Professional Documents
Culture Documents
This is an
amalgamation of other systems, altered for use with Dungeons and Dragons 5e. Included is a
new system for social interactions. It also describes a system for gaining fame and infamy, along
with proposed benefits. Finally, it expands the Renown system that especially works well for
certain types of campaigns.
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Rank 1: Initiate ................................................................... 8
Rank 2: Agent ..................................................................... 8
Rank 3: Stalwart .................................................................. 9
Rank 4: Mentor ................................................................... 9
Rank 5: Recruiter ................................................................ 9
Rank 6: Politician................................................................ 9
Rank 7: Leader .................................................................... 9
Sidebar: The New Renown System .................................... 9
Change Log ............................................................................. 9
Often players develop relationships with particular
NPC’s, sometimes positively, and sometimes creating
hatred towards the party. This new system allows for
greater application of benefits and penalties for making
friends, influencing people, and doing things to make Your reputation is determined by the choices you make
people upset with them. It also has rules for affecting and how you interact with the world. The people of the
whole settlements, nations, and even races. When word world you live in will hear of your deeds, whether positive
gets around about the party and the individual or negative. A reputation cannot be “good or bad”, “moral
adventurers, will it be beneficial to their interactions, or a or immoral”, etc., as such judgements are relegated to
detriment? alignment. Each group, faction, race, and organization
In addition, there is an expanded Renown system keep separate reputations for you. For example, you can
designed for longer campaigns or campaigns that revolve help out one nation positively increasing your reputation
around one or more factions. It defines benefits for with it, but also negatively with that nation’s enemies. Each
factions and creates new ways of increasing renown. It choice you make can affect your reputation in the world.
also weaves the reputation system with the renown Reputation is tracked using two separate numerical values,
system. Fame and Infamy. Both start at 0 and only increase from
there and can never lessen.
Although both numbers are positive, your overall
Reputation ......................................................................... 2 reputation with a group equals: (Fame) – (Infamy). You can
Fame ........................................................................................ 2
leverage your reputation as a modifier to charisma rolls
with your DM, and your DM may require this modifier to
Infamy ...................................................................................... 3
apply to a charisma roll at their discretion. A DM who
Disposition ......................................................................... 3 applies many reputation points may also rule that every 5
Dispositions ............................................................................. 3 or 10 points adds a bonus or penalty to Charisma rolls. It
Affectionate ......................................................................... 3 is incumbent on the DM to apply a reputation modifier to
Friendly................................................................................ 3 the player’s roll, either in secret or openly as they wish.
Amiable ............................................................................... 3 Each race, nation, settlement, and individual can have a
Indifferent ........................................................................... 3 separate reputation for the party. It is even possible that an
Dislike .................................................................................. 4 individual of a particular race would use both the racial
Unfriendly ........................................................................... 4 and individual Fame and Infamy scores combined. This is
Malicious ............................................................................. 4 very important for roleplay, because even if the party are
Unknown Quantities .............................................................. 4 heroes in a particular settlement, if you’ve killed Orcs by
Recognition ............................................................................. 4 the hundreds, the half-orc mayor in the settlement may be
Non-player Character Notoriety ......................................... 4 torn between accepting the positive Fame reputation
Sidebar: Managing Dispositions as a Player ....................... 4 received for helping his settlement, and the negative
Evolving Dispositions.............................................................. 4 Infamy reputation gained for slaughtering his Orc clan.
Variant: Interactive Social Encounters ............................. 4
Sidebar: Player’s Rolling Against Players ............................ 5
Factions and Organizations ............................................... 6 You gain fame by completing great deeds for a group that
affects them positively. For example, if you help pacify a
Renown.................................................................................... 6
band of marauding orcs for a village as requested, you may
Gaining Renown ................................................................. 6 receive 1 Fame with that village. More importantly, if you
Benefits of Renown ............................................................. 7 see the town’s plight and take care of
Loosing Renown ................................................................. 8 their problem with no promise of a
Advancement and Benefits ..................................................... 8 reward, you can gain anywhere from 2-5
2
fame with that village. Fame is expansive, meaning gaining There are seven types of disposition. Three are favorable,
enough fame with one village grants you fame with the three are unfavorable, and the seventh is indifference,
region, and gaining enough fame with a region grants you neither favorable nor unfavorable. Descriptions of each
fame with the nation as a whole. The benefits can allow follow and include the relevant Disposition Rating and
you to leverage contacts, participate in political discourse, modifiers to Deception and Persuasion checks. All of this
or have your voice heard among that group. information is also summarized on the Dispositions Table
below.
