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What do your heroes do when they're not adventuring?
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<blockquote data-quote="Tonguez" data-source="post: 1561741" data-attributes="member: 1125"><p><strong>The Influence Mechanic</strong></p><p></p><p>IMC I use an <em>Influence</em> mechanic which sort of combines BP from Birthright with the Wealth rules from D20 Modern. A PCs Influence = Level + Cha bonus and represents a combination of Status, charisma and personal ability to 'influence' others to gain access goods, favours and assistance. </p><p></p><p>PCs thus spend their downtown on increasing their influence (stories need to be told, supporters need to be feed, and authorities need to be appeased) This can be done as a straight Skill test vs DC ?? (eg Diplomacy vs DC 20) or in can be played out and to this ends I also have Faction rules. </p><p></p><p>Faction rules which essentially turns things like Guilds, Gangs, Towns, Barony and potentially whole countries into 'Characters' with the stats (roll 3d6) - <strong>Authority, Economy, Culture, Force</strong> as well as skills and feats which need to be learnt/researched</p><p></p><p>I also allow my PCs to create Patron NPCs whose level is <strong>Influence +3</strong></p><p></p><p>eg <strong>A Smugglers Ring (Faction 1 Rogue)</strong></p><p><strong>Members</strong> 24 HP 144 (24 x 6)</p><p><strong>Holdings:</strong> </p><p>Lair Fortified Def +2, Concealed DC 15</p><p>Trade Route: Contraband Prd 2</p><p></p><p><strong>Authority</strong> 12, <strong>Economy </strong> 16, <strong>Culture</strong> 10, <strong>Force</strong> 14</p><p><strong>Skills:</strong> Prof: Smuggling, Stealth*, Survival, Search, Gather Info, Bluff</p><p><strong>Feats:</strong> Black Market Contacts, Friends in High Places</p><p>* Stealth combines hide and move silently</p><p></p><p><em>So the Smugglers Ring is a faction of rogues with 24 active members (determined as cha bonus x d20) It has a hidden lair - in a cave system near the warf - which has been fortified (+2). The Smugglers also control a Trade route for their goods (with a producivity of 2). The ring has skills which it can use for collective benefit and also a couple of feats - black market contacts which give access to illegal goods and venues to sell contaband and friends in high places which gives a +2 bonus to Diplomacy and Gather info checks</em></p><p><em></em></p><p><em>PC Benji is a smuggler and attempts to earn some cash for his faction he wants to get he uses 10 of the smugglers to earn 300gp => 300/10 = DC 30 He also wants to upgrade the Trade route which cost 100gp and uses another 5 smugglers to do it =>100/5= 20. 4 smugglers he sends out to spy on the local militia (gather info)</em></p><p><em>and the last 5 run a raid on a neighbouring smugglings ring</em></p><p><em></em></p><p><em>1. Earn 300gp -> Econmics check vs DC 30 => <em>Roll D20 + Economy bonus + prof:Smuggling + Influence used</em></em></p><p><em></em></p><p><em>2. Upgrade Trade Rotue - > <em>Economics check DC 20 Roll D20 + Economy bonus + Influence used</em></em></p><p><em></em></p><p><em>3. Spying - > Culture Check DC 15 => <em>D20 + Culture bonus + Gather Info Skill + Freinds in High Places Feat + Influence</em></em></p><p><em></em></p><p><em>4. Raid -> * Raids can be a straight dice roll (Force bonus + Units + Influence) or the Units can be stated out and combat played as a skirmish</em></p><p><em></em></p><p><em></em></p></blockquote><p></p>
[QUOTE="Tonguez, post: 1561741, member: 1125"] [B]The Influence Mechanic[/B] IMC I use an [I]Influence[/I] mechanic which sort of combines BP from Birthright with the Wealth rules from D20 Modern. A PCs Influence = Level + Cha bonus and represents a combination of Status, charisma and personal ability to 'influence' others to gain access goods, favours and assistance. PCs thus spend their downtown on increasing their influence (stories need to be told, supporters need to be feed, and authorities need to be appeased) This can be done as a straight Skill test vs DC ?? (eg Diplomacy vs DC 20) or in can be played out and to this ends I also have Faction rules. Faction rules which essentially turns things like Guilds, Gangs, Towns, Barony and potentially whole countries into 'Characters' with the stats (roll 3d6) - [B]Authority, Economy, Culture, Force[/B] as well as skills and feats which need to be learnt/researched I also allow my PCs to create Patron NPCs whose level is [B]Influence +3[/B] eg [B]A Smugglers Ring (Faction 1 Rogue)[/B] [B]Members[/B] 24 HP 144 (24 x 6) [B]Holdings:[/B] Lair Fortified Def +2, Concealed DC 15 Trade Route: Contraband Prd 2 [B]Authority[/B] 12, [B]Economy [/B] 16, [B]Culture[/B] 10, [B]Force[/B] 14 [B]Skills:[/B] Prof: Smuggling, Stealth*, Survival, Search, Gather Info, Bluff [B]Feats:[/B] Black Market Contacts, Friends in High Places * Stealth combines hide and move silently [I]So the Smugglers Ring is a faction of rogues with 24 active members (determined as cha bonus x d20) It has a hidden lair - in a cave system near the warf - which has been fortified (+2). The Smugglers also control a Trade route for their goods (with a producivity of 2). The ring has skills which it can use for collective benefit and also a couple of feats - black market contacts which give access to illegal goods and venues to sell contaband and friends in high places which gives a +2 bonus to Diplomacy and Gather info checks PC Benji is a smuggler and attempts to earn some cash for his faction he wants to get he uses 10 of the smugglers to earn 300gp => 300/10 = DC 30 He also wants to upgrade the Trade route which cost 100gp and uses another 5 smugglers to do it =>100/5= 20. 4 smugglers he sends out to spy on the local militia (gather info) and the last 5 run a raid on a neighbouring smugglings ring 1. Earn 300gp -> Econmics check vs DC 30 => [I]Roll D20 + Economy bonus + prof:Smuggling + Influence used[/I] 2. Upgrade Trade Rotue - > [I]Economics check DC 20 Roll D20 + Economy bonus + Influence used[/I] 3. Spying - > Culture Check DC 15 => [I]D20 + Culture bonus + Gather Info Skill + Freinds in High Places Feat + Influence[/I] 4. Raid -> * Raids can be a straight dice roll (Force bonus + Units + Influence) or the Units can be stated out and combat played as a skirmish [/I] [/QUOTE]
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