Fame and Infamy (CGH)

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One of the few reasons any gladiator returns to the arena is the applause of those who gather in the tiers, the adoration of the ladies and men, and the praise of the populace. Even if they were not goaded to the arenas by their owners or the pinch of a tight purse, the lure of the arena and the acclaim of the crowd often summons those who have tasted these fruits. Even slave gladiators can appreciate the roar of the crowds, and hunger for this even as they despise those who come to watch their suffering.
Indeed, one of the few good things about being a gladiator is the acclaim of the crowds, the roar of the populace, the released sigh of satisfaction or frustration, knowing that the 20,000 or more people gathered there hang on his every action. Hero worship can be found in nearly every culture, but in no culture is it as great as it is in the city-states of Tyr. Neither is it as shallow as in the arenas, for the crowd is always eager to latch onto a successful new gladiator, discarding their former hero as he lies dying in a pool of blood at the feet of the new.
Still, while the gladiator's star shines brightly, there is little the citizens of the city would not do for the chance to meet him. The gladiators are most eagerly sought after by nearly every citizen in the city; to touch him, to feel his power... this is the closest to fame most of them will come.
Of course, some of them can come a little closer by being a part of the gladiator's escape from slavery, the templars, or the unjust rule of the sorcerer-king. A fleeing gladiator can almost always count on help from the citizens. The warriors know that their escape is probably the most excitement any resident of the city-states will have in their pathetic lives. They can brag (quietly, of course, lest the templars overhear) of their exploits to trusted friends, and gain a small measure of notoriety and satisfaction from their lives in that way.
The gladiator must pick his would-be savior carefully, however, for some folk are outraged to find that the gladiators do not gladly fight for their pleasure. While pretending to be obsequious and servile, they can slip away to fetch templars to apprehend the gladiator. These misguided folk labor under the assumption that because the gladiator is in the ring, he wants to entertain them. They will do anything to make sure he returns there, that he might continue to fight for glory again, that he might continue to redeem their lives, working his mysterious magic with weapons in the arena.
When these folk brag of the fact that they "single-handedly returned a famous gladiator to the arena, their friends gradually drift away. Only the sycophants of the templars remain, and all the informers find solace in the exploits of the others.
The following table reflects how fame increases with the passage of time and victories. As the gladiator's fame and ability grow, so too grows the devotion of the crowd. A more famous fighter will command loyalty longer than one recently arrived on the scene, even when the more famous one falls on hard times.
In these tables, fame is assumed to be equal to popularity. The more famous the gladiator, the more people will want to help him achieve his goals, and the larger a crowd his name will draw to the arena. His celebrity follows him wherever he goes in his city, whether he wants it to or not
When the gladiator PC is first created, the player must decide whether his PC is to be Famous or Infamous. They are the two paths to ultimate fame in the arena. By walk-mg one road or another, the PC chooses his eventual destiny. Though they may change their reputation at any time, they must first begin to change the stories around the deeds that made them Famous or Infamous.
Like the Famous gladiators, Infamous gladiators have their followings. If an Infamous gladiator is billed as appearing at an arena, he will draw a crowd. His exploits shock the city, and they pay their money in hopes of seeing him beaten. The law and the templars turn a blind eye to his activities as long as they are not too blatant, knowing that the gladiator s actions only increase the number of people arriving in the arena.
Though Infamous gladiators are hated by the people in the city, they are a fixture of life there. They can usually get what they want by intimidating the common person, knowing that the templars usually turn a blind eye to their activities. As long as money goes into the templars' pockets, nearly anything is legal.
Infamous gladiators are not necessarily evilly aligned, just as Famous ones are not necessarily good. Though the temperaments are more suited for one or the other, good-aligned people can become Infamous by defying the will of the crowd for blood and more blood. Likewise, an evil gladiator can be Famous simply for the sheer magnitude of his feats.
There might come a time when the PC decides to change his career path. It is far easier for a Famous person to become Infamous. The judicious application or lack of mercy, the flaunting of the crowd's wishes, and various other actions can quickly turn a celebrity into one of the darker variety. Infamous people have a harder time of changing their reputation, for people have a hard time believing that the gladiator has actually reformed. It can be done, but the road is a long, hard one. The modifiers on the Earning Fame Table remain the same regardless of whether the gladiator is Famous or Infamous.
