Influence Skill Checks

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Using Influence Skills differs from other skills in the game; they have their own mechanics. You simply roll 2xd10 dice and factor in your Influence score to the total. This number is then compared directly to the target’s resistance score. Higher number wins, but ties go to the defender.

Example IX Roll

A character wishes to blackmail the boss of a local Bluebacks gang. The GM has determined that the leader’s Mental Resilience score is 10. Blackmail falls under Economical Influence, which gives the character a bonus of +2. If the player rolls a total of 9 or higher on the 2 dice, they succeed. An exact 9 would be a bare success, so the leader might be very reluctant. A total of 22 would be a huge success, so the leader might be more than willing to accept.