# Reputation Systems

> There are three reputations running simultaneously. They mean different things. This page clarifies which is which.

![Screenshot: tablet dashboard showing personal rep, gang rep, and zone rep meters side by side](../screenshots/06-systems/three-rep-meters.png)
*Screenshot needed: a comparison view of the three reputation meters in one shot if possible.*

---

## The three reputations

| Type | Tracked per | Earned by | Used for |
|---|---|---|---|
| **Personal reputation** | Player | Most criminal acts | Black market gate, NPC reactions |
| **Gang reputation** | Gang | Gang member activity | Gang levels, missions, leaderboards |
| **Zone reputation** | Per zone, per gang | Gang activity in zone | Zone ownership, capture progress |

They build separately. Building one doesn't always build others.

---

## Personal reputation

Your personal rep is **per-player**. It follows you across gangs (joining a new gang doesn't reset it).

### How to earn

| Action | Personal rep |
|---|---|
| NPC mugging (success) | +1–3 |
| Drug sale | +1–2 |
| Pickpocket (if installed) | +1 (stealth track) |
| Robbery of armed target | +5 |
| Surviving a PvP fight | +2 |
| Completing delivery missions | +6–12 (also gang rep) |
| Completing raids | +12–22 (also gang rep) |

### How it decays

- 1 point per real hour offline
- 2 points per hour while doing lawful activity (legal job, RP-only sessions)

### Tiers

| Range | Tier | Effect |
|---|---|---|
| 0–49 | **unknown** | NPCs ignore you |
| 50–199 | **local** | NPCs in your district recognize |
| 200–499 | **known** | NPCs flinch, dealers offer better goods |
| 500–799 | **feared** | NPCs scatter, cops actively watch |
| 800–1000 | **legend** | Cops draw weapons on sight, bounty board lists you |

(Default tiers; configurable.)

> ⚠️ **Personal rep is "hidden" in vanilla pug-gangs.** You feel it through NPC reactions, not a visible meter — unless `lt_notoriety` sidecar is installed.

---

## Gang reputation

Gang rep is **per-gang**. It accumulates as members do gang-tagged activity.

### How to earn

| Action | Gang rep |
|---|---|
| NPC mugging in rival zone | +2 |
| Drug sale in rival zone | +2 (2× modifier) |
| Spray placement in any zone | +3 |
| Capturing a zone | +25 burst |
| Holding a zone | +1/hour passive |
| Delivery mission complete | +6–12 |
| Raid completion | +12–22 |
| Winning Saturday war | +50–100 |
| Successful PvP kill (gang vs gang) | +3 |

### How it decays

- Slow — typically 5 per day with no activity
- Inactivity triggers eventually disband the gang (default ~14 days)

### Tiers / levels

Gang rep maps to **gang level** (1–10 typically):

| Level | Rep required | Unlocks |
|---|---|---|
| 1 | 0 | Default — basic functions |
| 2 | 100 | +3 spray slots |
| 3 | 300 | Crafting bench unlock |
| 5 | 1,000 | Doctor upgrade unlock, +zones |
| 10 | 5,000+ | Maximum tier, all upgrades available |

(Configurable in `Config.Levels`.)

---

## Zone reputation

Zone rep is **per-gang, per-zone**. A gang has separate rep numbers in each zone they've touched.

### How to earn

Largely same as gang rep, but only counts within the specific zone:

- Activity (mugging, dealing) in zone X → rep with that zone X for your gang
- Sprays in zone X → rep with that zone
- Capture of zone X → big burst

### How it matters

- High zone rep = "primary turf" — used in leaderboards as your gang's "home"
- Affects delivery mission payouts from that zone (higher rep = better routes)
- Visible to other players on the zone detail page

---

## How to think about them

| If you want to... | Build this |
|---|---|
| Buy rare items on market | Personal rep |
| Level up your gang | Gang rep |
| Own / hold a zone | Zone rep (for that zone) |
| Make NPCs respect/fear you | Personal rep |
| Win Saturday war | Gang rep + zone rep in war zones |

You can build all three at once by doing activities in rival zones (especially as a gang member) — that's the multiplier sweet spot.

---

## Common questions

**If I leave a gang, do I keep gang rep?**
No. Gang rep belongs to the gang. You take personal rep.

**Can rep be transferred between players?**
No. Rep is per-player or per-gang. Items can be traded; rep cannot.

**Does dying lose rep?**
By default, no. Some servers configure death-on-rep penalties.

**Is there a "negative rep" / dishonor?**
Not in vanilla. `lt_notoriety` extends with context tags (violence, stealth, cop_friendly) that can have opposing tracks.

**Can NPCs lose rep?**
NPCs don't have rep — only players and gangs do.

---

## Related

- [heat.md](heat.md) — zone heat (different from rep)
- [items.md](items.md) — rep-gated items
- [../02-gangs/overview.md](../02-gangs/overview.md) — gang rep in context
- [../03-territory/zone-rep-heat.md](../03-territory/zone-rep-heat.md) — zone rep detail
