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All Rules in Organizational Influence

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Source Ultimate Intrigue pg. 112
Favors lie at the heart of the organizational influence system. When the PCs perform a favor for an organization, they can either gain influence points, or they can earn a favor from the organization in return. The PCs can spend favors that they have earned to gain benefits from the organization. The PCs can slowly earn favors over time, after a certain number of sessions or amount of in-game time that is appropriate for the campaign. This rate also provides a guideline for modeling the behavior of organizations.

Typically, this rate is an appropriate benchmark for how often allied organizations approach the PCs with requests, as well as how often opposed organizations act against them. In general, if an organization is willing to grant a benefit to the PCs when they have a positive rank with that organization, it is willing to grant that same benefit to someone acting against the PCs should they attain the corresponding negative rank.

Favors: Sometimes, tasks for the PCs to complete as favors to an organization arise naturally out of the events of the campaign. However, at other times, the PCs may actively seek to assist an organization at a time when such tasks are not so forthcoming. The 28 favors on Table 3–1 are generic enough to apply to almost any organization. Some of the tasks near the top of the chart are too inconsequential for established members, while the tasks at the bottom of the chart are too significant for initiates. To use this chart, roll a d20, and add twice the PCs’ influence rank to the result.

Benefits: Each organization provides its own unique set of possible benefits to the PCs based on their influence rank. The PCs can spend a favor that they have earned to gain one of the benefits that they have unlocked. Some benefits become free once the PCs become sufficiently influential in an organization, allowing the PCs to make use of them without expending a favor (see Benefits under Organization Stat Block).

Table 3-1: Favors

1Deliver a message to a member of the organization.
2Perform a disgusting or unpleasant chore for the organization.
3Assist the organization in gathering information in preparation for an upcoming mission.
4Purchase and deliver supplies to a member of the organization.
5Carry out the duties of a specific low-ranking member of the organization for 1 week.
6Produce verbal or written propaganda in favor of the organization.
7Mediate a disagreement between members of the organization.
8Provide spellcasting services or other specialized tasks to the organization for several days.
9Credit the organization for your own publicly popular actions.
10Collect money for the organization.
11Assist in the construction or renovation of a building for the organization’s use.
12Investigate the disappearance of an ally of the organization.
13Donate a substantial amount of money to the organization.
14Recruit a new member to the organization.
15Obtain a significant item for the organization.
16Defeat a challenging foe of the organization. The foe’s CR must be equal to or greater than the party’s APL + 2.
17Help a member of the organization escape a dangerous situation.
18Collect valuable information for the organization.
19Mentor a new member of the organization.
20Convince a powerful individual to cooperate with the organization.
21Cover up evidence of an indiscretion tied to the organization.
22Plan and execute a dangerous operation to achieve a difficult goal.
23Sabotage an organization with opposing goals.
24Repay the organization’s debts by performing a challenging task for another organization.
25Investigate a possible traitor within the organization.
26Establish a branch of the organization in a new district or city.
27Represent the organization in a meeting with extraordinary stakes.
28Carry out the duties of a key member of the organization for 1 week.