Gaining Reputation and Experience - updated November 5th

Reputation Points (RPs) are an add-on to the rules. Their purpose is to reflect the clout the character carries. RPs may also be used to gain perks and such, as they are a mechanism by which the rapid growth of characters in traditional comic books often quickly gain power and benefits by virtue of their increased stature in the fictional world and increased readership in the real world. For example, a caped hero may begin in the comics with a modest base of operations which grows rapidly over the years to become in its own right a formidable fortress. Additionally, we typically see the heroes gain contacts to official organizations and such. Finally, we sometimes see superheroes take quantum leaps in their abilities, such as going from a modest leap to zero endurance flight.

Each time a character faces an opponent, the results must be classified as situation is taken care of "once and for all", situation taken care of "this time", situation handled but not over, situation got out of control but the PCs did their best, or situation is "blown completely." Furthermore, the opposition must be classified as a background NPC or nuisance, interesting but not that powerful, about even but not that colorful, tough/a worthy challenge, stacking the odds against the PCs, or "the BIG BAD!"

A situation or enemy that's taken care of "once and for all" is one where the opponent appears to be vanquished for good. The opponent may be considered vanquished by being reformed, killed, or otherwise rendered harmless. An enemy or situation that's taken care of "this time" is where the enemy/situation is defeated and severely set back, to the point of harmlessness at least for a while (could be imprisoned).  A situation or enemy that's "handled but not over" is one in which the opponent's objectives are frustrated but the opponent may return to fight another day.  It is up to the GM and the campaign type to determine if a prison sentence constitutes "once and for all" or "this time"; in X-Champions, prison is usually "this time".  Campaigns where villains break out of jail every other week clearly would lead to classifications of "this time" or, in sillier worlds, even "for now".  "Situation out of control but the PCs did their best" normally is any result that is either inconclusive or where the opponent may not have been able to realize his objectives but may be left in a position where he still might easily attempt to do so easily. The PCs "did their best" is more of a colorful phrase than a prerequisite!  Finally, the situation being "blow completely" is of course that, one where the PC just plain screwed up or was completely unable to handle the situation at all.

The classification of enemy/situation is fairly straight-forward.  It should be noted that the context for "background NPC" is akin to nuisance, an NPC that is not any real threat.  "Interesting but not that powerful" is typically for any background NPC that still may not have been a real threat but presented an interesting situation for the PCs, amused the PCs, or otherwise was a cut above the anonymous non-threat.  "Even but not that colorful" is a way of noting that while the opponent or situation was not easy to face, it also was not particularly memorable.  A tough, worthy challenge is essentially any rough circumstance or fight for the PCs, but is typically not quite the most dire or critical fights.  "Stacking the odds against the PCs" is a way of noting that the situation simply had only a rare chance of the PCs overcoming it completely, that the GM had some sort of special advantage for the NPCs or they were otherwise simply that overwhelming.  "The BIG BAD!" is reserved for those major opponents or crisis situations; usually this is the villain in a major story arc or a situation that shapes the game.

It is crucial to note that an "opponent" is not necessarily a direct personal foe. An opponent may be a large organization that a character is fighting long-term. An opponent may be the defenses of a fortress. An opponent may be a particularly baffling clue. GMs should consider anything that had to be overcome an opponent.

Typically GMs may award experience and reputation for every hour of real time playing to each players' characters that participated and acted in character. This dispensation is particularly suitable for games where much of the action is centered on the interpersonal roleplaying activities rather than battles and detective work.

Another method of gaining experience is practicing. Practicing is different in that it requires that the player indicate what the character is practicing and how he/she is doing so. Every 120 hours (3 weeks) of solid practice may raise the skill or power that is being practiced. It is important that the GM understands clearly the method of practice and that it makes sense. This method of gaining experience is a great way of reflecting the longer periods of time that may go by between the active adventuring played out in a gaming session. Furthermore, no character may practice more than 40 hours per week.  Similarly, GMs may choose to award XP based on what he deems to be in the ballpark of such work or simply colorful, well-detailed player description or purpose or the like.

There are a few actions that can quickly raise characters' reputation. They include "great" acts of heroism (or if appropriate villainy or publicity) and "enduring" acts of the same. A great act of publicity/heroism/villainy is any action that is highly visible to the world of super adventuring or, if not known to others, reflects unusual bravery or treachery. It should be something well above the call of duty, not merely saving hostages, but rather something of a self-sacrificial nature or extraordinarily gruesome, for instance. The next class of heroism/villainy is known as an "enduring" act and as that implies it has a historical impact, something that will either never be forgotten or which clearly affects future history. A particular subclass of these sorts of action which the GM may award points for is any time the character's action results in him/her becoming the sworn enemy of one of the campaign world's world-renowned super characters or organizations.

