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3 Death Saves

Reputation and tiers

An actor’s or faction’s headline reputation is derived. It is the average of each party PC’s individual relation toward that entity. A relation a PC has not set counts as zero in the average. The result is clamped to the configured range and read as a named tier.

A reputation score is bounded by a minimum and a maximum. Any value you set is rounded to a whole number and held inside that range. The range comes from the active tier preset, and you set its bounds on the settings page.

A faction can carry its own range. When a faction links a Roll Table or uses a custom preset, its bounds override the global range for that faction and the factions that inherit from it.

A tier is a named band of the range with a label and a color. The score is matched against the tier whose threshold it meets, and the highest threshold at or below the score wins. That tier supplies the name shown beside the bar and the color of the fill.

The bar fill and the tier badge take the tier’s color. A value with no matching tier shows a neutral gray.

The tier names, thresholds, and colors are defined by the active preset. You configure presets on the settings page.

A preset is a complete reputation scheme: a range, a step, a starting value, and an ordered list of tiers. Bondsmith ships several built-in presets covering scales from a five-tier attitude track to a wide renown ladder. You can also define your own preset.

Global Defaults is the preset every entity falls back to. A faction can select a different preset, inherit its parent’s preset, or carry custom settings of its own. Inheritance walks up the faction hierarchy until it reaches a preset that is not set to inherit. See factions and hierarchy for how that chain is built.

A faction can draw its tiers from a Foundry Roll Table instead of a preset. Each result becomes one tier: the result name is the tier label, the result’s range start is the threshold, and a hex color in the description sets the tier color. A result without a color reads as a neutral gray.

Linking a table replaces that faction’s tiers and its range with the table’s rows. You link, unlink, and open the table from the faction’s detail panel.

The headline reputation bar is read-only for everyone. It is the average of the per-member rows below it. You change reputation on those member rows, one per party PC. A GM in edit mode edits any member row. A player edits only their own row. The minus, slider, number field, and plus act on the member row’s value.

The control row holds a minus button, a slider, a number field, and a plus button. Drag the slider or type into the number field to set an exact value. The minus and plus buttons step the value by the preset’s step size, and holding Shift multiplies the step.

The read-only headline bar carries GM-only minus and plus buttons in edit mode. They shift every party member’s standing toward the entity by the preset’s step in one action. The spread between members is preserved.

A change can cross a tier boundary, raise a toast, write a changelog entry, and post a chat notice, depending on your notification settings.

Below the headline bar, a member section lists one row per party PC. Each row shows that PC’s own relation toward the entity and is edited by whoever owns it. The headline bar above reads as the average of those rows.

The headline average is the value read elsewhere, including decay and the relationship board.

A player sees their own member row and can edit their own reputation toward the entity. The headline average and every other row are read-only to that player. By default a player does not see the other players’ rows. When you turn on the entity’s reveal toggle, every player’s row shows to the whole party. You see all member rows. When you hide reputation numbers, a bar shows the tier name in place of the score. See visibility and players for how scores and tiers are exposed to players.