Miz
Level 20 Mizard
@Pineapple @Morridan @Kagura @Shura
After trying to see if I could include the Honor Stat (the one included as an optional rule), I have opted to just alter the Fame system Pineapple is using.
Fame in Espen
This game will continue to use the Fame system that has already been developed in D&D Ithos. However there are some changes: first-off, your character's fame only applies to the Duchy of Espen, not Uria as a whole; secondly, your characters will receive per-determined levels of Fame based on events in their character background. If you put more political, heroic or scandalous events in your character's history, they will adjust the Fame accordingly. Likewise, Fame will be broken off into three categories, none of which are based on Geography but by social class.
Nobility
- This is the fame you have with Nobles, Aristocrats and the well-to-do. It includes Noblemen (Barons, Counts, Dukes), Knights, Retainers (Courtiers, Advisers, Grooms, etc.), Aristocrats and Gentry, Military Officers, Town Elites, Bailiffs, and those who otherwise serve the upper class (including Domestic Servants). Nobility Fame is particularly sensitive to rumors, political events and scandals, as gossip and news travels quickest within these circles. However only the most interesting pieces of news will actually peak members of the nobility's curiosity, so possessing Fame in Nobility as an outsider of Court life and Aristocracy can be difficult.Those born into Nobility will maintain a higher level of Fame in this circle just by name and background alone.
Commoner
- This is the fame you have with regular-day people. It includes everyone from peasants, to merchants, to priests, to town guards. This is the largest category of fame and is perhaps the hardest to maintain. Commoner fame can be grown modestly by being known as a great merchant, town representative or honorable knight and through constant efforts. Yet legendary actions (stuff typically done by adventurers) is perhaps the easiest way to manipulate Commoner fame. This is because the word of actions that are either heroic or villainous spread the quickest amongst towns and villages. Likewise doing an action in a larger populated area, like a city over a town, will add to your Commoner fame the quickest. Still, the lasting strength of Commoner fame fades over time, especially when new, more interesting, stories and sources of fame gather people's attention.
Criminal
- This is the fame you have with criminal elements in society. It includes outright criminals like thieves, assassins, thugs, smugglers and mob bosses. However this category also includes spies, body guards, trade guilds, black-market merchants, underground societies/cults, and guards/paladins (i.e. those who investigate criminal actions). Criminal fame is particularly potent at remembering a person's misdeeds (for blackmail) or infamy (such as someone's ability to harm others). However Criminal fame can also be influenced by one's past actions to interfere or prevent criminal actions (such as a town bailiff stopping an assassin plot). Criminal fame is most susceptible to actions that involve organizations or actions/information with money or reward attached (such as a Bounty). Criminal fame will also spread quickest to those with contacts and informants. Its important to note, criminal fame can be easier to receive (by doing one or two particular actions) than it is to remove. After all, criminals and those in the criminal world don't often forget or forgive.
Focuses - Sometimes Fame scores might have a second number in parenthesis ( ). This refers to a Fame's focus. Certain characters may not be well known in an area outside a specific group (like Academics, Merchants or Huntsmen) but within that group be particularly famous or infamous.
Fame/Infamy/Recognition - Fame isn't always a good thing to possess especially in an intrigue game. Someone with high fame with a particular group will be more easily recognizable, more easily spotted and more easily remembered by people within that group. Additionally, high fame doesn't always mean a good reputation. It just means whether people know about you and your back story. For some, like Monks of the Shadow, having Low Fame is perhaps preferred, as it means being able to go about your business undetected and unnoticed.
Still being recognized does have its advantages, this includes getting preferred treatment without a charisma roll, or getting access to something because of your reputation. As some people in show-business put it: there is no such thing as bad press.
Time - Fame is fickle. For certain groups, time has a greater effect on their associated Fame ratings towards any given individual. As days and week pass your Fame may grow or shrink. This is because the knowledge about you will become popular and then eventually passé. Truly legendary, honorable or horrific deeds will be remembered. As well, individuals that are more connected or higher up on a social ladder, will be less likely to shift their opinions so quickly and retain their Fame rating towards somebody for longer. For everybody else (especially peasants), the lime light moves quickly and attention spans are short.
After trying to see if I could include the Honor Stat (the one included as an optional rule), I have opted to just alter the Fame system Pineapple is using.
