Influence
Influence represents your ability to manipulate, inspire, deceive, intimidate, and understand others. This skill encompasses all forms of social manipulation, whether through charm, cunning, or force of will.
You can use Influence to:
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Win people over in negotiations, social interactions, or debates.
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Manipulate emotions, instilling fear, trust, or loyalty.
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Intimidate others into compliance or submission.
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Convince or persuade individuals to take actions they wouldn’t normally consider.
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Deceive through lies, misdirection, or clever wording.
The strength of your Influence skill determines how easily you can sway others and resist attempts to manipulate you in return.
Stunts
- Silver Tongue
- Once per scene, you may reroll an Influence-based check and choose either result.
- Commanding Presence
- When you use Influence to issue a direct command in a tense situation, you gain +1 to the roll. If the target is of lower status, rank, or morale than you gain +2 instead.
- Master Negotiator
- You gain a bonus +1 to Influence when negotiating deals or settlements, ensuring that both sides feel satisfied (even if you’re really the one who comes out ahead).
- Charming Trickster
- When using Influence to deceive or mislead, you may declare a fictional advantage (such as a fake name, false authority, or made-up law) and roll with Advantage. If you fail, the falsehood is exposed immediately.
- Mind Games
- When you succeed with +3 or more on an Influence roll against a target, you can grant all your allies Advantage against the same target on all of their Influence rolls.