Mini Module: Reputation

If a player's character is part of the world, shouldn't that character have some passing knowledge of people in that world? And with growing fame, isn't it likely that other people will start to learn about that character? The Reputation Mini Module provides the rules to quickly and easily answer these questions.
This system models how well known a character is and how that reputation affects interaction with others. A good reputation can be a useful advantage, but a bad one can be a troublesome hindrance.
Reputation affects non-combat interaction checks between characters by providing a modifier. Fame makes others more likely to favor and help the character, while infamy makes the character’s social entreaties less effective.
Reputation: All characters have a Reputation, which essentially makes it easier for other characters to recognize them. More charismatic character are more likely to be well-known. A character’s Reputation is: 
Reputation Dice: When characters begin to gain public attention, they gain reputation dice. These dice are a rough measure of how well-known a character is, and how much clout he or she has.
Reputation dice serve two purposes. First, like other dice pools, reputation dice can be used to reroll certain checks, in this case, interaction skills. At any time, a player who isn’t satisfied with the result of a Persuasion check may reroll the check with his reputation dice pool, selecting the best result and then surrendering one die from the dice pool. However, unlike other dice pools, a reputation dice pool can only be used if an NPC successfully recognized a character. By using your reputation dice in this way, you are, in effect, reminding the person you’re interacting with just who you are and getting them to rethink their response in light of this information.
In addition to this use, your reputation dice pool serves as a modifier to your Reputation. The ebb and flow of your reputation dice over the course of a game represent the fickle attention span of the public.
Reputation Checks:
Most of the time, a character doesn’t decide to use reputation; instead, the GM decides when your reputation is relevant to the scene or encounter. When it becomes relevant, the GM makes a reputation check for an NPC that might be influenced in some fashion by your character’s notoriety.
The area in which the PC is well-known determines which skill's Knowledge to use. A magician, for example, might be recognized by a Knowledge check with Focus, while a character who has made his reputation in the underworld as a second-story burglar might be known among thieves with the Infiltration skill. Academics is appropriate to make any reputation check with.
The standard DC for a reputation check is 30. If the NPC succeeds on the check, he recognizes the character. That recognition grants a bonus or penalty on subsequent interaction skill checks based on the NPC’s reaction. A character with a Reputation of +29 or more is instantly recognizable and known to virtually everyone.
Depending on the result, a character may be more or less easily recognized by an NPC. The table below shows the result of reputation checks:
{|cellpadding=2 cellspacing=0 align=center width=400px style="font-family: verdana, sans-serif; padding: 0px; margin: 0 0 1em 1em; font-size: 10px; text-align: left; font-size: 95%; background-color:White; border:0px solid white;"	REPUTATION 	REPUTATION
Succeed 	
If a player's character is part of the world, shouldn't that character have some passing knowledge of people in that world? And with growing fame, isn't it likely that other people will start to learn about that character? The Reputation Mini Module provides the rules to quickly and easily answer these questions.
This system models how well known a character is and how that reputation affects interaction with others. A good reputation can be a useful advantage, but a bad one can be a troublesome hindrance.
Reputation affects non-combat interaction checks between characters by providing a modifier. Fame makes others more likely to favor and help the character, while infamy makes the character’s social entreaties less effective.
Reputation: All characters have a Reputation, which essentially makes it easier for other characters to recognize them. More charismatic character are more likely to be well-known. A character’s Reputation is: 
Reputation Dice: When characters begin to gain public attention, they gain reputation dice. These dice are a rough measure of how well-known a character is, and how much clout he or she has.
Reputation dice serve two purposes. First, like other dice pools, reputation dice can be used to reroll certain checks, in this case, interaction skills. At any time, a player who isn’t satisfied with the result of a Persuasion check may reroll the check with his reputation dice pool, selecting the best result and then surrendering one die from the dice pool. However, unlike other dice pools, a reputation dice pool can only be used if an NPC successfully recognized a character. By using your reputation dice in this way, you are, in effect, reminding the person you’re interacting with just who you are and getting them to rethink their response in light of this information.
In addition to this use, your reputation dice pool serves as a modifier to your Reputation. The ebb and flow of your reputation dice over the course of a game represent the fickle attention span of the public.
Reputation Checks:
Most of the time, a character doesn’t decide to use reputation; instead, the GM decides when your reputation is relevant to the scene or encounter. When it becomes relevant, the GM makes a reputation check for an NPC that might be influenced in some fashion by your character’s notoriety.
The area in which the PC is well-known determines which skill's Knowledge to use. A magician, for example, might be recognized by a Knowledge check with Focus, while a character who has made his reputation in the underworld as a second-story burglar might be known among thieves with the Infiltration skill. Academics is appropriate to make any reputation check with.
The standard DC for a reputation check is 30. If the NPC succeeds on the check, he recognizes the character. That recognition grants a bonus or penalty on subsequent interaction skill checks based on the NPC’s reaction. A character with a Reputation of +29 or more is instantly recognizable and known to virtually everyone.
Depending on the result, a character may be more or less easily recognized by an NPC. The table below shows the result of reputation checks:
{|cellpadding=2 cellspacing=0 align=center width=400px style="font-family: verdana, sans-serif; padding: 0px; margin: 0 0 1em 1em; font-size: 10px; text-align: left; font-size: 95%; background-color:White; border:0px solid white;"	Recognized on sight 	
Fail 	
If a player's character is part of the world, shouldn't that character have some passing knowledge of people in that world? And with growing fame, isn't it likely that other people will start to learn about that character? The Reputation Mini Module provides the rules to quickly and easily answer these questions.
