- Home
- /Systems
- /Shadowrun, Sixth World
- /Skills
- /Influence
Shadowrun, Sixth World skill
Influence
Influence is a skill in Shadowrun, Sixth World: Etiquette, leadership, negotiation, and intimidation: moving people who know exactly who you are.
Last reviewed
Key facts
- Attribute
- charisma
Overview
Influence is social work done in your own name. It covers negotiating the payout with a Johnson, reading the etiquette of a corporate function, leading a team under pressure, and leaning on somebody until they reconsider. It shapes the job before the job starts. A face who negotiates well raises the whole team's pay, and a runner who knows which fork to use gets into a fundraiser that a fake badge would never survive.
How it works
Linked Attribute: Charisma Dice Pool: Charisma plus Influence, counting every 5 or 6 as a hit. Opposed Rolls: Negotiation and intimidation are contested by the target's own social defense, so a Johnson with a good pool pushes back. Scope: Etiquette, leadership, negotiation, and intimidation share one rating.
Tips and playstyle
Best for: Faces, and any runner who does the talking when a Johnson names a number. Character concepts: A fixer who negotiates for a cut, an ex-executive who kept the contacts, a troll whose intimidation never needs a second sentence. Synergies: Con covers the parts of the plan that need a false name, and Contacts turn a good negotiation into a repeat client.
Frequently asked questions
Does Influence raise our pay?
Negotiation with the Johnson runs on it, so the face's rating directly decides what the team is paid for the job.
Is intimidation the same skill as etiquette?
Yes, they share one rating. Both are about steering someone who knows who you are, whether by charm or by threat.