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Friends and Foes - A Reputation System

The document outlines the credits and usage rights for 'Friends and Foes: A Reputation System,' a roleplaying game resource created by Luke Hart and others. It details the Open Game License under which the content can be used, emphasizing that only designated Open Game Content may be reproduced without permission. Additionally, it introduces a reputation system for tracking how characters are perceived by individuals, groups, and the world, including mechanisms for gaining and losing reputation across different levels.
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© © All Rights Reserved
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0% found this document useful (0 votes)
24 views

Friends and Foes - A Reputation System

The document outlines the credits and usage rights for 'Friends and Foes: A Reputation System,' a roleplaying game resource created by Luke Hart and others. It details the Open Game License under which the content can be used, emphasizing that only designated Open Game Content may be reproduced without permission. Additionally, it introduces a reputation system for tracking how characters are perceived by individuals, groups, and the world, including mechanisms for gaining and losing reputation across different levels.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits Notice of Open Game

Lead Designer: Zac Chaney


Content
Producer and Lead Developer: Luke Hart Use of Open Game Content: This work Uses Open Game
Editor: Janay Zeilstra Content pursuant to the Open Game License, version 1.0a. and
may be Used only under and in terms of that license. No portion
Graphic Designer: Bryan Donihue (One-Legged GM) of this work other than the material designated as Open Game
Project Management: Zac Chaney, Luke Hart Content may be reproduced or used in any form or fashion
without written permission.
Artwork: Adobe Stock
Product Identity: The following are hereby identified and
designated as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Game
Content: Friends and Foes: A Reputation System, Luke Hart,
The DM Lair, The DM Lair LLC, all DM Lair product and
product line names, logos and identifying marks including trade
dress; artifacts; creatures; characters; stories, story lines, plots,
thematic elements, dialogue, incidents, language, artwork,
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concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects,
logos, symbols or graphic designs; and any other trademark
or registered trademark. Content that has previously been
designated as Open Game Content or is in the public domain is
not included in this designation.
Friends and Foes: A Reputation System, Copyright ©
2023, Luke Hart, The DM Lair, LLC. All rights reserved.

Usage Notice
If you’ve purchased this product either through DM Lair
patronage or from the DM Lair Store, then you may use all the
content for your own personal roleplaying games. Such games
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We do ask that you not do any of the following which we
consider pirating of this product:

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files of maps and other material) directly with anyone else.
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2
Contents
Credits....................................................................................................2 Major Location Reputation................................................................ 7
Notice of Open Game Content............................................................ 2 Gaining and Losing Major Location Reputation �������������������������� 7
Usage Notice.........................................................................................2 Effects of Major Location Reputation............................................. 8
Using the Reputation System.............................................................. 4 Group Reputation................................................................................. 9
Reputation in General..........................................................................5
Gaining and Losing Group Reputation........................................... 9
Reputation Scale................................................................................5
Effects of Group Reputation........................................................... 10
Perceptions.........................................................................................5 Individual Reputation........................................................................ 11
Extremely Low Reputation.............................................................. 5 Gaining and Losing Individual Reputation.................................. 11
Global Reputation................................................................................6
Effects of Individual Reputation.................................................... 12
Gaining and Losing Global Reputation........................................... 6 Tracking Reputation.......................................................................... 13
Effects of Global Reputation............................................................ 6

