Influence Spends
Influence Spends
Influence spends are of two types: some shoulder-rubbing here and there...and more dangerous material if you delve further in. Though much of Influence is flavored as slightly seedy, it does not need to be read that way. The give-and-take of influence may also take the form of higher social spheres or lower ones, or anywhere inbetween. That is, they're intended to be as useful to a minor noble as they are to a street thief.
For purposes of Tiered abilities and Favors which function only within Areas, this does not include Areas gained under Basic Influence at this time. A PC retains the benefits of their influence so long as they remain active in this spend.
Unlimited Spends | ||
Reward | Benefit | Cost |
A Face About Town | Through reputation, cunning, or otherwise, you receive a +1 to Diplomacy rolls within an Area. You may take this up to three times. Most often, it applies to the Area you had previously chosen. So long as applied to the same area, its effects stack. See the full entry, below, for details. One of these may be turned into Connections for 5 RPP. | 5 RPP |
Favorable Market | Through your efforts, you've obtained access to an exclusive market, or at least a cooperative merchant. Purchase any one magic item at 75 percent market value (this does not include material costs). Magic rods may be purchased at 85 percent. | 5 RPP, Area Influence |
Exclusive Spends | |||||
Tier | Benefit | Cost | |||
Connections (Tier One) | Choose an Area. Through reputation, cunning, or otherwise, you've begun to make yourself known. You get the occasional nod when heading down the street, some officials greet you by name. While most recognize you, some will like you, others will not. However, you've begun to understand what makes things tick, and how to make yourself heard. You receive a +2 insight bonus to all diplomacy checks within this Area. Over time, this ability will grow. For what's defined as an Area, see the full entry, below, for details.
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10 RPP | |||
Tier Two | They Owe Me Favor or Two I: Through your work, aboveboard or below, you've gained access to a few...boons. Things normal citizens only whisper of, or pay a much higher price for. You gain access to Influential Favors (see below description). In addition, you receive one at this time for free.
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10 RPP | |||
Tier Three | Favored Territory: Though you may be known in a number of areas, everyone has a "home turf." Or perhaps just a favorite. Choose an area within which you possess influence. This is now your favored territory, and you gain a +3 bonus on Diplomacy checks within that territory, on top of your original +2.
Unsanctioned Skills: You've made friends, you've made enemies...some love you, others donate regularly to the Temple of Vardama in your name. Regardless, you've honed your survival instincts just as you've honed your tongue, and have gained a little...knowledge on the side. The story of how you gained it is up to you. Pick any minor rogue talent aside from combat trick or bleeding attack. Note, if you already possess a talent through other means, you cannot select it again using this boon.
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10 RPP | |||
Tier Four | They Owe Me Favor or Two II: You trade in secrets, you trade in favors...and sometimes, it's even aboveboard. You receive a second favor at this time for free.
It's Also What You Know: You know people, and generally you get along with them. Whether that's in a positive or negative manner, well. It varies, sometimes. Regardless, you've developed ways and an interest in keeping your ear to the ground. You receive a +2 to any knowledge/local rolls when within any area you have influence in.
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10 RPP | |||
Tier Five | Network of Contacts: You've developed a network of contacts within your area(s) of influence. Whenever you are within this area, once per week you may call in favor from someone you know, or who knows someone you know. The maximum CR of this NPC is equal to half your level. The NPC will try to accomplish any task that is not suicidal, doesn’t seriously affect his or her resources (less than 50g), and takes up to one day. Typical favors might be assistance in removal of a disease, or the delivery of a letter, via magic, to a far-away place. Exact details on how calling in the favor works, who the NPC is, and are subject to DM approval.
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10 RPP | |||
Tier Six | Small-Time Kingpin: Over the years, your territories are to you as a second skin. People know you, and though some love you, some hate you, your voice is heard. Not only that, you know how to move. Treat any of your areas as a Favored Terrain. If your area overlaps an area in which you already possess favored terrain, then the benefits stack. | 10 RPP |
Influence Spends
They Owe Me a Favor or Two
As you gain in tiers, you gain access to Favors. Favors are a type of unlimited spend, that may be used once per purchase (unless specified otherwise) and are only available to characters who advance in Influence Tiers. Remember that if Favors or Tier abilities specify an Area, this does not include Areas gained under A Face About Town at this time.
