Fallout: New Vegas Reputation

Overview
Reputation in Fallout: New Vegas is a measurement of how the different factions in the Mojave Wasteland perceive the player character. It is affected by positive and negative deeds that affect the faction in question, such as completing quests or killing members, respectively.

Reputation is separated into two categories: Fame and Infamy. Fame is positive and infamy is negative. Both types of reputation are tracked separately, the combination of which determines one's reputation with any given faction. The benefits and drawbacks of any given reputation depend on the group itself. The player character may receive discounts with merchants, provoke attacks from hired thugs, or simply be treated differently.

Points are accumulated by various means. Completing quests, helping people and generally making oneself useful will result in accumulating positive reputation points. Negative reputation can be earned by killing people affiliated with a given faction or town openly (+30 infamy points each time), being caught stealing (+2 infamy) or (rarely) completing quests for the opposite side. Each action that gains fame or infamy is assigned a set value in the editor, which is added via script:


 * Example: a script that says would result in a very major reputation bump, adding 12 points of fame and instantly promoting the player an entire reputation level.

Fame and infamy
Fame and Infamy (denoted 1 and 0 in the console) are earned by doing helpful or harmful deeds, respectively, to the faction. The combined effects of the two scales result in an overall reputation that is either positive, neutral, or negative. In the table below, these are colored green, black, and red respectively.

The ranges of reputation vary by faction. The minimum reputation required for each range are:-

Resetting reputation
There is no way (unless with console commands) to remove reputation points from either scale, except for the NCR and the Legion:
 * visiting Mr. House will trigger an invitation to Ambassador Crocker, clearing the negative reputation pool for the NCR,
 * confronting Benny will trigger an invitation to Caesar and clear the negative reputation pool for the Legion.

Beyond that, any positive or negative reputation with a given faction cannot be removed, only offset by a larger Fame or Infamy value. In other words, while it is possible to move from 'Hated' to 'Sneering Punk', then 'Unpredictable', then 'Dark Hero' by doing more and more good deeds while avoiding bad ones, there is no permanent way to move from 'Hated' back to 'Neutral' or from 'Hated' to 'Idolized.' And if the player character 'Idolized', they move down the chart to 'Wild Child'. Also, once a reputation of 'Wild Child' is earned, there is no ability to change it at all.

James Garret can be paid to start rumors in Freeside that affect one's reputation with the town. There is a limit to how much this can be done.

Using faction armor, it is possible to gain a higher reputation than would be possible. Equip the armor of the faction the player character is trying to work with to reset reputation to neutral. Then complete quests and earn fame which will increase from neutral and go up, but only so long as one is wearing that faction's armor.


 * For specific low-level range values for various factions, see the Talk Page.

Killing faction members with impunity
Killing members of any faction from a [HIDDEN] state will not cause one to gain infamy as long as the weapon is considered silent and the target dies with one attack, or to use Mister Sandman. The one exception is the Brotherhood of Steel: Only Mister Sandman works, as even silenced weapons and C-4 will cause the Brotherhood to turn hostile.

Faction reputation
Each faction has a disguise which alters one's reputation among other factions.

With the exception of the White Glove Society, Great Khans and Powder Gangers in Vault 19, all factions will attack the player character with a negative reputation. Additionally, Powder Gangers outside of the NCR Correctional Facility and the Powder Ganger camp south would originally attack them even with a neutral reputation if the player character gets too close to one, but this has been corrected in the latest patch to the game.

Factions provide the following benefits/consequences with adequate reputation:

In addition, one's reputation with the major factions affects the kind of Courier duster that is received at the end of Lonesome Road.

Quest scripts themselves rarely grant infamy towards factions, but there are a few which do:
 * Failing Beware the Wrath of Caesar! gains infamy with the Legion and turns them hostile (even if one's overall reputation is neutral (Wild Child). Reporting to Colonel Moore or Mr. House that the Omertas have been dealt with in For the Republic, Part 2 or in The House Always Wins, respectively, or by completing both Wild Card: Change in Management and Wild Card: Side Bets, will cause the quest to fail, as will killing enough Legion troops (though this is a moot point since they will be hostile anyway).
 * Failing Don't Tread on the Bear! will gain NCR infamy, the amount and exact consequences depending on how it is failed. Reporting to Caesar that the White Gloves will or will not ally with him in Render Unto Caesar will cause infamy with the NCR and turn them hostile (even if one's overall reputation is neutral (Wild Child)). Working with Yes Man or House will fail the quest, but the Infamy gain will be trivial and the NCR will remain friendly. However, all active NCR quests will be immediately failed, and it will be impossible to accept further quests from them.
 * Completing Back in Your Own Backyard in any way will result in Legion infamy, although this infamy is not enough to lower one's reputation by one level on its own.
 * After completing How Little We Know by siding with Cachino and speaking to Caesar, one's will be warned that further crimes against the Legion warrant death. Completing Restoring Hope, Oh My Papa by breaking up the Legion alliance, or I Put a Spell on You by siding with the NCR and speaking to Caesar after this warning OR speaking to Caesar again after failing to confess all crimes will result in Legion infamy and the Legion permanently going hostile. Note that certain scripts, such as Caesar's dialogue on House's death, will override his 'warning' dialogues.
 * Activating the self-destruct sequence in Hidden Valley gives the player character 100 infamy points with the Brotherhood.
 * Activating Archimedes I and use it against the NCR troopers in That Lucky Old Sun quest will result in a large amount of NCR infamy.
 * Completing Ghost Town Gunfight will always grant enough Powder Ganger infamy to lower one's reputation by one level. Killing any Powder Gangers during the quest will further increase one's infamy.
 * Completing Beyond the Beef by snitching on the White Glove Society to Heck Gunderson results in White Glove infamy.
 * Telling Marjorie that one "eat people, too" will result in the White Glove Society infamy.
 * Completing Cass's side quest Heartache by the Number by killing Alice McLafferty at the Crimson Caravan Camp site will drastically raise Infamy with the NCR (killing Gloria Van Graff of the Silver Rush weapons shop is required for completing the quest, but will not affect reputation with the NCR. It will, however, cause Van Graff guards to act hostile towards the player character).

