The Forgotten Few
Influence and Perks
Influence and Perks
Influence has many uses in the universe. To survive the vast void of space and to not end up starving to death or with a blaster hole in your skull you will have to make many friends and carefully pick your employers as you travel through the unknown. Instead of using the base influence rules and having a set amount of influence points you will gain influence with factions and people independently from each other. Your influence will fluctuate constantly throughout the game.
Unless you have a trait or some back story connection you start with a influence of 0 with a majority of factions and independent parties, this means that you are a neutral party to them. To gain influence you must successfully complete jobs, do favors, and go above and beyond what is expected of you for the party you are trying to gain influence with. However going against a faction or person or otherwise upsetting them can cause you to lose influence and even go into the negatives.
Increasing your influence can have multiple positive effects for your character and your party including gaining perks, lower prices, and being able to ask for favors. Gaining influence with a person becomes slightly more difficult the more influence you have with them. This is due to the fact that in having more respect for you they also expect more from you. In the end the point of this is to prevent a player or party from doing something simple that gave you one influence a thousand times and expecting to get a thousand influence.
Basic Influence Benefits
For every point of influence past zero you gain you receive a one percent discount on items and materials purchased from the sellers base price. It should be known that base price does not equal book price, and the base price of items varies wildly from vendor to vendor and what area of the universe you are in.
"You have just completed a job for a somewhat influential corp, during this job you uncovered some research in a piece of salvage at the job site. Your employer doesn't even know that it exists and you could easily keep it to sell later, but you decide to hand it over. He is surprised and excepts it gladly as he looks you over, because of this you gain 4 additional influence for the job bringing you to 5 with this person and he views you as a reliable tool. With your foot in the door he will eventually come you with more jobs and maybe a personal favor."
Once you gain enough influence with a person or faction you can spend your influence on perks. This does not lower your influence but locks those points from being spent on additional perks, you still gain the discount for spent influence. If you start losing influence with a faction you have a perk with you can lose your perks. This happens when your influence drops below the cost of the perk, you immediately lose the perk and unlock spent influence. If you raise your influence back up you can re purchase the perk. However if you lose free perks that you have gained those may be gone forever. There are five tiers of perks that cost progressively more, though only three are purchasable.
Very basic perks but they can be incredibly useful when in a tight spot. These are typically spent on minor boons with a person and have a large amount of benefits that you can gain with them.
Cost- 10 influence +3 for each additional simple perk
Example- You have had the same gun smuggler for awhile now, you have been on his good side so you buy a basic perk with him. You make him a minor contact, he knows you buy name and gives you pretty good deals. Occasionally he might even come to you with a rare buy and might give you information as a favor.
These perks can be very powerful if used correctly and can pave the way for the future of your character. Though it is to be said some of the perks will announce your loyalties to a particular faction possibly creating enemies and competitors that work against you.
Cost- 25 influence +7 for each additional moderate perk
Example- You have gained a decent amount of influence within a corporate family and have decided that you want to play a bigger role within their operations. You call up your contact and request to become part of the family. You gain the Moderate Rank perk, you are now a mid level member that has some sway in what happens within the corp. and you have their resources to use with some digression. Though a perk like this would require you to be already established within the corp. with a simple perk.
These perks can completely change how you play your character opening doors of opportunity that were previously closed. The possibilities of this perk are highly powerful and far spreading, from giving you control of entire groups to unlocking secret tech. Depending how this is used in game actions may be required to gain it's full benefits.
Cost- 75 influence +10 for each additional major perk
Example- You have been working closely with this meditech company for a long time now sharing research that you find and helping them get a leg up on their competitors. You hear of a cutting edge implant that they are currently testing and decide that you want to take part in it. You call one of the techs and send word that you want to be a tester, with your connections you get fast tracked to the front of the list.
These perks are gained through the completion of story lines and major world events. You have gone above and beyond what is expected of you and are respected by hundreds of thousands of people. These perks usually involve some permanent boon that are incredibly difficult to lose.
Example- You saved an entire planet from a alien plague. The people of the the planet celebrate you and give you offerings. In addition you gain a permanent base of operations for you and your crew on the planet that comes with a landing platform for your ship.
These perks are game changing perks and usually one of a kind perks. They can take many shapes and forms including gear, ships, player unlocks for future characters and a infinite amount of other possibilities. However it should be known that if these perks are lost for what ever reason that they are gone forever.
Losing Influence and Negative Influence
Angering a contact or employer can have many negative effects on your future interactions and what jobs are offered to you. If you do enough against a person or faction your influence will start dropping into the negatives. Once this happens the faction will start charging you more for their goods and services, you will gain complications with them, and if you reach -30+ influence there is a chance that they will consider you an enemy and openly attack you.
These are essentially negative perks that can be gained in multiple ways, the most common being that you go into negative influence with someone. For every negative ten influence you gain you will receive a complication that cannot be removed until you gain more influence with the group. In addition any time that you gain a perk that publicly declares your allegiance to a faction or other such large decision there is a percentage chance equal to the influence spent on the perk that you gain a complication with an opposing faction.
Traits and Races
Any traits that affect influence will be updated on a case by case and added to this page along with the Traits page. All the races will be updated appropriately and can be found on the Races page.