True 20 Influence System

From Flagon with the Dragon
Jump to: navigation, search

Influence represents an amount of power and control a hero can have within an organization or social structure. Influence is maintained sepratly for each organization a character is involved with unrelated organizations and may make modified Influence Checks for related organizations.

Heroes may freely declare an affiliation with a group as part of their background during creation or gain influence later through various means. They receive an initial Influence score of 5 plus Charisma Score, plus any Influence granted from Feats.

Influence Score = 5 + Charisma Score (+ Feats)

Contents

Influence Score

A heroes influence score with a group can change frequently during play as the try to exert their influence or gain influence through actions. There is no limit to the amount of influence a character can gain with-in a group, though high levels of influence often attract influential enemies and maintaining high levels of influence can be very time consuming or even dangerous. If a hero has their influence drop to 0 with a group they have asked too much of them and weather officially dismissed or simply ignored they are no longer considered affiliated with the group.

Using Influence

What someone can do with influence can be a rather abstract concept and varies greatly depending on the relative resources of the group they are trying to influence. A hero who belongs to a fighting order would have an easier time reqesting weapons or military equitpment, while a member of a monastic order would find these items virtually impossible to obtain. Some general uses of influence can be:

  • Gaining access to materials or resources available to the group such as equiptment, lodging, access to workshops or libraries.
  • Asking for support like protection, speaking in someones favor, financial support for a venture or legal assistance.
  • Calling upon influential members for assistance or general manpower.
  • Effecting policy or direction of the group (usually very difficult checks).
  • Blackmailing a target within the group.

There can be many more uses for influence limited only by the imagination of the player and gamemaster.

Influence Checks

Influence checks are made by rolling a d20 and adding your current influence score plus Charisma and other modifiers as appropriate. If the Influence Check fails the hero is rebuffed and loses 1 point of Influence for each 5 full points the check failed by. If the Difficulty of the Influence Check is equal to or lower than your Influence Bonus the hero automatically succeeds.

Influence Check = d20 + Influence Bonus + Charisma Score + Modifiers

If a hero fails by less than 5 it is common they are offered some kind of lesser compromise for their efforts. They may receive more humble accommodations, partial supplies or any other lesser version of their original request if one can be made.

Influence and Diplomacy

Whenever a hero tries to use influence they have to take into account the attitude of who they are trying to influence or make the request through. Diplomacy is normally only a factor if the way you are using Influence is effected by an individual (like going through a local official) or small enough group that it matters. Determine the initial attitude of the person or group the hero is making the request of and allow them time to use Diplomacy if they wish before making the request.

Influence and Social Station

Social Station can make a difference when trying to exert influence and Heroes have a +/-4 modifier to Influence Checks for every Social Station higher or lower they are than the target.

Influence and Wealth

Spreading around money can often ease things along when trying to use influence. The hero can attempt a wealth check to add a bonus to their influence check equal to +1 for each 5 full points of wealth check DC they attempt for the bonus. Wealth checks are all or nothing endeavors and there is no partial credit for failed wealth checks. Wealth checks attempted for influence bonus are subject to the same rules as any other wealth check including wealth loss and time.

Hidden Influence

There may be instances when you will want to keep your influence on a situation secret. Targeting a rival, making a promotion look like a 'chance' appointment or pursuading someone not to leand support at a vulnerable moment are all examples of of the kinds of "hand behind the throne" behavior common in political struggles. Hidden Influence Checks are made at a -5 and failure by 10 or more usually indicates the influence has been exposed somehow.

Table: Influence Modifiers
Condition Modifier
Attitude is Hostile -10
Attitude is Unfriendly -5
Attitude is Indifferent 0
Attitude is Friendly +5
Attitude is Helpful +10
Reputation (if applicable) +/- Reputation Score
Affiliated Organization -5
Social Status +/- 4 per rank
Wealth Check +1/5 Wealth DC
Help from another with influence +2
Very Large (National) group -10
Extremely Large (International) group -20
Use Hidden -5
Inconvienent Request -2
Demanding Request -5
Dangerous Request -10
Distance Request -10
Target Obligated +5
Target is Family +5
No Influence Score With Target -10

Try Again

Heroes cannot usually try an influence check for the same request until something significantly changes in the group they are trying to influence, then gain more influence with the group, or a number of weeks equal to the CD have passed.

