"We are not only the Teachers of Outland - we are her hope. How we are perceived is of the utmost importance. In order for the people to trust us, they must Respect us. If we were to lose the Respect of the people of Outland, our job would become that much more difficult."
In Outland, a character's reputation among his countrymen is of the utmost importance. The higher one's reputation, the more likely one is to garner favours and impress not only your friends and family, but your superiors. Reputation is also a key factor in joining the Border Wardens and Knights of the Guardian Hawk. Reputation ranges between 3 and 30. It is composed of two factors - the Reputation Variable (a number between -10 and 12, which can rise and fall), and the character's Charisma score.
To determine a character's starting reputation, first add the Character's Charisma. This is his base reputation. Next, add the Alignment Modifier, as per the following:
As you can see, the general populace of Outland tends to respect those who adhere to the tenants of Law and Good. This number, combined with the character's Charisma score, becomes the character's Reputation. Reputation affects NPC reactions as per the following table.
The Price Modifier column (in the next table) gives the DM an idea how local merchants will alter their prices based upon their perception of the character. If the character is very well liked, merchants will usually lower their prices for such valued customers (but will not fall below cost). Likewise, if a character is disliked, merchants tend to raise their prices for these individuals.
Some characters might be tempted to make purchases for characters with lower reputations (or might even be asked by these characters to do so). While this is certainly possible, it does run its own risks. By making purchases for characters with lower reputations, a character with a high reputation risks damaging it - people give you more for less because they like you. If they find out you're turning around and giving (or selling) these items to someone else - even worse, someone despised - they'll be less likely to do so in the future. Generally, every time a character with a high reputation buys something for a character with a lower reputation, he will lose a point of reputation himself (assuming, of course, that anyone finds out about it).
Table 1: Reputation
Of course, after initial creation, the character's actions will determine whether his reputation rises or falls. It is up to the DM to determine whether the character's reputation changes, based upon how he is role played. Remember, the character's actions cannot affect his reputation if no one notices them - should an evil character murder a lone traveler in the woods with no one to witness, the act does not affect his reputation. Should a woodsman witness the murder, and report it to the local authorities, then the event would most certainly impact upon the character's Reputation.
The DM should pay close attention to the character's reputation, and watch his actions. Good or lawful acts will generally increase reputation, while evil or unlawful acts while usually lower it. Of course, it is important to realize that it is harder to move reputation when they are at extremes. A character with a high reputation might not gain another point for helping an old lady cross the street, while a character with a very low reputation just might. By the same token, a character with a very low reputation will be unlikely to lose a point if he steels a horse, while a charcter with a very high reputation would be certain to (people just expect more from a man with a high reputation).
It is also important to realize that the character is known for the company he keeps. The actions of his party, indeed, the actions of other party members - can affect his Reputation too. Even if a character is personally very well liked, if he travels with a party with a very low reputation, his own reputation is sure to suffer. Likewise, it is possible for a character with a low reputation to be better liked if he travels with companions of high moral fiber.