THE DM LAIR - FRIENDS AND FOES 3


In nearly every campaign, characters will make their share of This leads to the crux of the system: it operates from the top
allies and enemies. Some of these, such as the big bad, may down, beginning with the characters’ global reputation and
not actively cultivate a relationship with, but others they ending at the appropriate level for the importance of the
will. Whether through their distaste for certain characters interaction. Some NPCs are so far removed from anything
or because they make choices that don’t align with the wants the characters have previously done that only their global
and needs of some people, they will find themselves at odds reputation matters, that is, the tales of their deeds that have
with others. Likewise, there will be those they support out of spread amongst the people. This is often the case when
necessity or sympathy toward their cause. characters visit a new town and speak to people like an
innkeeper. Others might know the characters personally—some
Regardless of the reasons behind it, the characters will find deeply so—and will need to use individual reputation, which is
themselves surrounded by a sea of allies, friends, acquaintances, influenced (though not entirely dictated by) global and locale
and enemies. All too often, we think of evil people falling reputation. Thus, while the characters might have gained the
into the category of enemies and good people falling into the town lord’s friendship, they will not forget their murder hobo
category of friends, and this is certainly the most common spree several towns away.
place they end up. Still, we can strive for greater nuance than
that. For example, two neighboring cities can have good people As a final note about this system, it relies on alignment to a
leading them who want what’s best for their citizens. However, limited degree. It’s the most efficient way to reflect a default
what’s best for one may be at odds with what’s best for the state for how people will react to what they know about the
other, and the characters may have to choose who they help characters. If you do not use alignment, consider the colloquial
and who they hurt. use of the different terms. For example, while you may not
specifically call an NPC “lawful evil,” it is likely that you can
Thus, our Friend and Foe system was born. We want to categorize them broadly as evil.
provide a structured method for tracking and determining
how individuals, groups, and the world at large perceive
the characters. About Realism. One question that will come up is how
realistic this system is; to put it bluntly, it’s not. The
characters will gain reputation far, far faster than would
ever be considered realistic, with them gaining access to
Using the Reputation System the highest echelons of society in relatively short order.
However, in this situation, forgoing realism provides a
Of course, it would be impractical at best—and more likely,
more interesting and enjoyable game. Rather than spending
impossible—to track how everybody views the characters. They years building up a reputation only to get access to one tier
will interact with far too many NPCs and factions and only see higher—or possibly nothing—in the world, it’s generally
most of them once or twice before they fade into obscurity. preferable to accelerate this process for the players.
This is the purpose behind having four different “levels” of
reputation that the characters can gain or lose.
The individual level is the most specific and should
be reserved for NPCs who are important to the
characters and the campaign such that their
attitudes toward the characters are worth
representing more precisely. For example, if
the characters are in service to the city lord,
that individual’s viewpoint is more important
than the city’s overall viewpoint. This view
may contrast how a blacksmith treats the
characters since it may not be consequential
enough to warrant using anything more
individual than their local reputation.

