Influence

or, It's Not What You Know, but Who You Manipulate

Influence is a way to gain money, power and position. It is, without a doubt, the most valuable commodity in the game. Influence is measured in favours. There are nine classes of favours, rated, in ascending order of effectiveness, from 1 to 9. Favours are used to modify the die rolls that represent the decisions of non-player characters. (Player characters make their own decisions and influence has no effect on them; favours to player characters take other forms.) Once used to influence a decision, a favour is expended.

 
Influence Table A: Influence of Social Level
Social level
Influence
8 or 9
1
10 or 11
2
12 or 13
3
14 or 15
4
16 or 17
5
18 or 19
6
20 or 21
7
22 or 23
8
24+
9
 

Influence Table B lists the class of favour needed to obtain a die roll modification of one on the decisions of a non-player character of specified rank or position. A favour of a higher class than that listed will have a greater effect: one additional die roll modification for each level the favour is above the minimum necessary. For example, a class 9 favour will obtain a die roll modification of 4 on the decisions of a General.

 
Influence Table B: Influence required
Position
Minimum
King
9
Crown Prince, Cardinal
8
Minister, Field Marshal
7
General
6
Lieutenant-General
5
Brigadier-General
4
Colonel
3
Lieutenant-Colonel
2
Major, Captain
1

In addition, two favours may be combined to produce one favour of the next highest level (two class 4 favours make a class 5 and so on). More than one favour may be brought to bear to influence a given decision. The die roll modification may be either additive or subtractive, depending on the player's wishes, and more than one player may influence the same decision.

 
EXAMPLE: If Athos, a Lieutenant-General, seeks to become Inspector-General of Cavalry (see Appointments), he must go to the Minister of War who appoints that position (it is assumed that no player holds the post). To influence a Minister, a class 7 favour is the minimum needed. The number Athos must roll on one die, unmodified, is 6.   Athos has no class 7 favour to use, but his friend Porthos has a class 8 favour and uses it to influence the minister on Athos's behalf, giving him two favourable die roll modifiers and making the necessary die roll 4 instead of 6.   Unfortunately, Cyrano, an enemy of Athos, wishing to prevent him from advancing, uses a class 9 favour to give an unfavourable die roll modification of 3. The final die roll necessary to obtain the appointment now becomes 6 – 2 + 3 = 7; poor Athos cannot get the appointment as it is impossible to roll a 7 on a six-sided die.
 

Influence may be used to seek or block appointments, aid the prosecution or the defence in embezzlement trials and for many other purposes outlined in specific rules. Events not specifically listed as being influenceable (for example, promotion) are not.

Influence may be received by virtue of a player's Social Level (as shown on Influence Table A), from his mistress (as shown on Influence Table C) and from certain appointments (as shown on the Appointments Tables).

 
Influence Table C: Influence of Mistress
Social Level
Normal influence
Additionally, if Influential
18
9
9
17
8
9
16
7
8
15
6
7
14
6
6
13
5
5
12
4
5
11
4
4
10
3
4
9
2
3
8
1
3
7
-
2
6
-
1
5
-
1
4
-
1
3
-
1
 

Mistresses give their lovers one favour a year, of the class listed under the heading “Normal influence” on Influence Table C. Influential mistresses additionally provide a favour of the class listed under the heading “Additionally, if Influential” on the table, once a year. Favours for Social Level and appointment are received once each season.

Players may save favours received from non-player characters indefinitely, and those received from mistresses for the duration of the affair. All others may not be saved beyond the season in which they are received.


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