Reputation and tiers
Every tracked actor, faction, and location holds a single numeric reputation score. That number is clamped to a configured range, and where it falls inside that range decides which named tier it reads as.
The reputation range
Section titled “The reputation range”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.
When colorization is on, the bar fill and the tier badge take the tier’s color. When it is off, the bar stays neutral.
The tier names, thresholds, and colors are defined by the active preset. You configure presets on the settings page.
Presets
Section titled “Presets”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.
Tiers from a Roll Table
Section titled “Tiers from a Roll Table”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.
Adjusting a score
Section titled “Adjusting a score”The reputation bar is where you change a score. A GM in edit mode sees the full control row; a player and a GM out of edit mode see a read-only bar.
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 score by the preset’s step size, and holding Shift multiplies the step.
When a faction or actor has tiers, a row of tier chips sits below the bar. Clicking a chip sets the score straight to that tier’s threshold.
A score change can cross a tier boundary, raise a toast, write a changelog entry, and post a chat notice, depending on your notification settings.
Secondary bars
Section titled “Secondary bars”Alongside the stored score, a detail panel can show a second, read-only bar derived from related entities.
A faction detail shows a member average: the mean of its member-actors’ reputations, weighted by rank. A faction set to per-player reputation can instead show a party average across each player’s own reputation with it.
An actor detail shows a party average: the mean of each party member’s individual relation toward that actor.
These bars are informational and you cannot edit them. You toggle each one’s visibility from the panel. The stored score on the primary bar remains the value Bondsmith reads everywhere else, including decay and the relationship board.
What players see
Section titled “What players see”A player’s reputation bar is always read-only. When you hide reputation numbers, the bar shows the tier name in place of the score. See visibility and players for how scores and tiers are exposed to players.