DraftThese rules are a draft from the Roll Combat Core Rules System Player’s Guide. Numbers and wording can change before release.

Infamy and Stability

How Factions and Figures feel about the Crew, from Confidante to Nemesis, and how loyal their people are.

Infamy measures how a Faction or Figure feels about the Crew. Five factors each score from -2 to +2, and your decisions move the total. It is kept between -10 and +10.

Infamy factors
Factor-2-10+1+2Question to ask
CircumstanceTenseWaryAlertStableCalmWhat is the current situation for them? Under pressure, at war, internal conflict?
LeadershipAggressiveSuspiciousImpartialOpen-MindedWelcomingWhat is the leader’s Attitude? Open to discussion and trade? Recent betrayals?
RelationshipAntagonistEnemyNeutralFriendlySupporterWho are their enemies and allies? Are they the same as the Crew’s?
ActivityHostileTroubleUnknownHelpfulPartnerHas the Persona already opposed or helped them? Is it widely known?
IdeologyConflictOpposedIndifferentFavourableUnitedDo ideals and morals align? Do they approve of your methods?

Infamy statuses

Infamy statuses
StatusInfamyWhat they do
Confidante+9/10Trusts you implicitly. Shares information freely and helps you, even when it is not in their best interests.
Ally+7/8Favours you and helps where they can. May loan Equipment or provide combat support. Will not blindly jeopardise their own schemes.
Cordial+5/6Professionally respects you. Offers small discounts and utility support, and shares moderately valuable information.
Contact+3/4Considers you reliable. Sets up meetings, puts in a good word, shares non-risky information. Expects the courtesy returned.
Associated+1/2Knows of you by reputation or conversation. Cautious until they know you better.
Neutral0Neither friendly nor hostile. Will not help or hinder you without further incentive.
Nuisance−1/2A small thorn in your side. Only causes trouble if provoked, and avoids risks seeking revenge.
Strained−3/4Has a negative experience with you. Looks for ways to inconvenience you, taking minimal risks.
Bitter−5/6Resentful. Makes displeasure known and actively obstructs your goals. May gather information to blackmail you.
Hostile−7/8Sees you as an active threat. Will use violence if needed, spend resources and call in favours against you.
Nemesis−9/10Despises you. Causes chaos and harm whenever they can and will not hesitate to kill.

Stability

Stability shows how loyal the people inside a Faction are to it.

Stability
StabilityWhat it means
UnbreakingAlmost impossible to change their beliefs. Changes are very slow and accusations need multiple sources of undeniable proof.
SecureStrongly loyal, but not blind to faults. May reconsider with enough solid evidence.
DoubtingFaith has been shaken. Questions certain decisions in secret, still follows orders, looks for a safe way out.
FragileHas almost completely lost belief. Easy to sway if their safety is moderate, but takes no major risks.
TraitorOn the verge of betrayal, or already defected. Likely working against them in secret, taking more risks.