Influence
Posted: Fri Apr 19, 2019 11:35 am
Influence
Influence is a system that measures how respected and influential an individual within the Ziost social circles. The wealthy, powerful, and elite indulge in nightly parties and symposiums to play politics and flex their power. Influence is mostly a currency, the more influence one has the more they can engage in the games of power and wealth.
Influence is gained through events and player actions and spent to attend influential meetings or parties or other items such as special Talents or getting access to equipment. Influence cannot be exchanged for straight currency; the wealthy and powerful of Ziost see that as gauche and of low culture. Influence can also be used to sway the results of the Dark Council challenge, once per game per player.
Influence is used to attend elite social gatherings; parties, galas, salons, etc. There will be four main social gatherings during the game though there may be other unannounced events. The events will be listed before game start along with their Influence cost and themes.
Every social gathering has a theme and a guest list; some parties are open all while others are more exclusive. A player can spend an extra 5 Influence on top of the normal cost to gain entry to the event or they can attempt a Daunting Deception or Charm check against 2 purple and 2 red dice, daunting difficulty with two dice upgraded.
Influence will be doled in increments of 5 and spent in Increments of 5, every player will begin with a set amount of Influence, the max being 10 points. Non-Imperial characters and Droids will begin with 0 Influence as they have no connection to Imperial society usually meaning they are Unaligned. Imperial characters will begin with 5 Influence, and Sith will start with 10 Influence. If the character is Human or Pureblood Sith, there is no adjustment to Influence, if they are any other species reduce starting Influence by 5 to a minimum of 0.
There is a maximum amount of Influence, 75 is the cap not including starting Influence, that can be earned in game and each Major Social Event except the first one will cost 5 Influence to attend, with a potential to earn 10 to 15 Influence per event. Just participating in the party event will allow the player to break even. The first party will have the potential to earn 5 Influence due to it having no cost. Missing a social event reduces that player’s Influence by 5 to a minimum of 0.
Once per game a player can spend 55 Influence to grant a Candidate for the Dark Council 1 point in the race to become Dark Councilor, this can include themselves, and they can only benefit from this option a maximum of three times. Other uses of Influence are as follows; for 50 Influence one can gain the talent Secrets of the Sith, immediately increasing Force Rating by 1, they can spend 45 Influence for Imperial Conditioning which increases any one Characteristic by 1 to a maximum of 6, and for 20 Influence they can gain the Talent Imperial Training to increase any one skill by 1 up to a maximum of 5. There are other uses of Influence, including for gear as well but no option to exchange Influence for Credits.
Any Influence not spent by the end of Day 10 is lost as Day 11 will be wrap up. Influence spent will go into affect the next game day.
Influence is a system that measures how respected and influential an individual within the Ziost social circles. The wealthy, powerful, and elite indulge in nightly parties and symposiums to play politics and flex their power. Influence is mostly a currency, the more influence one has the more they can engage in the games of power and wealth.
Influence is gained through events and player actions and spent to attend influential meetings or parties or other items such as special Talents or getting access to equipment. Influence cannot be exchanged for straight currency; the wealthy and powerful of Ziost see that as gauche and of low culture. Influence can also be used to sway the results of the Dark Council challenge, once per game per player.
Influence is used to attend elite social gatherings; parties, galas, salons, etc. There will be four main social gatherings during the game though there may be other unannounced events. The events will be listed before game start along with their Influence cost and themes.
Every social gathering has a theme and a guest list; some parties are open all while others are more exclusive. A player can spend an extra 5 Influence on top of the normal cost to gain entry to the event or they can attempt a Daunting Deception or Charm check against 2 purple and 2 red dice, daunting difficulty with two dice upgraded.
Influence will be doled in increments of 5 and spent in Increments of 5, every player will begin with a set amount of Influence, the max being 10 points. Non-Imperial characters and Droids will begin with 0 Influence as they have no connection to Imperial society usually meaning they are Unaligned. Imperial characters will begin with 5 Influence, and Sith will start with 10 Influence. If the character is Human or Pureblood Sith, there is no adjustment to Influence, if they are any other species reduce starting Influence by 5 to a minimum of 0.
There is a maximum amount of Influence, 75 is the cap not including starting Influence, that can be earned in game and each Major Social Event except the first one will cost 5 Influence to attend, with a potential to earn 10 to 15 Influence per event. Just participating in the party event will allow the player to break even. The first party will have the potential to earn 5 Influence due to it having no cost. Missing a social event reduces that player’s Influence by 5 to a minimum of 0.
Once per game a player can spend 55 Influence to grant a Candidate for the Dark Council 1 point in the race to become Dark Councilor, this can include themselves, and they can only benefit from this option a maximum of three times. Other uses of Influence are as follows; for 50 Influence one can gain the talent Secrets of the Sith, immediately increasing Force Rating by 1, they can spend 45 Influence for Imperial Conditioning which increases any one Characteristic by 1 to a maximum of 6, and for 20 Influence they can gain the Talent Imperial Training to increase any one skill by 1 up to a maximum of 5. There are other uses of Influence, including for gear as well but no option to exchange Influence for Credits.
Any Influence not spent by the end of Day 10 is lost as Day 11 will be wrap up. Influence spent will go into affect the next game day.