Towns reputation
A town's reputation determines the player character's treatment by the townsfolk. Unlike factions, they cannot alter a town's reputation with faction armor. Towns will never be permanently hostile to the player character; leaving the town for three days and returning should remove any hostility. (Note: Script for Primm reputation exists within the game, but is not used. A mod exists for PC users to activate Primm reputation.)

A positive reputation may yield positive dialogue, discounts from vendors, and even free gifts from wandering citizens. A negative reputation may result in negative attitudes by the citizens and higher prices when trading.

Specific consequences of reputation within towns include:

Scripted instances of town infamy include:
 * Lying to Lindsay about Mister Cuddles results in Boomers infamy, regardless of whether one passes the Speech check.
 * Walking off during Pete's story in the Nellis Boomer Museum or condescendingly responding to his answers to the player character's questions will result in Boomers infamy.
 * Completing Run Goodsprings Run will always lower one's Goodsprings Reputation by one level; killing townsfolk results in further infamy.
 * Completing Ghost Town Gunfight will always lower one's Powder Gangers Reputation by one level; killing Powder Gangers results in further infamy.
 * Completing Beyond the Beef in a way which results in Heck Gunderson blockading food to the Strip will result in Strip infamy. Generally, this infamy would be garnered by tattling on the White Gloves and failing to pass the following Speech check.
 * Completing How Little We Know by siding with Big Sal will lower one's Strip reputation by one level.

Foreword

 * The reputations are listed below in alphabetic order.
 * Disguises are only available for the five big factions (Brotherhood, Legion, Khans, NCR, and Powder Gangers) and, as such, only mask the standing with those five factions. Other reputations are unaffected.
 * White Glove Society attire is special, since it masks reputations with six factions; the five mentioned above and the Society.

Boomers


Impressing the reclusive gun-toting tribe is an art.

Consequences
Positive reputation yields the following:
 * A positive reputation is required to receive the howitzer firing mechanism without stealing it in I Hear You Knocking.
 * If Accepted, Pearl will give permission for Janet to enter Nellis during Young Hearts.
 * If Liked, the player character will be able to trade with Argyll and the Boomer munitions manager.
 * If Idolized, the player character can start the final phase of the quest Volare!.
 * If Idolized, Pearl will give permission for the howitzer firing mechanism to be taken by the player character for I Hear You Knocking.

Positive

 * Donate scrap metal to Jack (+1 each).
 * Donate missiles (any type) to the Boomer munitions manager (+1 for one, +2 for five, +7 for ten)
 * Mini Boomers:
 * Yield to the Red-Brick Mini Boomer (+1).
 * Give a Rocket souvenir or a Dinky the T-Rex to a Mini Boomer (+1).
 * Respond to a Mini Boomer with: "Oh mighty Fantoma, I hope one day I can fight for the forces of good by your side!" (+1).
 * Respond to a Mini Boomer with: "I have no money for your toll, surely you will let a fair traveller pass through your gate." (+1)
 * Respond to a Mini Boomer with: "I bet when you get bigger you'll be able to fly your own plane." (+1)
 * Respond to a Mini Boomer with: "I'm a vicious velociraptor. ROAR!" (+1)
 * Respond to a Mini Boomer with: "You don't need toys, I bet you can get a fun game of Boomers and targets." (+1).
 * Respond to a Mini Boomer with: "That's right. I've battled giant mutated animals, crazed raiders, and braved many other dangers." (+1).
 * Listen to Pete's story in the Nellis Boomer museum (+1).
 * Ask questions of Pete about Boomer history and comment positively on each of them (+1 each).
 * Ask questions of Pete about Boomer history and pass a skill check for each positive comment (+2 each).
 * Find Mr. Cuddles for Lindsay (+2).
 * Offer additions to the Boomer school curriculum for the Boomer teacher with skill checks (+4 each).
 * Heal an injured Boomer at the Nellis medical station with a high Medicine skill (+7 each).
 * Complete Sunshine Boogie (+7; +12 if the efficiency was also increased).
 * Complete Ant Misbehavin' (+12)
 * Complete Young Hearts (+12)
 * Complete Volare! (+12).
 * Complete Lonesome Road by nuking both the NCR and the Legion (+12).

Negative

 * Offer a Mini Boomer radioactive gum drops (-1).
 * Offer the Red-Brick Mini Boomer Psycho (-1).
 * Lie to Lindsay about Mr. Cuddles, regardless of Speech check (-1).
 * Walk off during Pete's story in the Nellis Boomer Museum (-1).
 * Ask questions of Pete about Boomer history and comment negatively on each of them (-1).
 * Worsen the condition of an injured Boomer at the Nellis medical station due to a low Medicine skill (-2).
 * Kill an injured Boomer at the Nellis medical station due to a low Medicine skill (-7).
 * Attack a Boomer (-12).
 * Kill Pearl, Loyal, Argyll, Jack, or Raquel (infamy set at -40).

Brotherhood of Steel


The military order is quite a bit demanding when it comes to establishing one's reputation with them.

