Fame
| 
 Fame and Infamy Likewise Infamy taints that celebrity. You're still famous, respected even, but you aren't as admired. A tinge of fear creeps into interactions with you. Prominent citizens prefer to applaud you from afar, and desperately hope you don't show awkward interest in their sons or daughters. Righteous heroes may be stand-offish or try to offer you advice. You may even prefer that distance and fear. Remember that the reputation belongs to the band as a whole. If most of the band wants to have a clean reputation then they may not appreciate it when you perform a deed that will taint them all. Infamy is preventable. You have to get caught doing something despicable. If no one sees you do it then you don't gain infamy unless you just tell people and they believe you. Hiding your identity with a mask or eliminating witnesses are common preventative measures. There might still be rumors and suppositions, but no one believes them enough for it to stick to your reputation. Likewise even if a witness isn't credible or there is no solid proof that you performed a deed it will still tarnishes you if steps aren't taken. Your fame is a tool to be cultivated and enjoyed. It will also attract people with similar goals and philosophies. These individuals may just be helpful personalities, or they may be characters that replace fallen comrades.  | 
As goals are achieved, and sometimes as a special reward, the band gains fame. Each time you gain fame from any source, the band leader fills 
 a bubble on the fame track. Every fifth bubble filled in gives you a benefit:
- Famous: You gain the Proven bonus (+2) on social checks.
 - Influence: Your influence track increases by one each time you gain this.
 - Daunting: Individuals without statistics will automatically do as you command unless someone else resists.
 - Legacy: You gain an additional legacy within the game world.
 
| Unknown (No benefits) | ||
Famous  | 
+1 Influence  | 
Daunting  | 
+1 Influence  | 
+1 Influence  | 
+1 Legacy  | 
Infamy
A 
 represents fame for positive deeds, but you can gain fame from despicable deeds as well. Organizations or the land itself define certain acts as infamous. When any member of the band is caught performing such an act the band leader must note the cause on the track and 
 a bubble on the fame track instead of filling it. If you aren't caught (or witnesses can be silenced before spreading word of your deed) then you don't need to gain the 
. These bubbles are called infamy, and do still count as fame for unlocking the regular rewards. Just like regular fame, you do not gain infamy for the same deed twice, but escalating the deed may earn additional infamy. Note that some infamy may not count when dealing with different lands or organizations. You gain extra effects depending on how much infamy you have:
- Tarnished: (
 or 
) You never gain the Proven bonus on social checks against targets with no infamy.
 - Terrible: (


 or 


) You always have the Treacherous penalty (-2) on social checks, but you are Daunting even if you have not yet unlocked that bonus.
 - Notorious: (




 or more) You always have the Treacherous penalty (-2) on social checks, but you are Daunting even if you have not yet unlocked that bonus. You become a target for Reckoning.
 
Redemption
It may be possible to eliminate infamy. You may not have earned fame since you gained the infamy. You must then provide restitution, and penance for the deed.
- Restitution: The damage done by the infamous act must be reversed if possible, or replaced if not. For example if someone was murdered, saving the life of someone related may count, or executing the guilty member of the band could also count.
 - Penance: Once you have made restitution, the next time you would gain fame the 
 is filled in to become 
 normal fame. If you gain fame before restitution is made then you lose your chance for penance and redemption.
 
Version 2.5.0
©2014 Frameworks Games
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