Fantasy Craft

Reputation is gained at the end of an adventure, when awarded by the GM or at other times due to character options. Reputation gained at the end of an adventure is bolstered by a character's Legend stat. Reputation is spent on Renown, Magical Items, Contacts and Holdings. Renown is how well the character is known in a particular way (Noble, Military or Heroic) and affects how many Prizes (cool things) and the difficulty of Favors you can purchase. Magical Items aren't usually purchased, rather when a character wants to keep a found item he must burn a certain amount of his reputation to be able to permanently keep it. Contacts are, essentially, temporary character abilities that you can call in. Holdings are places that you purchase and can upgrade to be cool hideouts, forts and such.

Reputation is usually gained in amounts of 10-25 for a successful adventure and, without GM excess, will cap at about 60 for a truly epic worthy adventure. Expect 2-5 adventures per level. Magic Items cost up to and exceeding 100 reputation. Favors can cost up to ~40 rep. A Contact's cost can vary wildly based on the NPC, up to ~70. Renown usually costs 300 to max out one of the three tracks.

why are health potions so ridiculously weak in FC?

Healing Potions is 1d4 wounds, that's pretty strong. But, you probably meant Vitality Potions which do 2d6 vitality. That's in addition to the 1 vitality per hour of rest, and the 2d6 from the once per day Mend check. Also, when you have 200+ vitality, replenishing that just makes the fight drag on.

even 1d4 wounds is weak, given you can only drink what, two per day? was it just one? The non-healing potions are decent, but these are piss weak. A 4th level soldier is going to have probably at least 56 hp, so why would he ever waste precious silver on an average of 7 points healed? His wounds will be 14ish. They should scale, at least. So like, 1 wounds +1 per two character levels, and for vitality maybe 1d6 per level.

Also, why did they go with a flat hp per level? Why not roll 1d6, 1d9 (lol), or 1d12 per level? Especially considering hp bloat is a common complaint?

There's no point in scaling the wound potions since wounds don't increase much as a character progresses. Just recovering 1d4 wounds could save your life when a crit comes in. As for vitality you recover it so quickly by resting that scaling potions isn't necessary. It will only make fights last longer, nothing else.

As for vitality per level, no one is keeping you from rolling it if you want. I prefer static though.

Scaling healing would break the game.

Randomizing health gains punishes low vitality classes a lot and just trims down high vitality classes a little.

well is vitality bloat a problem or not?

I don't think so, as a person with very little experience in Fantasy Craft. Every character I've seen made by someone who knew the system better than I seems to pump their CON out the ass for their Wounds to be higher.

'Cause, remember, a critical hit ignores Vitality completely