When the gladiator chooses to change paths, he must begin to use the modifiers on the other table, but these modifiers work negatively against the gladiator s current score. The gladiator must work back down the table until he reaches 0 or lower Fame, at which point the modifiers revert to their ordinary values, and the gladiator once again begins working up the scale on the other path.
The DM should keep track of the Fame awards until the gladiator reaches 0; otherwise, the PC might decide to reverse his course on the Fame table while working his way down, hoping that his defeats and foolish maneuvers will earn him Legendary status. If this proves to be the case, the DM should penalize the character the points he would have lost if he had been continuing on the original path.
Obviously, it is much easier for someone with a small reputation to change their course, and is even recommended for PCs who have sunk so low as to be in negative numbers. There is no real limit to the number of times a character can choose to revert from Fame to Infamy and vice versa, though the DM might consider penalising continual shifts in character direction.
Each reversion to one side or another restricts the maximum Fame or Infamy a PC can achieve by a factor of 10. That is, the first switch limits them to 100 Fame points, the next to 90, and so forth. This continues until they reach a maximum of 50 points. Though they can still switch from one side to another, their maximum will remain at 50, no more and no less. Even truly heroic deeds cannot change this; people have a long memory, and do not revere gladiators who cannot make up their minds whether to be heroes or villains.
The Fame modifiers generally apply only in one's home city. Though word of the gladiator s reputation will spread eventually, the gladiator has a separate Fame rating for each city according to his actions there. As his Fame in one city-state increases, it does in others as well, carried by the words of the Dune Traders.
So that the player can accurately chart his PC's success, it is recommended that he or she write down which of the following modifiers the character achieves. This not only keeps an accurate record of the PC's past, it also helps the DM and player more fully understand tke gladiator s reputation.
 Earning Fame Table
Factor 	Result 	InfamousResult*
Attitude 	-3 to +2 Fame	—
Creative Maneuvers 	+2 Fame 	—
Every 5 levels 	+2 Fame 	—
EacK Victory 	+1 to +3 Fame	—
Each Defeat 	-1 to -5 Fame	—
Escaped and Recaptured 	-2 Fame 	+ 1 Fame
Famous in Other Cities 	See below 	—
Famous/Infamous Ancestor	+1 Fame 	—
Fighting Flexibility 	+1 Fame 	—
Game Proficiency 	+2 Fame 	—
Heroic Death 	+10 Fame 	+5 Fame
Merciful/Merciless 	+1 Fame 	+2 Fame
Outside Adventures 	-2 to +2 Fame	—
Partner 	-5 to +3 Fame	—
Patron 	-1 to +1 Fame	—
Refusing to Fight 	-3 Fame 	+ 1 Fame
Signature Style 	+1 Fame 	—
Unorthodox Approach 	-1 to +1 Fame	—
Other Factors 	See Below 	—
: * The Infamous Result column indicates where the Fame awards are different for gladiators on the Infamous path. Those marked with "—" indicate that there is no change from column to column.
Attitude: This factor is not one that reverses for Infamy. A gladiator with a hateful disposition quickly earns the loving hatred of the crowd, while a gladiator who plays to the crowd is likely to earn their acclaim. Famous gladiators with bad attitudes are penalized, as are affably Infamous gladiators. This is figured only when the PC is first created, or when the PC decides to change attitude.
Creative Maneuvers: Any time the PC performs a maneuver that the crowd was not expecting, or carries one off that they thought impossible, this award comes into play. For example, a diving roll beneath one's opponent earns the applause of the crowd, and a backflip over a foe's head draws a standing ovation.
This award comes into play anytime the PC performs a maneuver that will be talked of for days. However, each Creative Maneuver must be a fresh one for that gladiator; if he keeps on performing it, it becomes a Signature Style.
Every 5 levels: PCs can earn fame simply through sheer determination. Whether they wish to do so or not, they draw the attention of the crowd. Even silent gladiators without any style will eventually draw some notice for their excellence in the arena.
Each Victory: The Fame award depends on the impact and improbability of the win, the odds the PC had to overcome to defeat her opponent. If the creature's Hit Dice were roughly equal to her level, the Fame award is +2; if less, only +1. More powerful foes warrant a greater Fame award.
If the victory is over a major (50 or higher Fame) Famous or Infamous character, the gladiator receives a +3 bonus to Fame, unless the match was very uneven in her favor. In this case, she gains only +2 for the feat.