Finally, a GM may award points for money gained, as in many traditional roleplaying games. This is, of course, optional (indeed as are any rules!), but is provided particularly for those games where there is either a mercenary aspect or worldly gain is frequently a reflection of a character's success. Note that these points are awarded only for those actions directly as the result of the character's super heroics or villainy. They should not be awarded for the characters' professional gain. Examples where this would be applicable would include the money gained in a heist executed by a supervillain or money gained as a reward for bringing in a supervillain.

The Reputation/Experience Action Chart below indicates the reputation and experience points that may be gained for the actions detailed above.

ACTION RPs XPs
Enemy is taken care of "once and for all!", where enemy or situation is...
a background NPC or a nuisance +.5 +.025
interesting but not that powerful +2.5 +.125
about even, but not enough color +7.5 +.375
tough, a worthy challenge +17.5 +.875
stacking the odds against me! +30 +1.5
the BIG BAD!! +50 +2.5
Enemy or situation is taken care of...this time and it was
a background NPC or a nuisance +.25 +.0125
interesting but not that powerful +1.25 +.0625
about even, but not enough color +3.75 +.1875
tough, a worthy challenge +8.75 +.4375
stacking the odds against me! +15 +.75
the BIG BAD!! +25 +1.25
Enemy's plans were thwarted or the situation handled, but he got away or it isn't over against
a background NPC or a nuisance +0 +0
interesting but not that powerful +.5 +.025
about even, but not enough color +2.5 +.125
tough, a worthy challenge, or stacking the odds against me! +7.5 +.375
the BIG BAD!! +17.5 +.875
It got out of control but I did my best against
a background NPC or a nuisance -.5 -.025
interesting but not that powerful +0 +0
about even, but not enough color +.5 +.025
tough, a worthy challenge, or stacking the odds against me! +2.5 +.125
the BIG BAD!! +7.5 +.375
I blew it completely against
a background NPC or a nuisance -2.5 -.125
interesting but not that powerful -.5 -.25
about even, but not enough color +0 +0
tough, a worthy challenge, or stacking the odds against me! +.5 +.25
the BIG BAD!! +2.5 +.125
Acting in character per real hour of playing +.5 +.125
Per 120 hours (game-time) practicing in a particular characteristic or skill - just applies to that skill +0 +.25
Acts of great heroism of villainy or publicity +15 +0
Acts of enduring heroism or villainy or publicity +40 +.25
Becoming the sworn enemy of any world-renowned super +17.5 +0
Money gained through super identity (per event)...
$1-$500.99 +.5 +.0125
$501-$2,500.99 +1.5 +.0375
$2,501-$10,000.99 +3.5 +.0875
$10,001-$50,000.99 +6.5 +.1625
$50,001-$250,000.99 +10.5 +.2625
$250,001+ +15 +.375

A "dial chart" is also applied for use as a modifier for the rapidity of growth you’d like for your campaign – note you can choose different growth rates for experience as opposed to reputation.  For the X-Champions campaign, we'll be using the "Fast Growth" option.  Any player more than 50 points in XP behind the top player receives XP at the "Very Rapid" growth rate.  As of this writing, any player more than 100 points in XP behind the top player receives XP at twice the "Very Rapid" growth rate.

Type of Campaign Growth

Multiply Above XPs by…

Multiply Above RPs by…

Slow Growth

.5

.75

Moderate

1

1

Fast Growth

2

1.5

Very Rapid Growth

4

2

Reputation points are always only awarded for actions taken place by a super character in his super guise. The only exception is for those actions done in disguise but for adventuring purposes. For example, a character knocking out a business competitor in regular "civilian life would not apply, but cleverly using detective skills to follow up leads on a super opponent while in secret ID probably would.

So you know what to do with experience points – that’s simple. But what about these "Reputation Points"?

First, RPs indicate the likelihood that people have heard of the character. Second, it indicates a level of reputation and according advantage(s). Most of these advantages confer a bulk sum of bonus experience or option points for a specific purpose; consult the campaign dial chart below this to modify the number of points awarded.

Reputation Points Level and Awards
0-99 Unknown Adventurer
"You're the what?"

