
Cap'n Voodoo |
2 people marked this as a favorite. |

Looking for some input.
I like the concept of Infamy, but I think it missed the mark. The disrepute/impositions system is overly complicated and I really don't like granting supernatural effects for a mundane ability. In my opinion, Infamy should stay on the social skills end of things. So here's what I'm working on:
One of the main benefits of Infamy in the pirate world was that your prey would roll over and give up the gold without a fight. All you had to do was 'Raise your Roger' and intimidate merchants into surrendering. Your Infamy did all the work.
My crew are big fans of Intimidating everyone (and everything) they see. Unfortunately, the Intimidate skill only allows you to demoralize one adversary at a time. So why not put Infamy to use by allowing it to boost the number of individuals that you can demoralize with an intimidate check.
The party can make a single intimidate check to demoralize that applies to as many adversaries as their Infamy Score. Of course, I'll have to lower the maximum Infamy score to something more reasonable like 2x Average Party Level instead of 4x.
I think Infamy should also be of some benefit for other social interactions as well so additionally, The party gains a bonus equal to 1/2 their Infamy Score on a single diplomacy/bluff/intimidate check dealing with crew morale, recruitment, parlaying with other pirates and selling plunder.
That's it, just keeping it simple. I'm happy with the means of winning infamy so no changes there. I think these benefits are a bit more alignment neutral compared to the impositions as well. Any comments are appreciated.