Fame in Espen
This game will continue to use the Fame system that has already been developed in D&D Ithos. However there are some changes: first-off, your character's fame only applies to the Duchy of Espen, not Uria as a whole; secondly, your characters will receive per-determined levels of Fame based on events in their character background. If you put more political, heroic or scandalous events in your character's history, they will adjust the Fame accordingly. Likewise, Fame will be broken off into three categories, none of which are based on Geography but by social class.
Nobility
- This is the fame you have with Nobles, Aristocrats and the well-to-do. It includes Noblemen (Barons, Counts, Dukes), Knights, Retainers (Courtiers, Advisers, Grooms, etc.), Aristocrats and Gentry, Military Officers, Town Elites, Bailiffs, and those who otherwise serve the upper class (including Domestic Servants). Nobility Fame is particularly sensitive to rumors, political events and scandals, as gossip and news travels quickest within these circles. However only the most interesting pieces of news will actually peak members of the nobility's curiosity, so possessing Fame in Nobility as an outsider of Court life and Aristocracy can be difficult.Those born into Nobility will maintain a higher level of Fame in this circle just by name and background alone.
Commoner
- This is the fame you have with regular-day people. It includes everyone from peasants, to merchants, to priests, to town guards. This is the largest category of fame and is perhaps the hardest to maintain. Commoner fame can be grown modestly by being known as a great merchant, town representative or honorable knight and through constant efforts. Yet legendary actions (stuff typically done by adventurers) is perhaps the easiest way to manipulate Commoner fame. This is because the word of actions that are either heroic or villainous spread the quickest amongst towns and villages. Likewise doing an action in a larger populated area, like a city over a town, will add to your Commoner fame the quickest. Still, the lasting strength of Commoner fame fades over time, especially when new, more interesting, stories and sources of fame gather people's attention.
Criminal
- This is the fame you have with criminal elements in society. It includes outright criminals like thieves, assassins, thugs, smugglers and mob bosses. However this category also includes spies, body guards, trade guilds, black-market merchants, underground societies/cults, and guards/paladins (i.e. those who investigate criminal actions). Criminal fame is particularly potent at remembering a person's misdeeds (for blackmail) or infamy (such as someone's ability to harm others). However Criminal fame can also be influenced by one's past actions to interfere or prevent criminal actions (such as a town bailiff stopping an assassin plot). Criminal fame is most susceptible to actions that involve organizations or actions/information with money or reward attached (such as a Bounty). Criminal fame will also spread quickest to those with contacts and informants. Its important to note, criminal fame can be easier to receive (by doing one or two particular actions) than it is to remove. After all, criminals and those in the criminal world don't often forget or forgive.
Focuses - Sometimes Fame scores might have a second number in parenthesis ( ). This refers to a Fame's focus. Certain characters may not be well known in an area outside a specific group (like Academics, Merchants or Huntsmen) but within that group be particularly famous or infamous.
Fame/Infamy/Recognition - Fame isn't always a good thing to possess especially in an intrigue game. Someone with high fame with a particular group will be more easily recognizable, more easily spotted and more easily remembered by people within that group. Additionally, high fame doesn't always mean a good reputation. It just means whether people know about you and your back story. For some, like Monks of the Shadow, having Low Fame is perhaps preferred, as it means being able to go about your business undetected and unnoticed.
Still being recognized does have its advantages, this includes getting preferred treatment without a charisma roll, or getting access to something because of your reputation. As some people in show-business put it: there is no such thing as bad press.
Time - Fame is fickle. For certain groups, time has a greater effect on their associated Fame ratings towards any given individual. As days and week pass your Fame may grow or shrink. This is because the knowledge about you will become popular and then eventually passé. Truly legendary, honorable or horrific deeds will be remembered. As well, individuals that are more connected or higher up on a social ladder, will be less likely to shift their opinions so quickly and retain their Fame rating towards somebody for longer. For everybody else (especially peasants), the lime light moves quickly and attention spans are short.
Fame Quicksheet
These are just some rules of thumb to remember when it comes to Fame.
Nobility Fame
- Hard to Obtain, but Hard to Lose.
Commoner Fame
- Easy to Obtain, but Easy to Lose
Criminal Fame
- Easy to Obtain, but Hard to Lose
These are just some rules of thumb to remember when it comes to Fame.
Nobility Fame
- Hard to Obtain, but Hard to Lose.
Commoner Fame
- Easy to Obtain, but Easy to Lose
Criminal Fame
- Easy to Obtain, but Hard to Lose
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