4 THE DM LAIR - FRIENDS AND FOES


Reputation in General Perceptions
Before we dive into the four individual types, a few elements As alluded to above, the reputation scale is absolute, meaning
are true for every reputation level. it is the same for all NPCs. However, good, evil, and neutral
NPCs do not view each mark on the scale in the same light.
For example, a good-aligned NPC will react positively to a high
Reputation Scale reputation score and negatively to a low one. On the other
The characters’ reputations can vary between -10 and 10 for hand, an evil NPC will react positively to a low reputation
each reputation level. This corresponds to a range of “absolute score, as that type of reputation aligns with their natural
evil” to “paragon of good.” Note that this scale does not depend state of being.
on the individual alignment of the person on the other side Of course, we shouldn’t forget neutral NPCs. They do not react
of the conversation; that is to say, the scale does not change in a particular way to either a high or low reputation score
for an evil NPC or a good NPC. Rather, as we will discuss other than individual reputation, in which case they act the
momentarily, evil NPCs will perceive a negative reputation same as a good NPC (even neutral NPCs aren’t going to like
score differently than a good NPC. someone who is evil towards them).
We need to be cautious regarding individual- or group-level With all of that said, because almost all games are played with
reputation effects. Because most characters are good-aligned good-aligned characters who are trying to do good-aligned
(evil games are less common; it’s just the nature of the beast), things, the rest of this article is written from that perspective.
we assume that the characters’ actions and deeds are positive. We describe reputation’s benefits and drawbacks as though the
We can easily remedy this if the characters are helping an evil characters are good and interact with good NPCs. For the most
individual by replacing the positive reputation gained by a given part, this will be sufficient, as you’re likely to have superseding
quest or deed with a negative reputation. traits for evil-aligned NPCs. However, if the characters end
Finally, before we move on, a group can have such a high up interacting with an evil NPC in the same way they interact
reputation over every reputation level that they remain at +10 with a good one, you may have to alter the scale slightly. The
despite taking actions that contradict their reputation. For easiest way to do it is to simply reverse the effects, such that the
example, they might have maximized their global reputation negative effects come with a high reputation and vice versa.
and not have a +5 everywhere. Coupled with a natural +10 in
a major city, they could conceivably get away with committing
some crimes before sullying their reputation.
Extremely Low Reputation
Finally, we should discuss what happens if the characters
How they resolve such a situation is at the game master’s reach a -5 reputation and -10. The characters can only push
discretion. The intended way of treating it is that the characters their reputation so far before they break it permanently, best
are so reputable that people will look the other way regarding represented as a -5. After all, if you slaughter innocents by the
minor transgressions. However, abusing such a reputation dozens, there is only so much redemption one can find in later
or committing serious crimes may warrant the game master turning to good.
reducing the characters’ reputation by a greater amount—
potentially even having a city or nation exile them where others In short, once characters reach a -5 reputation score, it can
might get executed due to their reputation. never increase above 0 again, no matter what they do. Likewise,
once the characters reach a -10 reputation score, it can never
Gaining and Losing Reputation. Each level of reputation again exceed -5. Basically, no matter how much good the
has a chart that helps the game master determine how much characters do, people will never forget about the city they
reputation a character gains or loses due to their various slaughtered.
actions. However, one shouldn’t treat this chart as absolute
or the only way to change reputation. The game master may This limitation becomes less important at more specific
determine that something not on the chart may influence reputation levels. For example, even if the characters manage
reputation or determine that something that is on the chart to garner a very low reputation with an individual, depending
should influence it more or less than stated. on their actions, it may be appropriate to allow that individual
Second, the ability to lose reputation faster than you can reputation score to increase again. It should never be
gain it is an intentional aspect of this system. Most people guaranteed and should always require the characters to actively
are far slower to trust than distrust, and the things that work to repair the relationship (likely taking on significant
cause radical negative shifts in reputation are usually hard, if personal risk, including the risk of death). That said, it may be
not impossible, to undo. Sometimes, there is no coming back appropriate in some circumstances.
from what you’ve done, but even if there is, regaining one’s
reputation is never as easy as losing it.

THE DM LAIR - FRIENDS AND FOES 5


Global Reputation With that said, consult the following chart to determine the
characters’ global reputation gain or loss based on their actions:
Global reputation forms the base of the pyramid and serves
as the foundation from which the world sees the characters. Action Change in
Global reputation tends to change slowly and may not change Reputation
at all for the characters’ first few levels. It takes time for word Reach maximum reputation in a locale or with +2
to spread about them, and low-level heroes’ deeds are often not a major group*
grand enough to cause immediate global renown. Instead, most Reach minimum reputation in a locale or with -2
adventurers will start building global renown by reaching a a major group*
certain level of notoriety in one or more places, which will, in Reach a +7 reputation with a major group* +1
turn, cause word of their deeds to spread. or locale
Reach a -7 reputation with a major group* or -1
locale
Gaining and Losing Global Reputation Commit an act of great evil -10
Global reputation tends to change more slowly than the other Legendary act of heroism +5
levels because it accounts for the characters’ reputation on a
global scale. It isn’t likely to shift much due to any given action
because most people, even if they are aware of something the *In this context, major refers to a group with far-reaching
characters have done, will usually be too far removed from the power. The local militia wouldn’t qualify, but the college of
situation to be significantly affected. Instead, most shifts occur high magic that has existed for a thousand years as the world’s
when the characters reach a particularly high or low reputation preeminent body of magic uses would.
level with either major cities or groups.
To avoid creating an infinite reputation loop by gaining
This isn’t always the case, however. A few things will and losing 1 point of reputation over and over, only award
immediately sour—or improve—the characters’ reputation, the increase or decrease from maximizing or minimizing
even on this scale. These few things fall into two categories: reputations once per group/location.
acts of great evil and legendary acts of heroism. Acts of great
evil can include things like a homicide spree, assassinations
for personal political gain, and other major crimes against the Effects of Global Reputation
state. Legendary acts of heroism are those that typically occur at
Global reputation isn’t something the characters benefit from
the 3rd and 4th tier of play, the sort of legendary acts that cause
directly, though it influences their reputation at the other levels.
people the world over to revere them as demigods. For both of
That is to say, while characters can ask for favors and gain
these, it is up to the game master to determine what qualifies,
favorable pricing from having a particularly high reputation
though they should reserve them only for actions that will likely
with a major location, they cannot get that by virtue of their
be world-renowned.
global reputation alone. Instead, a high global reputation will
raise the characters’ reputations at other levels, contributing to
the benefits they attain.

