Sin City tracks two separate pressures:
Reputation measures how a faction, organization, business, or community views the player characters.
Heat measures attention from law enforcement, private security, journalists, political officials, and the public.
A character may be respected by one faction, hated by another, and wanted by police at the same time.
Franz should track Reputation by faction and Heat as a broader measure of exposure. Neither system replaces roleplay, evidence, or common sense.
Use the following scale for each major faction:
–5: Marked for Death — The faction actively seeks the character’s capture or death.
–4: Hunted — Members gather information, set ambushes, and pressure associates.
–3: Hostile — Access is denied and violence is likely when circumstances permit.
–2: Distrusted — Prices rise, information is withheld, and members watch closely.
–1: Unwelcome — The character receives poor treatment and limited cooperation.
0: Unknown — The faction has no meaningful opinion.
+1: Recognized — Members know the character’s name or recent actions.
+2: Useful — The faction offers small jobs, fair deals, and limited access.
+3: Trusted — Members share useful information and offer meaningful support.
+4: Favored — The character receives priority access, protection, and important work.
+5: Inner Circle — The character is trusted with major secrets and decisions.
Reputation should change gradually unless an action is especially significant.
Characters may gain Reputation by:
Completing jobs
Protecting faction members
Repaying debts
Keeping sensitive information private
Delivering valuable intelligence
Defeating a rival
Honoring agreements
Taking risks for the faction
Helping a faction-controlled neighborhood
Accepting blame or consequences for an ally
Minor assistance may grant +1 after repeated success. Major sacrifices, decisive victories, or rare acts of loyalty may justify a larger increase.
Characters may lose Reputation by:
Betraying an agreement
Stealing from the faction
Publicly humiliating a leader
Exposing criminal operations
Failing an important job
Cooperating with enemies
Refusing a serious obligation
Causing unnecessary casualties
Bringing police attention to faction property
Lying when the truth is later discovered
Failure alone should not always reduce Reputation. Franz should consider intent, preparation, honesty, and whether the character attempted to repair the damage.
Reputation may affect:
Access to controlled Areas and POIs
Prices and credit
Available jobs
Information quality
Invitations
Security treatment
Medical assistance
Legal help
Warnings about danger
Backup during conflict
Willingness to negotiate
Risk of betrayal
Permission to carry weapons
Faction response to mistakes
High Reputation does not grant unlimited authority. Important requests may still require payment, favors, leverage, or leadership approval.
Helping one faction may damage standing with another, but this is not automatic.
Franz should consider:
Whether the action became public
Whether witnesses survived
Whether the rival knows who was responsible
Whether the action caused real harm
Whether the character can deny involvement
Whether the rival benefits indirectly
Whether both factions tolerate neutral contractors
Secret cooperation should not affect Reputation unless discovered.
Neighborhoods and communities may have their own opinion of the characters, separate from criminal factions.
Residents may remember:
Protection from violence
Medical assistance
Property damage
Intimidation
Theft
Honest payment
Cooperation with police
Support for local businesses
Harm to children or families
Respect shown to community leaders
Community Reputation can affect rumors, shelter, witnesses, local warnings, and whether residents cooperate with investigators.
Use the following citywide Heat scale:
Heat 0: No Active Interest — No agency is currently looking for the character.
Heat 1: Minor Notice — A report, rumor, or low-level inquiry exists.
Heat 2: Local Investigation — Detectives, security, or local officers are gathering information.
Heat 3: Active Pursuit — Warrants, surveillance, informant pressure, or coordinated searches begin.
Heat 4: Major Manhunt — Multiple units or agencies share information and target associates.
Heat 5: Citywide Priority — The character is treated as a severe public or political threat.
Heat measures attention, not automatic guilt.
