0.3 Reputation, Influence and Favors


Every character gains a reputation of one sort or another as his career progresses, expressed as a reputation score. While a character might try to take advantage of his reputation from time to time, usually the character’s reputation precedes him—whether he wants it to or not.

Reputation enhances noncombat interaction between characters by providing bonuses (or penalties) to certain skill checks. Those who recognize a character are more likely to help him or to do what he asks, provided the character’s reputation is a positive influence on the NPC or monster that recognizes him. The determining factor for if the skill checks have bonuses or penalties is whether or not the the characters reputation is positive (famous) or negative (infamous). For example, a character who assisted in destroying a budding thieves' guild will likely receive a positive reaction from the local authorities, but a negative one from the hierarchy of the sponsoring guild.

A characters reputation score is determined by the number of influence points the character has. Influence points are gained in three ways. First, some influence point gains will be received simply by advancing in level. Characters gain their first level-based influence point at 3rd level and gain one additional point every three levels thereafter (6th, 9th, etc to a maximum of +6 at 18th). There is no practical limit to the number of influence points a character can have. There will also be opportunity to gain influence points through 'character maintenance' (see 0.35 Character Maintenance). However, the most likely way for characters to gain influence is through actions taken during play. Actions like rescuing a farmer's son from some goblins or declining a monetary reward offered might result in a point being awarded. Points can be awarded by individuals (a shop owner), a group (the residents of a small village) or even an organization (a clericy).

Generally speaking, reputation checks will only be made in situations where influence (fame or infamy) may be important. For example, it won't matter when a character has to buy a loaf of bread. A reputation check is equal to a d20 roll + the character's reputation score + the NPC or monsters Int bonus. The standard DC of a reputation check is 20. A 'failed' reputation check means the character is not recognized and no bonus or penalty in applied. A 'successful' reputation check results in a +2 bonus/penalty on social skills (bluff, diplomacy, intimidate, etc.) and a reputation check made by 10 or more results in a +4 bonus/penalty. NPCs will also have reputation scores.

Uses of Influence Points
A character's reputation score can also be thought of as the maximum amount of 'weight of personality' she has in any given year to gain certain benefits. The reputation score is both a reflection of total reputation and a pool of a number of 'favors' that a character can draw on in any given game year.

Influence points used to gain favors like an advantage in a social interaction or securing access to a non-core spell (see below) temporarily diminish the pool of available influence a character has. They are automatically replenished each game year.

Social Interactions
There may be times when it is very important that a character gain an audience with a certain noble, or that a particular ruse not fail. One influence point may be used to gain a one time +6 bonus to a social skill check. For example, a character is having a hard time diplomatically getting past the Mayor's guard and 'spends' one influence point for a +6 bonus to the diplomacy check by saying something like, "Obviously, you don't recognize me. I'm the guy who saved Farmer Brown's son from the goblins."

NPC Spell Casting and Spell Access
In the course of adventuring it is sometimes advantageous and/or necessary to hire NPC spell casters to cast certain spells for you. The standard cost for this is 10gp/spell level x caster level (plus the cost of any special components). Lower level casters are in good supply throughout the County. Higher level casters generally have better things to do with their time than cast spells for other people. To secure the services of these higher level casters, some amount of influence must be used. Fourth level spells and above require the use of n-3 influence points in addition to the standard gp cost. For example, a break enchantment spell cast by a 14th level paladin would cost (an individual or the group) one (1) influence point and 760gp. Or a resurrection spell cast by a 13th level cleric would cost four (4) influence points and 10,910gp. This assumes there is a willing caster to be found.

Influence may also be used by spell casters to gain access to otherwise unavailable non-core spells. No spells higher than 5th level may be chosen. Arcane spellcasters using spellbooks must pay all costs associated with scribing the spell. Non-core spells cost 1 Influence Point per spell level. This only provides access. The arcane caster can still fail to learn the spell.

An Example
Aa 4th level wizard with 3 influence points uses one point to gain an audience with a noble early in the year. Later that year, he advances to 5th level and learns that his mentor knows the 3rd level, non-core chain missile spell. The wizard only has two remaining influence points for the year- not sufficient to learn a 3rd level non-core spell. He will have to wait until the next year and return to his mentor and use all three influence points (assuming he does not gain any others in the meantime) to be able to attempt to learn the chain missile spell.


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