6 THE DM LAIR - FRIENDS AND FOES


To determine how global reputation affects the characters,
consult the following table. Please note that these effects apply
Major Location Reputation
even to places and people the characters have not visited unless Major locations represent the bread-and-butter locations of
specifically noted otherwise. most campaign settings. These include capital cities, major trade
hubs, and powerful population centers. Often, these locations
Global Effect
are closely related to a number of nearby minor locations and
Reputation Level have various groups operating within their borders. While
-10 All other reputation levels suffer a -5 penalty
it is far faster and easier to gain (and lose) reputation in a
to a minimum of -10. major location than it is globally, it still isn’t a quick thing to
improve—though it is easy to lose when engaging in true evil
Most good-aligned people and places (with
the capacity to do so) attack the characters within their walls.
on sight or attempt to bring them to justice.
-5 All other reputation levels suffer a -3 penalty
to a minimum of -10. Gaining and Losing Major Location
-2 All other reputation levels suffer a -1 penalty Reputation
to a minimum of -10
Reputation in major locations is gained and lost in a few
0 The characters do not suffer a bonus or a
penalty to reputation levels.
ways, principally how the characters treat the people living
there, their reputation among groups and associated minor
If the characters are 11th level or higher,
locations, and finally, actions done for (or against) the location.
they may be met with skepticism from some
good-aligned people and places, as their moral Note that there may be some situations where doing things to
ambiguity makes them uncomfortable. gain reputation in one major location may cause you to lose
+2 All other reputation levels gain a +1 bonus to a reputation elsewhere. For this reason, we divide the change
maximum of +10. into direct and indirect causes, with the direct change having a
+5 All other reputation levels gain a +3 bonus to a much more significant impact on the character’s reputation.
maximum of +10.
+10 All other reputation levels gain a +5 bonus to a Action Change in
maximum of +10. Reputation
Most evil-aligned people and places will make Reach maximum reputation in an associated +2
moves against the characters. These moves group or minor location
may or may not be overt, depending on the
Reach minimum reputation in an associated -2
capacity and motives of the individual.
group or minor location
Reach a +5 reputation with an associated group +1
or minor location
Reach a -5 reputation with an associated group -1
or minor location
Reach at least +7 reputation with five or more +1, repeat for
individuals* living in the city. every multiple of
5 individuals
Commit an act of great evil within the location Immediate
change to -10
Directly aid the location +3
Indirectly aid the location +1
Directly harm the location -3
Indirectly harm the location -1

*These individuals must be of enough significance to the


location to be capable of influencing opinions on a meaningful
scale. The game master should use their discretion when
determining who in a city may qualify or require additional
people to reach a high reputation before awarding the change.

THE DM LAIR - FRIENDS AND FOES 7


Effects of Major Location Reputation price reduction, special accommodation in the city, or even
a one-time reward as recognition for their deeds. However,
The characters’ reputation in a major location will begin to pay keep in mind that even within a good-aligned city, there are
dividends more directly than a global reputation; however, the likely to be evil-aligned merchants and individuals who may
biggest benefits are still with how it changes how individuals see the characters’ reputation in the opposite light to the rest of
and groups in the location perceive them. They can earn a the populace.

