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How's Your Table Run?

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Laskeutua Laskeutua's picture
How's Your Table Run?
Heya all, Not sure it this is the right place for it or if this should be in Homebrew, but I'm curious as to how everyone else deals with the game in both a mechanical and setting sense. I've been thinking about putting my GM notes up in these forums and it got me wonder about how other tables handle things. At my table for instance we had the following: Mechanics:
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Setting:
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If people are interested I might throw up my setting/campaign notes later as well. So tl;dr: How does your table do things? any houserules to make anything easier? and weird and wonderful ways of handling the setting?
ShadowDragon8685 ShadowDragon8685's picture
Laskeutua wrote:Heya all,
Laskeutua wrote:
Heya all, Not sure it this is the right place for it or if this should be in Homebrew, but I'm curious as to how everyone else deals with the game in both a mechanical and setting sense. I've been thinking about putting my GM notes up in these forums and it got me wonder about how other tables handle things. If people are interested I might throw up my setting/campaign notes later as well.
Well, I'll address your house-rules first, and then I'll post my own.
Quote:
At my table for instance we had the following: Mechanics:
  1. -You get 20 points worth of positive or negative traits on morphs at character creation (as per how the Transhuman book dealt with morph adjustment rules).
  2. -No penalties can ever lower a skill below its linked aptitude amount or in apt x2/x3 checks, it will never lower below the base amount (however they still cancel out bonuses you might accrue)
  3. -91+ is always a failure, no matter what bonuses you have (bonuses you accrue over 90 however still work to cancel out penalties)
  4. -Aptitude x2 rolls were only ever used as some kind of saving throw, Aptitude x3 rolls were only ever used as some kind of raw ability check.
  5. -Once per session, usually when things were just quieting down from something hectic, I'd roll everyone's muse's psychology scores to heal some stress as the muse would actively be trying to calm the characters.
    1: 20 points of positive [i]or[/i] negative traits? Could you clarify: do you mean 20 free points of positive morph traits, and up to twenty more points of positive morph traits (40pt total) which can be bought at the cost of up to 20 points of negative morph traits? 2: That actually makes Aptitudes more useful than "assign everything 15 at chargen and never touch Aptitudes again because they're way more expensive than buying the skills you actually use." I like it. 3: I absolutely fucking hate it, and I'd never use it. You're saying that the Omega James Bond on crack has a guaranteed 10% chance of failure when he's doing something important, even if he's literally the best in the galaxy at it. 4: Um... Is this a comment on the way things were done normally, more than a change? 5: This... Seems pretty reasonable to me, honestly, though TBH I only rarely brought up the stress rules anyway. [h1]Shadow's House Rules[/h1] Anyway, let me go over the house-rules from the last time I played Eclipse Phase. [url=https://docs.google.com/document/d/1EWUWFN9We4HXdLW7bCPl_tcp2ayQ-bjawAut... full document may be found here.[/url] [h2]Simple House Rules[/h2] Below are the simpler house rules of mine, the ones that are easily digested. [i]This does not mean they are minor changes to the game![/i] [h3]Invested Character Points[/h3] Character points spent on equipment (including morphs) should not be lost; a character should not "de-rez" because circumstances cost them equipment/a morph.
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    [h3]Morphological Smorgasborg[/h3] I use the Morphological Smorgasborg campaign axiom from [i]Transhuman[/i].
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    [h3]Pegged Rez Gain[/h3] I absolutely hate character skill/ability disparity in an RPG. Everybody gets the same Rez. If circumstances would make Rez loss unavoidable, the universe goes into Rez Debt to that character and they gain half again normal Rez until they're whole with the group.
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    [h3]Opposed Tests[/h3] Personal clarification of opposed test outcomes: In direct conflict, the defender has primacy, outside direct conflict, the status quo is preserved.
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    [h3]Hardened Armor Rule[/h3] Someone wearing an epic shitton of armor has very little to fear from someone going Moar Dakka on them with pissant tiny bullets. This also serves to give a reason for characters to take things like Battlesuits over layered armor which would result in a higher overall armor value, because it has a higher Hardened Armor threshold. (Basically, don't try to kill military combat hardsuits with SMGs.)
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    [h3]On-Hand Purchases[/h3] I stole this from a Shadowrun GM's houserules a long time ago. Basically, spend a point of MOX to retroactively have purchased/favored stuff that your character could reasonably (or paranoidally,) have foreseen the need for, but which you the player didn't think of. (IE, "what do you mean, nobody has a flashlight?! NONE of us bought a flashlight?!" is a thing of the past.)