Taking 10 And Taking 20

You can take 10 or 20 on Influence checks when there would be no strong opposition from within the organization. Taking 20 requires 20 times longer than normal which can mean months or even years of preparation for major influence checks, which is why most of the politically powerful tend to do little else but court politics.

Influence and Time

The time it takes to exercising influence can vary widely from the few minutes it takes to issue an order or simple request to hours and even days for complex situations that require talking to a variety of people. The GM should work with the player to frame the context and time of an influence check to fit with the request and the story. As a general rule simple unopposed request for things like rooms or equipment should should be only several minutes. Requests for moderate support take several hours and more substantial support should take the better part of a day with a minimum of the check DC in hours. Complicated plans including Diplomacy checks, wealth or assistance can take several days or weeks. This reflects the time it takes to gain find and persuade or pressure the right people. Trying to hide your attempts at influence can double or triple the time needed up to a week. Attempts to use influence very quickly as a declarative can be attempted at a -5 to the check and usually doesn't allow time for other bonuses.

Losing Influence

Influence is a difficulty thing to maintain and those who climb to the top of the political ladder find that keeping their hard won power can be a full time job. Heroes lose 1 point of influence for any check with a difficulty of 15 and 1 more point for every 10 full points the difficulty is above 15.

Each month make an unmodified d20 check against the heroes current influence score. If the check fails they lose 1 point of influence plus 1 per 5 full points the checked failed by. This reflects the fickle nature of loyalties, attacks by rivals on your reputation or just influence gained by other members.

Gaining Influence

Influence is gained by acting in the interest of the group you wish to gain influence with. This can take the form of furthering their goals, enriching powerful members within the group, gaining control over something the group considers important, or any number of other means. Generally speaking the player should describe what they want to do to gain influence with a particular act or the GM will grant influence bonuses as reward for successful adventuring. Influence gained this way is usually between 1 and 3 points at a time.

Money is often a clear way to gain influence as well either through bribes, flattery and entertainment or favors. Anyone can attempt a Wealth Check against a difficulty equal to their current Influence Score. Success grants 1 point of influence plus 1 additional point of influence per 5 full points the check succeeds by.

Boons

Boons are one time bonuses to Influence Scores granted as rewards allowing a hero to make a request even if they have no previous influence with a group. Heroes may try again on a failed Boon request but lose 2 points per failed attempt until they either are granted a request or squander their influence boon with frivolous requests. Boons incur no normal influence loss and when the request is granted the bonus points from the boon are immediately remove.

Sample Influence Difficulties

Determining the difficulty of an Influence Check isn't an exact science and you should take into consideration capability and availability of the person or group the request is being made of.

Table: Sample Influence Difficulties
Request Difficulty
Temporary use of a simple resource. (lodging, use of a library) 10
Single Item Cost of Item
Basic Outfitting (food, simple weapons, basic equiptment up to cost 10) 13
Extended use of simple resource, Temporary Simple Resource for a small group 15
Medical treatment or simple aid 18
Grant Minor Request (right of passage, sanction activity, speak on behalf) 18
Temporary use of a valuable resource (Labs, Crafting areas, Observatory, Rare Library Collection) 20
Assistance of Expert (Guard, Scholar, Craftsmen, Navigator) 20
Grant Moderate Request (use of guarded resource, sanction unusual activity, overlook minor infraction) 23
Extended use of a valuable resource (Labs, Crafting areas, Observatory, Rare Library Collection) 20
Protection from weaker person/group 25
Group of Experts (Guards, Researchers, Scouts) 25
Grant Major Request (use of secret resource, use of a ship with crew, overlook moderate infraction) 30
Minor Change in Group Policy (Adding new clients, tolerate inconvienent events) 30
Protection from equally powerful person/group 35
Overlook a major infraction 38
Protection from a more powerful person/group 40
Moderate Change in Group Policy (Changing a business contract, allowing/restricting groups or individuals) 40

Examples of Using Influence

Copyright & Disclaimers

Created by Scott Turnbull. This material covered under the OPEN GAME LICENSE Version 1.0a.

Playtesters: Nathan Baker, Suzanne Baker, and Courtney Turnbull.

Thanks for feedback and opinions to iWatt, The Shadow, 77IM.