Reputation is a measure of things your
character may do so well (or badly) that he has actually
become well known for them. A reputation for something is
always established by a character's actions, and is then
awarded by the Referee. Whenever a character encounters
new people in new situations , his reputation may
actually influence how they react to him. Some-times this
can be very good. Other times, it can be very bad:
Example: Jake the Hammer is known far and wide as
a streetfighter; he is feared thorough out Night City for
his trademark killer punch. Over time, the Referee has
awarded Jake a Reputation of 6 points. Anyone who meets
Jake for the first time must roll higher than 6 on I D 10
in order to have not heard of Jake's name. On this
particular right, Joke swaggers into the Totentanz and
orders a drink. Down the bar, Ripperjack hears the
bar-tender address Jake byname. Ripperjack puts two and
two together (a 3 on ID 10). This "Jake" must
be the sonovagun who caught The Jack's kid brother in an
alley and beat him to death with his metalshod fists.
Ripperjack's eyes flare, and his teeth grind down. He
pulls out his Minami 10 and blows a hole through Joke's
back.
REPUTATION TABLE
Level |
Who Knows About You |
1 |
Anyone who was there at the time knows. |
2 |
Stories have gotten around to immediate
friends. |
3 |
All your co-workers and casual acquaintances
know. |
4 |
Stories are all over the local area. |
5 |
Your name is recognized by others beyond your
local area. |
6 |
You are known on sight by others beyond your
local area. |
7 |
A news story or two has been written about
your exploits. |
8 |
Your exploits regularly make the headlines
and screamsheets. |
9 |
Your exploits always make the screamsheets
and TV. |
10 |
You're known worldwide. |
Reputation can also be a
disadvantage. Whenever you do something extremely uncool
(show cowardice, desert or betray someone, etc.), the
Referee can still award you Reputation Points
for these actions. The more points you score, the more
likely people are to have heard about your infa-mous
deeds (once again, roll 1D10). However, this time they
won't be impressed. If your rep is for cowardice, it can
even work against you.
Reputation in Cyberpunk has one other big
effect- facedowns. Remember; a lot of combat in this
genre comes down to a duel of wills; who's tougher,
meaner, and looks more ready to prove it. This often
leads to what are called facedowns; when two heavies on
the Street square off just before a fight, or to see
who'll back down from a confrontation.
When making a facedown, both participants will roll:
1D10+COOL+ REPUTATION
Note: If one of the opponents has a reputation for
cowardice, his value will be treated as a negative
number.
In a facedown, the loser has the option of backing
down or making any subsequent attacks against this
particular opponent at a -3 (due to fear) until he has
success-fully defeated that opponent once. On a tied
roll, both parties are unsure and no penalties will
apply.
Example: The Ironmaster is a feared boosterganger
known throughout Night City. In the middle of the
Slammer, he runs across an attractive young woman and her
male companion. The Ironmaster says "Take a clue and
vanish, Kid-trash; the input's with me now.' The Kid
stands up and says, "Vanish yourself,
burnbrain." A faceoff begins.
The Ironmaster is known all over the City, giving
him a Rep of 6. What he doesn't know is that the Kid is a
5th Dan block belt in Kenpo Karate. Although he's new in
the Zone and hasn't much of a Rep (3), he is totally
self-possessed and aware of his skills (COOL= 10). The
Ironmaster may be tough, but he's mostly a bully. His
COOL is only 4, bolstered by a Reputation made on a few
lucky fights. His total roll is 4+4+(roll of 6)= 14. The
Kid's total is 3+10+(roll of 3)= 16. The Ironmaster feels
a strange unease as he stores at the calm, ready-to-rock
Kid. His eyes shift away and he backs down with a grunt.
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