Influence in Kobos | World Anvil

Influence

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
. .
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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