Check In Skills
THESE MECHANICS ARE FOR THE 3.0 RULESET.
While most Skills in Dystopia Rising are used during the game, there are a few Skills that can be used BEFORE the game.
proficient financial influence (p. 120)
A character with this skill can invest Brass into a local DR:TX Financial Institution for a chance at increasing their investment. The influence of these groups changes from game to game and can determine how well your investment can perform. A modifier of -3 to +3 is applied to a d6 roll made by the Guide to determine your success. The factions that have investments will greatly increase their influence for the next month and the bonuses they receive.
MASTER FINANCIAL INFLUENCE (P. 123)
An individual with this skill may be told during check-in the time and location of financial meetings, zones of mechanics, or other financial opportunities taking place. There is usually one Master Financial Mod each game, unless a player has spent CAPS to request a personal plot request. Each Financial mod requires Basic Financial Influence, or better, to attend.
Social Influence (p. 119)
An individual with this skill may learn valuable pieces of information at check-in or at the Post Office once the event has started, due to chatting and talking with people between events. This can include times of meetings, information about the plot that month, or other useful details.
The Social Influence Sheet at Check-In can be accessed by someone that has Basic Social Influence or better on their character sheet.
You can submit your own Rumors to the Social Influence Sheet before an event by spending 10 CAPS, and entering a Personal Plot Request. This request must be submitting at least a week prior to the event.
Criminal Influence (p. 117)
An individual with this skill may be told during check-in the time and location of criminal meetings, guild-specific meetings, or black market meetings taking place. There are multiple Basic Criminal Meetings each trade. Each requires Basic Criminal Influence, or better, to attend.
The Criminal Influence Sheet at Check-In will have the following information for those with at least Basic Criminal Influence or better:
Time & Location of the Basic Criminal Meetings
Criminal Meeting Passphrase
This is a two-part call and response that will be used to prove you are supposed to have access to this meeting. This phrase will change from game to game.
Sharing this information with non-Criminal characters is a CvC Action. The motto of the criminal underworld is “EYES OPEN, MOUTH SHUT.”
Criminal Influence Rumors
This is a separate list of Rumors from the Social Influence Sheet.
List of Fenced Items for Sale
Functions per the Proficient Criminal Influence Skill (p. 119)
Time & Location of the Master Criminal Mod
This information is only available to characters with Master Criminal Influence (p. 122) on their character sheet.
Murder Inc. society Membership
An individual with at least Basic Criminal Influence and the Murder Inc. Society Membership skill may be told during Check-In the time and location a Murder Inc. meeting taking place during the event. This is a separate meeting from Criminal Influence.
Attending the Murder Inc. meeting without being in Disguise (Proficient Stealth, p. 129), without a MI Token, or without having Society Membership is a character-deadly decision. Even knowing when a Murder Inc meeting is dangerous, so be warned.
The Murder Inc. Sheet at Check-In will have the following information for those with at least Basic Criminal Influence or better, AND the Murder Inc. Society Membership.
Time & Location of the Murder Inc. Meeting
Murder Inc. Passphrase
This is a two-part call and response that will be used to prove you are supposed to have access to this meeting. This phrase will change from game to game, and is a different phrase than the normal Criminal Meeting passphrase.
Sharing this information with non-Murder Inc. characters is a character-deadly CvC Action. Betraying a society of skilled assassins is a poor decision, after all.