Reputation tracks how the party is perceived by the various factions, settlements, and organizations of the Wasteland. Reputation affects trade prices, quest availability, NPC behavior, and whether a faction is willing to interact with you at all.


Reputation Score

Each faction tracks the party’s reputation as a numerical score from -10 to +10. The score determines the faction’s Reputation Tier, which has mechanical effects on Bartering, Speech, and general interactions.

ScoreTierBarter ShiftSocial Effect
-10 to -8Hostile-3Attack on sight. No interaction possible.
-7 to -5Unfriendly-2May refuse services. Hostile pricing. Will not offer quests.
-4 to -2Distrusted-1Wary and suspicious. Limited services.
-1 to +1Neutral0Default. Standard interaction.
+2 to +4Accepted+1Willing to help. Fair prices. Basic quests available.
+5 to +7Friendly+2Full services. Good prices. Advanced quests and information.
+8 to +10Allied+3Best prices. Exclusive services. Military support. Faction resources.

New factions start at Neutral (0) unless the party’s actions or origins dictate otherwise.


How Reputation Changes

The GM adjusts reputation based on the party’s actions. Reputation shifts should feel earned — players should understand why a faction’s opinion of them changed.

Positive Actions (Examples)

ActionTypical Shift
Small favor (deliver a message, share minor information)+1
Complete a quest for the faction+2 to +3
Save faction members from danger+2
Major service (defend a settlement, eliminate a significant threat)+3 to +4
Extraordinary act (change the course of a faction war, save a leader’s life)+4 to +5

Negative Actions (Examples)

ActionTypical Shift
Refuse a quest or break a minor promise-1
Steal from faction members-2
Kill faction members-3 to -5
Betray the faction or sabotage their operations-5 to -8
Ally with a rival faction openly-2 to -4

Cross-Faction Reputation

Some actions affect multiple factions simultaneously. Helping the Brotherhood of Steel might improve Brotherhood reputation (+2) while worsening reputation with factions that oppose them (-1 to -2). The GM should consider the political landscape when awarding reputation shifts.

Not all factions are aware of the party’s actions with other factions. A secret alliance or covert sabotage may not affect reputation with uninvolved factions unless word gets out.


Shared Party Reputation

Reputation is tracked as a single score per faction for the entire party. Factions perceive the group as a unit — when the party raids a camp or completes a quest, the faction’s opinion of the whole group shifts.

Individual Modifiers

Specific characters may have personal reputation modifiers that adjust their individual interactions with a faction, separate from the party score. These come from:

  • Origins: A Brotherhood Initiate has a personal +2 modifier with Brotherhood merchants by default
  • Traits: A character with the Raider trait may be recognized by raider factions, giving them a personal modifier
  • Personal Actions: A character who personally commits a significant solo act (saving a faction leader, assassinating someone) may earn a personal modifier

When a character with a personal modifier is the one interacting with the faction (making the Barter Test, rolling the Speech check), their personal modifier is added to the party’s reputation score for that interaction.

Example: The party has +3 reputation with the Brotherhood (Accepted, +1 Barter shift). The Brotherhood Initiate character has a personal +2 modifier. When the Initiate does the trading, the effective score is +5 (Friendly, +2 Barter shift). When another party member trades, the effective score remains +3 (Accepted, +1).

Personal modifiers typically range from -2 to +2. Larger modifiers should be rare and reflect extraordinary personal history with the faction.


Reputation and Barter

Reputation directly affects the Barter System. The Reputation Tier’s Barter Shift is added to the starting price tier when calculating prices:

Starting Tier = Standard + Demand Shift + Reputation Shift

See the Barter System page for the full price calculation system.

Reputation TierBarter ShiftEffect on Prices
Hostile-3Faction will not trade with you
Unfriendly-2Severely inflated buy prices, terrible sell prices
Distrusted-1Worse than standard pricing
Neutral0Standard pricing
Accepted+1Slightly better pricing
Friendly+2Good pricing, access to better stock
Allied+3Best possible pricing, access to exclusive or restricted goods

The Market Savvy milestone (Barter +3) sets a floor on your starting tier at Standard, which protects you from the worst pricing even with bad reputation. But Market Savvy cannot force a Hostile faction to trade with you — they refuse interaction entirely regardless of your Barter skill.