Major Location Effect


Reputation Level
-10 Officials issue a “dead or alive” warrant for the characters’ arrest. They consider them enemies of the state and offer a
massive gold bounty for their capture.
The characters suffer a -5 penalty to reputation with all groups and individuals in the city but may not have a reputation
above 0 with any of them (that is, if they achieve a -10 reputation in a major location, even an NPC they had a +10 reputation
with will have a maximum of 0 afterward).
-5 The characters are reviled in the city. There is a warrant for their arrest so they can stand trial for whatever crimes they
committed to reach this level.
All prices in the city are double what they normally would be, the characters cannot rent a room in a tavern, and any
property they own in the city is seized pending the outcome of their trial.
-2 Most people are apprehensive when they see the characters. Nobody will go out of their way to help them, and the
characters are generally treated as vagrants and nuisances unless they’re land owners or hold noble titles.
The characters suffer a -2 penalty to reputation with all groups and individuals in the city.
0 The characters are treated like average people. The guards don’t pay attention to them, most people see them as passing
strangers, and they can go about their days in relative peace.
+2 The characters are becoming well-known in the city, and most people at least know their names. People happily greet them,
and city officials pay them a reasonable level of respect during their interactions.
The characters enjoy a +2 bonus to reputation with all groups and individuals in the city.
+5 The characters are well-respected within the city. Depending on the actions they undertook to reach this status, they will be
considered heroes, philanthropists, or another suitable title.
Merchants will provide the characters with the best prices they reasonably can without losing profit. (That is, the characters
can’t just get anything and everything for free.) The city will provide them with free accommodations out of respect,
provided they can do so.
+10 The characters are known as legendary heroes within the city. They are afforded the utmost courtesies everywhere they go
and may even have holidays and festivals thrown in their honor.
The characters gain a +5 to reputation with all groups and individuals in the city and may not have a reputation blow 0 with
any of them (that is, if they achieve a +10 reputation in a major location, even an NPC they had a -10 reputation with will
have a minimum of 0 afterward).

8 THE DM LAIR - FRIENDS AND FOES


Group Reputation With group reputation, some ways characters can gain or
lose reputation are subjective. Specifically, the definition of a
Groups are the various organizations the characters will come basic, mid-tier, or high-tier quest is up to the game master to
into contact with regularly. They range from merchant guilds decide since it will vary from group to group. Likewise, who
to city watches to criminal organizations. Sometimes, they may constitutes important or average within a group isn’t absolutely
serve as party patrons, sponsoring the characters and sending defined but for the game master to decide what’s appropriate.
them on missions; other times, they are simply an organization However, keep in mind that not all groups are the same,
the characters have to deal with regularly. Their uses are as and you should use reasonable judgment. A local militia, for
diverse as their conception in a game, and groups usually serve example, will have very different high-tier quests to complete
as one of, if not the main driving forces behind a campaign. than a legendary knight order that’s protected the world for a
We’re intentionally being a bit general regarding what it means thousand years.
to be a group and what would fall into this category. We don’t
want to be overly restrictive with what qualifies and limit it Action Change in
Reputation
only to party patrons—or exclude them—or some other subset
of groups. In fact, depending on the size, a minor location (such Complete a basic quest for the group +1
as a small hamlet or village) may fall into this category. Complete a mid-tier quest for the group +3
Complete a high-tier quest for the group +5
Significantly assist an ally of the group +1
Gaining and Losing Group Reputation Carry out minor harm to the group (such as -3
Reputation is gained by assisting a group and its members, or completing a quest that aids an opposing group)
at least by making friends with its members. It’s easy to gain Carry out major harm to the group (such as -10
and lose reputation among a group because they tend to be completing a quest that directly hurts the group
relatively small, and word travels quickly through their ranks. or outright subverting/betraying them)
It wouldn’t be surprising for the characters to reach maximum Reach +10 reputation with an important member +2
or minimum reputation with a group in relatively short order of the group
if they’re dedicated to aiding the group and its members. Reach +10 reputation with five average members +1
However, it’s equally possible to lose their reputation just as of the group
quickly; after all, if you harm a group member, word will reach Reach -10 reputation with an important member -5
all the others far quicker than it would if you harmed a random of the group
citizen in the city. Reach -10 reputation with five average members -3
of the group

THE DM LAIR - FRIENDS AND FOES 9


Effects of Group Reputation random people to show up off the street to assist them with
something of grand importance? Likewise, if the characters
This is the level of reputation where the characters start to see reach a significantly negative reputation, the group may send
the most direct and tangible rewards or penalties. The most them on suicide missions to get them out of the way, with
important aspect of group reputation for adventurers is that as the upside being that they can repair their reputation . . . if
they reach the extremes, the quests available to the characters they survive.
become grander. After all, why would any group simply allow

