Intrigue
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Every player character begins with a single reputation they want to be known for. The player can create their own reputation or the GM can assign them one. They may accumulate more reputations during game play, up to a maximum of 3.
Protecting Reputation
Every pivotal scene that a character risks a hit to one of their reputations through no fault of their own but successfully avoids the hit, they gain +1 surge.
Reputation Loss
Each time even one NPC witnesses you defy your reputation or fail to meet up to it, you take a hit to your reputation and put a mark in one of the reputation's hit boxes. You defy your reputation or fail to meet up to it in front of a large group of NPCs or to an NPC that actively seeks to expose it to the public and has the means to do so, you check two boxes instead. If all three hit boxes are checked, you lose the reputation, gain the opposite reputation, and the character gains a number of temporary surges equal to half their level (their choice). A character can always choose to abandon their reputation by acting out of character (often during battle or other dramatic moments). If you lose a reputation abandoning it, you cannot acquire a new one until the start of the next session.
End of Sessions
At the end of every session in which a reputation was threatened but not hit, you get +1 XP per reputation protected (max 3).