Consequences
Positive reputation yields the following:
 * If Smiling Troublemaker or better, the player character will be provided with energy ammo in a restocking crate in the Hidden Valley bunker.
 * If Smiling Troublemaker or better, the player character will be able to tell Ignacio Rivas that they are a member of the Brotherhood.
 * If Smiling Troublemaker or better, Torres will sell an extended array of goods.
 * If Idolized, Torres will sell her entire stock (due to an oversight in the amount of possible reputation gain in the base game, Idolized reputation is only possible with the completion of The End quest as part the Lonesome Road add-on).
 * If Good-Natured Rascal or better, one will be able to identify Christine Royce as a Brotherhood Scribe, bypassing a 6 Perception check.

Mixed reputation yields the following:
 * If Mixed to Wild Child, Torres will sell goods cheaper, though attempting this will block access to her extended inventory possible at only Idolized reputation, however.

Negative reputation yields the following:
 * If Shunned to Merciful Thug, Veronica refuses to join as a companion, or if she is currently a companion, she will confront the player about this and leave, returning to the 188 trading post.
 * Restoring a neutral reputation status (black on table above) will allow for Veronica being recruited as a companion again.
 * If Vilified reputation is very quickly gained between the time it takes Veronica to confront the player while acting as a companion, the above mentioned dialogue is skipped, and she will immediately turn hostile.
 * If Veronica had never been interacted with before becoming Vilified and is still at the 188 trading post, she will notice who the player is, and once spoken to, she will become hostile. If, she had been recruited as a companion beforehand, but had since returned to the 188 or Lucky 38, similar dialogue will occur, factoring in her already knowing the player, and then she will again turn hostile.

Positive

 * Complete Pistol Packing (+1).
 * Complete Still in the Dark with any outcome:
 * Did not fully assist Hardin's plans to replace Elder McNamara as Elder of the Mojave Brotherhood of Steel, and therefore only assisted McNamara in his own tasks (+12).
 * Successfully assist Hardin's in replacing Elder McNamara as Elder of the Mojave Brotherhood of Steel with himself, and therefore did not fully assist McNamara in his own tasks (+4).
 * Complete Lonesome Road via The End quest, meaning that the missile launch was stopped (+12).

Negative

 * Inform Ranger Dobson of the Brotherhood's presence at Hidden Valley during Still in the Dark (-12).
 * Activate the self-destruct sequence of the Hidden Valley bunker (-100).

Caesar's Legion


The nomadic army from the East is notoriously hard to impress, but incredibly easy to offend.

Consequences
Positive reputation:


 * If any neutral (black in table above), but positive reputation holds the majority, followed by a 50 Unarmed check, Lucius will teach Legion Assault.


 * If any neutral (black in table above), but positive reputation holds the majority, the Legion will also provide various items within supply boxes outside of Cottonwood Cove, as part of the quests Caesar's Hire and Caesar's Favor.


 * If Smiling Troublemaker or better, one can assist Captain Curtis (the Legion spy planted at Camp McCarran) in finding a scapegoat for his cover, during I Put a Spell on You to favour the Legion.
 * If Smiling Troublemaker or better, one can assist Silus in escaping from Camp McCarran during Silus Treatment (positive reputation with the NCR is required to first gain access to Silus' interrogation room from Lieutenant Boyd, the NCR officer currently in charge of interrogating him).


 * If Smiling Troublemaker or better, Boone will refuse to join as a companion. There is no possible scene where Boone confronts the player about their actions like other companions since while Boone is a companion all Legion members become hostile to the player, therefore reputation gain with the Legion is rendered impossible.


 * If Smiling Troublemaker or better, Arcade will refuse to join as a companion, or if he is currently a companion, he will confront the player about this and threaten to leave, returning to Old Mormon Fort unless the player verbally agrees to stop aiding the Legion further (any more Caesar's Legion reputation gain, regardless of how minor, will prompt a second confrontation with Arcade if he is still a companion, in which he will insist that he is leaving and gives the player no option to stop him).
 * Dropping to a neutral reputation status (black on table above) will allow for Arcade being recruited as a companion again, despite his possible angered departure beforehand which caused him to leave.


 * If Good-Natured Rascal or better, one will obtain the key to the Caesar's Legion Safehouse from Lucius when he is first spoken to again.
 * If Idolized, many named Legionaries will have unique greeting dialogue when spoken to; usually very positive.


 * If Good-Natured Rascal or better will one can identify that some of the deceased Marked men in the Hopeville missile silo bunker looked like Legion scouts, when talking to Ulysses during their conversation through ED-E at the end of The Silo (reputation level with the NCR must be lower, and the player's Strip reputation level must be equal or lower, when compared to the Legion's, otherwise this option will be overridden with an NCR or Vegas equivalent).
 * If Good-Natured Rascal or better, one can reaffirm to Ulysses that they realise that some of the Marked Men in Hopeville are former Legionaries, during their second conversation through ED-E at the end of The Job (reputation level with the NCR must be lower, and the player's Strip reputation level must be equal or lower, when compared to the Legion's, otherwise this option will be overridden with an NCR or Vegas equivalent).
 * One can also then prompt further dialogue questioning Ulysses why the Marked Men are comprised of both Legion and NCR soldiers working together, despite the two sides normally being enemies, to which Ulysses will talk about how their feelings of abandonment and suffering have united both in a combined hatred.
 * If Good-Natured Rascal or better, one can express sympathy for the Legionaries who perished at the Divide, when talking to Ulysses during their conversation through ED-E at the end of The Tunnelers (reputation level with the NCR must be lower, and the player's Strip reputation level must be equal or lower, when compared to the Legion's, otherwise this option will be overridden with an NCR or Vegas equivalent).
 * If Idolized, one can make it easier to convince Ulysses to see reason during The Courier quest. Typically, a 90 Speech check, followed by another 100 Speech check, is required to convince Ulysses, However, if this reputation check succeeds, the 100 Speech check is later bypassed, and only the 90 Speech is required (reputation level with the NCR must be lower, and the player's Strip reputation level must be equal or lower, when compared to the Legion's, otherwise this option will be overridden with an NCR or Vegas equivalent).

