All - Renown & Relationships
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Last 3 Edits

14th June, 2019

  • Cleared up some layout.
  • Added Starting Renown section and added what to do if creating PCs beyond 1st level.
  • Added a whole bunch of Rank features for Positive Relationships.
  • Started on adding features for Negative Relationships, but still out for more ideas.
  • Added pics and dividers to jazz the page up a bit.

19th April, 2019

  • Added possibly benefits for Ranks in relationships with realms.

26th Dec, 2018

  • Simplified the 'type of relationship'
  • Made 'Ranks' clear.
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RENOWN & RELATIONSHIPS

This rule-set combines the Icon Relationship idea of 13th Age and the Renown ideas in the 5E D&D Dungeonmaster's Guide.

Starting Renown & Relationship Dice

Each PC begins with 3 Renown Points. The player has to choose whether to spread these out over different relationships/groups or put them all into one. As renown grows you gain Relationship Dice. It is these dice that determine when your affiliated group play a part in the game.

If creating characters higher than beginning characters:
D&D: +1 Renown per level above 1st.
Cypher: +1 Renown per advance. (4 per rank).
YZE: +1 Renown per 2 advances.
Savage Worlds: +1 Renown per 2 advances.

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RENOWN

Renown is a concept from the 5E D&D Dungeonmaster's Guide chapter 1. As you build up Renown, you become more 'known' by the group you are affiliated with and there is more of a chance they get involved in your PC's activities. At certain ranks/thresholds of Renown, you gain a Relationship Dice and possibly Rank benefits.

Renown Relationship Dice Rank
1 1 0
3 2 1
10 3 2
25 4 3
50 5 4

As you can see, it gets harder and harder to gain ranks with one group. Those with 50+ would be the leaders and most influential leaders in a large organisation for example.


GAINING RENOWN

(This is described in the 5E D&D Dungeonmaster's Guide chapter 1). Basically, if you advance a group's interests that you have a positive relationship with, you gain 1 renown point with that group. If you hinder a group's interests with which you have a negative relationship, you gain 1 renown point with that group. For conflicted relationships you might gain renown for advancing or hindering the group's interests. If your actions were specifically assigned by that group, or significantly hinder their interests, you gain 2 renown points.

Many groups (especially organisations) may have clearly defined codes and goals. Upholding these codes and achieving the goals also results in Renown.

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RELATIONSHIPS

(The system we use is a simplified version of that in the 13th Age core rulebook, or here in the 13th Age SRD and we roll larger dice.)

First, you need to choose what type of relationship you have with your starting groups. Through the course of play you will develop other relationships and the nature of this relationship will be the direct result of how you interacted with the group in play.

You define the relationship with the group as Positive, Conflicted or Negative. Obviously a positive relationship with a group means the relationship goes well both ways. A negative relationship means you don't like the group and they certainly do not like you. There are many reasons one may have a conflicted relationship. The relationship may be one-way, or changes, or is based upon circumstances such as an outlander leaving his tribe.


AFFILIATIONS / GROUPS

You can choose any size of group to have a relationship with. Even localised areas can be chosen. You only get to roll Relationship Dice when you are within your affiliation's 'sphere of influence'. Your background and class should give you a clue as to what groups to choose. Examples include: guilds, noble families, kingdoms, wide ranging organisations, knightly orders, religions, tribes, settlements, etc.

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Affiliation / Group Sphere of Influence

1. Local
A small area such as a village, tiny forest, mountain valley or a localised organisation such as thieves guild or tribe. (Typically Realms of levels 1-5, if using our Realms Creation Charts).
2. Regional
A larger areas such as a small city, larger wood or swamp or a small grouping of tribes. This could also simply be a small area as above and all surrounding small areas. (Typically Realms of levels 6-10. Or levels 1-5 inc all other surrounding realms of levels 1-5).
3. National
Has influence right across the current kingdom, or large geographical area. (Realms levels 10-15).
4. Continental
Influence spans continent, an empire or a kingdom and all surrounding kingdoms of similar level. (Realms levels 16-18).
5. Worldly
Influence can be seen across the setting. Planar factions, and powerful empire or even great religions might have this sort of influence. (Realms levels up to 20).

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RELATIONSHIP DICE

At the beginning of a gaming session you select three of the relationships and roll relationship dice for each. (The relationships chose must be within their sphere of influence - meaning it must be possible for them to have an influence on your character this session). For each relationship chosen, roll a d10 for each Relationship Dice.

