Gaining Reputation and Experience

Reputation Points (RPs) are an add-on to the rules. Their purpose is to reflect the clout the character carries. RPs may also be used to gain perks and such, as they are a mechanism by which the rapid growth of characters in traditional comic books often quickly gain power and benefits by virtue of their increased stature in the fictional world and increased readership in the real world. For example, a caped hero may begin in the comics with a modest base of operations which grows rapidly over the years to become in its own right a formidable fortress. Additionally, we typically see the heroes gain contacts to official organizations and such. Finally, we sometimes see superheroes take quantum leaps in their abilities, such as going from a modest leap to zero endurance flight.

In Disavowed, Reputation is somewhat different as the former Rep system was more super-hero based.  Rep is important for "I Need a Break" rules, below.

Each time a character faces an opponent, the results must be classified as a total victory, a partial victory, a draw, a partial loss, or a total loss. Furthermore, the opposition must be classified as inferior, marginally inferior, roughly equal, marginally superior, superior, or vastly superior.

A total victory is one where the opponent is vanquished. The opponent may be considered vanquished by being reformed, killed, or otherwise rendered harmless. A partial victory is one where the opponent's objectives are frustrated but the opponent may return to fight another day. It is up to the GM and the campaign type to determine if a prison sentence constitutes a total or partial victory; campaigns where villains break out of jail every other week clearly would lead to classifications of partial victory where a jail sentence is imposed on the opponent. A draw is any result that is either inconclusive or where the opponent may not have been able to realize his objectives but may be left in a position where he still might easily attempt to do so easily. A partial loss is one where the opponent realizes his objective but the character may attempt to frustrate the opponent in the not too distant future. Finally, a total loss is one where the character himself/herself is vanquished somehow.

An opponent may be considered inferior if they never really had a chance against the character. An opponent may be considered marginally inferior if, obviously, he is only somewhat outclassed by the character. An opponent is roughly equal of course if it's a "fair fight". What may not be so obvious is that it is probably not advisable for the GM to simply compare points totals as some villains are unbalanced and sometimes a match-up is such that clearly one character's weakness is immediately visible and easily exploited. An opponent is marginally superior if he is somewhat stronger or better placed than the character; this is a somewhat typical scenario in superhero/supervillain combat as typically the opponent is intended to be challenging. An opponent is considered superior if he/she clearly outclassed the character; the next category up, vastly superior, is reserved for those opponents which are considered impossible to beat. In fact characters typically only face vastly superior opponents when they blunder into it or as a result of bad luck.

It is crucial to note that an "opponent" is not necessarily a direct personal foe. An opponent may be a large organization that a character is fighting long-term. An opponent may be the defenses of a fortress. An opponent may be a particularly baffling clue. GMs should consider anything that had to be overcome an opponent.

Typically GMs may award experience and reputation for every hour of real time playing to each players' characters that participated and acted in character. This dispensation is particularly suitable for games where much of the action is centered on the interpersonal roleplaying activities rather than battles and detective work.

Another method of gaining experience is practicing. Practicing is different in that it requires that the player indicate what the character is practicing and how he/she is doing so. Every 120 hours (3 weeks) of solid practice may raise the skill or power that is being practiced. It is important that the GM understands clearly the method of practice and that it makes sense. This method of gaining experience is a great way of reflecting the longer periods of time that may go by between the active adventuring played out in a gaming session. Furthermore, no character may practice more than 40 hours per week.

There are a few actions that can quickly raise characters' reputation. They include "great" acts of heroism (or if appropriate villainy or publicity) and "enduring" acts of the same. A great act of publicity/heroism/villainy is any action that is highly visible to the world of super adventuring or, if not known to others, reflects unusual bravery or treachery. It should be something well above the call of duty, not merely saving hostages, but rather something of a self-sacrificial nature or extraordinarily gruesome, for instance. The next class of heroism/villainy is known as an "enduring" act and as that implies it has a historical impact, something that will either never be forgotten or which clearly affects future history. A particular subclass of these sorts of action which the GM may award points for is any time the character's action results in him/her becoming the sworn enemy of one of the campaign world's world-renowned super characters or organizations.

Finally, a GM may award points for money gained, as in many traditional roleplaying games. This is, of course, optional (indeed as are any rules!), but is provided particularly for those games where there is either a mercenary aspect or worldly gain is frequently a reflection of a character's success. Note that these points are awarded only for those actions directly as the result of the character's super heroics or villainy. They should not be awarded for the characters' professional gain. Examples where this would be applicable would include the money gained in a heist executed by a supervillain or money gained as a reward for bringing in a supervillain.

The Reputation/Experience Action Chart below indicates the reputation and experience/option points that may be gained for the actions detailed above.

