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 …
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 --- 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. Sample Stat Block In this example, the PCs try to convince a retired mechanic to help fix their starship that has crash-landed near a remote settlement in the Vast. It's a 3rd-level challenge. He's a busy, grouchy man who gives the PCs only 45 minutes (3 rounds) to make their case. Groovelock Grumpy retired engineer Perception +9 Will +12 Discovery DC 18 Perception, DC 15 Piloting, DC 16 Society Influence Skills DC 16 Crafting (helping him Repair items around the settlement), DC 16 Junker Lore, DC 20 Performance (promising to perform for the settlement), DC 20 Piloting (recalling your experiences with your ship), DC 22 Diplomacy, DC 24 Deception Influence 4: Groovelock gives the party access to the settlement's junkyard to fix their own starship. Influence 6: Groovelock introduces the party to his ysoki assistant, Nakwik, who helps them patch the starship up enough to reach a major settlement on the other side of the planet for full repairs. Influence 8: Groovelock and Nakwik help repair the starship and any damaged gear the PCs have while offering them a place to stay. --- Resistances Groovelock regrets working with the same corporations that turned his settlement into a junk heap to the extent that he refuses to even use credits. Appeals promising payment in credits or discussing potential business prospects increase the check's DC by 2. Weaknesses Groovelock values the craftsmanship of existing goods and restoring components others have cast aside as junk, and discussing repairing existing parts or using salvage to repair the ship reduces the Crafting DC by 2. Background Groovelock was an engineer who helped broker a deal to expand the local recycling plant, but the contract allowed a careless megacorp to dump more waste than the small settlement could feasibly process. Blaming himself for his community's blight, the ysoki has dedicated himself to helping improve the lives of those in his community who are too destitute or stubborn to move. Appearance An elderly ysoki in a threadbare flight suit covered in grease, Groovelock looks like he hasn't had a good night's sleep in his entire life. Personality Crotchety, remorseful, skeptical Penalty Offering to help or save Groovelock by helping him leave the settlement causes him to cut the meeting short, reducing it to 2 rounds instead of 3.
This product includes content derived from the Starfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Starfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.