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    [h3]Fantastic Skill[/h3] Really awesome characters shouldn't lose opposed rolls against unworthy foes. This helps reinforce that.
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    [h3]Melee Made Dangerous[/h3] This a suite of mostly bite-sized rules designed to make melee less of a fucking joke and more of a viable, if niche, choice. [h4]Skill Condensation[/h4] “Blades,” “Clubs,” and “Unarmed” are condensed into the single skill “Melee,” as are all Exotic Melee Weapon skills. [h4]Increased Damage[/h4] All Melee weapons increase their damage by a flat +1d10. [h4]Increased Leverage[/h4] Two-handing a weapon lets you put more leverage into it, and get more damage out of it.
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    [h4]Brute Force[/h4] Want to hurt someone through heavy armor? Use a blunt weapon, a weapon wielded in two hands, or better yet, a blunt weapon in two hands.
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    [h3]Multi-Specialization[/h3] Spec as many times as you want in a given skill. If two or more specs would be applicable to one roll, add +15.
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    [h3]Killing Blow[/h3] [i](Exhack invented this one, I backported it from his game to mine. (I miss Diamond Dogs! ;_; ))[/i] You can put a morph down hard if you take a called shot and deal half or more of its remaining DUR in one shot.
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    [h2]Complex House Rules[/h2] These are the longer house rules. [h3]Nanofabrication[/h3] This is more a set of guidelines, both for myself and players of my games, than absolute hard and fast rules, but it expounds upon the nanofabrication from EP, rather than replacing them.
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    [h3]Motivations[/h3] I treat Motivations in Eclipse Phase as being closer to Heroic Motivations from [i]Exalted, Second Edition[/i], than the wishy-washy "take it or leave it" things they were by default.
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    [h3]Stunting[/h3] Another rule basically stolen wholesale from [i]Exalted, Second Edition[/i]. Characters are rewarded for players making things more interesting than just "I do X." This reward comes in the form of both an increased chance of success, and a discrete reward [i]for[/i] success.
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    [h3]Alienation & Integration Tests[/h3] My houseruled override for the standard Alienation & Integration tests, which I found varied too wildly, and had far too much possibility to leave a character crippled for over a week.
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    [h3]Story Manipulation[/h3] This rule lets player(s) spend MOX to narrate circumstances.
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    Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
    Trappedinwikipedia Trappedinwikipedia's picture
    I've got a few changes,
    I've got a few changes, though a lot of them are fairly small. I haven't really touched the core resolution system, except to make the complementary skill breakpoints happen at multiples on ten, just to simplify that a bit. I also tend to only use the first/biggest 3 modifiers to a test, and ignore the rest. I just don't like how much the game slows down when people try as hard as possible to get all the bonuses they can for tests which aren't totally all or nothing. I drop that for "Must Pass" tests though. General Combat: Called shots only bypass armor if there's pieces missing, such as a helmet, greaves, or spaulders. If armor is being layered, lower layers will still protect. I use narrative wounds, so when 2 wounds are taken at once, bad things happen. Deafness from shockwaves, bleeding, limb amputation/crippling, etc. Narrative damage is healed at the same time wounds are, faster if there's justification. (Reattaching limbs with nano bandages, Medichine priority changes, etc). Weapons: I've messed with weapons a lot, because I feel the rules don't quite do the setting justice. Modularized Guns:
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    This could be extended to other weapons, but I haven't really felt the need, at least not yet. I did this because I figure with nanofabrication, customizing a weapon should be easy, and extremely common, and making a gorillion exceptions seemed harder. Expanded beam weapons: Rifle and crew served scale lasers, pistol scale PBBs and plasma weapons, cost adjustments. Beam weapons are weirdly limited in choice, and with expanded kinetics, that starts to look really extreme. There's some other changes, like some shotgun rules, but no one's actually used them yet, so I don't really care that much about them. Melee Weapons: I haven't altered the skill list like some people have, but I generally let people freely default between melee skills. Unarmed is kind of its own category, as it tends to be better than the rest (subdual is nice). Melee weapon attacks have 3 attacks per complex action base, and attacks can be subtracted for +5 or +10 DV depending on the number sacrificed. This is done because I'm fine with melee being worse than ranged weapons, but not from a fundamental action economy level. It also makes at least 1 likely to get through Fray. There's documents which add in a lot more melee weapons, and I often use those. I've experimented with not letting Fray be used against melee attacks, (requiring a melee skill to defend) but I'm not sure I like it. Costs and rep: I've essentially doubled the number of cost categories and Favor levels by bringing in half-level categories. Basically, credit costs are more granular within their category, which can shift them up or down one half level. Mostly this is contingent on local availability, but some things have just gotten flat more expensive, like Guardian Angel bots. This also makes things like level 3.5 favors, which slice each cost category in half with rep requirements. I felt that only 5 cost categories was a little small. Morphs are generally globally (CP and credits) half as expensive. There's some low-end exceptions, but in general bodies are cheaper. I just did this because I wanted people to use more of the cool fancy morphs without crippling themselves with an egocast or similar. Nanofabrication As a tie-in, CM's come in varying grades of speed and quality, and gear fab times are now based on volume and composition rather than cost category. (small low-energy things build the fastest, metals and things which require reactions with big enthalpies are slowest). A slow CM has build cycles in the hours, a fast, high end one 1 to 5 minutes per cycle. Most are in the 1 hour to 15 minute range. CM's require a lot of power, and make a lot of heat, which can be a problem in power-limited situations. Fabbers are incomplete CMs which lack the "nanoblock" production layer, and instead assemble things from complex feedstock, they work a lot faster, but can only make things from the limited complex feedstocks they can handle.
