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Be a Ranger! Babylon 5: Outrageous Fortune (Re-recruiting)
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<blockquote data-quote="Dr Simon" data-source="post: 4387979" data-attributes="member: 21938"><p><strong>Influence</strong></p><p></p><p>I thought a note on the Influence rules might be useful.</p><p></p><p>Everyone starts off with an Influence score of small note, in one or more areas. To try to gain a favour with that particular area of influence is a check using 3D6 + influence score against a DC. DC 10 is a small favour, say a loan of credit or access to fairly unimportant resources. DCs go up to 40-50 for deployment of a battlefleet or changing a government decision.</p><p></p><p>You can also add your influence score to Diplomacy and Intimidate checks, in situations where it would feasibly make a difference. Claiming that you know heavies in B5's Downbelow would not cause much effect in the Centauri Royal Court, for example.</p><p></p><p>You can boost an Influence check by permanently spending Influence points and adding double that number to the check.</p><p></p><p>Making more than one Influence check per week brings penalties to subsequent roles as your contacts tire of your constant pestering. Influence can also be exerted through a chain of contacts. Your contacts in Earthdome might be able to have a word with an Earth Corporation, who in turn could have a word with a Brakiri commercial concern and persuade them to give you access to Brakir space, for example. At each step of the way, the Influence check decreases.</p><p></p><p>Influence is gained at each character level, and it can also be gained or lost through in-game actions. Success at a mission for a particular faction will increase your influence whereas a dismal failure may decrease it.</p><p></p><p>You all start the game with a small amount of influence. Everyone has 1 point of Influence with the ISA. You also have a random amount dependent on character. You can roll it on Invis. Castle or leave it to me.</p><p></p><p>Sarhat - 1d6 Influence with Minbari Warrior Caste</p><p>Ashley - 1D6 Influence with Bureau of Telepath Integration</p><p>Vurk - 1d4 Influence with any one faction. Suggestions would be League Social, League Economic, League Political, League Military, Local (specific locale), Criminal or Interstellar Alliance (add to your 1 point) or a Specific Race, depending on what you think his background is.</p><p></p><p>Specific Local Influence can be as wide or narrow as you like. A more narrow influence will obviously have a more limited range, but you can achieve more with a lower influence (big fish in a small pond). Influence (Mars) would be fairly broad but weak. Influence (Marsdome One) would be stronger in Marsdome One but weaker outside. Infleunce (Marsdome One, Carter Sector) would ensure that all in Carter Sector knew who you were, but you would have little push elsewhere, even in Marsdome One.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 4387979, member: 21938"] [b]Influence[/b] I thought a note on the Influence rules might be useful. Everyone starts off with an Influence score of small note, in one or more areas. To try to gain a favour with that particular area of influence is a check using 3D6 + influence score against a DC. DC 10 is a small favour, say a loan of credit or access to fairly unimportant resources. DCs go up to 40-50 for deployment of a battlefleet or changing a government decision. You can also add your influence score to Diplomacy and Intimidate checks, in situations where it would feasibly make a difference. Claiming that you know heavies in B5's Downbelow would not cause much effect in the Centauri Royal Court, for example. You can boost an Influence check by permanently spending Influence points and adding double that number to the check. Making more than one Influence check per week brings penalties to subsequent roles as your contacts tire of your constant pestering. Influence can also be exerted through a chain of contacts. Your contacts in Earthdome might be able to have a word with an Earth Corporation, who in turn could have a word with a Brakiri commercial concern and persuade them to give you access to Brakir space, for example. At each step of the way, the Influence check decreases. Influence is gained at each character level, and it can also be gained or lost through in-game actions. Success at a mission for a particular faction will increase your influence whereas a dismal failure may decrease it. You all start the game with a small amount of influence. Everyone has 1 point of Influence with the ISA. You also have a random amount dependent on character. You can roll it on Invis. Castle or leave it to me. Sarhat - 1d6 Influence with Minbari Warrior Caste Ashley - 1D6 Influence with Bureau of Telepath Integration Vurk - 1d4 Influence with any one faction. Suggestions would be League Social, League Economic, League Political, League Military, Local (specific locale), Criminal or Interstellar Alliance (add to your 1 point) or a Specific Race, depending on what you think his background is. Specific Local Influence can be as wide or narrow as you like. A more narrow influence will obviously have a more limited range, but you can achieve more with a lower influence (big fish in a small pond). Influence (Mars) would be fairly broad but weak. Influence (Marsdome One) would be stronger in Marsdome One but weaker outside. Infleunce (Marsdome One, Carter Sector) would ensure that all in Carter Sector knew who you were, but you would have little push elsewhere, even in Marsdome One. [/QUOTE]
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Be a Ranger! Babylon 5: Outrageous Fortune (Re-recruiting)
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