Notoriety: Difference between revisions

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Notoriety, shorthand NR, is the measure of an individual versus the perceptions of the greater public or common society within any given [[Domains|domain]]. It may be negative or positive; certain qualities which influence NR include a character's [[Races|race]] or actions undertaken within a domain that denizens of that domain broadly object to, such as spellcasting in the view of authorities or non-player characters where NR is a factor. Such objectionable actions will be listed on that domain's page.
Notoriety, shorthand NR, is the measure of a character’s trustworthiness as viewed by the greater public or common society within any major [[Domains|domain]]. Actions which cause NR shifts may be negative or positive, and a character’s target NR (described below) may be adjusted due to their [[Races|race]] or [[Backgrounds|background]]. Actions which cause negative NR shifts will be described on the page of each major domain: [[Barovia]], [[Borca]], and [[Cordova]].


== The Notoriety Scale ==
== The Notoriety Spectrum ==
Notoriety is expressed through scale thresholds. Shifts to this scale are communicated to the player when an objectionable action is taken or when their NR improves past an appreciable threshold. Though exact numerical values are obscured from the player when looking at one's NR in the character sheet, characters will know if their NR is close to the nearest positive or negative threshold. [[Attributes|Presence]] is a factor - characters who have intense presence will resist negative shifts where characters who have negative Presence find these shifts easier.
Notoriety is exposed to the player through five different thresholds on an overall spectrum. It may be presumed that their character is aware how a domain’s society perceives them. Though exact numerics are obscured from the player when looking at the character’s NR in the character sheet or with the !menu chat command, players will be notified when their NR is close to the nearest positive or negative threshold. The character’s Presence is a factor—characters who have a strong presence will resist negative shifts better than characters who have a weak presence, and those with weak presence will come into those shifts easier.


=== Hostile ===
=== Hostile ===
The character has wronged society in some way, or transgressed against expectations to the degree that they are disbarred from almost all services in any given settlement and may even be excised from within the walls by arms-bearing authorities. Caliban who do not adequately cover themselves begin play with Hostile NR in the major domains.
The character has made grievous faux-pas or otherwise wronged society to such an extent that they are ostracized and disbarred from almost all services in a settlement and may even be excised from that settlement by arms-bearing authorities. Caliban who do not adequately cover themselves begin play with Hostile NR in the major domains.


=== Disfavored ===
=== Disfavored ===
The character is unusual or attracts suspicion. They have access to most services inside a settlement but may face worse rates or less product, with some establishments refusing them altogether. A plurality of non-human races begin play with Disfavored NR in the major domains.
The character is unusual or has done something to attract suspicion. They have access to most of a settlement’s services but may face worse rates, less product, or be refused altogether in some upscale establishments. A plurality of humanoid races begin play with Disfavored NR in the major domains.


=== Neutral ===
=== Neutral ===
The character is unremarkable, and has little to no record with the authorities. They can expect baseline access to services inside a settlement and opportunities for more exclusive areas. Humans begin play with Neutral NR in the major domains.
The character is unremarkable and has little to no record with the domain authorities. They have access to services inside a settlement as a baseline and potentially opportunities to enter more exclusive establishments. Most humans begin play with Neutral NR in the major domains.


=== Favored ===
=== Favored ===
The character is considered to be established and ingratiates themselves with society. They have better access to services, benefiting from reduced rates and other previously unavailable choices. [[Backgrounds|Native]] humans of a major domain tend to begin play with Favored NR for that domain. Favored is the maximum possible NR achievable through automatic sources in ''[[The Domains of Dread]].''
The character is established and ingratiates well with society. They have access to better services and may have reduced rates or new choices previously unavailable. Most native humans of a major domain begin play with Favored NR within that domain. Favored is the maximum possible NR achievable through automatic sources in ''The Domains of Dread''.


=== Trusted ===
=== Trusted ===
The character has proved themselves useful and benevolent with society. They have the best access to services and carry an amount of leeway with the requests they are able to make regarding settlement authorities. Though no characters begin play with Trusted NR, it is achieved through conscious, helpful action in any given domain as handed down by [[Staff, Requirements and Applications|Game Masters]].
The character is a known, welcome quantity who has demonstrated to be useful and benevolent with society. They have the best access to services and carry an amount of leeway with requests they make regarding domain authorities. Though no character begins play with Trusted NR it may be earned through conscious action in any given major domain as handed down by [[Staff, Requirements and Applications|Game Masters]].


== Target Notoriety ==
== Target Notoriety ==
A character may at any time observe their target NR for a given domain, typically the NR they would have had if they began play in that domain. Their present NR will shift toward their target NR [[Glossary|IRT]], determinant to their Presence for how slow or faster (the better Presence, the slower if negative, or faster if positive and vice versa for worse Presence).
A player may at any time observe their target NR for a given major domain, usually the NR they would have had if they began play in that domain. Their present NR will shift toward their target NR [[Date and Time|IRT]], determinant to their Presence for how slow or quickly. A character’s target NR may be adjusted, including from race or background, due to actions made during play such as if they are corrupted or persecuted by the domain authorities.

Revision as of 13:32, 25 May 2025

Notoriety, shorthand NR, is the measure of a character’s trustworthiness as viewed by the greater public or common society within any major domain. Actions which cause NR shifts may be negative or positive, and a character’s target NR (described below) may be adjusted due to their race or background. Actions which cause negative NR shifts will be described on the page of each major domain: Barovia, Borca, and Cordova.

The Notoriety Spectrum

Notoriety is exposed to the player through five different thresholds on an overall spectrum. It may be presumed that their character is aware how a domain’s society perceives them. Though exact numerics are obscured from the player when looking at the character’s NR in the character sheet or with the !menu chat command, players will be notified when their NR is close to the nearest positive or negative threshold. The character’s Presence is a factor—characters who have a strong presence will resist negative shifts better than characters who have a weak presence, and those with weak presence will come into those shifts easier.

Hostile

The character has made grievous faux-pas or otherwise wronged society to such an extent that they are ostracized and disbarred from almost all services in a settlement and may even be excised from that settlement by arms-bearing authorities. Caliban who do not adequately cover themselves begin play with Hostile NR in the major domains.

Disfavored

The character is unusual or has done something to attract suspicion. They have access to most of a settlement’s services but may face worse rates, less product, or be refused altogether in some upscale establishments. A plurality of humanoid races begin play with Disfavored NR in the major domains.

Neutral

The character is unremarkable and has little to no record with the domain authorities. They have access to services inside a settlement as a baseline and potentially opportunities to enter more exclusive establishments. Most humans begin play with Neutral NR in the major domains.

Favored

The character is established and ingratiates well with society. They have access to better services and may have reduced rates or new choices previously unavailable. Most native humans of a major domain begin play with Favored NR within that domain. Favored is the maximum possible NR achievable through automatic sources in The Domains of Dread.

Trusted

The character is a known, welcome quantity who has demonstrated to be useful and benevolent with society. They have the best access to services and carry an amount of leeway with requests they make regarding domain authorities. Though no character begins play with Trusted NR it may be earned through conscious action in any given major domain as handed down by Game Masters.

Target Notoriety

A player may at any time observe their target NR for a given major domain, usually the NR they would have had if they began play in that domain. Their present NR will shift toward their target NR IRT, determinant to their Presence for how slow or quickly. A character’s target NR may be adjusted, including from race or background, due to actions made during play such as if they are corrupted or persecuted by the domain authorities.