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	<title>Influence Skill Checks - Revision history</title>
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	<updated>2026-04-26T20:22:05Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://www.rainwallrpg.com/codex/index.php?title=Influence_Skill_Checks&amp;diff=872&amp;oldid=prev</id>
		<title>Castus: Created page with &quot;Using Influence Skills differs from other skills in the game; they have their own mechanics. You simply roll 2xd10 dice and factor in your Influence score to the total. Th...&quot;</title>
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		<updated>2021-12-21T04:48:45Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Using &lt;a href=&quot;/codex/index.php/Influence_Skills&quot; title=&quot;Influence Skills&quot;&gt;Influence Skills&lt;/a&gt; differs from other skills in the game; they have their own mechanics. You simply roll 2xd10 dice and factor in your Influence score to the total. Th...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Using [[Influence Skills]] differs from other skills in the game; they have their own mechanics. You simply roll 2xd10 dice and factor in your Influence score to the total. This number is then compared directly to the target’s resistance score. Higher number wins, but ties go to the defender.&lt;br /&gt;
&lt;br /&gt;
==Example IX Roll==&lt;br /&gt;
A character wishes to blackmail the boss of a local [[Bluebacks]] gang. The GM has determined that the leader’s [[Mental Resilience]] score is 10. [[Blackmail]] falls under [[Economical Influence]], which gives the character a bonus of +2. If the player rolls a total of 9 or higher on the 2 dice, they succeed. An exact 9 would be a bare success, so the leader might be very reluctant. A total of 22 would be a huge success, so the leader might be more than willing to accept. &lt;br /&gt;
&lt;br /&gt;
[[Category:Influence]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Castus</name></author>
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