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Reputation

Quark, proprietor, Quark's Bar, Grill, Gaming House and Holosuite Arcade, 2374

"Your name walks into the room before you do. Make sure it's earning its keep."

📖 Replaces STA Core Rulebook, Chapter 4: Roles and Positions — Reputation track. The Syndicate Reputation system divides STA's single Reputation track into two independent sub-systems suited for underworld and morally complex play.

Definition: Reputation tracks standing — the degree to which factions and individuals extend trust, access, and cooperation. Reputation is tracked in two separate sub-systems: Faction Reputation, which measures a crew's standing with specific organizations, and Personal Reputation, which measures an individual character's standing in the broader underworld.

Reputation is distinct from Heat. Heat measures unwanted attention from authorities and adversaries. Reputation measures earned standing among peers, employers, clients, and rivals. High Heat can degrade Reputation; high Reputation does not reduce Heat.


Faction Reputation

Faction Reputation is tracked per faction, per crew on a scale of −3 to +5.

  • Positive values represent degrees of trust, access, and mutual obligation with that faction.
  • Negative values represent active animosity, blacklisting, and hostility.
  • Zero (0) represents an unknown or entirely neutral status — no working relationship established.

Each faction entry in The Dossier — Factions lists that faction's default disposition toward new crews.

Standing Scale

Level Name Service Access Protection Pricing
+5 Core Inner circle; classified operations; strategic planning Active, unconditional, and proactive Preferred rates or reciprocal favors
+4 Valued Senior operations; mid-tier command contacts Available on request; faction assets deployable Discounted rates
+3 Trusted Standard operations; vetted goods and services Passive — the faction avoids harming the crew Standard rates; full availability
+2 Known Entry-level jobs; public-facing services None guaranteed Standard; limited selection
+1 Recognized Cautious contact permitted; faction is open to a working relationship None Elevated — faction covers risk premium
0 Unknown No established relationship; cold approach required None Not applicable
−1 Suspect Under scrutiny; offers may be pretexts for entrapment None Not applicable
−2 Burned Blacklisted; no cooperation from any faction member; active obstruction Faction assets may be deployed against the crew Not applicable
−3 Enemy Marked for action; faction will act against the crew on sight The faction is an active threat source Not applicable

Gaining Faction Reputation

Action Standing Change
Successful operation completed on behalf of the faction TBD
Faction leadership directly assisted or extracted from threat TBD
Rival faction materially damaged to the faction's benefit TBD
Outstanding debt to the faction cleared in full TBD
Faction secret protected at significant personal cost +1
Performance substantially exceeding the terms of engagement TBD
Existing member provides a formal character endorsement +1

Losing Faction Reputation

Action Standing Change
Operation failure with attributable crew fault TBD
Death of a faction member caused by crew action TBD
Faction resources lost, stolen, or destroyed through crew negligence or action TBD
Cooperation with an active rival faction without prior faction sanction TBD
Betrayal of a faction secret or operational detail −2 to −3
Witnessed loyalty violation by a faction member TBD
Crew Heat level reaching Hot (51+) while under active faction employment −1

Loyalty Mechanics

Personal vs. Organizational Loyalty: A crew member may hold personal loyalty to an individual within a faction that conflicts with their organizational standing. Personal loyalty is tracked informally by the GM and may cause divergence between a character's actions and the crew's collective Faction Reputation.

Loyalty Tests: When a crew member's actions conflict directly with a faction's stated interests, the GM may call for a Loyalty Test. This is resolved as a TBD-Difficulty task. Failure results in a witnessed loyalty violation (see above). Success means the character navigates the conflict without the faction's awareness.

Betrayal Consequences: A confirmed betrayal reduces Faction Reputation by TBD. If the resulting Standing reaches −3 (Enemy), the faction issues a hostility response (see below). Betrayals by individual crew members may or may not affect the entire crew's Standing depending on whether the faction attributes the action to the individual or the unit — GM adjudication applies.

Redemption: Recovery from negative Standing is possible but requires specific faction-sanctioned restitution actions. Recovery from Enemy (−3) requires an extraordinary act of proven loyalty and is subject to GM adjudication. See Faction Reputation Recovery.

Faction Hostility Responses

Standing Typical Faction Response
Suspect (−1) Surveillance; entrapment attempts; rumors spread to shared contacts
Burned (−2) Active blacklisting; pressure applied to shared contacts and associates; territory access denied
Enemy (−3) Contracts issued against crew members; physical violence sanctioned; crew intelligence sold to rivals or authorities

Enemy Standing and Cross-Faction Spillover

Enemy standing with a major faction may trigger automatic Standing penalties with that faction's formal allies. The transfer penalty value is TBD. See Cross-Faction Complications.


Personal Reputation

Personal Reputation is tracked per character on a scale of −3 to +5. It represents that individual's standing in a specific community or network — the station, the sector, the criminal class of a given planet.

A character may hold different Personal Reputation levels in different regions or networks. A character who is Legendary in Ferenginar trading circles may be entirely Unknown on a Klingon frontier station.