Each Defeat: Likewise, a gladiator loses Fame for each defeat he suffers. Regardless of how good a fight the PC puts up, a loss reduces his Fame. If he comes close against someone or something that is markedly stronger, his Fame is reduced by only -1. If he loses to an opponent who is equal to or weaker than he, his Fame decreases by -2 to-5.
On the other hand, a gladiator loses no Fame if he is defeated by a major (50 or more Fame) Famous or Infamous gladiator. The honor of fighting against one of these fellows erases any shame the PC might feel at being defeated; the crowd expects no less than the PC's defeat, and do not think less of him for a loss to a figure of such magnitude. Escaped and Recaptured: When an escaped gladiator is recaptured by the templars or her former owners, her reputation as a gladiator suffers greatly. Obviously, reasons the crowd, she could not fight well enough to protect herself from the master's men, and therefore cannot fight as well in the arena as they might have thought at first.
Infamous gladiators who escape and are recaptured actually rise in the public eye. The fans assume that the gladiator has committed a crime heinous enough that her recapture was made a top priority, even if this is not actually true. They will always assume the worst about an Infamous gladiator because they have come to expect that of her.
Famous in Other Cities: As a gladiator's ability grows, so too does his reputation all over the region. For every 15 points of Fame the gladiator accumulates in one city, he gains a +1 in all the other city-states of Tyr. Furthermore, if the gladiator begins performing in other cities, his Fame increases in all the others.
He gams + 5 fame for performing repeatedly (appearing in more than 5 separate Game Days) in one city in addition to his original city. He gains +5 for 2, +10 for 3, + 15 for 4, +20 for 5 and more. His reputation spreads ever further because of his travels, gaining him more fame as word of his exploits spreads to every city-state in Tyr.
Famous/Infamous Ancestor: A gladiator from a bloodline that has harbored someone of great repute, generally no more than 100 years ago. Regardless of whether that ancestor was Famous or Infamous, the PC gains a +1 Fame bonus for her connection to such a character. This award applies only if the relative achieved more than 70 Fame. PCs taking this bonus must first have the permission of their DM.
Fighting Flexibility: This reflects the crowd's delight in a gladiator who can adapt well to the changing conditions of the arena without losing his head. For example, if a disarmed gladiator rearms himself with a piece of the arena or a limb from a fallen foe, he is the talk of the taverns for days.
Game Proficiency: Whenever a gladiator shows an unusual proficiency in the games, and one game in particular, the fans remember her. If she continues to prove her aptitude for that game, they remember her all the better. It takes three outstanding appearances in a certain game to gain this bonus. Even if the gladiator loses, she can still gain this bonus, as long as she demonstrates her mastery of the game while doing so.
Heroic Death: When a gladiator suffers the ultimate defeat, the fans want him to do it gloriously. If he does it by dispatching his opponent, or by saving his partner, who then finishes the combat, his fame will be assured for at least a small time. The crowd loves heroic deaths, believing that the gladiator has sacrificed his life for their enjoyment; they will remember this sacrifice.
Infamous gladiators receive a smaller bonus for the heroic death. The crowd does not expect to see them die for their enjoyment, and does not believe it when he does. Though thrilled by his exciting death, they believe that he went to his grave a blackhearted knave, and will not remember him as long as they would a Famous gladiator.
A Heroic Death only counts as such if the odds against the gladiator were overwhelming, if the gladiator was sure to fail no matter what, and he stood his ground. If he leaped into the face of his foe even as the last of his life s blood poured from his body, his death is considered Heroic. As long as the PC stands firm in the face of death, not cowering from it as so many do, he gains the bonus.
Merciful/Merciless: The habit of granting mercy is a quirk that gains attention quickly. If the PC grants mercy to her opponents three times in a row when she could have slaughtered them as they lay there defenseless, she gains the Fame bonus. A disadvantage to this is a gladiator with a Merciful reputation can often be taken advantage of by enemies feigning surrender.
An Infamous gladiator gains the bonus if she does the reverse. That is, if she kills her opponents when she has the chance to save them, her reputation grows accordingly. The disadvantage to this is that few opponents will ever surrender, knowing that their foe will not grant them mercy no matter how well they acquit themselves against her. The Merciless bonus can be achieved after three slayings in a row; however, it vanishes when the PC spares an opponent s life. It might thereafter reappear under Unorthodox Approach.
