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Mastering Intrigue / Influence / Individual Influence

Benefits of Influence

Source Ultimate Intrigue pg. 105
In a single encounter, the goal is often to convince an NPC to perform a specific favor. In longer-term social engagements, the PCs may need to build toward larger goals. Each time the PCs sway an NPC using the influence rules (gaining the number of successes listed in the NPC’s social stat block), they increase their influence level over that NPC by one step. For instance, if the PCs are unknown to an NPC who requires 3 successes to influence, after 3 successes, the PCs succeed in winning some of their target’s trust and thus increase their influence level from no sway to minor sway. An NPC the PCs have not yet influenced typically treats them as strangers.

No Sway: The NPC treats the PCs as any group of strangers.

Minor Sway: The NPC might perform small favors for the PCs that do not involve a significant expenditure of resources. The NPC speaks favorably about the PCs to others. The NPC does not interfere in the PCs’ plans unless they conflict with her goals.

Moderate Sway: The NPC might perform favors for the PCs that require some of her own resources or are time-consuming, as long as they do not threaten the NPC’s overall interests. The NPC actively seeks to convince people to work with the PCs. If the NPC’s plans conflict with the PCs’ goals, the NPC tries to work with the PCs to find a mutually acceptable resolution to the conflict.

Major Sway: The NPC assists the PCs with tasks that pose a significant risk to her position or status, and depending upon the circumstances, may risk her safety for them. The NPC advocates for the PCs, even when doing so is unpopular, and she undermines the PCs’ enemies. The NPC concedes a personal goal in order to allow the PCs to move forward with one of their plans, as long as they provide a suitable alternative.

Not all favors are reasonable, no matter how much sway the PCs gain over an NPC. For example, asking a cleric to betray her deity typically falls outside of the bounds of influence. Similarly, reaching the higher levels of influence should become increasingly difficult; the check DCs and the number of successes required increases by 2 for each progressive level of influence. Just as some NPCs are impossible to influence in a certain encounter, some NPCs will never become particularly friendly with the PCs, who cannot exercise more than moderate or even minor sway over them.

GMs also can use the influence system instead of Diplomacy to modify NPC attitudes. In this case, rather than using influence levels, each time the PCs successfully sway an NPC, the NPC’s attitude toward the PCs improves by one step. Most NPCs start at indifferent or unfriendly. An NPC whose attitude is not at least indifferent will always refuse requests for aid.