Influence Stat Blocks

NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight. Influence stat blocks are flexible and contain only the stats that are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's Perception and Will modifiers.

NPC Name


Traits
A succinct description of the NPC, such as “award-winning pop diva” or “famous ace pilot.”
Perception The NPC's Perception modifier, plus potentially relevant abilities such as scent or truesight.
Will The NPC's Will modifier, plus any special adjustments.
Discovery The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs.
Influence Skills The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). Diplomacy should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests.
Influence Thresholds The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds.
Resistances Some NPCs are resistant to certain tactics, biased against certain types of people, or can get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike technomancers, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible.
Weaknesses Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far.

Setting DCs

When setting DCs, it's often good to start with a noncombat level or “social level” for the NPC and set their DCs accordingly. Use the DC adjustments just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work.

For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for Diplomacy but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the Intimidation DC 24.

Returning to the example above, maybe you also determine that the hacker NPC loves talking about vidgames, resulting in an incredibly easy DC adjustment to get DC 12 for Vidgame Lore. To represent her judgmental nature, you might decide the hacker isn't easily impressed by others' technical prowess and make the check to show off with Computers challenging, applying the hard DC adjustment to make the Computers DC 24.