1.13 Rumors and Influence SkillsA number of uncoded skills are provided to support characters oriented toward social life and political intrigue: Conversation, Streetwise, Diplomacy, Detect Lies, Courtier, etc. There are also a set of commands for using Influence skills to start, spread, and stamp out rumors, and also to enhance or harm the reputation of other characters. A character who concentrates exclusively on such skills a rumor monger, influence peddler, intriguer, power broker, kingmaker, call it what you will is quite feasible and can be a lot of fun to play. If there is any significant emphasis on politics on your world, the character type can also be powerful: with his impressive Influence skills and Presence, the character becomes the first that people turn to when they really need to know what's going on, or when they need to influence the political climate. The savvy power broker won't oblige for nothing, however. The reward he exacts might be monetary, or it might be more of his stock in trade: information. The rumor and influence commands figure rolls based on your Presence,
modified by your Influence within a particular group. There is no single
skill called `Influence'; rather, players select Influence skill for
specific groups when they buy skills. Groups are defined by the RP Staff
as part of creating an Argo Many groups have a minimum Status as a prerequisite. Since (barring
intervention from the RP staff) you can't change your status once the
character is defined, it's a good idea to review all groups on the
world, and make sure your Status is high enough that you'll be able to
join the groups that you want to or that are important to your character
conception ( Most rumor and reputation commands are `paced' by the
Rumor and Reputation Commands:
Rumors have varying levels of `authority' or `conviction'. The higher the level, the more widely it is believed, the harder it is to quash, and the less likely that it can be successfully investigated. The levels are, in increasing order:
whispered When you start a rumor with the You can only use rumor commands within groups for which you have
Influence. So, for example, there may be a rumor going around among the
Officer's group that you cheat at cards, but if you are not a member of
the Officer's group, you will never see it with the The rumors commands make full use of critical rolls. Critical
successes will usually succeed to a greater degree than a normal
success, and critical failures will either fail significantly, or
backfire. For example, a critical success when starting a rumor will
cause it to begin as a `muttered' rather than `whispered' rumor. A
critical failure when trying to Be aware that the |