Results of Relationship Dice

d10 Outcome
10 You get some meaningful advantage from the relationship.
9 You gain some advantage as above, but there is a complication. Help might be more temporary, or involve a stronger obligation, or you may attract unwanted attention whilst gaining the help.
2-8 No significant involvement of your affiliated group this session (unless of course the GM already has other plans. ;))
1 (Optional). You suffer some disadvantage from having this relationship.

Note that it is not just the GM's job to include this outcome. By rolling these at the start of a gaming session and knowing they are possible, a player may instigate things through role-playing their PC to try and create plausible reasons for the affiliation to get involved. A GM should 'try' to get through as many of these as possible a session, but they are not guaranteed to occur. Sometimes there are just too many, sometimes the PCs may simply be in a place too hard to include some relationships, etc. This is not an obligation, but an incentive and a chance for a PC's background and affiliations to come into play.

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RANKS

Rank determines your 'position' within a group. Formal organisations likely have ranks and titles at each step. There are examples of ranks and titles for Forgotten Realms organisations in the 5E D&D Dungeonmaster's Guide chapter 1. The guilds from the Guildmaster's Guide to Ravnica have fully fleshed organisations with many tables and the different ranks for all types of organisations. These make for great examples, such as using the Azorius Senate for any town guard or judiciary system (including a religion based around civilization and law).

Realm Rank Benefits

Obviously, not all of a character's relationships are going to be with organisations. Many are going to be with a realm. In civilised centres, these recruits are likely NPCs, but in wilder regions it may involve beasts, fey or other creatures. When writing up a realm/organisation a GM should choose one to three of the features below that would be available to characters with each rank.

The Companions and Recruits are just guidelines and they might be better represented by tables like those in Strongholds & Followers where a DM chooses a relevant table, or even better, creates a table specific to each faction.

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Positive Relationships Rank Benefits

Rank 1 (Renown 3+)

At this rank an affiliation may be able to provide you with one or more of the following:

  1. Companion - Temporary. You gain the use of one companion (possibly beast) up to CR 2. This companion is only available whilst in the realm or when completing missions for the realm/organisation.
  2. Contact. You gain a contact of Rank 2 or higher within the organisation/realm. You are likely in regular contact, and possibly receiving commands, from this higher ranking member.
  3. Downtime Costs. The organisation/realm with cover 25% of the costs of any downtime activity that it is able to cater to. For example, a wizard's guild could help with 'Buying a Magic Item' but a small village may be of no use for this downtime activity.
  4. Item/Gift - 25gp. A character may receive a gift of up to 25gp if they intend to do something beneficial to the realm. This could be reflected in the townsfolk offering supplies, of the leader giving them weapons, etc.
  5. Knowledge/Secret. You learn a vital piece of information to do with the organisation/realm, its members or its enemies.
  6. Lifestyle - Modest. You may receive a salary or the people/organisation may just 'put you up' for no cost. This is enough to maintain a modest lifestyle (but this could be modified by the wealth level of the organisation/realm).
  7. Recruits - Temporary & Stationary. Characters can gain the aid of some recruits only whilst within this realm. Typically these recruits number the level of the realm plus the rank of the PC in this relationship. Recruits are typically of a CR equal to 1/4 or less of the region's level. If the PC has a stronghold in the realm from which the recruits are being made, then add the level of the stronghold to the number of recruits. (If using Strongholds & Followers this may simply be a unit. I will come back with specifics.)
  8. Spells Cast. Level 1-2. If your realm has the means, they will cast spells of this level freely for your benefit.

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Rank 2 (Renown 10+)

At this rank an affiliation may be able to provide you with one or more of the following:

