Erandor Influence and Wealth

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Influence[edit]

Requires an appropriate aspect reflecting that your character may have Influence in some arena, such as in a guild, temple, or political arena. This skill cant be used at Mediocre (+0) levels, but only if the character has an appropriate aspect. Examples include:

  • Lord of Castleback Manors
  • Mechant's Guild Trademaster
  • Craftsmen's Guild Master Craftsman
  • High Priest of the Temple of Mordan

Use Influence when you need to make something happen based on your personal reputation and power.

Overcome. You can use Influence to convince stubborn officials to see things your way, have someone accept a trade agreement, or otherwise overcome a problem. You can use this skill on behalf of an organization of which you are a part and hold a high rank.

Create an Advantage. Perhaps the most common use of this skill is to place aspects to your advantage on people or situations that you may be able to influence.

Attack. Influence cannot be used to directly attack someone.

Defend. You can use this skill to defend against attempts to influence you. It can be used on behalf of an organization, provided you hold a high rank in said defending organization.

Wealth[edit]

Since, with this option, Resources is no longer available as a skill, we track the resources PCs have available explicitly. This can be in the form of goods you jot down in your Extras section of your character sheet, or it may be in the form of more portable materials such as gems, jewelry and coinage. Coinage is most likely the thing you will track with this option.

The world of Erandor is based on the silver coin. This is the one coin that has, due to the influence of trade guilds across the face of Erandor, has a specific size, weight and purity so that the value is identical wherever there is trade. Other coins tend to vary in value depending on the availability of copper, gold, iron, tin, and other resources.

General prices can be found here, and where you don't find an item or similar item on the list, you can easily take items listed from another game system and port it to Erandor. If you wish to use prices and descriptions from the world's most famous tabletop RPG, you'll notice they use a gold piece standard. Simply replace gold piece with silver coins used here and the conversion is done. For example, let's say a character wishes to purchase a long sword, and your reference indicates 15 gold as the price. In Erandor, the same value would be 15 silver, instead.

And of course, if trade is important to the game or a particular scene, you can allow characters to bargain with Rapport, Deceive, or even Provoke, depending on the style of negotiations being used. Success might reduce the price 10% and success with style might take 30% off the list price. Failure means a character pays list price. If the merchant defends well enough, the GM may even increase the price 10%.

A Note on Organizations and Resources[edit]

It may still make sense to handle the resources that organizations such as guilds have access to with a Resources skill (even if you call it another name). Since guilds operate on a Giant skill at least, you can imagine that the actual amount of resources that is being moved is quite large, even at Average or Fair levels. Guilds can usually acquire whatever mundane items that are available in their area without too much trouble. Rolls are only needed for rare items.

Income[edit]

Some characters have concepts that implies revenue, standards of living, etc. They should have aspects that also reflect their status and relative wealth. This provides a standard of living and monthly stipend. However, with this option, these resources don't add to whatever you acquire due to adventuring. Instead, they provide a certain level of lifestyle. These resources are refresh each game session, and any leftover is not saved.

Gentry, Master Craftsmen, Wealthy Merchants, High Priests or Priestesses of an important temple have Fair (+2) income.

Nobility, Guild Masters, Extremely Wealthy Merchants have Great (+4) income.

The Greater Nobility have Fantastic (+6) income.

The ruler of a realm such as a king has access to Legendary (+8) income (though note that rulers tend to be in debt as much as they spend -- though debts are often never repaid since those who loan gain prestige and favor with the ruler).

Members of other professions have income that range from Poor (-1) to Average (+1) depending on their type of craft and their skill.

Your Income rating is used to rate the quality of housing, food, and items you can afford without having to borrow money or acquire it through adventures.

So for example, if your adventurer has no particular regular income, then you would pay for things like rooms at an inn with cash. If, however, you did make some money by running a blacksmith shop, you can probably afford Average accommodations, assuming you are reasonably skilled as a blacksmith and have steady business. At average inns, you wouldn't have to worry about spending cash for rooms or food, though you might not want to make a habit of that.

Guildmasters, the gentry (minor nobles), and the nobility generally have enough cash on hand or connections that they don't have to worry about little things like paying night by night for comfortable accommodations at an inn when they travel.

You can acquire any goods or services rated less than your Income level. If you acquire something that equals your Income level, then you're tapped out for the rest of the game session (unless you pay with cash or goods on hand).


Goods and Services (Income Rating)[edit]

The following ratings can be used for stays at an inn, passage aboard a ship, riverboat or in a caravan, or for meals and entertainment at a tavern. Passage or stays at an inn may be for any number of nights per session, includes stabling, meals, and the best drinks.

  • Poor Accommodations (Mediocre +0)
  • Average Accommodations (Average +1)
  • Luxurious Accommodations (Fair +2)