System Name: Reputation and Heat
Purpose: Make faction response feel alive and consequential across Viratia.
Reputation (Rep): how much a faction trusts or respects you
Heat: how urgently they want you stopped or controlled
Rep can be positive or negative. Heat is always 0 or higher.
Rep -3 Hated: shoot on sight or covert kill orders
Rep -2 Hostile: refused service, harassment, sabotage
Rep -1 Distrusted: watched, overcharged, low cooperation
Rep 0 Neutral: standard interactions
Rep +1 Known: small favors, discounts, rumors
Rep +2 Valued: access to restricted areas, elite contracts
Rep +3 Allied: backup, pardons, unique rewards
Heat 0 Quiet: no active pursuit
Heat 1 Noticed: questioned, watched, minor patrol checks
Heat 2 Wanted: bounties, informants, frequent inspections
Heat 3 Hunted: kill teams, raids, asset seizures, ambushes
Heat 4 Crisis: city lockdowns, faction wide alerts, forced confrontations
public violence, especially in cities
stealing major assets, relics, or ledgers
humiliating a powerful figure
repeated crimes in one region
exposing supernatural truths to humans
time passing without incidents
bribes, favors, reparations, or scapegoats
clearing warrants through legal or criminal contacts
completing contracts that benefit the faction
relocating to a different region for a time
Humans use paper systems.
Vampires use whispers and debts.
Elsir uses law plus strength.
Heat triggers:
Wanted Posters: bounty hunters appear
Warrants: search rights, arrests, property seizure
Black Orders: covert elimination, no paperwork
Track Rep and Heat separately for:
Union of Meridian States
Ardent Concord
United Merchants Guild
Vampire Syndicate
Elsir Council
Major local gangs or tribes
When players act, apply:
Rep shift based on faction benefit or insult
Heat shift based on visibility and severity