Influence

The Influence system becomes available starting in Chapter 6 (BIT ROT).

Certain NPCs might be willing to barter with the MCs. After conversation with the NPC, one player guesses a Trait that they believe the NPC has, and draws a card from the top of the deck. Examine the Connect score for that player's MC and the NPC's Resist score.

  • If the card is lower than the MC's Connect score, the NPC is not impressed.
  • If the card is higher than the NPC's Resist score, the NPC is tempted. If the Trait guess is correct, the NPC accepts, though Trait compliance is not forced.
  • If the card is between those scores, check the Trait guess. If it is wrong, the NPC goes along with the deal grudgingly. If it is right, the NPC agrees eagerly and Trait compliance is forced.

The NPC may also have things they want in return from a particular MC. Since the CPU already knows all of the MC's traits, skip the guessing phase. The CPU draws one random card and uses this guideline instead:

  • If the card is lower than the NPC's Connect score, the MC may refuse.
  • If the card is higher than the MC's Resist score, the MC may refuse.
  • If the card is between those scores, Trait compliance is forced.
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