Irah - Gold Rush
Fame and Infamy
This is mostly a copy of pathfinder’s rules for Fame. However, I’m changing the details to fit the western theme. Additionally Infamy will act like fame but in reverse.
Everyone starts with a fame of your level + Cha mod. Goblinoids gain a -2 to this, and centaur/lizardfolk gain a -4 to this. Additionally the following events on the table below can affect your fame score. Additional actions may influence it as well up to the DM’s discretion. Non-humans/dwarves/half-elves may or may not be subject to some of these.
|Single-handedly defeat an opponent with a CR higher than your level||+/-15|
|Own a legendary item or artifact||+/-14|
|Craft a powerful magic item||+12|
|Defeat a key rival in combat||+/-5|
|Earn a formal title (Governor/Governess, Marshal, Sheriff, and so on)||+3|
|Succeed at a DC 30 or higher Craft check to create a work of art or masterwork item||+2|
|Succeed at a DC 30 or higher public Perform check||+2|
|Succeed at a DC 30 or higher public Diplomacy or Intimidate check||+/-2|
|Acquire a noteworthy treasure from a worthy foe||+/-1|
|Confirm two successive critical hits in a CR-appropriate encounter||+/-1|
|Gain a level in a PC class||+/-1|
|Make a noteworthy historical, scientific, or magical discovery||+1|
|Receive a medal or similar honor from a public figure||+1|
|Return a significant magic item or relic to its owner||+1|
|Sack a band of native’s tribe||+1|
|Win a combat encounter with a CR of your APL +3 or more||+/-1|
|Defeat in combat a person who publicly defamed you||+/-2|
|Be convicted of a misdemeanor (see note)||–1|
|Be convicted of a minor felony (see note)||–2|
|Publicly flee an encounter of a CR lower than your APL||-/+3*|
|Keep company with goblin folk||-4|
|Attack innocent people||–5|
|Be convicted of a major felony (see note)||–5|
|Publicly lose an encounter of a CR equal to or lower than your APL||-/+5*|
|Keep company with savages||-8|
|Be convicted of a hanging offence (see note)||–8|
|Keep company with someone of heinous character||–18|
* The direction of change always goes towards 0. If you are at 0 you get no change.
Note: For crimes you are tried for, but not convicted of, the effect is halved (round down). For outstanding crimes you are known for, you gain the modifier until you are tried. The modifier is then removed. For example, if you are accused of murdering someone, you will gain a -8 modifier to your fame. If you are then tried for the crime and found innocent your penalty is reduced to -4.
Benefits of Fame and Infamy
Prestige Points represent your ability to leverage your Fame. You earn Prestige Points (PP) by completing objectives during the course of play. The GM decides which deeds, goals, or story elements are most important and awards players for completing them accordingly. Each time your Fame increases (or decreases if you are Infamous), you also gain 1 Prestige Point. In a typical campaign, you should gain approximately 4 to 6 Prestige Points per character level. Your current Prestige Points can never exceed your Fame. You can’t share Prestige Points with other characters; only the character who earned them can spend them. Most of the time, you spend points on rewards—titles, temporary abilities, or bonuses on tasks associated with your interests.
Spending Prestige Points earns you awards—temporary bonuses or favors. Each time you want to use an award, you must spend the Prestige Points for that award. Unless otherwise stated, bonuses from spending Prestige Points do not stack. Spending Prestige Points on a reward is not an action.
Titles are a special category of award that is permanent instead of temporary. Unless a title’s description says otherwise, you can only select a particular title once.
The following are examples of awards and titles for various thresholds of Fame. You must have at least the listed Fame to select a reward from that category.
Fame or Infamy 1
- Hero’s Luck (1 PP): You gain a + 4 luck bonus on a single skill check. You must use this award before you attempt the check in question.
- Palm Greaser (Title, Infamy 4 PP): In any larger settlement, you may locate a corrupt official. If you’re imprisoned or fined for crimes committed in the settlement’s jurisdiction, you may take advantage of this contact. You pay no fines and escape sentencing if you can make a Diplomacy check (DC 15 for misdemeanors, 20 for minor offences, 25 for major offences, or 30 for hanging offences). You can use this ability once per game session. You may select this title once for each settlement in your Sphere of Influence; each time you select it, choose one settlement where you may use the award.
- Gentleman/Lady (Title, Fame, 4 PP): Once per game session you may, due to your outstanding character, persuade another person of honor. You make a an opposed Fame check, adding your fame score+Charisma score to a d100 roll. If you win the opponent is honor bound to follow your request. Details of the request may be subject you to modifiers on this roll. If the person declines your request they take a penalty to their fame score.