Influential Favors (Unlimited Spends) | ||
Reward | Benefit | Cost |
Accomplice | You gain a lacky. Earnable once. See description. | 10 RPP, Connections T4+ |
Expanded Area | Once per tier above your first, you may work to expand your area of influence. Effectively, this allows you to choose an additional Area and receive a +2 diplomacy bonus within it. In addition, it allows you to use many abilities within this location. | 10 RPP, Connections T2+ |
Forbidden Knowledge | With this boon and by rubbing shoulders with a few spellcasters in your Area of influence, you gain a limited ability to prepare and cast a few weak arcane spells. With their aid, you can prepare 4 cantrips or one 1st-level spell from the wizard school. You cast these spells as a caster of that type, and must have the minimum attribute stat to prepare these spells. You can't select this award if you're already a full caster. After 24 hours, you take 1d3 temporary points of damage to your intelligence and lose any prepared spells you didn't cast. | 3 RPP, Connections T2+ |
My Version of the Truth | Sometimes, what people believe as the truth is more important (or more interesting) than the actual truth, especially when it works towards your interests or favor. While another individual attempts to give an account of an event, you may make an opposed Diplomacy check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle his ability to recall accurate or specific details. If you succeed, your target remains unaware that your interjections caused the confusion. However, if you fail, the target is allowed a Sense Motive check (DC equal to your failed Diplomacy check) to figure out that you made deliberate attempts to confuse the story. This is the rogue talent, Obfuscate Story. This is a permanent favor; it need only be purchased once. | 10 RPP, T2+ |
Ties to Corruption | You've...become adept at locating corrupt officials. If you're imprisoned or fined for crimes, you may take advantage of this contact. You pay no fines and escape sentencing if you can make a Diplomacy check (DC 15 for petty crimes, 20 for serious crimes, or 25 for capital crimes). You do not need to be within one of your Areas to use this ability, but you must be within a city, and have had at least an hour's time to get to know it. | 5 RPP, Connections T2+ |
Make Me an Offer | Within any of your Areas, you know people. Not only do you know people, but you know merchants...and perhaps a fence or two. With a little legwork, and by spending 1 RPP, you may enact a sale through an NPC fence, increasing the sale price of the item by 10%. This has no effect on items normally sold at full value. | 1 RPP, Connections T2+ |
What an Honest Face | If you happen to find yourself in trouble with authorities as a result of accusations, you are able to convince a trustworthy-enough looking person to vouch for your honor. You can use this award once per purchase. You do not need to be within one of your Areas to use this ability, but someone from one of your Areas must be able to reach you (this may incur a traveling fee, as the opulent merchant arrives via caravan to extol your virtues in prose, accompanied by an orphan's chorus). | 3 RPP, Connections T2+ |
A Sudden Vacation | You know enough about society to engineer the perfect escape. Whether it's a hidden location, or just knowing which palms to grease...you know how to hide in the city when the heat gets too high (or when the scandal about that outfit you'd designed for the Korite priest gets too rough). By spending an RPP point, you gain a +5 insight bonus to stealth, perception, or bluff (or all three) for up to one minute for the purposes of finding such an out-of-the-way place within any area you have influence in, or any urban area which you've had at least an hour to get to know. You may apply this bonus on up to two other people if you take them with you...more than that is bound to draw attention. | 1 RPP, Connections T2+ |
Worth too Much to Die | You owe people, and they owe you. It's probably a beneficial relationship. Regardless...you've accrued a little personal capital. A 'mysterious benefactor' will cover up to 50% of your Raise Dead and subsequent Restoration fees. Once used, this must be purchased again. Whether this leaves you in hot water afterwards is up to you and the story. | 10 RPP, Connections T2+ |
Descriptions
Accomplice
An accomplice is a minor lackey and skilled worker who helps you with a certain skillset, which is determined at purchase. Accomplices tend to be a 3rd level adept, commoner, or expert with 3 ranks in the appropriate skills and the basic NPC ability score array. This gives them a +8 for class skills, and a +5 for non-class skills. Unless otherwise specified or allowed by the DM, an accomplice may not accompany you on adventures. That is, they are not meant to replace PCs. However, at the DM's discretion, they may provide indirect assistance. An accomplice will not place themselves into situations of obvious danger or bodily harm.
When chosen, you will work out the accomplice's skills with staff, as well as their specific role. Examples of types of accomplices include, but are not limited to:
- Forger (linguistics, knowledge/local, knowledge/history, knowledge/nobility_
- Fence (appraise, knowledge/history, stealth, bluff) *You will still need to use the RPP spend to get a better sale price--this just represents having a fence more or less 'on staff'.
- Lockpick (craft/locksmithing, disable device, skill focus/disable device, perception)
...and so on.
What May Be Chosen as an Area for the Purposes of Influence?
Areas chosen should be part of something the character is directly involved with. For example, a PC might become involved in Alexandria's Society for Progressive Arcanists. This Influence represents general connections and does not confer any unnamed advantages--its effect is measured mechanically in its bonus or abilities granted, and attempts to expand this or argue for such may be considered a breach of policy.
Influence tends to be local. Travel in a world such as Alexandria exists within, it typically takes days to cover a single locale. Airships exist, but are not usually for day-to-day travel. Thus, areas of influence should have a "hometown" feel to them. An example of an area that would not be approvable would be the Entire Territory of Veyshan. However, a specific town within Veyshan would be. Or, a section of Alexandria or any other large city (as Alexandria is something of a metropolis).
Before roleplaying gaining influence in an area (and spending your RPPs), be sure to check with staff.
What Sorts of RP are Appropriate for Gaining Influence?
Appropriate RP depends on the organization. For instance, you could RP running errands for a guild, being a Reporter at the Alexandrian Tribune and ferreting out stories (and posting them to the +bboard).
Influence in Ea is represented as "knowing people" or having an active reputation within your area. It does not equate a high position or an ability to "lord it over" others. In other words, it is a big world and there should be room for everyone.