social exile; barred from high society |
| –6 | Utter scandal; your name is synonymous with disgrace |
Criminal Reputation
Underworld, lawlessness, fear, notoriety
| Level | Example |
|---|---|
| +6 | Legendary figure of the underworld |
| +5 | Widely known across the city; feared and respected |
| +4 | Gang leader or major operator; commands others |
| +3 | Established figure; respected in criminal circles |
| +2 | Reliable operator; trusted for jobs |
| +1 | Known petty criminal; recognised locally |
| 0 | Unknown; not part of the underworld |
| –1 | Seen as soft or inexperienced |
| –2 | Distrusted; suspected of incompetence |
| –3 | Refused work; unreliable reputation |
| –4 | Marked as a liability or potential informant |
| –5 | Shunned or actively targeted |
| –6 | Dead man walking; betrayal or failure has marked you |
Working Class Reputation
Tradesfolk, labourers, everyday society
| Level | Example |
|---|---|
| +6 | Folk hero; widely admired and influential |
| +5 | Respected across districts or unions |
| +4 | Community leader; people look to you |
| +3 | Respected tradesperson or organiser |
| +2 | Reliable and well-liked in your community |
| +1 | Known as decent and honest |
| 0 | Unknown or just another face in the crowd |
| –1 | Considered rude or unpleasant |
| –2 | Known troublemaker or gossip subject |
| –3 | Avoided by neighbours and coworkers |
| –4 | Actively disliked; blamed for issues |
| –5 | Social outcast; unwelcome in most places |
| –6 | Hated or feared; driven out or attacked on sight |
Default Reputations
People will judge a book by its cover. If you have zero in a reputation people will make assumptions about you by your class.