Influence is a way to gain money, power, and position. It is, without a doubt, the most valuable commodity in the game. Influence is measured in favors, rated in ascending order of effectiveness, from 1 to 9. Favors are used to modify die rolls which represent the decisions of NPCs. Once used to influence a decision a favor is gone.

Position Needed to Influence
Emperor 9
Prince/Princess 8
Minister, Speaker of the Senate 7
Senior Senator 6
Senator, Judiciary 5
Junior Senator 4
General/Guildmaster 3
Deputy General/Asst. Guildmaster 2
Team Leader/Captain/Taskmaster/Lieutenant 1

(Note: Yes, it does require less to influence a Senator than it does a Minister. Senators are notorious for being influenced, bribed, etc. while Ministers are under the eye of the Emperor.)

This table lists the class of favor needed to obtain a die roll modification of 1 on the decisions of an NPC of the specified rank or position. A favor of a higher class than the one listed will have a greater effect: One additional +/-1 for each level the favor is above the minimum necessary. For example, a class 9 favor will obtain a die roll modification of +/-4 on the decisions of a Guild Master. In addition, two favors of the same class may be combined to produce one favor of the next higher class, e.g. two class 4 favors make a class 5 favor. More than one favor can be brought to bear on a particular decision, and the die roll modification may be either additive or subtractive, depending on the character’s wishes, and more than one player may influence the same decision.

Influence may be used to seek or block appointments, aid the prosecution or the defense in trials and for many other purposes outlined in specific rules. Events not specifically listed as being influenceable (for example, promotion) are not.

Influence may be received by virtue of a character’s Social Level:

Social Level Influence
8 or 9 1
10 or 11 2
12 or 13 3
14 or 15 4
16 or 17 5
18 or 19 6
20 or 21 7
22 or 23 8
24+ 9

Or from a character’s entourage:

Social Level Normal Influence Additionally, if Influential
18 9 9
17 8 9
16 7 8
15 6 7
14 6 6
13 5 5
12 4 5
11 4 4
10 3 4
9 2 3
8 1 3
7 - 2
6 - 1
5 - 1
4 - 1
3 - 1

Entourages give the character one favor a year, of the class listed under the heading “Normal Influence”. Influential entourages additionally provide a favor of the class listed under the heading “Additionally, if Influential” once a year. Favors for Social Level and appointments are received once each season (every 3 months).

Characters may save favors received from NPCs indefinitely, and those received from entourages for the duration of the companionship. All others may not be saved beyond the season in which they are received.

NPCs may also be bribed. Influence can be bought at the following prices:

Level of Favor Cost
1 50
2 100
3 200
4 400
5 750
6 1,500
7 3,000
8 5,000
9 10,000

For every bribe purchased by a character, there is a chance that things will not go to plan. Every time a character tries to bribe an NPC, 2d6 are rolled. +1 is added per level of the bribe above 6 (e.g. +3 if trying to bribe the Emperor). The success of the bribe is shown below:

Dice Roll Result
2-3 Tries to bribe a Lawful person.
The character is charged with corruption and the money is confiscated.
4 Tries to bribe a Good person.
Money refused.
No influence gained.
5-10 Bribe is successful.
Money taken and influence gained.
11-12 Bribes an utterly corrupt person.
Money taken, but no influence gained.

If a character is charged with corruption, he will be subject to a trial under the charge of theft.

The astute player will have noticed that it will work out cheaper to buy lots of small favours than one large one for the same influence effect (e.g. a class 5 gives +3 to a NPC colonel, as does 3 class 3 favours). However, the chances that the bribes will fail are higher!


Thyatis Engarde! sbwilson