It seems to me that the reputation rules in SR5 are somewhat vague, and it might well be that they've been left so intentionally. Nonetheless, I figured I'd ask how others are treating these attributes, and propose some guidelines of my own devising that I feel adds to the game and lets players get a more direct feel for how much heat is on them vs how professional they are.
Essentially, I'd like to hear how you play these attributes at your table, and any thoughts you might have on my proposed mechanical effects for my game.
Earning reputation
First of all, I've been using the various Missions that have been released so far for guidelines on what kind of actions gets the players Street Cred, Notoriety, and Public Awareness, and this is my rough guideline. I'd appreciate your feedback on other qualifiers for these categories as well.
Street Cred: (accomplishments, noteworthy acts, "good"/compassionate and/or noble)
Pulling off a job in a professional manner; going above and beyond on a job (or just completing the job to the letter, depending on the GM); not killing too many innocents; not betraying your original employers (unless it turns out your employer is a genocidal maniac, in which case the opposite is true); performing a difficult task (keeping the principal alive, defeating the antagonist, defusing the bomb, saving the innocents, etc); getting caught in a lie to a Johnson;
Notoriety: (character flaws, untrustworthiness, "evil"/ruthless and/or coldblooded)
Killing civilians; refusing to finish a job after accepting it; betraying your Johnson (unless he's a genocidal maniac); performing acts of villany (sinking a cruiseship, burning down a childrens hospital, causing collateral damage and/or engaging in excessive violence, etc); failure to carry out a job (principle gets killed, etc); getting caught in a lie to a Johnson;
Public Awareness: (media exposure)
Making a scene/causing a disturbance in public; getting caught on video surveillance while performing illegal activities; getting arrested;
Effects
I'm sure there are many more specific ways runners can earn reputation, but I tried to keep it somewhat generalized. On to what this means; the book is very limited in terms of actual mechanics where reputation is concerned, so I figured I'd take a stab at cooking up some of my own. I'd also like to hear how you use these categories in your game.
EDIT:
Changes based on feedback received are in italics.
Street Cred:
Book: Every 10 Karma earned gets you +1 Street Cred. Street Cred adds a positive modifier to one's Social Limit when reputation is a known factor. Street Cred may be used to reduce Notoriety in a 2:1 ratio.
Houserule proposal 1: Every 5 2 Street Cred (instead of every 1) adds a +1 modifier to Social Limit and Social skills Dice Pools when reputation is a known factor.
Reasoning: this prevents 100+ Karma characters from having ridiculous limit increases, but also adds a tangible "wow" factor to such a characters dice pool
Houserule proposal 2: Street Cred may be burned (like Edge) in social situations to buy favours; really need those floor plans, access to a semiballistic flight to Tokyo, or a get-out-of-jail card, but failed your negotiation roll, don't have the nuyen, or your contacts won't help? Take a hit to your street cred and anything might be possible. Amount of Street Cred burned must be equal to the person's/Contact's Connection rating; your rep is going to take a heck of a hit to get a favour out of a corporate CEO, and the community will think less of you for working with the man...
Reasoning: sometimes there's a situation where no matter how skilled you are you're going to be facing an insurmountable obstacle, and all of your resources can't help. More options are good, to my mind, and sacrificing some credibility for something that they can't otherwise get a hold of seems like a fair trade.
Notoriety:
Book: No real mechanical effect; "contacts and others become less willing to help them"
Houserule proposal 3: Notoriety factors into threat response, with Public Awareness as a threshold for recognition (see houserule 3.a below); if recognized and Notoriety exceeds 5, Security will always try back off and wait for HTR. If it exceeds 10, HTR always shoots to kill instead of using non-lethal. If it ever exceeds 20, they bring in everything they've got and will level a city block just to get you (OK, maybe not quite that bad, but this is when mil-spec becomes the norm rather than the exception).
Reasoning: I really think the way security responds to you should be influenced by your reputation; if you're known to go around chopping off the heads of everyone you defeat in combat, chances are the opposition will shoot first and ask questions later.
Houserule proposal 4: Every point of Notoriety adds a -1 Dice Pool modifier to Social skills when reputation is a known factor.
Reasoning: for the kind of game I'm interested in playing it makes sense that negotiations become more difficult the more you're known for being prone to failure, stubborn, and untrustworthy.
NOTE: This one might be quite unbalancing if a team thrives on Notoriety, but this should be offset by the fact that Street Cred is easier to earn if a team works towards keeping their Street Cred high and their Notoriety low, which is in part at least the objective behind these houserules.
Public Awareness:
Book: Table with how well-known a character is based on their Public Awareness
I've got very few thoughts on how this part of a character's reputation should affect the game. The table in the book doesn't scale very well to my mind, as at only 10 Public Awareness everyone would essentially know who you are, which seems like a pretty significant detriment to a runner's career. I'd appreciate some input here.
Houserule proposal 3.a: Public Awareness is used as an inverse threshold for how easily opposing forces will recognize you for houserule proposal 3. When contact is made between runners and opposition forces, opposition makes a Memory test (Logic + Willpower), with the below thresholds used to determine if the opposition knows the reputation of the runners
Public Awareness:
0-3: Threshold 4
4-6: Threshold 3
7-9: Threshold 2
10+: Threshold 1
General Reputation:
Houserule proposal 5: Groups average Reputation is used in determining total payment, with a 1% to 5% markup on job payment per total reputation.
In a mirrorshade game, the calculation could be Street Cred - (Notoriety + Public Awareness), because Johnsons want professionals carrying out their jobs
In a pink mohawk game, perhaps the calculation is (Street Cred + Public Awareness) - Notoriety, because in these cases Johnsons want people who actively seek out attention and thrive on it
In a heartless bastards kind of game, maybe (Street Cred + Notoriety) - Public Awareness is more appropriate, because Johnsons want runners who not only aren't afraid of wetwork but actively seek it out
I'd be interested to hear your thoughts; if you don't play with any specific mechanical effects, how does Reputation influence your game (if at all)?