Personal Reputation Scale

Level Name Effect
+5 Legendary Recognized across the region or quadrant; major players seek out the character for partnership
+4 Feared / Revered Known by name in all major hubs in the region; other operators make way
+3 Respected Known by name in professional circles; introductions are unnecessary
+2 Connected Recognized as a working professional; standard access to underworld services
+1 Emerging Making a name; some contacts have heard the character's name
0 Unknown No underground profile established
−1 Marked Subject of unfavorable rumors; treated with wariness on first contact
−2 Notorious Known as an untrustworthy operator; doors close; contacts charge a risk premium
−3 Pariah Shunned; actively avoided; associates seen with a Pariah character risk their own Standing

Sources of Personal Reputation Change

Action Change
Major successful operation with visible, attributable outcome TBD
Public demonstration of a notable skill or talent TBD
Honoring a public commitment under significant pressure +1
Visible failure on a high-profile operation TBD
Breach of a publicly known agreement or contract TBD
Harming a protected or neutral party (innocents, respected figures) TBD
Betraying a contact or associate −1 to −2
Operating successfully at a level above the character's recognized tier TBD

Personal Directives and Code Violations

Characters may hold Personal Directives — self-imposed behavioral codes that function as a reputational baseline in communities that know the character.

Standard Personal Directive types:

Directive Example
Never harm innocents Will not accept collateral civilian casualties as an outcome
Always honor agreements Will not default on a contract once accepted
Protect the crew first Other obligations are secondary to crew survival
Information is power Will not destroy intelligence; will not share without compensation

Code violation effects:

Violation Type Mechanical Effect
Unwitnessed violation No Reputation change; may trigger a Values challenge (📖 see STA Core Rulebook)
Witnessed violation −1 Personal Reputation in the relevant community
Witnessed violation in a high-profile or public context TBD penalty
Consistent public adherence to a known Directive over extended play TBD bonus

Faction Reputation Recovery

Reputation recovery requires deliberate action. Time passage alone does not restore Standing except at minimal rates during active spin control (see Information Warfare and Spin Control).

Recovery Action Minimum Standing Required Standing Gained
Complete a sanctioned operation for the affected party −1 or above TBD
Make direct, accepted amends to an injured party within the faction −2 or above TBD
Eliminate a specific, named threat to the faction on their behalf −2 or above TBD
Provide intelligence of significant operational value −1 or above TBD
Surrender an asset or resource of value to the faction without conditions −2 or above TBD

Recovery from Enemy (−3) standing is not achievable through standard actions. The GM sets terms — if any exist.


Information Warfare and Spin Control

Reputation damage from witnessed events can be partially mitigated through active information management. Mitigation limits how far Standing decays; it does not restore Standing already lost.

Mitigation Methods

Method Required Condition Standing Loss Prevented
Counter-narrative (spin) Crew delivers a credible alternative account before the initial account circulates TBD
Witness suppression Key witnesses are silenced, bought, or relocated before their testimony spreads TBD
Scapegoat An alternative party is credibly blamed and the attribution is accepted within the affected community TBD
Compensation or public amends Crew makes visible restitution to injured parties TBD
Proactive disclosure before discovery Crew admits fault to the faction before it independently learns of the incident TBD

Spin Control and Heat

Spin control affects Reputation totals only. It does not reduce Heat. A scapegoat accepted by a faction does not close an active law enforcement investigation. For managing Heat separately, see The Playbook — Managing Heat.


Cross-Faction Complications

Reputation Transfer (Guilt by Association)

When the crew takes an action that damages their Standing with Faction A, affiliated factions may register an automatic Standing penalty.

Faction Relationship Type Transfer Penalty
Formally allied (treaty or mutual charter) TBD
Affiliated (shared territory, supply chain, or leadership overlap) TBD
Independent but cooperative None automatic; GM adjudication applies
Rival or hostile No penalty; may generate Standing gain with the rival faction

Conflicting Faction Interests

When the crew holds significant Faction Reputation with two or more factions that have conflicting interests, any action that materially benefits one faction may trigger an automatic penalty with the other.

Conflict threshold: TBD — determined by the specific factions involved, their current relationship status, and the operational visibility of the crew's action. Low-visibility actions between factions with only moderate conflicts may not trigger transfer penalties.


Interactions

Related Mechanic Nature of Interaction
Heat Tracked separately. Heat reaching Hot (51+) can trigger Faction Reputation penalties with cautious or law-adjacent contacts and allies. Reputation damage does not generate Heat automatically.
Contacts Personal Reputation directly affects contact availability, trust level, pricing modifiers, and service scope. A Pariah character may lose contact access entirely at GM discretion.
The Favor Bank Faction Reputation affects the scale of favors that can be requested and the credit extended. Enemy Standing (−3) forfeits all outstanding favors with the affected faction.
Extended Task Frameworks Reputation modifiers apply as task bonuses or penalties according to the relevant Standing level with the faction or individual overseeing or witnessing the task.

Design rationale

For the design philosophy behind the dual Reputation system and its structural separation from Heat, see The Briefing Room — About Reputation.


Example

The crew completes an extraction job for the Orion Syndicate (Faction Reputation: Trusted, +3), then sells intelligence about that operation to a Starfleet Intelligence contact. The GM reduces their Orion Syndicate Standing by TBD — dropping from Trusted (+3) to Known (+1). The Syndicate's affiliated intermediaries register an automatic transfer penalty (TBD). Meanwhile, the character who sold the intelligence gains +1 Personal Reputation in Starfleet Intelligence circles as a reliable informant — and loses −1 Personal Reputation in broader underworld circles as a suspected double-dealer. Two separate Reputation entries update. The crew's Heat total is unchanged.