Reputation Decay
Reputation decay moves tracked scores toward a target as world time advances. Every tracked actor and faction without its own decay configuration moves toward zero. Zero stays the global target whatever scale you configure. See the settings page for the controls.
Enabling decay
Section titled “Enabling decay”To turn decay on, open the settings panel, expand Advanced Options on the Gameplay tab, and enable reputation decay. The decay rate and decay period appear once the toggle is on.
Turning decay on moves nothing by itself. The first time you enable it, the next world-time change records a starting point, and steps begin from later changes. Decay keeps that starting point while it is off. After you re-enable it, the next world-time change applies every period that passed since the last pass.
The rate sets how far a score steps toward the target each period. The period sets how often that step fires. Seconds-based periods count elapsed world time. Calendar periods count boundaries crossed on the active calendar, so a short or long month still counts as one period. Calendar periods are listed only while Calendaria is active, and the season period only on a calendar that defines seasons.
A calendar period cannot tick while Calendaria is inactive. The period control shows a warning, and decay holds until Calendaria is active again.
Only the primary GM’s client applies decay, so each period moves a score once. You name the primary GM in 3DS:ATLAS settings.
A pass that changes anything shows one summary toast on the primary GM’s screen with a count of the entries that moved. Individual steps raise no toast. Each moved score still posts its usual chat notification.
Decay steps each actor’s own stored relation toward the entity, including relations held by actors outside the party. It does not act on the combined figure shown for that entity.
A score at the target stays put. Any other score steps toward the target and stops there without overshooting.
Reputation is stored in whole numbers. A step that rounds back to the stored value leaves that score alone.
Per-entity decay
Section titled “Per-entity decay”Each tracked actor and faction can override the global behavior. Open the entity’s config drawer and find the Advanced section, which appears only while decay is enabled in settings.
The button reads Add Decay… on an entity with no override and Edit Decay… on one that has a configuration.
Decay Rate sets the per-period step for this entity, replacing the global rate. Target sets the value the entity drifts toward in place of zero. Period sets the schedule for this entity and offers the same options as settings.
Save Configuration writes the override. An override tracks its own elapsed time and runs whether or not decay is enabled globally.
Clear Decay appears only on an entity with an override. Clearing it returns that entity to the global decay behavior. Turning decay off hides the Advanced section, so switch it back on to reach the button.
Untracking an actor discards that actor’s decay configuration.
Decay records each change in the changelog like any other reputation change. The changelog attributes it to decay rather than a user.