A Specialism has been defined in this blog before: “Specialisms are what a character can do, or how he or she does it, in a way that’s appropriate to the setting.” That includes skills like Computers, special abilities like Spellcasting, or traits like Charming. It can also include aspects that build the world the character lives in, like Captain Of The Starship Conquest (now the game world contains spaceships) or Former Member Of The Thieves Guild (now the game world contains enough thieves to form a guild). These kinds of Specialisms can lead to more things in the game — the Captain may own his own spaceship the heroes can use, if the game master allows; the Thieves Guild may be after the hero, a ready-made story hook for adventures.
But what if they’re not important enough aspects of a hero to be one of his or her three starting Specialisms, or won’t come into play in every single scenario? That’s when they become Influences.
Influences are “minor” Specialisms. While an ordinary Specialism starts at +2 and goes up to +5, at least in Domino Writing-style USR, an Influence starts at +1 and only can reach +3. It’s not meant to be an additional Specialism, just a bonus in certain situations that reflect the game world. The entire adventuring party could even have the same Influence.
Unlike a Specialism, which increases when the character reaches a new level, an Influence changes when the story calls for it. A hero who performs a great deed may earn a +1 to one of his Influences, while another character whose behavior indicates that she’s turning away from the source of the Influence could lose a bonus (possibly even going into the negatives — another difference from Specialisms).
What is an Influence? Its other name, Faction Specialism, is one idea: a political or other authority in the world which can lend money, equipment or other resources, like a royal house (the Starks or Lannisters from “A Song Of Ice And Fire”), a military force (G.I. Joe or SHIELD), or a private organization (a mafia syndicate). A character with a +1 in the Sunburst Clan could use his Influence to impress members of the clan, or intimidate its enemies. A character with a +3 in Her Majesty’s Royal Air Force could use the bonus to try and requisition the best planes for himself and his men.
Another kind of Influence is a characteristic that powers a character, or a lot of characters in a certain kind of setting. This could be Honor or Sanity or even a pair of Influences — say, Light Side and Dark Side, where one increases when the other drops. Influence could also be more combat-related too, like the “power meter” a video game fighter needs to charge up to release his Ultimate Attack. Each time the hero performs a particularly cool move, his Power Influence goes up by one, making him more suave, tough and fast. When it’s time to blow away the bad guy, it’s all used in a single attack roll, and falls back to zero.
What Influences will be in your game?