Reputation and Speech

Reputation affects Speech Tests with faction members:

  • Hostile/Unfriendly faction members may refuse to speak with you at all, or require a high-DC Speech Test just to initiate conversation
  • Distrusted faction members are suspicious — the GM may increase Speech DCs or require additional persuasion
  • Neutral is the baseline — standard DCs apply
  • Accepted/Friendly faction members are more receptive — the GM may reduce Speech DCs or provide information more freely
  • Allied faction members treat you as trusted insiders — they may share secrets, provide warnings, or offer assistance without requiring Speech Tests

The GM adjudicates these effects based on context. There is no fixed DC modifier for Speech from reputation — it depends on the situation and the NPC’s personality.


Reputation and World Access

Higher reputation tiers unlock access to faction-specific content:

TierAccess
HostileNothing. The faction is your enemy.
UnfriendlyFaction territory is dangerous. Patrols may confront you.
DistrustedCan enter faction territory but are watched. Limited services.
NeutralStandard access. Basic services and trade.
AcceptedQuest access. Faction merchants stock better items.
FriendlyAdvanced quests. Access to faction-specific equipment and services. Information sharing.
AlliedExclusive quests. Faction military support. Access to restricted areas, technology, or training. Faction may provide Followers.

Recovering Reputation

Once reputation drops, recovering it is difficult. Factions remember betrayal.

  • Minor offenses (-1 to -3) can usually be recovered through quests, apologies, or compensation
  • Moderate offenses (-4 to -6) require significant effort — major quests, valuable gifts, or eliminating a shared enemy
  • Severe offenses (-7 to -10) may be partially irrecoverable. Some factions will never fully trust you again. The GM may cap recovery at a certain tier (e.g., “You can recover to Distrusted but never above Neutral with this faction”)

The Speech skill can help with reputation recovery — persuading a faction leader that your past actions were justified or that you’ve changed. But Speech alone cannot undo major betrayals. Actions speak louder than words.


GM Guidance

Tracking Reputation

Keep a simple table of faction names and scores. Update it when the party takes significant actions. Not every minor interaction needs a reputation adjustment — focus on meaningful moments.

FactionScoreTier
Brotherhood of Steel+3Accepted
Diamond City+1Neutral
Raiders (Ironclad Gang)-6Unfriendly
Goodneighbor+5Friendly

When to Reveal Reputation

Players should have a general sense of how factions feel about them, but they don’t need to see the exact number. Describe NPC attitudes through narration:

  • “The Brotherhood guard nods at you as you approach — they seem to recognize your group favorably.”
  • “The merchant eyes you suspiciously and keeps one hand near the alarm bell.”
  • “The raider patrol leader squints at you. ‘You’re the ones who hit our camp last month, aren’t you?‘”

If players ask directly, you can tell them their approximate tier (“You’re somewhere between Accepted and Friendly with the Brotherhood”) without revealing the exact score.

Reputation as a Story Tool

Reputation is not just a mechanical modifier — it’s a narrative engine. Factions that like the party will offer quests, share information, and provide support. Factions that dislike them will create obstacles, send patrols, or hire bounty hunters. The party’s reputation landscape should shape the campaign’s political dynamics and create consequences for their choices.


Quick Reference

Reputation Score: -10 to +10 per faction, shared by the party

ScoreTierBarter Shift
-10 to -8Hostile-3
-7 to -5Unfriendly-2
-4 to -2Distrusted-1
-1 to +1Neutral0
+2 to +4Accepted+1
+5 to +7Friendly+2
+8 to +10Allied+3

Key Rules:

  • Shared party score + individual character modifiers
  • Barter Shift adds to starting price tier (see Barter System)
  • Market Savvy protects pricing but can’t force Hostile factions to trade
  • Actions affect multiple factions — helping one may hurt another
  • Recovery from severe reputation loss may be capped by the GM