Social Influence
Social Interactions can be more impactful than might be anticipated. In addition to other effects, successful Social Interactions performed on a human or an enemy add Influence to the Target. Conversely, successful opposing Social Interactions can remove Influence. With enough Influence, an Unaffected character can become Moved, Swayed, or Persuaded.
In Breath, these levels are determined using an accumulated numeric total of Influence, where in Flesh (described below), levels are progressed or diminished based upon each die roll.
A successful Social Interaction adds or subtracts 0, 1, or 2 Influence depending on whether the Interaction was a Minor Success, a Success, or an Superb Success respectively. Each uncanceled 12 on a die in the Interaction causes 1 more Influence to be gained or subtracted if the Interaction is at least a Minor Success. However, only 1 Influence can be added this way with a Minor Success and only 2 Influence can be added this way with a Success. There is no limit to this bonus with a Superb Success.
Moved
While a character has at least 3 Influence, they are Moved. While Moved, they become more vulnerable to further influence. A Moved character gains Influence more quickly.
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if Influence is gained from an Interaction, increase the total gained by 1
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any Influence caused by this character is reduced by 1
Swayed
Once a character has at least 7 Influence, they are Swayed. While Swayed, friendly Social Interactions targeting the character will suffer the following effects beginning immediately.
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Bane:1 to friendly Social Interactions targeting the character
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Bane:1 to Social Interactions made by the character
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Bane:2 to Self-Targeted Social Interactions made by the character
Persuaded
Once a character has at least 12 Influence, they are Persuaded and 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.
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Bane:2 to friendly Social Interactions targeting the character
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the character cannot make Social Interactions
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Remains Persuaded until Influence is brought down to 3 or less, then is treated as Swayed until Influence is brought down to 0.
No more than 14 Influence can be accumulated.
Success
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progresses Unaffected to Moved
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progresses Moved to Swayed
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reduces Swayed to Moved
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reduces Moved to Unaffected
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A Success cannot directly progress Swayed to Persuaded, but can cause Swayed to be marked as Swayed+ and then another Success will progress the character to Persuaded.
Superb Success
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progresses Unaffected or Moved to Swayed
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progresses to Swayed to Persuaded
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reduces Swayed to Unaffected
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changes Moved in an opposing direction to Moved the influencer's direction
Influence and Humans
Humans can be affected by Influence in both directions. Influence first reduces any Influence accrued by the opposing side before building Influence for the influencer's side.
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 against future opposing Influence, especially when Affirm Interactions are involved. 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.