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    Noble Pigeon Noble Pigeon's picture
    Quite a few of my mechanical
    Quite a few of my mechanical changes tie into setting changes too, so this is just a loose categorization. These mechanical changes are also subject to change. Mechanics
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    Setting
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    Basically the setting is more like Altered Carbon or Nova Praxis: transhuman stuff still exists, but it's less common than in the default setting, and high technology is not as ubiquitous, even in the less restrictive, more chaotic outer system. This is partly to make the setting less dense to get into for new players, partly because I like the aesthetic of Alien's "gritty/industrial future" more than Star Trek's aesthetic of "everything is shiny or an iPod". Final death is still avoidable, but more likely to happen, more so if you lack the credits or social rep in places that doesn't use credits. There ARE still polities that will at least try to resleeve your stack as an infomorph for little to no cost (Titanian Commonwealth and a few Martian-based, non-Consortium hypercorps being the biggest players that do this), but that's about it.
    "Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
    SquireNed SquireNed's picture
    Now, I don't know about y'all
    Now, I don't know about y'all, but my table mostly just sits there. I mean, it's furniture. It's actually been a while since I've played Eclipse Phase, and I never made an exhaustive list of my personal table rules, but I did make Ned's Morph Overhaul (http://eclipsephase.com/neds-morph-overhaul) and An Ultimate's Guide to Combat (http://eclipsephase.com/ultimates-guide-combat), which are both large homebrew documents that cover new things I added for my group.
    Laskeutua Laskeutua's picture
    ShadowDragon8685 wrote:Quote
    ShadowDragon8685 wrote:
    Quote:
    At my table for instance we had the following: Mechanics:
    1. -You get 20 points worth of positive or negative traits on morphs at character creation (as per how the Transhuman book dealt with morph adjustment rules).
    2. -No penalties can ever lower a skill below its linked aptitude amount or in apt x2/x3 checks, it will never lower below the base amount (however they still cancel out bonuses you might accrue)
    3. -91+ is always a failure, no matter what bonuses you have (bonuses you accrue over 90 however still work to cancel out penalties)
    4. -Aptitude x2 rolls were only ever used as some kind of saving throw, Aptitude x3 rolls were only ever used as some kind of raw ability check.
    5. -Once per session, usually when things were just quieting down from something hectic, I'd roll everyone's muse's psychology scores to heal some stress as the muse would actively be trying to calm the characters.
      1: 20 points of positive [i]or[/i] negative traits? Could you clarify: do you mean 20 free points of positive morph traits, and up to twenty more points of positive morph traits (40pt total) which can be bought at the cost of up to 20 points of negative morph traits? 2: That actually makes Aptitudes more useful than "assign everything 15 at chargen and never touch Aptitudes again because they're way more expensive than buying the skills you actually use." I like it. 3: I absolutely fucking hate it, and I'd never use it. You're saying that the Omega James Bond on crack has a guaranteed 10% chance of failure when he's doing something important, even if he's literally the best in the galaxy at it. 4: Um... Is this a comment on the way things were done normally, more than a change? 5: This... Seems pretty reasonable to me, honestly, though TBH I only rarely brought up the stress rules anyway.
      1. 20 points total to split either way. So if you have 20 points of positive traits, you can't then take any negative traits under this rule. It's literally how the Transhuman books handles this. 2. I ran a bit of an oppressive game when it came to penalties, so it was kind of needed. 3. Its a bit of a counterpoint to 2 honestly. Way I see it, if it has no risk of failure, why even roll? 4. Sort of? there are exceptions either way and... Referring to x2 as a save and x3 as a check simplified it so much at my table. 5. I had instances where the muse was the only thing keeping the characters from hitting insanity rating. depends on the game I guess. Some neat ideas popping up in this thread actually, a lot of stuff I hadn't considered.
