Influence

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Influence

When someone has Influence over you, it means you care about what they do, say, or think. You can give Influence to any character who doesn't have Influence over you any time. All adults have Influence over you when first introduced. They can lose that Influence when you reject what they say or through other means, but they can regain it during the story.

When you have Influence over someone, take +1 to all moves targeting them, including rejecting their Influence.

Taking Advantage of Influence

When you take advantage of your Influence over someone, surrender the Influence you hold over them to choose one:

● Give them -2 on a move they just made (after the roll).

● Inflict a condition on them.

● Take an additional +1 on a move targeting them (after the roll).

Being Influenced

When someone with Influence over you tells you who you are or how the world works, accept what they say or reject their influence.

If you accept what they say, the GM will adjust your labels accordingly; if you want to keep your labels as they are, you must reject their Influence.

Rejecting Influence

When you reject someone's Influence, roll. On a 10+, choose 2. On a 7-9, choose 1.

● Clear a condition or mark potential by immediately acting to prove them wrong.

● Shift 1 label up and 1 label down, your choice.

● Cancel their influence and take +1 forward against them.

On a miss, their words hit you hard. Mark a condition, and the GM will adjust your labels.

If you have Influence over a teammate and you would gain Influence over them again, immediately shift 1 of their Labels up, and 1 of their Labels down, your choice. If you have Influence over an NPC and you would gain Influence over them again, take +1 forward against them.