Negative reputation:


 * Once Shunned to Merciful Thug, Beware the Wrath of Caesar! will trigger, regardless of what point in the main questline has been reached.
 * As part of this quest, bands of Legion assassins will attack the player at predetermined locations across the Mojave; all Legion assassins will be immediately hostile, with the exception of the first occurrence, where they will peacefully approach the player and exclaim that Caesar has marked them for death, then turn hostile.
 * If Vilified, and one has not encountered a Legion assassin band prior, the exception mentioned in the point above never occurs; Legion assassins will be immediately hostile upon spawning.

Positive

 * Speaking positively to Vulpes when first encountering him in Nipton (+1).
 * Eye for an Eye giving the NCR bug to Aurelius of Phoenix (+4).
 * Eye for an Eye giving old Legion plans to Astor (+2).
 * Teaching Severus to disarm mines (+2).
 * Teaching Severus how to make powder charges (+4).
 * Handing in dogtags to Severus for food (+12 per 5, repeatable up to Idolized).
 * Defeat Benny in the Arena at the Fort (+1).
 * Defeat the first two slaves in the Arena at the Fort (+1).
 * Defeat Sgt. Andrews in the Arena at the Fort (+2).
 * Defeat Ranger Stella in the Arena at the Fort (+4).
 * Defeat Lupa in the Arena at the Fort (+4).
 * Complete The Finger of Suspicion killing the Omerta Thugs (+1).
 * Complete The Finger of Suspicion convincing the Omerta Thugs to leave (+2).
 * Complete I Hear You Knocking (+4).
 * Complete Et Tumor, Brute?, curing Caesar using the Auto-Doc (+4).
 * Complete Et Tumor, Brute?, curing Caesar with surgery (+12).
 * Assassinate President Kimball (+12).
 * Blow up the monorail, but fail to frame Pvt. Crenshaw (+7).
 * Blow up the monorail, and frame Pvt. Crenshaw (+12).
 * Complete Lonesome Road by nuking the NCR (+12).

Negative

 * Completing Back in Your Own Backyard in any way (-2).
 * Reporting to Colonel Moore or Mr. House that the Omertas have been dealt with in For the Republic, Part 2 or in The House Always Wins, or by completing both Wild Card: Change in Management and Wild Card: Side Bets, will cause infamy with the Legion and turn them hostile.
 * After completing How Little We Know by siding with Cachino and speaking to Caesar, the player character will be warned that further crimes against the Legion warrant death. Completing Restoring Hope, Oh My Papa by breaking up the Legion alliance, or I Put a Spell on You by siding with the NCR and speaking to Caesar after this warning OR speaking to Caesar again after failing to confess all crimes will result in Legion infamy and the Legion permanently going hostile. Note that certain scripts, such as Caesar's dialogue on House's death, will override his 'warning' dialogues.
 * Caesar dies in any circumstance, except during his operation in Et Tumor, Brute? and if the player character passes the speech or medicine check to avoid blame (-100). (Even if they were previously Liked or Idolized by Caesar's Legion, resulting in Soft-Heated Devil or Wild Child reputation, all Legion soldiers will be immediately hostile)
 * Complete Lonesome Road by nuking the Legion (-100).
 * Complete Lonesome Road by nuking both the NCR and the Legion (-100).

Followers of the Apocalypse


The Followers respond well to charity and acting in the interests of the common wastelander.

Consequences
Positive reputation:


 * If Smiling Troublemaker or better, Julie Farkas will offer the player character a discount on supplies.
 * If Smiling Troublemaker or better, Tom Anderson can be convinced to confess to Corporal White's murder during The White Wash.
 * If Good-Natured Rascal or better, Arcade Gannon can join the player character's party without further persuasion.
 * If Good-Natured Rascal or better, Dr. Usanagi will give the player character a 5% discount and will pay 5% more for items.
 * Once Idolized, and at least one donated chem type has reached surplus as part of the quest Short-Term Treatment, the Friend of the Followers quest will trigger once Julie Farkas is spoken to again or was already in dialogue. She offer the player membership to the Followers as part of this quest; if the offer is excepted, she will give the player the Followers lab coat and the key to the Followers safehouse.
 * If Idolized, and the appropriate points in the main story have been reached (except during the Legion questline), for example reporting back to Colonel Moore that Mr. House has been eliminated as a threat, Julie Farkus can now be asked to have the Followers provide medical support to the NCR during the upcoming Second Battle of Hoover Dam. Farkus agreeing to this request is required to obtain the "good ending" for the Followers when siding with the NCR.

Negative reputation:


 * If Sneering Punk or worse, Arcade will refuse to join as a companion, or if he is currently a companion, he will confront the player about this and leave, returning to Old Mormon Fort.
 * Rebuilding to a neutral reputation status (black on table above) will allow for Arcade to be recruited as a companion again, despite his possible angered departure beforehand which caused him to leave.
 * If Arcade had not previously been recruited, and reputation was Merciful Thug or worse prior to regaining neutral reputation, Arcade will have to be convinced via Speech check, negative Intelligence check or the Confirmed Bachelor perk from then on. This is because no matter how much fame is gained, the ability to recruit him by just Followers reputation will never be enough.