      Noble Pigeon Noble Pigeon's picture
      The "you fail at a 91+" rule
      The "you fail at a 91+" rule intrigues me. ShadowDragon has a point, but so do you. Maybe have a 91+ be something similar to one of those "succeed but at a cost" or "you fail, but not entirely" situations if your skill's high enough? These quasi-successes and quasi-failures could normally be environmental changes or other unknown factors that the character just can't account for. because that IS still a thing, even for Omega Space Bond.
      "Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
      DivineWrath DivineWrath's picture
      Laskeutua wrote:3. Its a bit
      Laskeutua wrote:
      3. Its a bit of a counterpoint to 2 honestly. Way I see it, if it has no risk of failure, why even roll?
      In my eyes, if you've reached that point then you probably shouldn't be rolling dice. I don't think you should be rolling dice for the sake of rolling dice. Not rolling dice is a way to say that a character is so good that there isn't any reason to make a test for it. Also, avoiding dice rolls lets the game run faster. I try to view dice rolling as a necessary evil. In a game of cops and robbers, if everyone agreed that the cop shots the robber, then robber gets shot. If there is a disagreement, then how do you resolve it? Do you democratically vote what happens? You might get a player that is stuck in jail because he is constantly outvoted (even when he tries to pick the lock when no one is looking). Such a situation really causes the game to stop because the game can't proceed to the next scene. My point is not every rule system works all the time. Sometimes a judgement call needs to be made because its less messy. I also didn't see any mention of taking penalties to make task actions get done faster. Every -10 penalty removes 10% of required time (to a max of 60% reduction). If you want more dice rolling, perhaps you can consider options for players to increase penalties for a chance at better results?
      DivineWrath DivineWrath's picture
      Well, since I inserted myself
      Well, since I inserted myself into this conversation... Well, I haven't had the opportunity to play much these days, but the next I play I might try out some new rules. Traits for strong and weak morphs. I don't like how intertwined SOM is with physical strength. Or how small morphs can have a cap on SOM aptitude. To me aptitudes is supposed to be a purely mental thing, so an aptitude cap for SOM that is different from other aptitudes because of size seems silly. To that end, I want to redesign some morphs where a chunk of their bonus to SOM is derived from traits instead of raw aptitude bonuses. Maybe price them 5, 10, 15 or 5, 15, 30. My goal is to make these strength traits external to the mind in the same way as Muscle Augmentation or Reflex Boosters are external. Exotic morphs don't get Social Stigma: clanking masses or pod. This means morphs such as Flexbots, Swarmanoids, or Novacrabs don't have these problems. Technically those morphs didn't get those traits to begin with, but I'm using this idea and applying for other morphs (and new ones). Exotic morphs are for either the eccentric. For the same amount of resources to get such a morph, you've could have got something normal... The "Right At Home" trait applies to groups of morphs. Such as Arachnoids, Flexbots, or Infomorphs. This means that if you select Arachnoids, it'll apply to any morph like Arachnoids or morph variants of them. This of course means that some morph types needs more morphs to flesh out the group. Thankfully, I've already made the Basic, Assassin, Battletank, and Industrial Arachnoids. I'm considering making "clanking masses" a category, a group of synthmorphs that are built for the masses. Built to be cheap, not comfortable.
      Kojak Kojak's picture
      DivineWrath wrote:Thankfully,
      DivineWrath wrote:
      Thankfully, I've already made the Basic, Assassin, Battletank, and Industrial Arachnoids.
      Any chance you'd be willing to post the stats in the Homebrew forum?
      "I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
      DivineWrath DivineWrath's picture
      Ok, sure I'll post them. I'll
      Ok, sure I'll post them. I'll dust them off and give them a quick look over to see if I can make any improvements before posting.
      Kojak Kojak's picture
      DivineWrath wrote:Ok, sure I
      DivineWrath wrote:
      Ok, sure I'll post them. I'll dust them off and give them a quick look over to see if I can make any improvements before posting.
      Awesome. If you've got any other morph variants, those would also be cool to see.
      "I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
      DivineWrath DivineWrath's picture
      New thread made. I posted
      New thread made. I posted some now. I will post more later. Leave any comments on the morphs in the new thread please (I don't want to derail this thread). http://eclipsephase.com/extreme-morph-variants
      eaton eaton's picture
      Mostly rep/networking related…
      Networking has always felt a little "off" to me, at least the way my group rolls.. Some players had accumulated tons of rep but lacked accompanying networking skills, others had ridonculous networking skills that let them effectively ignore rep. It felt sub-optimal. My goal was to make things much more reliant on building and maintaining rep, with a bonus for pure social skill but most weight going on how well a character had maintained their connections.