  1. Companion. You gain the use of one companion (possibly beast) up to CR 5. This companion will accompany you on missions for the realm/organisation.
  2. Contact. You gain a contact of Rank 3 or higher within the organisation/realm. You are likely in regular contact, and possibly receiving commands, from this higher ranking member.
  3. Downtime Costs. The organisation/realm with cover 50% of the costs of any downtime activity that it is able to cater to. For example, a wilderness tribe with shamans may be able to cover the cost of crafting certain items requiring a herbalist kit.
  4. Gift/Item - 100gp. A character could receive a gift of up to 100gp for a mission to help the town.
  5. Lifestyle - Comfortable. You may receive a salary or the people/organisation may just 'put you up' for no cost. This is enough to maintain a comfortable lifestyle (but this could be modified by the wealth level of the organisation/realm).
  6. Magic Item - Common One Use. Such as a potion or scroll or a guild charm specific to the realm/organisation. (See Guildmaster's Guide to Ravnica chapter 5 for example charms). These can be granted prior to each mission you undertake for that relationship.
  7. Magic Item - Uncommon Loan. Gain a permanent magic item but it is only for loan for one mission.
  8. Recruits - Temporary & Mobile. These recruits number up to the level of the realm plus the rank of the PC in this relationship. Recruits are typically of a CR equal to 1/3 or less of the region's level. If the PC has a stronghold in the realm from which the recruits are being made, then add the level of the stronghold to the number of recruits. These recruits will go on a mission that benefits their realm. These recruits are led by a leader of a CR up to the realm's level, but no higher than 1 CR below the level of the character doing the recruiting. (If using Strongholds & Followers this may simply be a unit and follower. I will come back with specifics.)
  9. Residence/Home Base. Character may get a room in a large guildhouse or small residence from which to operate.
  10. Spell Secret. Level 1-2. You can add an additional spell to your known list. Obviously, the realm/organisation has to have some sort of magical connection. These spells should be unique spells or those strongly associated with the realm/organisation.
  11. Spells Cast. Level 3-4. If your realm has the means, they will cast spells of this level freely for your benefit.
  12. Title/Role. Many organisations have titled, specialised roles that become available at this rank. These often come with their own benefits and quite often, responsibilities.

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Rank 3 (Renown 25+)

At this rank an affiliation may be able to provide you with one or more of the following:

  1. Companion. You gain the use of one companion (possibly beast) up to CR 8. This companion will likely be a bond and will perform any duties you assign it, including adventuring alongside you.
  2. Contact. You gain a contact of Rank 4 or higher within the organisation/realm. You are likely in regular contact, and possibly receiving commands, from this higher ranking member.
  3. Downtime Costs. The organisation/realm with cover 75% of the costs of any downtime activity that it is able to cater to. For example, a rogue's guild could cover the costs to gather the information required before undertaking the crime downtime activity.
  4. Gift/Item - 200gp. A character could receive a gift of up to 200gp for a mission to help the town.
  5. Lifestyle - Wealthy. You may receive a salary or the people/organisation may just 'put you up' for no cost. This is enough to maintain a wealthy lifestyle (but this could be modified by the wealth level of the organisation/realm).
  6. Magic Item - Uncommon One Use. Such as a potion or scroll or a guild keyrune specific to the realm/organisation. (See Guildmaster's Guide to Ravnica chapter 5 for example keyrunes). These can be granted prior to each mission you undertake for that relationship.
  7. Magic Item - Uncommon. Gain a permanent magic item to keep.
  8. Magic Item - Rare Loan. Gain a permanent magic item but it is only for loan for one mission.
  9. Recruits. These recruits number up to twice the level of the realm plus the rank of the PC in this relationship. Recruits are typically of a CR equal to 1/2 or less of the region's level. If the PC has a stronghold in the realm from which the recruits are being made, then add the level of the stronghold to the number of recruits. These recruits will go on a mission that benefits their realm. Along with these recruits will be two leaders of a CR up to the realm's level, but no higher than 1 CR below the level of the character doing the recruiting. (If using Strongholds & Followers this may simply equate to two units and two followers. I will come back with specifics.)
  10. Spell Secret. Level 3-4. You can add an additional spell to your known list. Obviously, the realm/organisation has to have some sort of magical connection. These spells should be unique spells or those strongly associated with the realm/organisation.
  11. Spells Cast. Level 5-6. If your realm has the means, they will cast spells of this level freely for your benefit.
  12. Stronghold. At this level, if you do not have one already, the realm/organisation may grant you a level 1 stronghold (as outlined in Strongholds & Followers).
  13. Title/Role. Many organisations have titled, specialised roles that become available at this rank, or you may attain a more advanced rank from any previous title. These often come with their own benefits and quite often, responsibilities.