Positive

 * Making a 500 cap donation to Dr. Usanagi at the New Vegas Medical Clinic (+4).
 * Convincing Emily Ortal to talk her relationship with Benny and responding in any polite way
 * Choosing to respond "Getting sucker punched by Benny happens to the best of us." (+1)
 * Choosing to respond "Alcohol is the only way Benny could ever get any action from a smart girl like you." or "Don't be so hard on yourself. Life would be dull if it weren't for all the little mistakes." (+2)
 * Donate medical chems to Julie Farkas at Old Mormon Fort as part of the continuous quest Short-Term Treatment. (+33 minimum, once at least nine doses of Med-X, Fixer and RadAway are donated, followed by hearing Julie report a surplus on each)
 * Donate doses of either Med-X, Fixer, RadAway (+1 per dose, up to +3 at a time if the maximum amount of multiple doses are given at once)
 * Speak to Julie again about donating a certain chem after at least nine doses have been donated, resulting in her mentioning that they now have a surplus of that chem, regardless of whether more is then given, as the dialogue itself is what triggers the fame boost (+2, maximum of +6, once all three chems are in surplus).
 * Complete Long-Term Care for Julie Farkas at Old Mormon Fort (+4).
 * Complete High Times for Julie Farkus at Old Mormon Fort for any outcome with both Jacob Hoff and Bill Ronte
 * Only one out of Jacob Hoff and Bill Ronte remained alive for whatever reason (+4)
 * Both Jacob Hoff and Bill Ronte were successfully cured of, or convinced to seek help for, their additions (+12)
 * Complete The Moon Comes Over the Tower for Emily Ortal on the Strip (+4).
 * Refusing to participate in this quest, as long as it is done politely, will still earn fame, albeit much less (+1).
 * Complete The White Wash for Lieutenant Boyd at Camp McCarran by agreeing to keep Westside's siphoning of NCR pipelines a secret and promising to report back to the NCR that the Scorpions gang were responsible for Corporal White's murder, not Tom Anderson, White's real killer (+12).
 * Complete That Lucky Old Sun and confirm completion with Ignacio Rivas at HELIOS One for any outcome except choosing to divert the plant's newfound potential output to just the NCR desired locations (Camp McCarran and the New Vegas Strip), or attempting to activate "Emergency Output" mode, which causes the plant to overload itself and break down.
 * Choosing to divert the new power to the ARCHIMEDES II satellite; though this fame boost is really gained out of Ignacio's ignorance to the player's choice, as he does not realise the power plant has now been weaponised (+4).
 * Choosing to divert the new power to only Freeside and Westside (+4).
 * Choosing to spread the new power equally across the entire Vegas grid (+12)
 * Complete Lonesome Road via The End quest, meaning that the missile launch was stopped (+12).

Negative

 * Kill Jacob Hoff and Bill Ronte (-1).
 * Rudely refuse Emily Ortal's quest (-1).
 * Insult Emily Ortal about sleeping with Benny (-2).
 * Kill Julie Farkas (-36).

Freeside


The community on the outskirts of the Strip has its own code, accepting to those that help, and shunning to those that do not.

Consequences
Positive reputation:


 * If Accepted or better, a random King will regularly approach the player character and give them ammunition, chems or caps.

Negative reputation:


 * Freeside thugs will not attack the player character.

Positive

 * Complete Long-Term Care (+2).

Negative

 * Kill Julie Farkas (-12).

Great Khans


Khans value strength, determination, and resilience.

Consequences
Positive reputation:


 * Required to complete Diane's tasks in Aba Daba Honeymoon without faction armor.
 * If Smiling Troublemaker or better, the armory master will sell weapons to the player character.
 * If Accepted or better, Jerry the Punk will react negatively to the player character.
 * If Liked or better, the player character can be named Papa Khans heir after completion of We Are Legion.

Mixed reputation:


 * If Unpredictable or higher, Diane will not offer Aba Daba Honeymoon.

Negative reputation:


 * If Sneering Punk, Jack will offer a 20% discount on wares and buy items for 20% more caps.
 * If Vilified, Melissa Lewis will refuse to work with the player character and not offer Don't Make a Beggar of Me.

Positive

 * Teach Jack new recipies (+1 per recipe).
 * During Aba Daba Honeymoon:
 * Save Anders (+2).
 * Deliver the package to Motor-Runner safely (+4).
 * Complete Aba Daba Honeymoon (+2).
 * During Boulder City Showdown:
 * Wipe out the NCR troops (+12).
 * Bribe the NCR troops (+12).
 * Convince the NCR to escort the Great Khans to Red Rock Canyon (+12).
 * Complete Don't Make a Beggar of Me without exposing the operation to the NCR (+4).
 * Complete Oh My Papa (+7).

Negative

 * Betray the Khans during Boulder City Showdown (-12).

Goodsprings


A small, sleepy town that can quickly become an ally; or an enemy.

Consequences
Positive reputation:


 * If Good-Natured Rascal, or more, Joe Cobb will not offer Run Goodsprings Run.
 * If Accepted or better, Trudy will offer a 25% discount on her wares and buy items at 25% higher prices.

Mixed reputation:


 * If Mixed or more, Chet will offer a 25% discount on his wares and buy items at 25% higher prices.

Negative reputation:


 * If Merciful Thug or worse, Ringo will not offer Ghost Town Gunfight.

Fame

 * Complete Trudy's Radio Repair (+1).
 * Save the Goodsprings Settler at Goodsprings Source during Back in the Saddle (+4).
 * Complete Ghost Town Gunfight (+12).

Infamy

 * Complete Run Goodsprings Run (-12).

New California Republic


The largest post-nuclear nation state offers plenty of opportunities for good people to shine and brutal retaliation to its enemies.