Enemy is taken care of "once and for all!", where enemy or situation is...
a background NPC or a nuisance +.5 +.025
interesting but not that powerful +2.5 +.125
about even, but not enough color +7.5 +.375
tough, a worthy challenge +17.5 +.875
stacking the odds against me! +30 +1.5
the BIG BAD!! +50 +2.5
Enemy or situation is taken care of...this time and it was
a background NPC or a nuisance +.25 +.0125
interesting but not that powerful +1.25 +.0625
about even, but not enough color +3.75 +.1875
tough, a worthy challenge +8.75 +.4375
stacking the odds against me! +15 +.75
the BIG BAD!! +25 +1.25
Enemy's plans were thwarted or the situation handled, but he got away or it isn't over against
a background NPC or a nuisance +0 +0
interesting but not that powerful +.5 +.025
about even, but not enough color +2.5 +.125
tough, a worthy challenge, or stacking the odds against me! +7.5 +.375
the BIG BAD!! +17.5 +.875
It got out of control but I did my best against
a background NPC or a nuisance -.5 -.025
interesting but not that powerful +0 +0
about even, but not enough color +.5 +.025
tough, a worthy challenge, or stacking the odds against me! +2.5 +.125
the BIG BAD!! +7.5 +.375
I blew it completely against
a background NPC or a nuisance -2.5 -.125
interesting but not that powerful -.5 -.25
about even, but not enough color +0 +0
tough, a worthy challenge, or stacking the odds against me! +.5 +.25
the BIG BAD!! +2.5 +.125
Acting in character per real hour of playing +.5 +.125
Per 120 hours (game-time) practicing in a particular characteristic or skill - just applies to that skill +0 +.25
Acts of great heroism of villainy or publicity +15 +0
Acts of enduring heroism or villainy or publicity +40 +.25
Becoming the sworn enemy of any world-renowned super +17.5 +0
Money gained through super identity (per event)...
$1-$500.99 +.5 +.0125
$501-$2,500.99 +1.5 +.0375
$2,501-$10,000.99 +3.5 +.0875
$10,001-$50,000.99 +6.5 +.1625
$50,001-$250,000.99 +10.5 +.2625
$250,001+ +15 +.375

A "dial chart" is also applied for use as a modifier for the rapidity of growth you’d like for your campaign – note you can choose different growth rates for experience as opposed to reputation.  For the Disavowed campaign, we'll be using the "Slow Growth" option.

Type of Campaign Growth

Multiply Above EPs/OPs by…

Multiply Above RPs by…

Slow Growth






Fast Growth



Very Rapid Growth



Reputation points are always only awarded for actions taken place by a super character in his super guise. The only exception is for those actions done in disguise but for adventuring purposes. For example, a character knocking out a business competitor in regular "civilian life would not apply, but cleverly using detective skills to follow up leads on a super opponent while in secret ID probably would.

So you know what to do with experience points – that’s simple. But what about these "Reputation Points"?

First, RPs indicate the likelihood that people have heard of the character within the intelligence or paranormal communities, at least by reputation.  Because so much of the Disavowed world takes place in secrecy, this Rep is mostly important in its "aura" effect and to the degree you care to "cash in" on your hero's Reputation.  Second, it indicates a level of reputation and according advantage(s). Most of these advantages confer a bulk sum of bonus experience or option points for a specific purpose; consult the campaign dial chart below this (particularly for Fuzion campaigns) to modify the number of points awarded.

Reputation Points Level and Awards
0-99 Unknown Adventurer

No advantages and the character may not make Presence Attacks.

25% chance of being known by sight or at least by name in area of activity

100-299 Faint Name Figure

Advantage I: Presence Attacks – the character may make Presence Attacks at this point. It is correct to say that this is not so much an advantage as much as simply an indicator that the character is coming into his own, gaining confidence and reputation.

10% chance of being known by sight or at least by name within the intelligence or paranormal communities; 50% in area of activity

300-599 Known Figure

Advantage II: Headquarters – character receives 5 bonus experience/option points (applied at 1/5 as usual) solely for the purpose of building gadgets or "support" materials at the group's HQ.  These may not leave the HQ.

25% chance of being known by sight or at least by name within the intelligence or paranormal communities; 100% in area of activity

600-1049 Hero or Villain or Adventurer

Advantage III: Minions – character receives 10 bonus experience/option points solely for the purpose of gaining contacts and perks; 50% chance of being known by sight or at least by name within the intelligence or paranormal communities; 100% in area of activity

1050-1724 Great Hero or Villain or Adventurer

Character receives 25 bonus experience or option points which he may apportion among any or all of the following advantages (only):

Advantage IV: Reorganization – the character may undergo a "radiation accident" or otherwise revamp his character

Advantage V: Agency – a character may use a portion of his bonus points for the sole purpose of increased standing in International Operations, meaning Perks that boost his stature/position, whether by promotion, reputation, or such.

Advantage VI: Life Saving – for every 10 points the character wishes to set aside he may save his own or another’s life in spite of what would be a death blow or circumstance; once spent, these points are lost forever and may not be rebuilt

Thus, for example, a character may spend 5 points on an agency, 10 points on reorganizing his character, and 10 points for one single life saving in the future.