Group Reputation Level Effect


-10 The characters are considered enemies of the group. Depending on its martial capabilities and the types of
wealth it can access, group members may hunt the characters down or send bounty hunters after them. Most
groups lack the capabilities to do that, however, and will have to be content with shutting the characters out of
all group services and contacts. In these cases, only specially selected group members will even interact with
the characters.
If characters reach this reputation level, they suffer a -10 penalty to their reputation with all group members.
Whoever in the group is authorized to speak with the characters and assign quests may offer outright suicide
missions to restore their reputation. These quests are extremely dangerous, and survival is not guaranteed. In
fact, the group would very much prefer the characters didn’t survive at all.
Quests assigned in this way should be mid- or high-tier quests.
-5 The characters are considered to be antagonistic toward the group and get treated accordingly. The characters
have disadvantage on all speech-related checks with any group member and can only use its merchant services
if they succeed on a DC 25 check. Even if they succeed, the group charges exorbitant prices far beyond
anything that would be considered reasonable.
The characters’ reputation isn’t beyond saving, however. If they speak to a group member who can assign
quests, they may be able to complete a dangerous, unpleasant task for the group to help restore their
reputation. The quests offered at this stage fall somewhere between the ones offered at -2 and -10, being
more dangerous than those at -2 but not outright suicide missions like -10.
Quests assigned in this way should be basic or mid-tier quests.
-2 The characters are treated with extreme caution by group members. They lose access to most services the
group can offer except for merchant-type services, in which case they charge double their normal prices.
Whoever in the group can assign quests will offer the characters unpleasant ones they can complete them to
restore their reputation. These quests aren’t necessarily more dangerous than others but involve some other
manner of unpleasantry. This could be due to a disgusting environment (such as a flooding sewer), or the
quest requires breaking minor laws, and the group doesn’t want to be directly affiliated with it.
Quests assigned in this way should only be basic quests.
0 The characters get treated as probationary group members (or the rough equivalent if they’re not going to
join the group). This may be because they’re new or they used to have a high or low reputation that they
recently brought back to 0. If the characters had reputation prior to this, it will influence how well they get
treated; otherwise, they receive a relatively neutral treatment.
At this level, the characters can access most of the group’s services, including merchant services. However,
they haven’t yet earned access to high-tier or exclusive services, nor can they obtain special pricing from group
members. Only basic quests are available to the characters at this stage.
+2 The characters are considered friends of the group. They are still treated with a little caution and aren’t true
insiders yet, but they’re on the right track to move in that direction. The group will start opening up private
wares and services to the characters, but they will still be reserved about their highest-tier items.
Characters can start taking on higher-tier quests in service to the group at this stage. They’re trusted to take
on tasks of importance, at least to the extent they’ve proven themselves. Mid-tier quests may now be available
to the characters, though some groups will want the characters to prove themselves a little bit more before
sending them on one.
+5 The characters are now considered true allies of the group. They’re almost certain to be well-acquainted with
group leaders and may even serve as confidants. The group will now open all its wares and services to the
characters, only holding back the items exclusive to the highest-ranking members.
At this stage, characters can now take on high-tier quests for the group. They’re considered among the most
trustworthy people in the group and will typically have already proven their capabilities time and again. Even
if the characters attained this from outside influences, such as through an exceptional global reputation, the
capabilities they proved to reach that point are typically sufficient.
+10 The characters are paragons of the group, considered invaluable allies afforded the highest honors the group
can bestow. Anything and everything the group has to offer is available for the characters, though they’ll still
need to pay reasonable compensation for it. However, the group is likely even to forgo making a profit and sell
it to the characters at cost (which, of course, is a number left to the game master to determine).
Characters are now nearly exclusively high-tier quests. These quests may not even be related to the group’s
needs but may be arranged by the group to aid the characters in their personal needs. These quests are likely
to be dangerous and high-risk, but the rewards and loot that can be earned are unparalleled.
10 THE DM LAIR - FRIENDS AND FOES
Individual Reputation Gaining and Losing Individual
Individual reputation is fairly self-explanatory; rather than Reputation
talking about groups or locations or the entire world, this is the
characters’ reputation on a direct, interpersonal level. Unlike Action Change in
the other reputation levels outlined so far, individual reputation Reputation
depends just as much on how the characters treat people as it Succeed on a Charisma (Persuasion) check +1
does on quests and other actions. Individual reputation is also (max 1/day)
the fastest to gain—people can become fast friends when they Succeed on a Charisma (Intimidation) check -4
connect in a meaningful way—but also the fastest to lose.
Fail a Charisma (Deception) check -2
However, one would be foolish to think that the sometimes- Provide assistance to the individual, not via a +1 to +3,
fleeting nature of individual reputation means it’s any less quest or task depending on
important than the others. In fact, it would not be a stretch to the amount of
assistance
argue that individual reputation is the most important because
it has the most direct mechanical benefits to the characters, Complete a quest or a task for the individual +3 to +5,
which can apply in every situation. After all, a high reputation depending on
the task
in an entire kingdom is great, but having advantage on checks
to persuade the king personally is even better. Reach +5 reputation with a group they’re +3
affiliated with
Reach -5 reputation with a group they’re -5
affiliated with
Reach +10 reputation with another NPC they’re +5
close to
Reach -10 reputation with another NPC they’re -7
close to
Attack the individual -10

