Influence Rolls
Influence Rolls
Influencing the PCs
Influence rolls are designed to allow PCs to affect NPC reactions. The GM should not make Influence rolls on behalf of NPCs and tell the players how to react. Most players form an opinion of an NPC based on the GM’s portrayal of the character, and few appreciate being told that they must roleplay a good reaction toward an NPC they do not like or trust.
This does not mean that NPCs cannot influence PCs! When an NPC makes a successful Influence roll against a PC, the GM should apply the NPC's margin of victory as a bonus or penalty (as appropriate) to the PC's die rolls when dealing with that NPC. For instance, if a beautiful spy beats the PC's Will by 3 using Sex Appeal, the hero might suffer -3 on self-controls roll for his Lecherousness and -3 to his Detect Lies skill where that spy is concerned. Be creative!
An "Influence roll" is a deliberate attempt to ensure a positive reaction from an NPC. A PC with an appropriate "Influence skill" can always elect to substitute an Influence roll for a regular reaction roll in suitable circumstances (GM's decision). See Reaction Rolls for more on NPC reactions.
Decide which Influence skill you are using: Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, or Streetwise. Choose wisely! The GM may allow other skills to work as Influence skills in certain situations (e.g., Law skill, when dealing with a judge). Then roll a Quick Contest: your Influence skill vs. the subject's Will.
Modifiers: All your personal reaction modifiers (although the GM or the skill description may rule that some modifiers do not apply); any specific modifiers given in the skill description; -1 to -10 for using an inappropriate Influence skill (GM's decision).
If you win, you get a "Good" reaction from the NPC – "Very Good" if you used Sex Appeal. On any other outcome, the NPC resents your clumsy attempt at manipulation. This gives you a "Bad" reaction – "Very Bad" if you attempted specious intimidation (see Intimidation). Exception: If you used Diplomacy, the GM will also make a regular reaction roll and use the better of the two reactions. Thus, Diplomacy is relatively safe...
If the subject is Indomitable, you lose automatically unless you have Empathy, Animal Empathy, Plant Empathy, or Spirit Empathy, as appropriate. Intimidation attempts against those with the Unfazeable advantage also fail automatically. On the other hand, you win automatically – no roll required – against those with Slave Mentality.
Psychological Warfare
You can use Propaganda skill for media manipulation, and Psychology skill for other "psyops." This is an Influence roll. Apply your cause's reaction modifiers rather than your own, and use the average Will of the target group in the Quick Contest.