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Rank 4 (Renown 50+)

At this rank an affiliation may be able to provide you with one or more of the following:

  1. Companion. You gain the use of one companion (possibly beast) up to CR 11. This companion will likely be a bond and will perform any duties you assign it, including adventuring alongside you.
  2. Contact. You gain another contact of Rank 4 within the organisation/realm. You are likely in regular contact, working alongside them to issue commands and direct the organisation/realm.
  3. Downtime Costs. The organisation/realm with cover 100% of the costs of any downtime activity that it is able to cater to. By this rank, you are probably central in deciding where costs go for the organisation or realm. An organisation/realm can still only contribute to downtime activities that it has connections to.
  4. Gift/Item - 2,000gp. A character could receive a gift of up to 2,000gp for a mission to help the town. Of course, such wealth must be available to the realm.
  5. Lifestyle - Wealthy. You may receive a salary or the people/organisation may just 'put you up' for no cost. This is enough to maintain a wealthy lifestyle (but this could be modified by the wealth level of the organisation/realm).
  6. Magic Item - Rare One Use. Such as a potion or scroll or a guild keyrune specific to the realm/organisation. (See Guildmaster's Guide to Ravnica chapter 5 for example keyrunes). These can be granted prior to each mission you undertake for that relationship.
  7. Magic Item - Rare. Gain a permanent magic item to keep. This is likely a recognisable symbol of the organisation/realm.
  8. Magic Item - Very Rare Loan. Gain a permanent magic item but it is only for loan for one mission. This could be the main treasure of the organisation/realm.
  9. Recruits. These recruits number up to three times the level of the realm plus the rank of the PC in this relationship. Recruits are typically of a CR equal to 1/2 or less of the region's level. If the PC has a stronghold in the realm from which the recruits are being made, then add the level of the stronghold to the number of recruits. These recruits will accompany you anywhere you go and serve as a personal retinue. Along with these recruits will be three leaders of a CR up to the realm's level, but no higher than 1 CR below the level of the character doing the recruiting. (If using Strongholds & Followers this may simply equate to three units and three followers. I will come back with specifics.)
  10. Spell Secret. Level 5-6. You can add an additional spell to your known list. Obviously, the realm/organisation has to have some sort of magical connection. These spells should be unique spells or those strongly associated with the realm/organisation.
  11. Spells Cast. Level 7-8. If your realm has the means, they will cast spells of this level freely for your benefit.
  12. Stronghold. At this level, if you do not have one already, the realm/organisation may grant you a level 2-3 stronghold (as outlined in Strongholds & Followers).
  13. Title/Role. Titles at this level are among the highest in the realm/organisation. If these titles are accepted then you are likely one of the leaders of the realm/organisation, if not the actual leader. At the very least, you likely have the ear of the leaders. These titles come with their own benefits and quite often, responsibilities.
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Negative Relationships Rank Benefits

As these are reactionary features, you can only benefit from these features once per rank per long rest for each negative relationship. So, if you are rank 2, you can use two of the features available below, versus that particular faction, and then must complete a long rest before doing so again.


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Rank 1 (Renown 3+)

  1. Opposed Advantage. You gain advantage on one opposed ability check versus members of this relationship.
  2. Forced Fumble. You can force a fumble on an enemy of this relationship within 60 feet, when they roll a natural 2 on any attack, ability check or saving throw. This will have a minor effect, such as dropping their weapon, as if they had rolled a 1. It also ends their turn immediately.

Rank 2 (Renown 10+)

  1. Saving Throw Advantage. You gain advantage on one saving throw to resist the actions of members of this relationship.
  2. Recall Lore/Secret. You can gain one important piece of information about your foes from the opposed realm. This can be a secret, such as who they really serve or a statistical tidbit, such as what a creature's resistances are. Basically, you can ask the DM one question.

Rank 3 (Renown 25+)

  1. Force Morale Check. Once during an encounter as a bonus action or reaction, you can force all enemies of this relationship within 30 feet to make a morale check or they become frightened. Morale check is a Wisdom save vs 10 + your Rank in this relationship.
  2. Resistance. You gain resistance versus one damage type for one attack made by a member of your opposed faction.

Rank 4 (Renown 50+)

  1. Force Morale Check at Disadvantage. Once during an encounter, you can force all enemies of this relationship within 60 feet to make a morale check or they become frightened. Morale check is a Wisdom save vs 10 + your Rank in this relationship.
  2. Legendary Save. You automatically make one saving throw to resist an attack/spell from a member of this opposed faction.
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