Outside Adventures: The adventures of the gladiator help to make or break his reputation. If he returns from his mission boasting of success in the face of nearly insurmountable odds, his Fame can increase by +1 or not at all, depending on how plausible the story is. If members of his adventuring party confirm the stories, the increase can be up to + 2.
On the other hand, if the party denies the stories, denounces the gladiator, or if he tells the truth about a disastrous expedition, his Fame can decrease by -2. If he has a normally good reputation, stories told against him by his comrades will always make him suffer, -1 is the minimum he suffers for the accounts leveled against him by his companions.
This bonus is not available to slaves. Their masters are loath to let them even vanish from sight in the stable for more than a few hours; no master wants his gladiator earning experience outside the arena and training grounds. Aside from the obvious danger of the slave fleeing into the desert, there is also the possibility that the slave will die out there, wasting a valuable investment in time, training, and money
Partner: A partner, whether fullor part-time, can enhance or destroy the gladiator s reputation. Though an incompetent partner can make the gladiator seem more talented, more likely the partner makes both members of the team look bad. The bad partner seems to tell the crowd that the gladiator is just as bad because she cannot coordinate attacks and defenses with her partner.
Likewise, a good partner ensures that her partner looks like a better fighter, and more coordinated, than she might ordinarily. The two work well together, their skills complementing each other, each bringing the other to new heights. A perfectly matched team moves in such a way that damage to them is minimal even while their offense inflicts mighty wounds on their opponents.
Patron: The difference between a good patron and a bad patron is not only in the quality of material support. It also lies in their ability to promote their client gladiator. A bad patron will not publicize her client, preferring to let her client's actions speak for themselves in the arena. A good one will post bills around the city, speak well of the gladiator to her peers, and generally encourage people to see the gladiator. Indifferent patrons provide some publicity, but not enough to boost the gladiator's fame in any significant way.
Refusing to Fight: When a gladiator refuses to fight a game for which he was scheduled, for whatever reason (the game is fixed, the day is too hot, etcetera), the crowd takes an instant dislike to him. He has no spine, they say, and he cannot deal with the rigors of the arena. It takes a long while to recover from the cowardice stigma in the Athasian cities. It also provokes the ire of the game s promoters, some of whom will take steps to ensure that the gladiator does not repeat such a performance.
For an Infamous gladiator, the occasional refusal to fight only boosts the hatred the crowd feels toward him. It reinforces their image of him as a self-loving dandy, unconcerned with the spectators or the money they have wasted to see him. His negative image increases.
There is a limit to how many times he can refuse before it becomes a serious detriment to his career, for no one will schedule him for games, knowing that the crowd will not come to see a game when the scheduled gladiator has a history of not showing for matches. Once a year is the most a PC can get away with when refusing games before serious penalties begin to apply, as well as the loss of Fame for continued irritation.
Signature Style: This is any special move the gladiator uses on an opponent to mark the kill or at least the victory as his or her own. For example, one gladiator might make sure to break at least one of her opponent's legs, while another might dispatch his enemy with a special knife he keeps in his boot. The style need not necessarily be hurtful, but should be distinctive enough that it cannot be easily copied. It takes at least five combats before the spectators begin to recognize a signature in the arena.
Unorthodox Approach: If a PC takes a unique view into the arena, attacking his opponent in odd ways, he may receive this bonus. This is a difficult decision to judge, since there are categories for both a Signature Style and Creative Maneuvers. Both of those, however, are single-moment actions, while an Unorthodox Approach is the way a gladiator views the entire combat If the PC wishes to take this option, the player must describe it to the DM, who will decide whether that approach is acceptable.
Other Factors: These include the PC s unforeseeable adventures, the random idiosyncrasies of fate that might vault him into everlasting legend or consign him to a time-forgotten tomb. For example, Rikus s leadership of the army of Tyr and his bold stand against the Dragon Borys, not to mention his aid in the killing of King Kalak of Tyr, all ensured that he will never be forgotten on Athas.
Random Fame awards such as these are left to the DM's discretion. They can go as high as +20 Fame, and as low as -15 Fame. They all depend on the reputation the PC is likely to build from the consequences of his actions.