THE DM LAIR - FRIENDS AND FOES 11


Effects of Individual Reputation Keep in mind that not all NPCs are the same. Even if an NPC
is a merchant, their personality may cause them to express
The effects of individual reputation are as varied as the these effects differently from other merchants. For example,
individuals themselves. Merchants, for example, will offer a merchant who is in business just to make a profit won’t
superior effects from individual reputation when selling goods, sell goods below cost, even to friends, while one who is in
while a tavern owner will offer better deals on rooms or business to fund philanthropic ventures might. More than
perhaps juicier gossip they overhear. More than any other type, any of the other levels of reputation, individual reputation is
individual reputation provides the characters with the benefits fluid; it won’t universally be the same across every NPC.
of friends or the detriment of enemies.

Individual Effect
Reputation Level
-10 The characters are among the most loathed people the individual has ever met. They do not deign to entertain them in
any way. If the characters have any sort of hangups with the law, a group, or anybody else in the city, the individual will
conspire with them against the characters.
The characters have disadvantage on all Charisma checks with this individual, if they will interact at all. Any merchant,
quest giving, or similar services the individual can offer are not available. At this level of reputation, the only way to
improve it is by improving reputation elsewhere to try to create an avenue of forgiveness.
If the individual is a quest giver, they will most likely not be willing to give any to the characters. If they do, it is likely to be
a suicide mission or a wild goose chase to get rid of them.
-5 The individual would prefer never to see the characters again and will do everything possible to avoid them. If the
individual can offer any services to the characters, they’re only available at ludicrous prices or in exchange for an extreme
sacrifice.
The characters suffer a -3 penalty to Charisma checks with the individual and can only obtain goods and services from
them for 10x their normal rate, at a minimum. If the characters have a low reputation with groups and locations the
individual is affiliated with, this may mean they’re paying dozens of times the normal rate for goods and services.
If the individual is a quest giver, they’re unlikely to give the characters any quests unless the quest is so unpleasant that no
rational person would take it on. These quests will likely be extraordinarily dangerous, with the individual quietly hoping
the characters won’t return.
-2 The characters have made some transgressions against the individual, but the relationship isn’t beyond repair. The
individual will be wary around the characters, careful not to expose themselves to unnecessary risk, but won’t go out of
their way to avoid them either.
The characters suffer a -1 penalty to Charisma checks with the individual. Goods and services the individual can offer are
limited to what they can spare safely without a negative impact but aren’t marked up more than usual.
0 The individual regards the characters as strangers or, at most, loose acquaintances. There are no particular upsides or
downsides for the characters with this individual, and they will simply interact in whatever way they would by default.
+2 The individual is starting to consider the characters friends at this point, but there’s still a little way to go before there is
meaningful truth behind that sentiment. The individual is willing to take minor risks and chances for the characters and
will offer them what assistance they can without putting themselves in any jeopardy.
The characters have a +1 bonus to Charisma checks with the individual. If the individual can, they will offer slightly
more premium goods and services, such as providing them with minor exclusive information. They may receive slightly
favorable pricing, but it won’t be anything particularly noticeable.
If this individual is a quest giver, they will provide extra assistance when sending the characters out. The extra assistance
may come in the form of secret information that will help them along, some sort of minor boon, or any other reasonable
assistance.
+5 The characters are considered true friends of the individual. The individual will go out of their way to help the characters
to whatever extent they reasonably can, even going so far as to take significant risks for them.
