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Social Influence

Social Interactions can be more impactful than might be anticipated. In addition to their other effects, successful Social Interactions can cause degrees of Influence. Conversely, successful opposing Social Interactions can reduce degrees of Influence. Influenced characters can become Moved, Swayed, or even Persuaded.

Persuaded Superb Success with Bane:3 to change
Swayed requires 3 ticks to change
Moved requires 2 ticks to change
Unaffected requires 2 ticks to change
Moved requires 2 ticks to change
Swayed requires 3 ticks to change
Persuaded Superb Success with Bane:3 to change

 

As characters attempt to influence other characters, Successes will either progress the influenced character toward becoming Persuaded or reduce their level of persuasion in the other direction. Ticks measure the progress toward the next degree of Influence. Ticks can be tracked with a + or a -, showing that the character is currently leaning toward the next degree up or down.

Ex. Herald attempts to Excite fear within an Unclean Spirit. After all Adjustments are made, Herald has a Superb Success, progressing the Unclean Spirit three ticks. The Unclean Spirit was presently Unaffected, and so two ticks will increase the Unclean Spirit to Moved and the remaining tick will leave it at Moved+. Only one more tick would be needed to increase the Unclean Spirit to Swayed.

Success

  • progresses or reduces one tick

Superb Success

  • progresses or reduces three ticks

Supreme Success

  • progresses or reduces seven ticks

 

Moved 

While Moved, a character becomes a little more resistant to Influence in the other direction.

  • subtract 1 Adjustment to Interactions contrary to the direction Moved

  • subtract 2 Adjustments to Self-Targeted Interactions contrary to the direction Moved 

Swayed 

While Swayed, the character becomes more resistant to Influence in the other direction. The character will also find it more difficult to Influence others.

  • Bane:1 to friendly Social Interactions targeting the character

  • Bane:1 to Social Interactions made by the character

  • Bane:2 to Self-Targeted Social Interactions made by the character

 Persuaded

Once a character is Persuaded, they will need significant positive influence or time away from further negative influence to recover. The precise details of how they will behave while Persuaded are determined by the Host's discretion.

  • Bane:3 to friendly Social Interactions targeting the character

  • the character cannot make Social Interactions that resist or conflict what they are Persuaded of

  • requires a Superb Success (with the Bane:3) to reduce the character back to Swayed

Influencing Toward Specific Goals 

When influencing humans toward a very specific goal, Influence for that specific direction should be tracked as a separate total. As such, the human may sometimes have different Influence levels relating to different desires or situations. This can be the case with elohim as well, but most often an elohim's Influence is reflective of their general state.

Influence and Allies

Allies that are generally in agreement have no need to change each other's mind, but can strengthen their shared stance, buffering each other from opposing Influence. Sometimes the Host may choose to allow allies to buffer ticks against future opposing Influence. This should be allowed as part of intentional roleplaying when the situation seems appropriate and not as part of regularly exploiting rules to maximize advantages. The Host will also determine how strongly buffered the characters can be.