 Status of Fame Table
FameScore 	FamousStatus	InfamousStatus
-26 or lower	Scorned 	Eliminated
0 to -25 	Ignored 	Disregarded
1 to 25 	Unknown 	Unknown
26 to 40 	Known 	Scorned
41 to 70 	Admired 	Disliked
71 to 90 	Honored 	Despised
91-150 	Revered 	Loathed
151 + 	Legend 	Legend
==Famous Status==
The Famous gladiator is, as the name suggests, the darling of the crowds and the beloved of the common people. Crowds gather from far away to be near the more popular gladiators, to be close to someone who could one day be legend.
Scorned: No-one has anything to do with this PC. The best reaction he can expect from someone who has even a mild interest in the games is Indifferent. His lack of prowess and inept attempts at fame make him the subject of ridicule among others. He might have to pay to get into the arena, rather than have the arena pay him for his appearance there.
Ignored: The gladiator, while not as despised as the Scorned gladiator, still has some difficulty in having herself taken seriously. She suffers a -2 to all Reaction Checks from all who are familiar with the games, for she does not yet have the ability to show that she is worthy of the title Gladiator. The arena charges 1 cp for her entrance to the arena.
Unknown: Although he is unknown, the PC is not hated by the crowd; he has not yet seriously irritated the crowd nor has he won them over to his side. This is the condition of most gladiators. There is no Reaction bonus or penalty for being Unknown. He can be struggling to achieve a higher level or to remain mostly anonymous. Most people will not make an effort to help him, but neither will they try to hinder him.
Known: The gladiator has begun to make her name known in a huge way. If she is free, patrons begin to approach her, seeking to sponsor her in the games. People on the street can recognize the PC as a gladiator, and she may develop a small following of people who observe her exploits with the closest scrutiny.
She receives a +1 on all Reaction Adjustments with people who have a passing familiarity with the games. This bonus does not apply to members of rival stables, rival owners, or potential competitors. Word about her lasts only from week to week, but is easily renewed by fresh appearances in the arena.
Admired: An Admired gladiator has acquired a following that can last from month to month without new fights in the ring. He has demonstrated that his ability is not a fluke, and that his popularity is more than the latest thing. He has become a minor star of the arena, and receives 1 sp for every Game Day he attends. The average person of the city has heard of this PC's prowess, for which the gladiator receives a +2 Reaction Adjustment, except in the cases outlined above.
This is the time when patrons most eagerly seek the gladiator's clientship. The gladiator is establishing himself well, but still needs material status to break into the big time. A good home, trainers, and some slaves might mean the difference between survival and death in the arena.
This is also the time when other gladiators start trying to arrange matches with the PC. They increase their own status if they manage to defeat the PC, while making sure not to risk their own reputations at the same time.
Honored: When a PC achieves Honored status, she becomes a true star of the arena. Small crowds gather around her dwelling hoping to catch a fleeting glimpse of her in training, or the even more treasured acknowledging nod from the gladiator. The Honored gladiator gains a +3 Reaction Adjustment from normal citizens, and a 5 sp bonus per fight. The gladiator's picture is drawn by children on the walls of the city. She is usually drawn with muscles far out of proportion, posed defeating some horrible monster.
Revered: The Revered gladiator is much like the Honored gladiator, but the crowds are significantly larger. This gladiator's fame has spread to other cities, and aficionados from all over the Tyr region converge on the gladiator's city to watch him in action.
His name practically ensures a full arena; parents name their children after him to honor his name. He can go for a year between fights before his fame begins to die down. He gains a +4 Reaction Adjustment from the people, and earns 1 gp for participating in a Game Day
Legend: The Legendary gladiator is practically worshipped by the hordes of people who flock to the arena to see her fight. They have heard tales of her skill and creativity with her weapons. Her name will live forever in the city's history. Even the most sheltered people in the city have heard her name; common people travel from other city-states to see her fight. If there is even the slightest rumor that the Legend will appear, the arena invariably sells all its seats.
A Legend receives a +5 Reaction Adjustment from the citizens of the city. Even her rivals admit a grudging liking of the gladiator; she has a +2 Reaction Adjustment from them, and, unless they want to establish a reputation as Infamous, are far more likely to withhold a killing blow than they would against any other opponent. Legends receive a 1 gp bonus for each fight in which they appear.
It is recommended that no matter the great accomplishments of the gladiator, no character under 9th level should be allowed to achieve Legendary status. Even with this restriction, Legendary gladiators are quite rare.
