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skull_shackles:infamy

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skull_shackles:infamy [2022/08/16 12:00] johnbskull_shackles:infamy [2023/03/09 22:53] (current) – [Winning Infamy:] johnb
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 ===== Winning Infamy: ===== ===== Winning Infamy: =====
    
-A few things are required to gain Infamy: an audience, a deed to tell about, and a f lair for storytelling. Proof of the group’s deed in the form of plunder doesn’t hurt either. To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted. Occasionally, deeds of exceptional daring or depravity might win a party increases to its Disrepute. This sort of discretionary bonus to Disrepute is noted in the context of an adventure or determined by the GM.  +A few things are required to gain Infamy: an audience, a deed to tell about, and a f lair for storytelling. Proof of the group’s deed in the form of plunder doesn’t hurt either. To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted. Occasionally, deeds of exceptional daring or depravity might win a party increases to its Disrepute. This sort of discretionary bonus to Disrepute is noted in the context of an adventure or determined by the GM.  
-Infamy per Port: No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy from any particular port. However, this amount resets every time a group reaches a new Infamy threshold  (10, 20, 30, 40, 55) . Thus, once a group gains 5 points of Infamy in Quent, it can gain no further points of Infamy from that port until it reaches the next Infamy threshold, though the crew can travel to another port and gain more Infamy by boasting to a new audience. +Infamy per Port: No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy from any particular port. However, this amount resets every time a group reaches a new Infamy threshold  (10, 20, 30, 40, 55). Thus, once a group gains 5 points of Infamy in Quent, it can gain no further points of Infamy from that port until it reaches the next Infamy threshold, though the crew can travel to another port and gain more Infamy by boasting to a new audience.  
 + 
 +A few deeds spread by word of mouth, so you might find that your infamy increases (or decreases) without any effort from you.  For example, the fact that you took The Man's Promise from Plugg - will leak out from Rickety's Squibs, regardless of your actions.  Equally, cowardice, or similar actions, will always become known, somehow.
  
 ===== Plunder and Infamy: ===== ===== Plunder and Infamy: =====
skull_shackles/infamy.1660644044.txt.gz · Last modified: 2022/08/16 12:00 by johnb