Influence vs Knowledge(local)

Vortex

Mongoose
I have a lurker in my game who has his (little) influence on B5. He also has Knowledge (B5) as one of his best skills. When I checked what he could do with his influence, I realised it was kind of redundant with the knowledge skill.

Up to a DC of 15, it's not much more than rumours or information. I don't want my player to have useless influence, especially since he's already the most low-power character in the game. I'm looking for a way to give him bonus to his knowledge check for a successful use of influence but I'm not exactly sure how to do that.

Any ideas?
 
I have a house rule in that characters can add their Influence modifier as a situational modifier to relevant Knowledge skills. However, the character must have access to their network of contacts, or access to communications, and the skill check takes an hour of game time. This represents the character checking with his network rather than just relying on his own Knowledge.
 
Makes sense. I will probably also count that as a use of influence for purpose of penalty for using influence within a week of the last use.
 
Vortex said:
Makes sense. I will probably also count that as a use of influence for purpose of penalty for using influence within a week of the last use.
It would indeed count as a use. You are tapping your influence network to help you get more information than you can on your own. I also use the rule for a couple of other skill rolls to do with information gathering. It's a bit like a private investigator getting a contact in the police to run a car license plate for him.
 
Just off the top of my noggin...

Have said character change his influence to something OTHER source. Since he is a Lurker how about something relating to lower life say, crime, criminal organizations--brother or some other member of the family in a crime syndicate.
 
The thing is the lurker class description states that they are supposed to get Local influence. Though, criminal influence does fit them very well...
 
Perhaps differentiating between a transient lurker and a regular lurker? Dr. Franklin, for example, when hitchhiking on starships surely qualified for a level or two of lurker just for living off his wits and on the move...perhaps for transient lurkers, Criminal would be more applicable than a standard local? Or perhaps "Local (starsystem)" or "Local (specific trade route)" or some other broad definition of local? (I considered things like Social or even Economic as well, but I can't see anything other than Criminal fitting a lurker, and even then...I see why they picked Local.)

As for Influence vs. Local knowledge...off the top of my head, there might be a synergy bonus in here for someone who knew an area well enough. (in other words a +2 to one if the other was over 8 ranks)

In addition, Knowledge is free to roll, while influence uses are harder each time within a week or so. If they want to blow influence on simple knowledges, that seems fine. It also seems like a good reason to spend skill points on Knowledge (local) just avoid having to waste uses of influence on it. Influence handles knowledge, but it can also do other things at higher levels, which is what I'd save my uses for, if I were playing.

At low levels, other than knowledge? Perhaps minor security codes (access to an express shuttle usually reserved for VIPs, for instance), or an upgrade to your quarters or access to uninhabited quarters to squat in, or tickets to local hot events (Mutai on B5, or to one of the Parliament of Dreams ceremonies). Perhaps those sorts of things for low level local influence?
 
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