Influence rolls: Each influential entity (usually a group but possibly a particularly influential person) has an influence die in one of 5 tiers: 1d4, 1d6, 1d8, 1d10, or 1d12. On a given week, each entity may roll its influence die to determine the policy of the week. If, in a given week, two entities roll the same number on the die, they interact. Some interactions are one sided, in that they take place explicitly between two different groups of a certain peerage. A “lesser” has a smaller influence die, a “greater” has more, and a peer has the same. A conflict is resolved using the
Conflict rules.
Benefits are accrued over a season. If, at the end of a season, a given benefit (
Influence/
Wealth Dice) has +10 points, the organization's influence increases by one die. If the organization has -10, their influence instead decreases by one die. The
Footprint of the organization increases or decreases as soon as it has gained or lost enough people.
Die |
Description |
Example |
1d4 |
Low level bands or groups, barely surviving day to day. |
Street gangs, neighborhood watches, ethnic enclaves, missionary rings. |
1d6 |
Interests that have a real but limited effect on the character of the area, or whose effects are conditional. |
Outside influences, spy rings, charitable societies, Villeins and their clans, shriners. |
1d8 |
Interests that are, altogether, the ones that any aspiring politician must please. |
Undertowns, courtier factions, Plutarch alliances, Manerets and their clans, small churches. |
1d10 |
The up-and-coming leaders of an area, or the just down-and-out former leaders. Not at the top, but they nonetheless have a keen and loyal following. |
Militia Councils, deputy forces, deposed mayors, cult leaders, large churches. |
1d12 |
Those that rule the area, what they say (usually) goes. |
Mayors and their retinues, guard forces, thieves' guilds, trade empire outposts, guild houses, cathedrals |
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Roll |
Organization Activity |
Description |
Result |
1 |
Requisition |
Acquiring resources, goods, items or wealth. |
+1 or -1 Wealth Die |
2 |
Muster |
Recruiting, training, or raising the morale of personnel. |
Roll Size Die. Gain the result in new recruits. If the new total is enough, increment the organization's size die. For a failure, lose the result in desertion. |
3 |
Discretion |
Diplomacy, gathering intelligence, playing politics among peers. |
+1 or -1 Influence. If the result would be lower than 1d4, the organization can only attempt Discretion each week until at least one success has occurred. |
4 |
Mastery |
Consolidating, acquiring, or defending control of an area. |
Gain, maintain, or lose control of a landmark or edifice. |
--- |
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5 |
Infrastructure |
Developing an area, exploiting resources (including human resources). |
+2 or -2 Wealth Die |
6 |
Petition |
Requesting aid from greaters. |
+2 or -2 Influence |
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7 |
Mediate |
Asserting authority by mediating a dispute among lesser. |
+3 or -3 Influence |
8 |
Retain |
Hiring ideological outsiders for specialized tasks. |
+3 or -3 Wealth Die Size |
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9 |
Hostility |
Conflict - Striking at or undermining a peer. |
For a success, inflict an extra die of casualties. For a failure, receive an extra die of casualties. |
10 |
Celebration |
Asserting influence by backing a celebration. |
+4 or -4 Influence. |
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11 |
Hostility |
Oppression - Asserting dominance over a lesser by violence or undermining actions. |
If successful, the target organization is reduced (they can only behave as though they have 1d4 influence for the rest of the season) |
12 |
Assign Edler |
Assigning an Edler or other trusted representative to a problem or task. |
+5 or -5 Influence. |
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