As part of his/her relationships with others, a character will invariably establish a reputation as he/she goes through his/her life:
For each group of such people, the character is entitled to a reputation disadvantage. The cps value of the reputation depends on what the relevant people feel towards the character:
Reaction | Example | cps value |
Love | Will go out of their way to help or protect character | 3 |
Friendship | Positive reaction, will help the character (e.g. free training) | 2 |
Respect | Know of and respect capabilities. Will hire or be hired. | 1 |
Neutral | Normal reaction | 0 |
Disrespect | Joke about the character. Think he/she is incompetent. | -1 |
Fear | Avoid character at all costs. Be subdued in his/her presence. | -1 |
Dislike | Try to hinder character e.g. imprison on minor excuses, etc. | -2 |
Enemy | Will try to kill or imprison character if come across him/her. | -3 |
Hatred | Will actively pursue the character to kill or imprison him/her. | -4 |
For people who have heard of the character by reputation, the reaction will determine the modifier to the character's dice rolls to establish a rapport with them when they first meet the character.
The cps value is multiplied by a multiplier based on the number of people that know about the character in this way:
Number of people | multiplier |
A single person (1) | x 1 |
A small group of people (2-30) | x 2 |
A city-wide organisation, or a tribe (31-1,000) | x 3 |
A country-wide organisation (1,001-30,000) | x 4 |
A world-wide organisation, or an entire city (30,001-1,000,000) | x 5 |
An entire country (1,000,001-30,000,000) | x 6 |
The entire known world (30,000,001 or more) | x 7 |
Group includes individuals who are more powerful than character | +1 to multiplier |
Character does not know about this reputation/hunted | +1 to multiplier |
Group always remembers the character's name and reputation | +1 to multiplier |
Group has only a faint memory of the character | -1 to multiplier |