Value:  2CP

You have acquired a reputation as “the one to beat” within a certain field of skill or ability. You might be renowned as the greatest pool player, the best shot with a bow, or something similar. You are notorious for a skill or ability that is governed by your statistics, such as skill or attack roll. You don’t actually have to be the best. You just acquired a reputation as the best. Having a story of how you acquired that reputation is helpful, but not necessary.

Any time you’re in public, there is a 10% chance that some random fool walks up and challenges you. It is your responsibility to remind the GM to make this roll. If you forget, the GM will double the percentage chance the next time. If you enter a specific environment, the GM will increase the percentage chance based on that environment. If you enter a pool hall and you’re a pool player, you’re going to be challenged, for example. Challengers can be friendly or rude, at the GM’s discretion, but they are always insistent. If you refuse a challenge, a crowd will inevitably gather and goad you until you leave or take the challenge.

Every time you don’t take a challenge, the next time you’re in public, the percentage chance of being challenged goes up by 10%. If your percentage change reaches 50%, you reputation flips from “the one to beat” to “the one who’s a total chicken” and the percentage itself keeps going up. You do not flip back to “the one to beat” until you win a challenge. If your percentage reaches 100%, you literally cannot leave your house without some bozo telling you you’re a huge ‘fraidy-cat.

You cannot take this Comp unless you have a Reputation rating higher than 5. The higher your Reputation, the more powerful the challengers will be.

Additional Comps

Additional Comp:  Violent Rep

Value: 3CP

Your Notoriety is for a challenge that is lethally dangerous, like duelling with pistols or drift racing. The challenges you take aren’t necessarily direct attacks, but the activity is easily dangerous enough to kill you.

You cannot pick an activity that could not kill you. If you have Need Not Breathe, for example, the challenge cannot be holding your breath underwater.

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