Tonguez
A suffusion of yellow
My campaign has a cashless economy and instead access to wealth is determined by social influence.
For this influence mechanic I adapted the Wealth rules from D20Modern with a few tweaks of my own.
Influence is PC level + Cha + Status mods and measures a persons ability to call on favours. Status mods are anything which can affect a persons social standing/recognition (including adventuring, great skill use, family background etc). Leadership (a Lvl 1 Class Ability of the Aristocrat class) also merges with Influence to determine number of people willing to 'do stuff' for the character. Followers can be applied to different tasks (like farmng resources or gathering information) and cohorts (who can be higher level than the PC) become family,friends and allies *Ally refers to a cohort of higher level than the PC
So a PC might have as an Ally the local Blacksmith (who he decides is his Uncle Joe SMith) anyway using his influence he might be able to get Uncle Joe the Blacksmith to make him a Sword +1 (because IMC Experts can add Masterwork bonuses to items). Of course Uncle Joe might require the PC to do him a favour in return.
Spirits and Sacred Sites are also common IMC and a persons infleunce is important when interacting with them (and possibly gaining boons - which might include magical items or bonus feats). So the above PC might take his Sword +1 to the Shrine of the Volcano Spirit who if the PC is worthy might enchant the sword as a 'Flaming Fang of Mahuluhulu '
As to magic items because these tend to be empowered by spirits they can also be restricted by use of a influence limit eg perhaps the Flaming Fang of Mahuluhulu can only be weilded by someone whose influence is '50' or greater and in the hands of anyone of lesser influence it is just a sword
For this influence mechanic I adapted the Wealth rules from D20Modern with a few tweaks of my own.
Influence is PC level + Cha + Status mods and measures a persons ability to call on favours. Status mods are anything which can affect a persons social standing/recognition (including adventuring, great skill use, family background etc). Leadership (a Lvl 1 Class Ability of the Aristocrat class) also merges with Influence to determine number of people willing to 'do stuff' for the character. Followers can be applied to different tasks (like farmng resources or gathering information) and cohorts (who can be higher level than the PC) become family,friends and allies *Ally refers to a cohort of higher level than the PC
So a PC might have as an Ally the local Blacksmith (who he decides is his Uncle Joe SMith) anyway using his influence he might be able to get Uncle Joe the Blacksmith to make him a Sword +1 (because IMC Experts can add Masterwork bonuses to items). Of course Uncle Joe might require the PC to do him a favour in return.
Spirits and Sacred Sites are also common IMC and a persons infleunce is important when interacting with them (and possibly gaining boons - which might include magical items or bonus feats). So the above PC might take his Sword +1 to the Shrine of the Volcano Spirit who if the PC is worthy might enchant the sword as a 'Flaming Fang of Mahuluhulu '
As to magic items because these tend to be empowered by spirits they can also be restricted by use of a influence limit eg perhaps the Flaming Fang of Mahuluhulu can only be weilded by someone whose influence is '50' or greater and in the hands of anyone of lesser influence it is just a sword
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