In a world of supers, you don't stand out yet, haven't been heard of.  In a world without supers, you're basically "some sort of crackpot."  From the traditional comic book perspective, you've just been mentioned in a teaser or as a background character in someone else's book.  Or, if your own book, you've gotten off to an inauspicious beginning.  Among all the titles that come and go, they don't think you'll make it, but it sure seems like a good idea!  Circulation is negligible.

No advantages and the character may not make Presence Attacks.

25% chance of being known by sight or at least by name in area of activity

100-299 Faint Name Figure
"Oh, honey, it's that guy, you know, that guy your aunt said something about..."

Something about you has probably been in the paper and/or even TV.  From the traditional comic book perspective, you've been in a couple features as some sort of background character.  Or, if your own book, people are starting to notice and word of mouth is spreading.  Circulation is growing and there's a fan base developing.

Advantage I: Presence Attacks – the character may make Presence Attacks at this point. It is correct to say that this is not so much an advantage as much as simply an indicator that the character is coming into his own, gaining confidence and reputation.

10% chance of being known by sight or at least by name around the world; 50% in area of activity

300-599 Known Figure
"Oh, it's that guy from the news."

You've been in the news a bunch!  "Everyone" in your area has heard of you, and they're starting to get an idea of what you're about (or at least their own perceptions are solidifying).  From the traditional comic book perspective, you just got your own title due to reader demand - or if you had one, it's now securely established!  Circulation is encouraging, and you seem bound for great things.

Advantage II: Headquarters – character receives 10 bonus experience points solely for the purpose of building a base or vehicle(s) (e.g., this converts to 50 XP for those bases and/or vehicles) – these points may be applied to a team base/vehicle(s).

25% chance of being known by sight or at least by name around the world; 100% in area of activity

600-1049 Hero or Villain or Adventurer
"Look, it's him!  Quick, look now!"

Out of those you normally are around, you're known, and your reputation precedes you.  Those who keep up on such things know you're a formidable force and respect your abilities.  Some people may not know who you are yet, but they probably don't pay attention to the news or live in other parts of the world.  The "powers that be" are taking notice and watching.  From the traditional comic book perspective, your title is doing well, and the work is greatly respected.  There's no danger of being cancelled at this point, if things keep going the way they are!

Advantage III: Minions – character receives 25 bonus experience points solely for the purpose of gaining contacts and perks; 50% chance of being known by sight or at least by name around the world; 100% in area of activity

1050-1724 Great Hero or Villain or Adventurer
"Wow, I never thought I'd get to meet you!"

Everybody knows who you are.  And, like E.F. Hutton, when you speak, people listen.  Governments and other large organizations (and shadowy, sinister forces) are actively interested in you and your career, and only fools take you lightly.  From the traditional comic book perspective, your title is a big seller, and other artists want to work on the character.

Character receives 50 bonus experience points which he may apportion among any or all of the following advantages (only):

Advantage IV: Reorganization – the character may undergo a "radiation accident" or otherwise revamp his character (completely, even, GM willing)

Advantage V: Agency – a character may use a portion of his bonus points for the sole purpose of building an agency or contributing to his team’s agency

Advantage VI: Life Saving – for every 9 XP the character wishes to set aside he may save his own or another’s life in spite of what would be a death blow or circumstance; once spent, these points are lost forever and may not be rebuilt.  This may be purchased later on, as well.  Players may go into XP debt with Life Saving.

For more conventional games, an analogue to this would be allowing characters to purchase the 5th version of Regeneration with the Resurrection Adder and 1 Charge with "Charges Never Recover," which costs 9 XP per 1 BOD Regeneration from death (may be increased, 2d6 costs 12 XP, 3d6 costs 15, each +3 XP add 1 more d6).  Mix with some hand-waving to indicate that death blows don't do more than take a character to the 2x negative BODY point!

Thus, for example, a character may spend 30 points on an agency, 10 points on reorganizing his character, and 10 points for one single life saving in the future.

Known by sight or at least by name world over

1750-2724 Mighty Hero or Villain or Adventurer
"Oh, m-m-my, it's y-y-y-y-you!  Uh, I, uh, you're amazing!"

When you walk, the earth shakes.  You have influence and power.  Influences unknown and ill-considered in this world are now getting an idea of what or who you are, noticing your presence.  From the traditional comic book perspective, your graphic novels are selling and you're a niche question on Jeopardy.

Advantage VII: Immunity – a character gets 50 points that he may spend on perks, contacts, or specialized immunities. These points may be spent at any time but only for these purposes. Immunities are a new form of perk; they are one-time payoffs for offenses the character has made. They may also buy off a hunted that has come into play during the game (ie, no points have actually been paid for the hunted).  These points may also be used to buy off Disadvantages if appropriate. 