Consequences
Positive reputation:


 * If any neutral (black in table above), but at least one instance of positive reputation had been gained, or better, Cass can be corrected on what the Ranger Monument at Mojave Outpost represents.
 * Once Smiling Troublemaker or better, assuming positive reputation is maintained until his appearance, an NCR Ranger will confront player after around one in-game day and give them the NCR emergency radio.
 * If Smiling Troublemaker or better, one can identify themselves as a soldier for the log book when first talking to Major Knight at Mojave Outpost
 * If Smiling Troublemaker or better, one can convince Lieutenant Haggerty to allow entry to HELIOS One and begin That Lucky Old Sun without the need to pass any skill checks.
 * If Smiling Troublemaker or Accepted, one will be allowed to keep their weapons for Aaron Kimball's visit by Ranger Grant during You'll Know It When It Happens, but must keep them holstered. In this situation, actively aiming a firearm at any NCR personnel (the Legion NCR Engineer and NCR Ranger assassins not included) at the Dam once Kimball's Vertibird has arrived will cause all other NCR personnel to turn hostile and the quest to fail.
 * If Smiling Troublemaker or better, one will be allowed to interrogate Silus by Lieutenant Boyd and begin Silus Treatment.
 * If Good-Natured Rascal or better, followed by a 50 Speech check, one can open trade with Quartermaster Bardon at Hoover Dam before starting For the Republic, Part 2.
 * Once Good-Natured Rascal or better, one will obtain the key to the NCR Ranger Safehouse from Colonel Hsu when he is first spoken to again.
 * If Good-Natured Rascal or better, one can convince each camp in to send reinforcements to Bitter Springs without completing their respective quests during No, Not Much, those being:
 * Flags of Our Foul-Ups for Sergeant McCredie at Camp Golf.
 * I Put a Spell on You for Colonel Hsu at Camp McCarran.
 * Restoring Hope for Major Polatli at Camp Forlorn Hope.
 * If Good-Natured Rascal or better, one can ride the monorail without an NCR MP soon confronting them when they enter out onto The Strip, or the next time they return, depending on if the monorail was used to travel to or from Camp McCarran.
 * If Good-Natured Rascal or better, one will be allowed to keep their weapons, draw them and aim them wherever they please, without incident for Aaron Kimball's visit by Ranger Grant during You'll Know It When It Happens.
 * Additionally, one can be granted access to the Vertibird landing pad atop the Visitors center upon asking permeation from Grant.
 * If Idolized, one can convince Norton and his fellow mercenaries to leave peacefully at no expense during Unfriendly Persuasion.
 * If Idolized, many named NCR military personnel will have unique greeting dialogue when spoken to; usually very positive, with a few exceptions, such as Razz who refers to the player as a "brown-noser".
 * If Good-Natured Rascal or better, one can identify that some of the deceased Marked men in the Hopeville missile silo bunker looked like NCR special forces, when talking to Ulysses during their conversation through ED-E at the end of The Silo (reputation level with both the Legion and the Strip must be lower or equal to the player's NCR level, otherwise this option will be overridden with an Legion or Vegas equivalent).
 * If Good-Natured Rascal or better, one can reaffirm to Ulysses that they realise that some of the Marked Men in Hopeville are former NCR troopers, during their second conversation through ED-E at the end of The Job (reputation level with both the Legion and the Strip must be lower or equal to the player's NCR level, otherwise this option will be overridden with an Legion or Vegas equivalent).
 * One can also then prompt further dialogue questioning Ulysses why the Marked Men are comprised of both NCR and Legion soldiers working together, despite the two sides normally being enemies, to which Ulysses will talk about how their feelings of suffering and abandonment have united both in a combined hatred.
 * If Good-Natured Rascal or better, one can express sympathy for the NCR soldiers who perished at the Divide, when talking to Ulysses during their conversation through ED-E at the end of The Tunnelers (reputation level with both the Legion and the Strip must be lower or equal to the player's NCR level, otherwise this option will be overridden with an Legion or Vegas equivalent).
 * If Idolized, one can make it easier to convince Ulysses to see reason during The Courier quest. Typically, a 90 Speech check, followed by another 100 Speech check, is required to convince Ulysses, However, if this reputation check succeeds, the 100 Speech check is later bypassed, and only the 90 Speech is required (reputation level with both the Legion and the Strip must be lower or equal to the player's NCR level, otherwise this option will be overridden with an Legion or Vegas equivalent).

Negative reputation:


 * If Sneering Punk or worse, Cass will refuse to join as a companion, or if she is currently a companion, she will confront the player about this and threaten to leave, returning to the Mojave Outpost unless the player verbally agrees to stop acting against the NCR further (any NCR infamy gain, regardless of how minor, will prompt a second confrontation with Cass if she is still a companion, in which she will insist that she is leaving and gives the player no option to stop her).
 * Rebuilding to a neutral reputation status (black on table above) will allow for Cass to be recruited as a companion again, despite her possible angered departure beforehand which caused her to leave.
 * If Sneering Punk or worse, Boone will refuse to join as a companion, or if he is currently a companion, he will confront the player about this and threaten to leave, returning to Novac unless the player verbally agrees to stop acting against further (any more NCR infamy gain, regardless of how minor, will prompt a second confrontation with Boone if he is still a companion, in which he will insist that he is leaving and gives the player no option to stop him).
 * Rebuilding to a neutral reputation status (black on table above) will allow for Boone to be recruited as a companion again, despite his possible angered departure beforehand which caused him to leave.
 * Once Shunned to Merciful Thug, Don't Poke at the Bear! and Don't Tread on the Bear! will trigger, regardless of what point in the main questline has been reached.
 * As part of the first quest mentioned above, an NCR hit squad will approach and warn to improve reputation with the NCR within three days.
 * If still Shunned to Merciful Thug following the three day warning, multiple NCR hit squads will attack immediately until neutral reputation is reached. However, being forced to kill hit squad members will likely cause reputation to decrease further and recovery will be much more difficult.
 * If then Vilified, and one had not been approached with the NCR hit squad waring yet, the encounter never occurs; NCR hit squads will be immediately hostile upon spawning.
 * If Sneering Punk or worse, one can side with Father Elijah during their conversation in the Sierra Madre vault and unlock a non-canon ending.

