Fallout PnP
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"Every action has an equal and opposite reaction" -Isaac Newton

Nothing you do in the wasteland is without consequence. As you make tough decisions and pick sides, you'll acquire Reputation, good and bad, with various wasteland factions. At the same time, your Karma, a measure of your morality and general disposition, will build; regardless of whether or not they're even witnessed.

Karma[]

Karma is measured on a linear scale from -50 to 50, and measures your general reputation, your disposition, and the cosmic good-feelings inherent in a word like Karma. Most Karmically charged acts give 1-2 points of Karma (or reduce them by the same). While Karma is mostly a cosmetic value, some Perks are locked to certain Karmas, and having very low or very high Karma can give bonuses to Speech, Intimidate, and Deception checks with certain groups.

Reputation[]

Reputation is a scale of 50 to -50, representing the disposition of a faction or individual towards you. For each point of positive disposition you have you gain a 1% trade bonus within the group and for every 5 points you gain +1 to Persuasion and Deception checks in regards to convincing the group about something (Inversely a negative disposition results in penalties to these checks). There are 3 types of factions you can gain reputation with:

  • Major Factions: Large powerful groups, such as enormous organizations, armies or major city authorities
  • Minor factions: Gangs, small towns or cities, small groups
  • Individuals: A single person or small party who is not affiliated with any other faction

While individual deeds can vary vastly in weight, here are examples of how to gain or loose trust within a group. As a small rule, it typically takes twice as much to impress a major faction as it does to impress a minor faction, and individuals are more impressed with friendly deeds (twice as much) then major and minor factions

  • Complete a quest that benefited the group +2 Rep
  • Completed a quest for the group +5 Rep
  • Saved the life of a member(s) +4 Rep
  • Aided the Faction in a battle against another faction +3
  • Represented the group favorably or did a tiny favor +1 Rep
  • Killed an Enemy of the faction +1 Rep
  • Insult a member -1 Rep
  • Spoke poorly or poorly represented the faction -2
  • Assault a faction member -10 Rep
  • Kill faction member(s) -20 Rep
  • Kill faction member(s), but convince the faction it was necessary -10 Rep
  • Cheat the faction -5 Rep
  • fail a task for the faction -5 Rep
  • lie within the faction -3 Rep
Sean Wagemans Fallout PnP
Rules Character Creation | Skills | Perks | Lesser Perks | Traits
Armory Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown | Ammunition
Gear Items | Chems and Consumables | Food and Water | Skill Books | Crafting
Bestiary Abominations | Animals | Ghouls | Insects | Robots | Super Mutants
Reference Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma
The Sound Seattle Introduction
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