The characters now have a +3 bonus to Charisma checks with the individual. The individual will offer any and all aid they
can, though they will need to receive fair compensation for it. If the individual has it, they’ll offer the characters things
like secret information, access to high-ranking individuals, or something equally useful.
If this individual is a quest giver, they can connect the characters with better quests and provide more secret information
about them. Additionally, the individual may be able to arrange for boons to assist the characters or some other form of
assistance as appropriate.
+10 The characters are among the closest people to the individual. They’ve reached the point that some may consider them
like family, and the individual will make significant sacrifices to help the characters whenever needed.
The characters have advantage on all Charisma checks with this individual. The individual will also open house and home
to the characters, offering them everything they can to help them. The characters may even persuade them to part with
some possessions or offer exclusive services for free; however, this may come at the cost of damaging their relationship a
little. Secrets are shared like wine at dinner, and the individual will gladly introduce them to anyone they know.
If the individual is a quest giver, they will offer the characters the best tasks they can and often have extremely useful
secret information at their disposal. For example, if the individual is aware of a powerful magic item hidden away in a
ruin, they may also know the secrets of how to reach it (such as the solution to a puzzle or a way to bypass a trap).
12 THE DM LAIR - FRIENDS AND FOES
Tracking Reputation significant enough to want to track their reputations. And you’ll
also have between two and four individuals who warrant the
We’ve gone over the different levels of reputation, and there same attention. Of course, you’ll need to use your judgment for
are many moving parts between them. From global reputation who warrants this attention, and you may find yourself tracking
all the way down to individual, each layer of reputation can fewer or more than that number; this is just a guide so you can
influence the others, and, depending on character actions, there get a rough gauge before diving into your specific needs.
may be a sizeable shift in how the world perceives them in any
given game session. For the sake of simplicity (and your sanity!), we recommend
managing reputation changes after the game session is over,
However, we do NOT recommend that you track reputation usually when you’re making notes about the session or
for every single person the characters might come into contact preparing for the next game. We only recommend managing
with. It’s neither practical nor necessary. For example, the reputation changes during the session that are of such
characters will encounter a great many random people in their magnitude they will radically shift a relationship dynamic on
adventures who they never see again. There’s no real reason the spot, such as if the characters attack an individual.
to track the reputation score with these individuals. Instead,
focus on the ones who really matter and use the higher levels to Of course, you can use whatever method of tracking reputation
generalize the other NPCs the characters come across. suits your needs best, but the following is a sample chart you
can use to keep track of all the various reputation levels easily.
You will need to track reputation in each major location the You’ll want to use a separate instance of this chart for each
party visits for a meaningful period. If they’re just stopping by, major location in your campaign. This may mean you only
don’t worry about it, but if they’re going to adventure there for need one (such as for campaigns that happen exclusively in one
a while, you probably should track it. Within each tracked major city) or several.
location, you’ll probably have three or four groups that are

THE DM LAIR - FRIENDS AND FOES 13


Global Reputation Score: ___________________

Major Location Name: Major Location Reputation Score:

Individuals Groups

Name Reputation Score Name Reputation Score

Major Location Name: Major Location Reputation Score:

Individuals Groups

Name Reputation Score Name Reputation Score

Major Location Name: Major Location Reputation Score:

Individuals Groups

Name Reputation Score Name Reputation Score

14
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