Known by sight or at least by name within the intelligence or paranormal communities

1750-2724 Mighty Hero or Villain or Adventurer

Advantage VII: Immunity – a character gets 25 points that he may spend on perks, contacts, or specialized immunities. These points may be spent at any time but only for these purposes. Immunities are a new form of perk; they are one-time payoffs for offenses the character has made. They may also buy off a hunted that has come into play during the game (ie, no points have actually been paid for the hunted).

The cost for an immunity is:

  • 15 points for a major offense (any offense where a major government or super group is willing to take action)
  • 10 points for a middling offense (any offense where a small government or single super is willing to take action)
  • 5 points for a minor offense (any offense where a local government or significant organization is willing to take action)

The immunity is paid off in some fashion consistent with the character and the situation. The good will of the community is rarely bought back; rather the offended party is willing to call things even.

2725-3724 Incredible Hero or Villain or Adventurer

Advantage VIII: Organization Ties – a character may formalize his ties to organizations or develop new ties to organizations, receiving 10 experience or option points to this end

Advantage IX: Enhancements – a character receives a special bonus equal to his highest characteristic in experience points.

3725-5224 Historic Hero or Villain or Adventurer

A character receives 5 points for the following two options; he may apportion the expenditure among them however he wishes.

Advantage X; Increased Life (and if you’ve been playing this long you need it!) – a character may extend his life. For every point spent, his natural lifespan (as determined by the GM) is doubled.

Advantage XI: Solved Mysteries – a character may receive answers to great personal mysteries, such as who his father is, where his powers come from, etc. The character may also ask for the enactment of personal situations he would like to see, such as the landing of the aliens who gave him power. Each request costs a point. Solved mysteries should always involve a situation fairly concocted by the GM at the player's request, and should not unbalance the game, although the player should get his mystery solved or situational request granted and not be killed. Only personal mysteries should be addressed, not mysteries such as who committed such-and-such a crime (unless, of course, that particular crime was of great personal importance to the character).

5225-7474 Galactic Hero or Villain or Adventurer

Advantage XII: Retirement – a character may retire. This is not a particularly useful advantage, but it does allow a character to live the rest of his life out peacefully, albeit inactively. The player and GM should determine the reasons and circumstances the character can retire peacefully under.

Advantage XIII: Take-back – a character may take back events in the future! This is similar to lifesaving above, but in this case the character may take back actions and results up to the beginning of the particular gaming session, at least insomuch as his character is affected. The character receives 25 points for this purpose. 5 points will recall a situation that is not grave or serious for the character or his associates. 10 points will recall a situation that is serious for the character and/or his associates (the situation lead to or could have lead to injuries, humiliation, and/or severe problems). 20 points will recall a situation that is deadly.

If a situation is "taken back", all experience and reputation points gained or lost are negated, for all involved characters. Usually, it can all be viewed as a dream sequence or hypnosis or something similar. However, if there are players (not characters or non-player characters) involved who do not want the situation taken back, the GM must devise some way around all this; perhaps the character the player wishes to save has a personal god who changes everything just for that character. The GM and player should attempt to stay in the conception of the character.

Situations prior to gaining this ability may not be taken back, thus, when gaining this ability, the character must set aside a reserve to draw on later.

7475+ Eternal Hero or Villain or Adventurer

Advantage XIV: Ascendance (i.e., it’s time to quit) – a character may end his active career by "ascending" to his "ideal state" or become virtually unbeatable with an extra 500 experience or option points.

Ascendance means a character may, for example: join his god; or seemingly die, only to live underground and, although ending his known career, train people to fight evil; find the secret to eternal life and live quietly forever, his true quest over; become a god unconcerned with humans; etc. The GM should concoct a scenario to fit the character's needs, although there should still be some challenge. Ascendance also indicates an "end" appropriate to the character; it should be carefully thought out.

Fuzion Dial Chart for option points awards:

Campaign Style

Multiply Points by…

Everyday (realistic)


Competent (elite, semi-realistic)


Heroic (TV action show)


Incredible (olympics, action movie)


Legendary (blockbuster action movies)


Superheroic (comic books, myths)


In essence the ideas here are presented to stimulate methods of character growth. Clearly the higher levels of reputation will likely get rarely used though at least they provide some ways to make mature campaigns and player-characters grow into "old age".

I Need a Break

"I Need a Break" points allow you to help control your fate.  For every 100 Rep Points you receive a Break point, along with 1 Break point for every 5 Disad points.  Break points are good for a session and are lost at the end of a gaming session if not used.  Break points may be spent as regular Character Points except they only apply at a single moment in time!  So you can increase your STR by 1 for each Break Point you have for a Phase.  Or you can add Skill Levels for a Phase.  And so on.  They may also be used to defray damage, at the rate of the cost of the damage inflicted, i.e., 1 Break Point defrays 1 STUN while 2 Break Points defray 1 BOD.

Back to House Rules Page