The cost for an immunity is:

  • 15 points for a major offense (any offense where a major government or super group is willing to take action)
  • 10 points for a middling offense (any offense where a small government or single super is willing to take action)
  • 5 points for a minor offense (any offense where a local government or significant organization is willing to take action)

The immunity is paid off in some fashion consistent with the character and the situation.  While the situation may not be reversed (i.e., you won't become a hero for an event you were thought a cad for), it will be wholly neutralized.  This may or may not be played out - often it is only partially played out, with the details ignored but the gist explained/acted.  XP may be spent on these Immunities later, as well, if desired.

2725-3724 Incredible Hero or Villain or Adventurer
"Junior, someday, if you're lucky, you'll grow up to be a great man like him." (or, "If you don't watch out, you'll be as infamous as him.")

The real "powers that be," the ones deep and dark and unknown to most, are watching.  Your adventures take fantastic shape as you are among the top of the heap in your sort of world.  You've made it in New York (if you can make it there...).  Your character becomes more plot-altering than before, so to speak.  From the traditional comic book perspective, people outside of comics are well aware of you, as memorabilia of all sorts is made.  There's material coming out in book and even maybe movie form.

At this level, the character receives 25 XP to spend as per below.

Advantage VIII: Organization Ties – a character may formalize his ties to organizations or develop new ties to organizations, by spending on appropriate Perks.  At this point, the GM should generally allow access to organizations that wouldn't have been available earlier, a result of a clear bump in status.

Advantage IX: Enhancements – certain special powers become available:

Mastery:  For 20 XP, a character may be a "master" of a particular tight group of attacks or abilities.  He is, for all intents and purposes, one of the best ever in this area.  It is rare he meets an equal.  Characters with a Mastery shake 4d6 when making to-hit or skill rolls and get the best of 3 of those.  A 3 is still a critical success, albeit easier to achieve.   Generally, this area should be unique to a single PC and reflect their shining ability.  It shouldn't overlap between players, ideally.

For more conventional games, an analogue to this would be allowing characters to simply exceed campaign limits on CV/skill level bonuses by 3.

Open-Ended Damage:  For +1/2 Advantage, an attack "open ends" on a "6".  This means the dice is rerolled and the next roll is ADDITIONAL in nature.  Similar to Mastery, this should typically be one of a character's trademark/thematic attacks.  Normally this should be limited to two purchases per PC.  For VPP-based characters, an attack may be defined for this purpose and its Active Cost should reflect this 1/2 Advantage.

For more conventional games, an analogue to this would be allowing characters to simply exceed campaign damage limits by 1/3 the DC limit.

Missed Me:  To simulate how well ongoing characters are at avoiding or taking lethal damage, a specialized form of Invulnerability intended to work with any sort of character conception.   "Ultra-Healing" works against ANY damage at the rate of spending 3 XP for ANY single strike - it is basically a non-recoverable 1-charge version of a rare Invulnerability called "Only for a vital moment"!  As the 1-time charge indicates, this is "spend and lose", the XP are lost once spent.  HOWEVER, unlike Life-Saving, this must be declared in use no later than the point where the strike hits and BEFORE damage is known!  GMs should normally warn characters if a strike seems big/significant and this should not be fake-out UNLESS it is part of a direct mental illusion or the like.  DOUBLE HOWEVER, characters are allowed to go into XP debt if they wish with both Missed Me. 

For more conventional games, this is could be modeled in HERO as Desolid with 1 non-recoverable charge (-4), a conditional power "Does not Work in Ubiquitous Circumstances" (-2) and "No Conscious Control" (-2) as a metagaming tactic, and pay 4 XP.  Flavor to taste!

These XP can also be used for advantages from the prior levels, except for Reorganization.

3725-5224 Historic Hero or Villain or Adventurer
"I studied you when I was a kid, I always dreamed of being like you."

You're a part of your own world's mythologies.  You battle cosmic forces.  From the traditional comic book perspective, everyone's heard of your character, you are one of those iconic characters like Batman.

A character receives 30 points which he may spend on any increased-life Life Support options, Presence and/or any of the below:

Advantage X: Solved Mysteries – a character may receive answers to great personal mysteries, such as who his father is, where his powers come from, etc. The character may also ask for the enactment of personal situations he would like to see, such as the landing of the aliens who gave him power. Each request costs 8 XP. Solved mysteries should always involve a situation fairly concocted by the GM at the player's request, and should not unbalance the game, although the player should get his mystery solved or situational request granted and not be killed. Only personal mysteries should be addressed, not mysteries such as who committed such-and-such a crime (unless, of course, that particular crime was of great personal importance to the character).  

