Social Rounds: PC's can attempt one major action each round of either influencing a specific NPC or Area or attempting mission-related skill checks, but they can travel freely around the senate between rounds to investigate or influence new areas or characters.
Influencing an Area: A PC can attempt an appropriate skill check with a set DC for one of the areas of the senate, hobnobbing and impressing the general crowd in that area. Each area has two thresholds, which represent levels of influence over that area. Every point by which the PC’s result on one of these skill checks exceeds the DC is added to a pool of points specific to that area. When the number of points earned by the party as a whole exceeds the threshold of an area, then the GM provides the PCs with the information and story award associated with that area’s threshold value. The senate areas and their appropriate skills are related below:
-Arcade of Triumphs: Appraise (DC 11), K. History (DC 12), K. Nobility (DC 12), Perception (DC 14), Spellcraft (DC 14), Use Magic Device (DC 11)
-Courtyard: Handle Animal (DC 11), K. Engeneering (DC 14), K. Local (DC 14), K. Nature (DC 14), K. Nobility (DC 12), P. Keyboard (DC 12), P. Percussion (DC 12), P. Sing (DC 12), P. String (DC 12), P. Wind (DC 12)
-Emperor's Hall: none
-The Gallery: Acrobatics (DC 14), Disguise (DC 14), P. Act (DC 12), P. Comedy (DC 12), P. Dance (DC 12), Sleight of Hand (DC 14)
-Imperial Archives: K. Arcana (DC 14), K. Geography (DC 14), K. History (DC 14), , K. Nobility (DC 12), Linguistics (DC 11), Pr Librarian (DC 11), Pr. Scribe (DC 11), Stealth (DC 14)
-Senate Floor: Bluff (DC 14), K. Local (DC 12), K. Nobility (DC 12), K. Religion (DC 12), P Oratory (DC 12), Pr Clerk (DC 11), Pr. Barrister (DC 11), Sense Motive (DC 14)
-Servant Area: C. Alchemy (DC 12), C. Carpentry (DC 12), C. Jewelry (DC 12), C. Sculptures (DC 12), C. Stone Masonry (DC 12), Heal (DC 15), Intimidate (DC 12), , K. Nobility (DC 12), Pr. Baker (DC 11), Pr. Butcher (DC 11), Pr. Cook (DC 11), Pr. Inn Keeper (DC 11), Pr. Porter (DC 11), Sense Motive (DC 15)
Influencing a NPC: Each social round, a PC can move to any location on the map and select a single NPC in that area as her target to influence. She then attempts either a discovery check or an influence check.
-Discovery check: Allows a PC to learn either one of the skills she can use to influence the target or a weakness that grants her a +4 bonus on future influence checks. The exact skill and DC required for a discovery check varies; learning an influence skill normally requires a successful Sense Motive or Knowledge (nobility) check with the DC listed in parentheses in the Influence entry of the target NPC’s social stat block. Learning a target’s weakness requires a successful skill check using the skills and DCs listed in parentheses in the target’s Weakness entry; the GM can reveal the skills needed to recognize these weaknesses without need for a separate discovery check.
-Influence check: An attempt to win the target’s favor. PCs must attempt a skill check using one of the skills listed in the target’s Influence entry, though discovering what these skills are requires a successful discovery check. A successful skill check against the listed DC counts as one success, indicating growing affection or respect for the PC. Each target lists the total number of successes needed to gain their favor. At the GM’s discretion, PCs can attempt to use a skill not listed in an NPC’s stat block, but doing so increases the influence check DC by 5. A PC earns one additional success if her influence check exceeds the listed DC by 5 or more. A failed discovery or influence check can be attempted again in subsequent rounds with no penalty unless otherwise noted.