I noticed in the new Assassins crew the No Traces ability lets you keep half the rep value of the target instead of 0 when you make it look like an accident. Does this mean crews normally don’t get any rep when they keep a job quiet with no one knowing it was them? This makes total sense but I am not seeing that elsewhere in the rules, am I missing it and if so has it always been this way?
I noticed in the new Assassins crew the No Traces ability lets you keep half the rep value of the target instead of…
I noticed in the new Assassins crew the No Traces ability lets you keep half the rep value of the target instead of…
Rules reference 2 sheet / Payoff (1st) => “A score yields 1 rep per Tier of the target and a
coin reward based on the nature of the operation”
Looks like this would be in contradiction with the No Trace ability description too. In this reference, it looks more like it’s Heat that’s mostly affected by the way the score went.
huh, yeah. this confused me a bit as well. Not 100% on how quiet missions work now….
Cool, I am not the only one. Like it makes sense that you wouldn’t get any rep if no one knew you did the score and all. But the move implies there is a hard rule that I couldn’t find
I’m not sure if it’s explicitly called out but this happened in our game a few sessions ago. Reputation (by it’s nature) is based on actions. If you tangle with big guns and come on top – it increases your reputation.
Oh that Lurk? Yeah he stole the painting from the Governor’s mansion. And when the man put every bluecoat in the district out looking for him, he snuck back in, spent the night, and took his prize wine-bottles for his troubles.
Even if you’re quiet, people talk, bells ring when you kill people, someone sees – not to mention how the Ghost field changes CSI.
But if you run a job, nobody knows who you’ve taken out, you leave no trace, and don’t talk about it – there is no reputation to be bolstered or garnered (at best some rumors).
So we aced the Red Sashes but did it so quickly and quietly even the locals weren’t sure why the school was just suddenly “under new management”. We didn’t get the rep for the job till our Hound dropped some hints to a bluecoat he was trying to chat up. Sometimes that’s the price of doing things way too quiet-like ^_~
Huh… I really thought I put the clause about zero rep in the quick start. I’ll fix that.
That’s what I thought, it’s a thing that once my attention was called to it in the Assassins’ move that totally makes sense fiction wise so it made me wonder if this whole time I had missed a rule somewhere.
John Harper awesome thanks!
This has helped a lot, thanks for the responses. I’ve always gone off of what Pg 13 says about Rep:
“For each successful score, your crew earns rep equal to the tier of the faction you’ve preyed on. The bigger the victim, the more rep it’s worth.”
Which read to me that the crew gets rep – regardless how quiet/loud it is. :-/
Thanks for clarification all!
For my money, this is the advantage of being beholden to a larger crew. The Dolls earn full Rep on every job they do, even the quiet ones, because they’re good little soldiers that report everything to the Crows (and more importantly, give them their cut).
Every other mechanic in the game is beholden to The Fiction so I don’t see why rep accumulation would be any different. +1 for a spectacularly impressive score, -1 for a kind of a lame score or one that’s kept on the down-low, etc.
There is a bit on page 14 talking about faction status.
“When you execute an operation, you gain -1 or -2 status with
any factions that are hurt by your actions. You may also gain
+1 status with a faction that your operation helps. If you keep
your operation completely quiet (no one knows it was you)
then your status doesn’t change.”
Faction status is different than rep, though.
Michael Yater Ah ha! That’s why I thought I’d included it. Anyway, it’s fixed now.
Can you also then theoretically gain reputation if you are framed for something? Or if you claim responsibility for a crime that was committed that you didn’t actually commit?
That sounds like a score against the actual perpetrators?
I mean if someone does something and doesn’t want to claim responsibility, so noone else comes forward, then the PCs decide to say it was them.
You hear about groups claiming responsibility for terrorist acts in real life, so why not in game?
Much like in real life though, whatever short term benefits there might be are likely to be outweighed by the consequences.