Dispositions
You gain infamy by doing something that negatively affects Deception Persuasion
a group. Committing crimes may be the simplest example, Disposition
Modifier Modifier
but you can also gain infamy for personal, public affronts Affectionate –2 +5
to an important member of an organization. Choosing one Friendly –1 +3
organization’s goals over another may gain you infamy, Amiable +0 +1
especially if the non-player characters feel personally Indifferent +0 +0
disrespected. Like fame, infamy is similarly expansive. Dislike +1 –2
Infamy offers little direct reward and may lead to serious Unfriendly +2 –4
complications. However, as a general rule, gaining infamy Malicious +3 –6
with one group will (almost) always raise your starting
disposition or fame with members of a rival group. For
example, if you rob a particularly snobby noble and get
caught, the nobles will regard you as infamous, but it may Deception Modifier: –2 Persuasion Modifier: +5
lead to a prominent thieves’ guild wishing to recruit and Affection implies love and adoration, feelings of obligation
train you. Sometimes, gaining infamy is worth it. and strong loyalty such as that shared between most
spouses, parents and their children, and so on. A character
of this disposition gives in to most requests even if the
request is to their detriment. Affectionate characters are
likely to overlook faults in the person they adore, and they
A disposition describes a particular outlook as it relates to would give their lives for that person.
how one character sees another. It can immediately
describe whether a character sees you in a good light or
bad, whether he intends you harm or wants to help you. Deception Modifier: –1 Persuasion Modifier: +3
Whereas your reputation is with groups, each character has A Friendly disposition suggests feelings of kinship and
a disposition with each other character. goodwill and is found in most siblings, long-time allies, and
Dispositions are useful roleplaying devices, establishing members of the same household. Friendly can also serve to
parameters about how you might play your character define the relationship between knights bound to a
during a social interaction and helping to frame your common cause and the ties that bind the closest members
responses and reactions. It’s far more difficult to convince of the Watch to each other and their commanders.
a person who hates you to help than a person who loves Friendly characters are willing to do you favors and may
you. It’s rather difficult to mask your disdain when trying take risks on your behalf. They won’t betray you, and that’s
to befriend a long-time enemy, just as it’s hard to dupe a what counts most.
person you love. The effects of disposition on your words,
body language, and other elements of a social interaction
can’t be understated. Therefore, Disposition interacts with
your efforts at Deception and Persuasion, by providing Deception Modifier: +0 Persuasion Modifier: +1
bonuses or imposing penalties to your Charisma roll Amiable characters see you in a positive light and consider
results. you an acquaintance — but not necessarily a friend. Such
Moreover, when a DM allows for opposing Charisma characters are unlikely to put themselves at risk for you, but
rolls or a Charisma (Deception) or (Persuasion) roll against they are helpful if it benefits them. A character with an
a PC, it is customary to have the PC take into account their Amiable disposition may betray you if given a good reason.
feelings about how they feel about the character,
specifically what their disposition towards the character is.
Deception Modifier: +0 Persuasion
Modifier: +0
3
An indifferent character has no strong feelings toward you, hard to assess the effect notoriety has on an individual
one way or the other. He may be convinced to help you, character’s reputation. To address this potential
following orders out of duty, and he may consent to other complication, you can always make a Wisdom (Insight)
favors if he gets something in return. Indifferent characters check to see if you can recognize their disposition towards
won’t take risks to help you unless suitably compensated. you. A warning, other characters can make the same check
to determine your disposition towards them.