Influencer

A human influencer

## Resources

### Charges

Reputation Points: Maximum up to twice the amount of Influencer features picked.

### Charges Recharge At

You start with 1, but recharging is not automatic.

### Save DC

Influence Save DC: 8 + Proficiency Bonus + Charisma Modifier

By lobbying a cause, you have built a following, which makes you influential.  By nourishing this following, your influence becomes undeniable.

Being an Influencer, you have followers in nearly every settlement. Their dedication to you can be either questionable, as they just follow you on socials or other news feeds, or it can be near undying loyalty.

**Features**
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## Features

By updating your following with what you are doing, you can gain more Reputation Points.
You do this automatically every sleep-rest, unless you choose not to, in that case you lose 1 Reputation Point at the end of the rest.
If you do decide to inform your following, roll a d20.
If you roll a 1, this  attempt backfires with a scandal and you lose 3 Reputation points.
Rolling a 20 means a viral post, and increases your following instead by 3 Reputation Points.
In all other cases it is increased by 1.

### Influential

You gain proficiency in *Performance* and *Persuasion*.

Your character gains a free telephone, which it can use to access the internet.

Additionally you gain the three following abilities:

> ***Share*** (1 minute)- Using an Electronic Communiction Device you can share information or messages with your following, which will spread like wildfire on the internet. Within 1 minute of posting, a huge portion of the population will be aware of this information.
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> ***Reputation*** (reaction) - When a creature takes damage. While you have more than 2 Reputation Points, you can use your reaction to reduce the damage done by 1d4 to a creature within 10ft of you which understands your language.
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> ***Sponsored Connections*** - While you have more than 5 Reputation Points, you can order any Services (see chapter 8) for half the price.
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### Speechcraft

You know your following and you know exactly what to say and do to get from them what you want. You gain the following ability:

***Speechcraft*** (10 minutes) - Give a monologue that can call to action all non-hostile creatures that have been listening for 10 minutes and  can understand your language. You can give a speech to a big crowd (all that can hear you) or a small group (up to 8 creatures). Smaller groups will grant more powerful effects. You can give these type of speeches:

* ***Donate***! (1 Reputation Point)- You persuade the group to donate money for your cause. Following bonuses:

> *Crowd* - The crowd is generous. Roll a performance check. You gain credits equal to twice the results of these checks. A natural twenty is quadrupled. A natural 1 is 0 credits.
> *Group* - Your personal attention makes it hard for the group to deny your cause. Each creature makes a Charisma Saving throw to your Influence Save DC. If they fail, they will donate 5 credits each.
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* ***Greater Inspiration*** (1 Reputation Point) - Your speech inspires the crowd, and raises their morale. Following bonuses:

> *Crowd* - The masses will stand unified! All creatures gain 1 temporary hit point until their next sleep-rest.
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> *Group* - The group is inspired, they gain temporary hit points equal to your Charisma Modifier plus the amount of Influencer Features picked. These last until their next sleep-rest.
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> ***Mass Persuasion*** (1 Reputation Point) - You move the crowd to do an exact task within the following week. This can only be a small feat, like: Voting on a certain individual during an election, calling a certain phone number, or going somewhere else.  They will not knowingly put themselves at risk, do anything hostile or do something that could cause them physical or financial damage. Following bonuses:
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> *Crowd* - Roll a d100 and add your Proficiency Bonus and Charisma Modifier.  This is the percentage of the crowd you have persuaded to do the exact action you have recommended. The rest might still do so later on, but not because of your persuasion.
> *Group* - Each creature in the group makes a Charisma saving throw to your Influence save DC or do the task.
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### Follower Hivemind

You can rally upon the skills of your followers to empower you and your team. You can spur them to incite mobs as well.. You gain the following two abilities:

***Follower Hivemind***  (3AP, 1 Reputation Points, Concentration) - Using an Electronic Communiction Device device you can ask your follower’s to support you and your allies. For up to 1 hour, all your allies that understand your language within 30ft gain a bonus to 1 skill or saving throw that you choose upon activation.  Stealth skills and Dexterity and Strength Saving throws cannot be affected by this effect. The bonus equals the amount of Influencer archetypes picked. If you lose concentration, or the communication device and its connection is lost, this effect ends early.

***Incite***  - You gain the following Speechcraft speech, which can only be used on a crowd:

* ***Rise-Up!*** (1 Reputation Point) - You turn the crowd into an Angry Mob (see the creature manual for the statistics). This mob follows your command and cause. But after 1 minute, the angry mob becomes so disorganized and overcome with emotions that the mob will follow your earlier commands but you may not give them new ones. The angry mob peters out after 1 hour. his crowd is proficient in assault rifles, hand guns and simple martial weapons.

### Gather Crowd

By posting a new event on your social groups or by calling the attention of the civilians, you can easily gather crowds. You gain the following ability:

> ***Gather Crowd*** (10 minutes) - After spending 10 minutes getting the attention of the local population, you start amassing a crowd with a flamboyant speech. The size of this crowd is dependent on the local population, but it is usually dense enough to be considered difficult terrain. Most creatures in the crowd have only stopped out of interest, and are not convinced of any of your convictions. So for example, you cannot gather a crowd and expect them to assault a castle at your wish using this order alone. The crowd will peter out after 30 minutes.
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### Bribery

Any humanoid puts a lot of value on their valuables, you put this knowledge to great use to motivate any creature. You gain the two following ability:

> ***Bribery*** - Twice per sleep-rest, you can put your money to good use to motivate allies or 3rd parties… You can do the following effects:
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> * ***Bribe*** (Reaction, 2 Credits) - When you or an ally within 10ft makes a Persuasion (Charisma) check or an Intimidation (Charisma) check, you may spend 2C to add your Charisma modifier to this roll.
> * ***Encourage*** (1AP, 1 Reputation Point, 1 Credit) - You can also spend credits to motivate an ally to fight harder, as long as it can hear you. You give it 10C, and encourage it.  For 1 minute, you can use your reaction every time it makes an attack roll in order to grant advantage on its attack roll.
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                             ~ DikkBott ᕦ(ò\_óˇ)ᕤ