Fame or Infamy 10
- Wanderer (Title, 1 PP): The long time you’ve spent on the road with fellow travelers has enhanced your knack for picking up local customs. Knowledge (local) becomes a class skill for you as long as you have this title.
- Character Witness (Fame, 5 PP): If you happen to find yourself in trouble with authorities as a result of false accusations, an influential benefactor steps forth to vouch for your honor, absolving you of any wrongdoing. You can use this award without penalty up to three times, after which the available benefactors begin to question your reputation; any further uses cost you an additional 1d4 Prestige Points.
- Black Market Connections (Infamy, 5 PP): You can find someone willing to sell a normally illegal item, provided you are in a suitable settlement. Alternatively you can find a stolen version of an item normally for sale at half its cost. Keep in mind this item will still have a proper owner.
- Lore of Ages (1 PP): You may secure the assistance of a dedicated sage, librarian, or other knowledgeable individual, granting you a +5 bonus on any single Knowledge check after 1 hour of research. You make this Knowledge check as if you were trained in that skill.
Fame or Infamy 20
- Favored Territory (Title, 5 PP): Choose a 100-square-mile region within your Sphere of Influence. This is now your favored territory, and you gain a +2 bonus on Diplomacy checks within that territory. When your Fame reaches 30, you can select this title a second time, gaining a second favored territory and increasing the bonus in your first favored territory to + 4. When your Fame reaches 55, you can select this title a third time, gaining a third favored territory and increasing the bonus in your first favored territory to + 6 and in your second to + 4 .
- Fence Friend (Title, Infamy, 4 PP): Once per game session when selling any item, you may do so through an NPC fence, increasing the sale price of the item to its full price. This item must be “hot.”
- Initiate (Title, 1 PP): A powerful organization accepts you into its ranks. This could be a law organization, a band of outlaws, or even a noble native tribe. One skill appropriate to that organization becomes a class skill for you. You may select this title multiple times; each time you select it, you choose an appropriate organization to join and another skill that becomes a class skill. The GM determines whether an organization is available and what skills are appropriate choices for it.
- Intense Student (Title, 2 PP): You gain a +2 competence bonus on checks with one skill as long as you have this title. You can take this title again once your Fame reaches 30, 40, and 55, selecting a different skill each time.
- Master of Trade (Title, Fame, 4 PP): Using influential contacts and mercantile experience, you can find a good deal. Once per game session, you gain a 10% discount when purchasing an item. This award cannot be used for spellcasting services, costly material components, items normally sold at full value (such as trade goods or gems), or magic item crafting.
- Sacrifice (0 PP): Make a significant sacrifice to gain 1d3 Prestige Points. If you are a heroic character, you must spend 375 gp × your character level to use this award, representing a great feast in your name, charitable giving, or other expenses that improve your reputation. If you are a villainous character, you must kill or sacrifice allies and minions whose total Hit Dice equal your character level, representing callous evil toward your friends and underlings. You can use this award once per month.
- Sage (Title, 5 PP): Select one Knowledge skill. You can make untrained checks with this skill up to a maximum of DC 20 instead of the normal limit of DC 10. You may select this title multiple times, each time selecting a different Knowledge skill.
- Temporary Cohort (1 PP): Gain a cohort as if you had the Leadership feat. This character remains in your service for 24 hours.
- Vindicator (Title, 2 PP): Pick one rival organization as your hated enemy. You gain a +1 bonus on attack and damage rolls against members of that organization. This is a favored enemy bonus.
Fame or Infamy 30
- Escape Death (5 PP): If you are reduced to 0 hit points or fewer but are not dead, you automatically stabilize; on your next turn, you are healed 2d8+3 hit points. You can select this award only once per character level.
- Notorious Outlaw (Title, Infamy, 5 PP): Your reputation strikes fear in those lacking suitable backbones. Unless lead by a authority figure of renown, common folk will not resist you. Extraneous circumstance may change this fact.
- Officer (Title, 5 PP): You can select this title only if you have selected the initiate title. Your rank within your chosen organization increases. You gain an appellation appropriate to the organization and a + 4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made to interact with anyone within the organization. If you belong to multiple organizations, you may select this title multiple times.
- Respected Lawman (Title, Fame, 5 PP): You hold enough respect that you can arrest, detain, and confiscate possessions from any common citizen you suspect has committed or is committing a crime. This right does not apply when dealing with political figures, powerful businessmen, or those who have ranks or titles similar to or greater than your own.