Positive

 * Complete Power to the People and confirm completion with Chomps Lewis in Sloan (+1)
 * Complete Claws Mended and confirm completion with Chomps Lewis in Sloan (+1)
 * Complete Claws Out and confirm completion with Chomps Lewis in Sloan (+4)
 * Complete I Fought the Law for Eddie at the NCR Correctional Facility by betraying the Powder Gangers (+4)
 * Complete Can You Find it in Your Heart? for Ranger Jackson at the Mojave Outpost (+4)
 * Complete Keep Your Eyes on the Prize for Ranger Ghost at the Mojave Outpost (+2)
 * Complete Andy and Charlie for Ranger Andy in Novac by telling the truth (+4).
 * Complete Back in Your Own Backyard for Ranger Milo at the NCR checkpoint outside Nelson in any form:
 * Mercy killing the NCR trooper hostages (+2)
 * Freeing the NCR trooper hostages (+4).
 * Complete That Lucky Old Sun for Fantastic at HELIOS One by choosing to divert the plant's power towards just Camp McCarran and the New Vegas Strip (+4).
 * Complete Boulder City Showdown for Lieutenant Monroe at the Boulder City ruins in any form:
 * Let or help the NCR wipe out the Great Khans after persuading them to release the hostages first (+1).
 * Let or help the NCR wipe out the Great Khans without persuading them to release the hostages first (+4).
 * Persuaded the Great Khans to release the hostages and then told the NCR to honor the agreement to escort them back to Red Rock Canyon (+12)
 * Return NCR dogtags to Quartermaster Mayes at Camp Forlorn Hope as part of the continuous quest Tags of Our Fallen (+1 per 5 dogtags given).
 * Complete Restoring Hope for Major Polatli at Camp Forlorn Hope in any from:
 * Camp Forlorn Hope morale was not rebuilt before agreeing to stage the attack on Nelson with Major Polatli (+1).
 * Camp Forlorn Hope morale was rebuilt slightly before agreeing to stage the attack on Nelson with Major Polatli (+2).
 * Camp Forlorn Hope morale was rebuilt decently before agreeing to stage the attack on Nelson with Major Polatli (+4).
 * Camp Forlorn Hope morale was rebuilt fully before agreeing to stage the attack on Nelson with Major Polatli (+12).
 * Progress through Eye for an Eye for First Sergeant Astor up until reporting the radio bug has been planted and both pieces of Legion intel stolen to Astor, meaning not betraying the NCR to Aurelius of Phoenix (+2).
 * Completed the rest of the quest by wiping out Cottonwood Cove's Legion forces manually (+2)
 * Completed the rest of the quest by wiping out Cottonwood Cove's Legion forces by dropping radioactive waste on the area (+4) (Wiping out all of the Legion forces manually, followed by dropping the radioactive waste, will not reward additional reputation. The dialogue option to report dropping the radioactive waste will override the first and Astor will act as if you dropped the radioactive waste while the Legion was still present.)
 * Complete The White Wash for Lieutenant Boyd at Camp McCarran by refusing to keep Westside's siphoning of NCR and the true nature of Corporal White's murder a secret, thus being forced to kill Tom Anderson (+4).
 * Complete Lonesome Road by nuking the Legion (+12).

Negative

 * Complete Andy and Charlie for Ranger Andy in Novac by passing the speech check to lie at the end (-2).
 * Accessing the "Squad Readiness Reports Terminal" on the front desk in the Camp Golf lobby, regardless of being detected or not (-1) (Accessing an identical terminal down the hall and to the right with a hard lock will not give reputation loss as long as you are hidden upon use)
 * Form an alliance between the NCR and the Brotherhood of Steel during For the Republic, Part 2 (-4).
 * Ambassador Crocker dies under any circumstance, whether the player or their companions actually had any involvement in his death or not (-100).
 * Colonel Moore dies under any circumstance, whether the player or their companions actually had any involvement in her death or not (-100).
 * Reporting to Caesar that the White Gloves will or will not ally with him during Render Unto Caesar, effectively confirming that you have chosen to side with Caesar's Legion or Yes Man (-100). (Even if you were previously Liked or Idolized by the NCR, resulting in Soft-Heated Devil or Wild Child reputation, most NCR soldiers will be immediately hostile)
 * Complete Lonesome Road by nuking the NCR (-100).
 * Complete Lonesome Road by nuking both the NCR and the Legion (-100).

Novac


Plenty of things to do in good ol' Novac to impress the locals. Or alienate them.

Consequences
Positive reputation:


 * If Smiling Troublemaker or better, Jeannie May Crawford (Cliff Briscoe instead if Jeannie is dead following the One for My Baby quest or for any other reason) will give the player the key to the vacant room at the Dino Dee-lite Motel upon being spoken to again.
 * If Good-Natured Rascal or better, Cliff Briscoe will sell goods 30% cheaper and pay 30% more when buying.

Mixed reputation:


 * If Unpredictable or more, Cliff Briscoe will offer a 10% discount on his wares.

Positive

 * Complete Andy and Charlie for Ranger Andy by telling the truth (+4).
 * Complete The Screams of Brahmin for Dusty McBride in any outcome
 * All three remaining brahmin were killed (+2)
 * At least one remaining brahmin was saved (+4)
 * Complete Come Fly With Me and confirm completion with Manny Vargas (+12).

Negative


 * Complete Andy and Charlie by passing the 60 Speech check to lie at the end (-4)

Powder Gangers


The Gangers are violent and hate the NCR with a passion. Be violent enough and you'll fit right in.