Heat may rise through:
Public gunfire
Murder
Police casualties
Kidnapping
Bombings
Major theft
Repeated robberies
Attacks on casinos or corporations
High-profile victims
Large property damage
Public threats
Escaping arrest
Leaving strong evidence
Being identified by reliable witnesses
Media coverage
Political pressure
A minor crime should not automatically raise Heat if no one reports it and no usable evidence remains.
Franz should determine what evidence exists after important crimes.
Possible evidence includes:
Witness descriptions
Surveillance footage
Phone records
Financial transactions
Fingerprints
DNA
Ballistics
Vehicle plates
Traffic-camera images
Access logs
Text messages
Emails
Purchase records
Clothing descriptions
Injuries
Property damage
Recovered weapons or tools
Evidence should connect suspects to actions through believable investigation.
Evidence may be:
Weak: Rumors, poor descriptions, partial footage, or unverified tips
Moderate: Multiple witnesses, clear vehicle details, matching records, or recognizable methods
Strong: Clear footage, fingerprints, DNA, ballistics, direct messages, or recovered property
Conclusive: Several independent forms of strong evidence pointing to the same suspect
One weak clue should not produce an immediate citywide manhunt.
Characters may reduce exposure through:
Masks or disguises
Gloves
Stolen vehicles
False plates
Disabled cameras
Forged credentials
Clean weapons
Cash transactions
Burner phones
Planned escape routes
Controlled access
Destroyed records
Avoiding unnecessary witnesses
These precautions reduce risk but do not guarantee success. Poor timing, hidden cameras, informants, traffic records, or human error may still create evidence.
Witnesses have different levels of reliability.
Franz should consider:
Distance
Lighting
Stress
Intoxication
Familiarity with the suspect
Time spent observing
Fear of retaliation
Loyalty to a faction
Personal bias
Whether police are trusted
Whether the witness expects payment or protection
A frightened resident may refuse to speak. A paid informant may exaggerate. A close associate may recognize a character despite a disguise.
Heat may decline through:
Time without new offenses
Lack of evidence
Legal representation
Alibis
Bribery
Political pressure
Destroyed or discredited evidence
False leads
Framing another suspect
Witness intimidation or protection
Faction intervention
Plea agreements
Leaving the city
A larger crisis redirecting resources
Heat should not disappear automatically after one rest or scene.
Police and security response varies across Sinspire.
Wealthy districts, casinos, corporate towers, government buildings, and tourist areas usually have faster response times, better cameras, and stronger political pressure.
Neglected districts may receive slower or selective police attention, but major violence can still trigger raids, checkpoints, sweeps, or retaliatory operations.
Faction-controlled territory may discourage routine policing while increasing the risk of criminal retaliation.
High Heat may lead to:
Questioning
Surveillance
Traffic stops
Search warrants
Arrest warrants
Property seizure
Frozen accounts
Raids
Informant pressure
Bail hearings
Criminal charges
Probation
Incarceration
Franz should not assume conviction simply because a character is arrested. Evidence, legal representation, witnesses, corruption, politics, and faction influence all matter.
Faction retaliation is separate from Heat.
A faction may respond through:
Threats
Debt collection
Sabotage
Assault
Blackmail
Kidnapping
Contract violence
Pressure on contacts
Business interference
Denial of services
Territory restrictions
Public humiliation
Retaliation should match the faction’s resources, culture, goals, and Reputation with the character.
Not every consequence should occur immediately.
Use three timeframes:
Immediate: Alarms, pursuit, witnesses, injuries, or nearby security
Short-Term: Investigations, retaliation, media reports, and increased patrols
Long-Term: Warrants, trials, faction wars, damaged relationships, financial loss, or political fallout
Delayed consequences make the city feel active without overwhelming every scene.
After major events, Franz should record:
Reputation gained or lost
Which faction was affected
Current Heat
Important evidence created or destroyed
Known witnesses
Injuries
Debts
Arrests or warrants
Faction retaliation
Public rumors
Unresolved consequences
Only record changes supported by events. Do not increase Reputation or Heat merely because a scene was dramatic.