==Infamous Status==
An infamous person draws a crowd the same as a Famous gladiator, but all personal interactions will be different. Instead of adoring crowds, the Infamous PC will find that angry mobs follow him. Although they rarely incite violence against him, their dislike of him is evident. Among these crowds are those who secretly admire the gladiator for his fortitude; few of them ever admit this, but the interest can be seen in their eyes.
In truth, those who watch the games are in awe of the Infamous gladiator. They can see that her prowess is incredible, and envy her for her ability to take what she likes. Even when she uncaringly takes things from citizens without paying, most people don't even begrudge her the fruits of their labors; they can brag that she chose the best available, which happened to be from their personal property. They are glad that she provides them the publicity boost.
Anytime a reaction roll indicates Hostility, change the result to Cautious (or Threatening, if the person approached feels he can take the gladiator). The gladiator will then be able to bully what he wants from the unfortunate soul.
Eliminated: The Infamous gladiator has become an embarrassment to his owner and the city. If the owner cannot sell him, he will be killed out of hand. The gladiator has made enough of an impression on people that they know him, and hate him with absolute conviction. Reaction Adjustments with this PC are at -4. Most arenas will not allow him unless he is being tried as a criminal.
Disregarded: People are aware that the gladiator seeks to become notorious and avoid her lest they contribute to the legend she is trying to make around himself. She suffers a -2 Reaction Adjustment from everyone she comes into contact with. Criminals seek her out to do their bidding, promising her that these deeds will cement her notoriety. At least half the time, the criminals are templars in disguise seeking an excuse to arrest the gladiator.
Unknown: He is just beginning a career in infamy. He suffers no adverse reactions, but neither does he gain any beneficial ones. Gladiatorial aficionados are mildly interested in him. His reputation lives only from Game Day to Game Day. If he misses one, people again forget him until his next appearance.
Scorned: The gladiator is beginning to demonstrate signs of true infamy. She practices her killing art for her sake alone, disregarding the needs of the crowd. She can receive a -1 on all Reaction Adjustments from the common crowd when she wants to put on a blustering show for the benefit of his crowd. She can go for two weeks without having to appear in the arena again, though the audience loves it when she does appear.
Disliked: The gladiator begins to attract crowds of children who are impressed with his denial of the needs of others. He gains a bonus of 1 sp per Game Day in which he appears. He can go for a month between fights. The gladiator can make use of a Reaction Adjustment of -2 to get what he wants.
Despised: Because this is the time when an Infamous gladiator really begins drawing the crowds to the stadium, the organizers of the day's events pay a bonus of 1 sp per fight in which the Despised gladiator takes part. She can utilize a Reaction Adjustment of -4 if she so desires, though she need not. People instinctively react to her at a -1 Reaction Adjustment.
If she is not careful, crowds will follow her at a distance. They want to see her, but will not get near enough that she might be able to hurt them. She can take several months between fights to train, adventure, or do anything she likes between fights; people will still be talking about her when she gets back.
Loathed: The Loathed gladiator gains a bonus of 1 gp and 2 sp per Game Day, because the organizers know that he is one of the reasons the crowd shows at the auditorium. People begin arriving from other cities to see how the gladiator acquits himself against the finest of those thrown against him.
He has an automatic -3 Reaction Adjustment against him, but can modify this to -5 if he so desires. His Fame lasts for a year before people stop talking about him.
Legend: The Infamous gladiator by this point has dispatched several of the crowd s favorites in stunning displays of brutality and skill. The crowd hates her, and in hating her, rewards her for her actions. She represents what they cannot be, and they envy her for her bold action and her lack of care for what others feel. However, because she has shown that she will go the distance on her own, the people will never openly help with anything. Though they might leave occasional gifts, they will not want to associate themselves with this warrior.
The bonuses paid to the Legendary Infamous PC are usually 1 gp and 3 sp per fight, for the crowds they draw are at least as large, if not larger, than those drawn by Famous gladiators of equal status. The gladiator goes down in the annals of history as one of the greatest ever; her name will be brought up in conversation for generations. Even if the gladiator reverses her course and becomes Famous, it makes no difference. Her legend rolls on with or without her.
She can immediately put anyone of lesser level into the Cautious status if she so desires. She also suffers from an automatic Reaction chart shift one column to the right, no matter how she acts toward the person with whom she is dealing. For example, if she acts Friendly, her actions are interpreted as Indifferent, while a Hostile introduction might very well make people believe that she is about to explode into a murderous frenzy.