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Thanks for catching those. I'll look at making things more clear in the manual itself.

Thieves recover luck daily.

Looks like reputation got about 1/2 explained on the party sheet itself. Only other thing of note is that it ranges from 2-12.

What is the starting reputation level? How it increases? When it refers to npcs help, it means that this mechanism is used to recruit hirelings?

Starting reputation would depend on how power is gained, but I suppose 8 would be normal. It goes up when the ruler does things the population really likes, there are a few examples listed. The Retainers are low-level characters that come with the domain, and can either be sent on NPC missions, or played by players in low-level games.

Does that clear it up?

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Thank you very much for your answer.

So, if I understand correctly, if the party wants to recruit a follower or a specialist, they must roll 2d6: if the total exceed their reputation, the recruit them; if not, they recruit them anyway but the reputation drops 2 points down. Is it correct? Or the reputation rule is used only for organizations and npc different from hirelings/specialists?

What happens if the reputation drops to 0? They can't recruit of ask help anymore?


PS: I think I'll use this game to run my future campaigns, I really like it. Can't wait to read future zines

Hmm. I think I'll need to fully flesh out the reputation system, as you have several good questions that aren't really answered.
If reputation is 5 or less, a faction won't do favors for you. If it drops to 3 or less, you're probably a wanted criminal.

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I hope I helped in some ways. I'll wait for the updates, then.

Thanks again for this game, I really like it 

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Hil Hilander, can you help me with these final doubts?