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      I think with the next "season" of our campaign coming up, I'm going to try some of the moxie rules mentioned above — in particular, the high-moxie "change the narrative" stuff. I have a couple of characters with high moxie, and giving them more to do with it than continually upgrading full auto bursts to crits would be nice.
      Trappedinwikipedia Trappedinwikipedia's picture
      I really like the SAV+Rep way
      I really like the SAV+Rep way to do networking. Do you make Rep more expensive to purchase at character creation or limit it? Not needing to buy the network skill seems like it should make it easy to get near 100% on these tests while being pretty cheap.
      eaton eaton's picture
      If someone has ridonkulous
      If someone has ridonkulous rep under the "standard" networking rules, they can still ace their rolls by burning rep. That's the mechanic that got me thinking about this approach: Rep as a kind of currency rather than a kind of stat. Because we're dealing mostly with characters that were built for the "old way," we haven't really seen what would happen if someone really carefully engineered a character around it. With this approach I'm also more aggressive in applying penalties and bonuses for the players' approaches in obtaining information or seeking favors. The biggest check on exploitation is actually the constant drip-drip of rep loss when they don't follow through on favors. If a request comes in at a bad time, for example, you might lose 3-4 rep with a key network, and that sticks with you until you're able to build it back up. At least so far, this approach seems to juice up the variability I was looking for — someone who's rolling around with (say) 80 rep is pretty famous within a given network, and they'll be fielding lots of high-level favor requests *all the time*. That either keeps pulling them off-mission, in which case they'll lose i-Rep for dicking around, or they'll lose rep in another network for not being a good neighbor etc. I may play around with the values, but the intent is to make it take actual sustained work — balancing competing demands — to maintain high rep. (Random thought: During chargen, I might also run the numbers on 1CP : 5Rep instead of 1CP : 10Rep and see how it plays out. That would make it just a bit harder to boost rep to ludicrous levels right out of the gate.)
      Laskeutua Laskeutua's picture
      I really, really like that
      I really, really like that random incoming favour rule. Nice and simple.
      ThatWhichNeverWas ThatWhichNeverWas's picture
      It's interesting how many of these rules adress the same issues.
      I kind of love this thread. Therefor, I shall poke it :P So, here are my current houserules. Some are more clarifications than anything, but still...
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      In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
      Dilf_Pickle Dilf_Pickle's picture
      Rep drip drip
      The idea of slow-drip rep loss is interesting to me, but to my mind it would be the result of the reputation ecosystem 'moving on without you' as others render favours and gain rep while you sit idle, rather than necessarily being directly dinged for not popping over to Mars to help Billy-Bob Random level a shelf. Of course, both could happen simultaneously now and again. With that in mind, I was reading over the [url=http://firewall-darkcast.com]The Eye[/url] fanzines (why did they stop in 2010? :( ) and came upon an interesting mechanic for managing favours vs levels. It seemed to be a natural fit with the tenor of this thread:
      The Eye Fanzine, Issue 3[/url], p.9]EARNING REP Each time a player earns rep for performing favors or accomplishing tasks, he earns an amount of rep equal to the gain minus his rep level with that network. Because of this, people with high reputations tend not to earn rep for doing small favors which everyone naturally considers below their status and which are too easy for them to achieve to warrant merit. For example, Eduard does a Moderate Favor for an @-rep friend of a friend, and earns 6 rep points. His @-rep is 25, and so his rep level is 2, so he actually only earns (6-2) 4 @-rep. LOSING REP Just as it is harder to earn rep the better known you are, it is also harder to lose it by failing to perform trivial favors. After all, the more people know you the less a single persons opinion matters. Just like performing small favors won’t give someone with a high reputation any more rep points, not doing them won’t make him lose them as most people will think that he is too important to be bothered with such trivial things. To represent this, each time a player loses rep for not performing a favor or fails at a task, he only loses a number of rep points equal to the rep points lost minus his current (rep level - 1). This is a little lower than the modifiers applied to gaining reputation to represent the fact that it is generally easier to lose rep than it is to gain it. For example, Eduard later on is asked by an @-rep friend to help him with a Trivial favor, but he doesn’t want to have to spend time away from an important task that he is already busy with. He turns the friend down and would normally lose 1 rep point, but because he has a rep level of 2 he loses 1 less rep point than he normally would, in this case - none. Because of this his rep score with the the @-rep network actually stays stable.