For more conventional games, this is could be modeled in HERO as Clairsentience with Retrocognition and Precognition (the precognition used as a fudge for "seeing" an event deterministically) with 1 non-recoverable charge (-4), a conditional power "Only as relates to self" (-2) for 8 XP.  Another method (one I'm not so fond of) would be Extra-Dimensional Movement, 1 non-recoverable charge (-4) with Usable by Others (+1/4) and x8 Increased Weight (to account for a typical PC group) (+3 Adder), and consider that the PC has moved everyone to a dimension with this occurrence.

These XP can also be used for advantages from the prior levels (including Reorganization).

5225-7474 Galactic Hero or Villain or Adventurer
"I have traveled greatly and risked much to study under you.  We are lucky to be alive in your time."

You literally fight, at least sometimes, for the preservation of the universe itself.  And you're one of the few that can.  There simply are almost none superior to you in all the universes and dimensions.  From the traditional comic book perspective some of your work is considered to be among history's greatest artworks.  Your place in culture is preserved nearly, if not, forever.

Advantage XI: Retirement – a character may retire. This is not a particularly useful advantage, but it does allow a character to live the rest of his life out peacefully, albeit inactively. The player and GM should determine the reasons and circumstances the character can retire peacefully under.

Advantage XII: Take-back – a character may take back events in the future! This is similar to lifesaving above, but in this case the character may take back actions and results up to the beginning of the particular gaming session, at least insomuch as his character is affected. The character receives 35 XP for this purpose or to use for other purposes, as these XP can also be used for advantages from the prior levels (including Reorganization). 5 points will recall a situation that is not grave or serious for the character or his associates. 10 points will recall a situation that is serious or deadly for the character and/or his associates (the situation lead to or could have lead to injuries, humiliation, and/or severe problems). 20 points will recall a situation that affects the world or other greater noble purposes.

If a situation is "taken back", all experience and reputation points gained or lost are negated, for all involved characters. Usually, it can all be viewed as a dream sequence or hypnosis or something similar. However, if there are players (not characters or non-player characters) involved who do not want the situation taken back, the GM must devise some way around all this; perhaps the character the player wishes to save has a personal god who changes everything just for that character. The GM and player should attempt to stay in the conception of the character.

Situations prior to gaining this ability may not be taken back, thus, when gaining this ability, the character must set aside a reserve to draw on later.

Obviously, it's likely the 35 XP will be used for other purposes, but Retirement and Take-back will fit certain character concepts.

7475+ Eternal Hero or Villain or Adventurer
"Our people are founded on the principles of your life..."

Well, what more can we say?  You are the greatest, the stories have been told.    From the traditional comic book perspective, some of your work is considered to be a reasonable foundation for a way of life!  Commercializing your good name is just not in good taste!  (At least not unless the biggest and best names are involved, period, or if it's called "alternative art"!)

Advantage XIII: Ascendance (i.e., it’s time to quit) – a character may end his active career by "ascending" to his "ideal state" and/or become virtually unbeatable with an extra 500 (or whatever!) experience points.

Ascendance means a character may, for example: join his god; or seemingly die, only to live underground and, although ending his known career, train people to fight evil; find the secret to eternal life and live quietly forever, his true quest over; become a god unconcerned with humans; etc. The GM should concoct a scenario to fit the character's needs, although there should still be some challenge. Ascendance also indicates an "end" appropriate to the character; it should be carefully thought out.

If characters are instead moving on, simply gain 40 XP and spend them on advantages from the prior levels (including Reorganization).  For additional Rep Levels, each Rep Level is the prior level in points plus the difference between the prior two levels plus 750, for example:

for a level beyond "Eternal", subtract the 5225 for the preceding Galactic level from the 7475 for the Eternal level, which results in 2250, so this next highest level is reached at 7475 + 2250 points for the difference + 750 points, resulting in a level at 10475

for a level beyond "Eternal+1", subtract the Eternal level 7475 from the Eternal+1 level of 10475, which results in 3000; so Eternal+2 equals 10475+3000+750, which is 14225

At each level, award the XP from the preceding level plus 5 more XP; for example, at Eternal+1 award 45 XP, at Eternal+2 award 50 XP, and so on.   As if it likely matters at this point!

In essence the ideas here are presented to stimulate methods of character growth. Clearly the higher levels of reputation will likely get rarely used though at least they provide some ways to make mature campaigns and player-characters grow into "old age".

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