Consequences
Positive reputation:


 * If Smiling Troublemaker or better, Eddie will give the player character 1 stick of dynamite, 4 pistol powder and 4 rifle powder every 24 hours. Each successive positive reputation level will multiply the reward: At Idolized, the player character receives 5 sticks of dynamite and 20 powder of each type.

Negative reputation:


 * If Shunned and working with Eddie in I Fought the Law, a powder ganger will be sent to tell the player character that they can work out a truce with them and will not attack them at the Correctional Facility but will risk being attacked at their camps.

Fame

 * Work with Joe Cobb in in Run Goodsprings Run:
 * Kill Ringo (+1).
 * Coerce Chet to supply powder gangers with weapons and armor (+1).
 * Coerce Doc Mitchell to supply the powder gangers with medical supplies (+1).
 * Work with Eddie in I Fought the Law:
 * Shake down the fake water merchant (+1).
 * Scout Primm and learn of the NCR's plans (+1).
 * Defend the NCR CF from the NCR attack, keep Eddie alive (+12).
 * Work with Samuel Cooke in Why Can't We Be Friends?:
 * Kill the geckos (+1).
 * Work with Philip Lem in Why Can't We Be Friends?:
 * Convince Philip Lem to join the Great Khans (+1).
 * Destroy the sulfur deposits in Vault 19 (+1).
 * Complete Booted (+4).
 * Complete Run Goodsprings Run (+12).
 * Complete Lonesome Road by nuking both the NCR and the Legion (+12).

Infamy

 * Complete Ghost Town Gunfight, even if the player never harmed any of the Powder Gangers during the battle (-12)


 * Eddie dies under any circumstance, which will happen as part of the I Fought the Law quest while siding with the NCR, whether the player or their companions actually had any involvement in his death or not (-12).
 * The only exception to this is if Eddie dies during the NCR attack on the NCR Correctional Facility after warning him of the attack plans beforehand, as part of the I Fought the Law quest. Eddie will almost certainly die unless the player actively joins the Powder Gangers in killing the attacking NCR troopers, and though no infamy will be gained, the player will miss out on the large amount of potential Powder Gang fame awarded for Eddie's survival.

The Strip


New Vegas, baby!

Consequences
Positive reputation:


 * If Smiling Troublemaker, Mr. Holdout will sell his wares at an inflated price.
 * If Good Natured Rascal or better, Mr. Holdout will refuse to open trade altogether.


 * If Good-Natured Rascal or better, Chauncey will offer to sponsor the player as an honorary member of the White Glove Society to stop Mortimer's plans, shortly before he is assassinated, during the quest Beyond the Beef.
 * Assuming that Good-Natured Rascal or better reputation was kept, one can successfully ask Marjorie to sponsor the player as an honorary member of the White Glove Society instead, following Chauncey's death, during the same quest.
 * If Idolized, one can make it easier to convince Ulysses to see reason during The Courier quest. Typically, a 90 Speech check, followed by another 100 Speech check, is required to convince Ulysses, However, if this reputation check succeeds, the 100 Speech check is later bypassed, and only the 90 Speech is required (reputation level with the NCR and Legion must both be lower than with the Strip, otherwise this option will be overridden with an NCR or Legion equivalent).

Negative reputation:


 * If Sneering Punk or worse, Mr. Holdout will sell his wears at a discounted price.
 * Once Sneering Punk or worse, an NCR Military Police officer will confront the player and make them pay 200 caps compensation, refusal or inability to pay the fine will result in the officer turning hostile.
 * If Sneering Punk or worse, Sarah Weintraub will refuse to rent a room to the player at the Vault 21 hotel.

Fame

 * Exiting the Lucky 38 for the first time (+4).
 * Turing in Vault suits as part of the quest Suits You, Sarah (+1 per instance of a suit(s) turned in, can be exploited to yield up to +30 upon completion, if all suits are turned in individually).
 * Recruiting new acts for Tommy Torini at The Tops during Talent Pool (+2 per act, maximum of +8 upon completion, once all four acts are recruited).
 * Complete Classic Inspiration for Michael Angelo in his workshop (+4).
 * Complete Beyond The Beef by convincing Heck Gunderson to continue trading his meat products to the Strip (+12).
 * The skill check required to do this can be bypassed by never mentioning that the White Glove Society was behind Ted Gunderson's kidnapping, resulting in Heck never threating an embargo on his meat products for The Strip.
 * Complete How Little We Know by putting an end to Big Sal's plot at Gomorrah to stage an uprising on the Strip for Caesar (+12).

Infamy

 * Complete Beyond The Beef by either failing to convince, or encouraging, Heck Gunderson's proposed embargo of his meat products for the Strip after he learns that the White Glove Society was behind his son's kidnapping (-12).
 * Complete How Little We Know by assisting Big Sal at Gomorrah in his preparations to stage an uprising on the Strip for Caesar (-12).

White Glove Society


The elite society only accepts the finest candidates.

Positive

 * Cooperate with Mortimer in his plans (+12).
 * Expose Mortimer and talk to Marjorie (+12).
 * Frame Heck Gunderson for the murder of his son (+12).
 * Lie to Heck Gunderson about who took Ted Gunderson when taking him back to Heck (+12).
 * Convince Heck Gunderson against cutting off the food supply to the Strip (+12).
 * Complete Beyond the Beef by listening to Mortimer (+12).

Negative

 * Telling Marjorie that the player "eat[s] people, too" (-1).
 * Completing Beyond the Beef by tattling on the White Glove Society to Heck Gunderson. (-12)
 * Convince Heck Gunderson to blockade meat deliveries to the Strip (-12).

Primm


Though not active in game, it is included for the sake of completeness.