This system models how well known a character is and how that reputation affects interaction with others. A good reputation can be a useful advantage, but a bad one can be a troublesome hindrance.
Reputation affects non-combat interaction checks between characters by providing a modifier. Fame makes others more likely to favor and help the character, while infamy makes the character’s social entreaties less effective.
Reputation: All characters have a Reputation, which essentially makes it easier for other characters to recognize them. More charismatic character are more likely to be well-known. A character’s Reputation is: 
Reputation Dice: When characters begin to gain public attention, they gain reputation dice. These dice are a rough measure of how well-known a character is, and how much clout he or she has.
Reputation dice serve two purposes. First, like other dice pools, reputation dice can be used to reroll certain checks, in this case, interaction skills. At any time, a player who isn’t satisfied with the result of a Persuasion check may reroll the check with his reputation dice pool, selecting the best result and then surrendering one die from the dice pool. However, unlike other dice pools, a reputation dice pool can only be used if an NPC successfully recognized a character. By using your reputation dice in this way, you are, in effect, reminding the person you’re interacting with just who you are and getting them to rethink their response in light of this information.
In addition to this use, your reputation dice pool serves as a modifier to your Reputation. The ebb and flow of your reputation dice over the course of a game represent the fickle attention span of the public.
Reputation Checks:
Most of the time, a character doesn’t decide to use reputation; instead, the GM decides when your reputation is relevant to the scene or encounter. When it becomes relevant, the GM makes a reputation check for an NPC that might be influenced in some fashion by your character’s notoriety.
The area in which the PC is well-known determines which skill's Knowledge to use. A magician, for example, might be recognized by a Knowledge check with Focus, while a character who has made his reputation in the underworld as a second-story burglar might be known among thieves with the Infiltration skill. Academics is appropriate to make any reputation check with.
The standard DC for a reputation check is 30. If the NPC succeeds on the check, he recognizes the character. That recognition grants a bonus or penalty on subsequent interaction skill checks based on the NPC’s reaction. A character with a Reputation of +29 or more is instantly recognizable and known to virtually everyone.
Depending on the result, a character may be more or less easily recognized by an NPC. The table below shows the result of reputation checks:
{|cellpadding=2 cellspacing=0 align=center width=400px style="font-family: verdana, sans-serif; padding: 0px; margin: 0 0 1em 1em; font-size: 10px; text-align: left; font-size: 95%; background-color:White; border:0px solid white;"	Recognized by name 	
Fail by 5 	
If a player's character is part of the world, shouldn't that character have some passing knowledge of people in that world? And with growing fame, isn't it likely that other people will start to learn about that character? The Reputation Mini Module provides the rules to quickly and easily answer these questions.
This system models how well known a character is and how that reputation affects interaction with others. A good reputation can be a useful advantage, but a bad one can be a troublesome hindrance.
Reputation affects non-combat interaction checks between characters by providing a modifier. Fame makes others more likely to favor and help the character, while infamy makes the character’s social entreaties less effective.
Reputation: All characters have a Reputation, which essentially makes it easier for other characters to recognize them. More charismatic character are more likely to be well-known. A character’s Reputation is: 
Reputation Dice: When characters begin to gain public attention, they gain reputation dice. These dice are a rough measure of how well-known a character is, and how much clout he or she has.
Reputation dice serve two purposes. First, like other dice pools, reputation dice can be used to reroll certain checks, in this case, interaction skills. At any time, a player who isn’t satisfied with the result of a Persuasion check may reroll the check with his reputation dice pool, selecting the best result and then surrendering one die from the dice pool. However, unlike other dice pools, a reputation dice pool can only be used if an NPC successfully recognized a character. By using your reputation dice in this way, you are, in effect, reminding the person you’re interacting with just who you are and getting them to rethink their response in light of this information.
In addition to this use, your reputation dice pool serves as a modifier to your Reputation. The ebb and flow of your reputation dice over the course of a game represent the fickle attention span of the public.
Reputation Checks:
Most of the time, a character doesn’t decide to use reputation; instead, the GM decides when your reputation is relevant to the scene or encounter. When it becomes relevant, the GM makes a reputation check for an NPC that might be influenced in some fashion by your character’s notoriety.
The area in which the PC is well-known determines which skill's Knowledge to use. A magician, for example, might be recognized by a Knowledge check with Focus, while a character who has made his reputation in the underworld as a second-story burglar might be known among thieves with the Infiltration skill. Academics is appropriate to make any reputation check with.
The standard DC for a reputation check is 30. If the NPC succeeds on the check, he recognizes the character. That recognition grants a bonus or penalty on subsequent interaction skill checks based on the NPC’s reaction. A character with a Reputation of +29 or more is instantly recognizable and known to virtually everyone.
Depending on the result, a character may be more or less easily recognized by an NPC. The table below shows the result of reputation checks:
{|cellpadding=2 cellspacing=0 align=center width=400px style="font-family: verdana, sans-serif; padding: 0px; margin: 0 0 1em 1em; font-size: 10px; text-align: left; font-size: 95%; background-color:White; border:0px solid white;"	Recognized with some prompting	
Fail by 10	Not recognized	 	
Category:Rulebook
Category:Action
Category:Dramatic Interaction
Category:Mini Module
Category:Reputation