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The Impress skill is used to influence characters, alone and in groups, convincing them to do things for you, or seducing them. This skill is common to politicians, playboys, celebrities, and other inherently likable or highly respected archetypes.
Player Character Immunity: The Spycraft game system assumes that all player characters are in charge of their own opinions, never gaining dispositions and never feeling their effects. Unless otherwise specified with another rule, Impress checks may target player characters, but the PCs are not compelled to respond to them — the GC should instead inform players of the ‘typical’ reaction most observers would experience based on the check’s result before allowing players to dictate their own reactions.
Combat Actions: None.
Dramatic Conflict: Seduction.
Sample Knowledge:Ways to invoke loyalty, confidence, and pride; behaviors that work best in trusting environments (like families, support groups, and small companies with strong, positive leaders), general information about moving speeches, art, and literature.

Influence check

(Cha; Secret; Bribe, Disposition, Language, Remote)
Time Varies (Take 10/Take 20) • Base Error Range 1

This skill check is used to engender loyalty in one NPC. Alternately, you may simply shower the NPC with gifts to gain favor — a form of bribery.
A quick Influence check provides a fleeting benefit. With a successful 1-minute Influence check opposing the NPC’s Resolve/Resist Impress check, his disposition toward you improves by 1 grade until the end of the current scene.
A slow Influence check provides a lasting benefit. With a suc- cessful 10-minute Influence check opposing the NPC’s Resolve/Resist Impress check, his disposition toward you improves by 1 grade until the end of the current mission.
If you fail either type of Influence check, the target’s disposition toward you remains unchanged.
This skill check may not improve any target’s disposition toward you by more than 2 grades (maximum Supportive). You may not influence more than one NPC at a time (improving the disposition of multiple people at once requires a Performance check).
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills: Bureaucracy (when targeting any corporate or government character), Cultures (when targeting any character from a focus area), Sense Motive, Streetwise (when targeting any urban character).
Retry: es, but your error range increases by 2 each time. Unless otherwise stated, all Influence error ranges reset at the start of each mission.
Threat: The time required to make an impression is reduced to 1/2 standard (rounded down, minimum 30 seconds).
Critical Success: With a quick Influence check, the NPC’s dis- position toward you is improved by 1 grade until the end of the current mission.
With a slow Influence check, the NPC’s disposition toward you is improved by 2 grades until the end of the current mission. Alternately, you may spend 3 action dice to forge a lasting bond with him, permanently improving his disposition toward you by 1 grade.
Error: he NPC is annoyed. Your error range with each Influence check targeting him increases by 2. This effect lasts until the end of the current scene or until you succeed with an Influence check (whichever comes first).
Critical Failure: With either Influence check, the NPC’s dis- position toward you is worsened by 1 grade until the end of the current scene.
Alternately, the GC may spend 2 action dice to forge a lasting dislike of you, worsening the NPC’s disposition toward you by 1 grade until the end of the current mission.
With 3 dice, this disposition shift becomes permanent.

Performance check

(Cha; Secret; Bribe, Concentration, Crowd, Disposition, Language, Remote)
Time Varies • Base Error Range 1

his skill check is used to engender loyalty in a crowd of NPCs, usually with a speech, musical performance, or another grand gesture. Alternately, you may simply shower the crowd with gifts — a form of bribery.
A quick Performance check provides a fleeting benefit. With a successful 10-minute Performance check opposing the crowd’s Resolve/Resist Impress check, its disposition toward you improves by 1 grade until the end of the current scene.
A slow Performance check provides a lasting benefit. With a successful 1-hour Performance check opposing the crowd’s Resolve/Resist Impress check, its disposition toward you improves by 1 grade until the end of the current mission.
If you fail either type of Performance check, the crowd’s disposition toward you remains unchanged.
This skill check may not improve any target’s disposition toward you by more than 2 grades (maximum Supportive).
You may not perform for more than 1 crowd at a time, though you may perform for a crowd of nearly any practical number, per the GC’s discretion (see page 102).
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills: Bureaucracy (when targeting any crowd consisting of corporate or government characters), Cultures (when targeting any crowd from a focus area), Streetwise (when targeting any crowd consisting of urban characters).
Retry: Yes, but your error range increases by 2 each time. Unless otherwise stated, all Performance error ranges reset at the start of each mission.
Threat: The time required to make an impression is reduced to 1/2 standard (rounded down, minimum 5 minutes).
Critical Success: With a quick Influence check, the crowd’s disposition toward you is improved by 1 grade until the end of the current mission. With a slow Influence check, the crowd’s disposition toward you is improved by 2 grades until the end of the current mission. Alternately, you may spend 3 action dice to forge a lasting bond with each NPC in the crowd, permanently improving each of their dispositions toward you by 1 grade.
Error: The crowd is displeased. Your error range with each Performance check targeting it increases by 2. This effect lasts until the end of the current scene or until you succeed with a Performance check (whichever comes first).
Critical Failure: With either Performance check, the target crowd’s disposition toward you is worsened by 1 grade until the end of the current scene. Alternately, the GC may spend 2 action dice to forge a lasting dislike for you, worsening the crowd’s disposition toward you by 1 grade until the end of the current mission. With 3 dice, this disposition shift becomes permanent for each NPC in the crowd.

Persuasion check

(Cha; Active; Bribe, Crowd, Disposition, Language, Remote)
Time Varies (Take 10/Take 20) • Base Error Range 1

his skill check is used to convince one or more NPCs to do something. Alternately, you can simply bribe them to do it. Persuasion involves tact, influence, social graces, and subtlety. Forcing an NPC to do something, on the other hand, is handled with an Intimidate/Coercion check.
With a successful Persuasion check opposing the target NPC’s or crowd’s Resolve/Resist Impress check, the target performs one action, or supports one of your actions. The time required to persuade the target is determined by the nature of the requested action and the number of people targeted, as shown on Table: Requesting Assistance (see below). This table also provides check result and error range modifiers for both you and your target.
With failure, the target turns you down.
You may not persuade a target to endanger any life (includ- ing his own) — doing so requires an Intimidate/Coercion check.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills: Bureaucracy (when targeting any corporate or government character), Cultures (when targeting any character from a focus area), Resolve, Streetwise (when targeting any urban character).
Retry: Yes, but your error range increases by 2 each time. Unless otherwise stated, all Persuasion error ranges reset at the start of each mission.
Threat: The time required to persuade the target is reduced to 1/2 standard (rounded down, minimum 1 half action).
Critical Success: The target performs up to two actions, or sup- ports up to two of your actions.
Error: he target views you as an opportunist. Your error range with each Persuasion check targeting him or it increases by 2. This effect lasts until the end of the current scene or until you succeed with a Persuasion check (whichever comes first).
Further, if the request involves a crime, the target informs the authorities if questioned.
Critical Failure: The target views you as a parasite. If the check modifier from the table is –6 or less, you cannot attempt to persuade the target again for the remainder of the current scene; otherwise, you cannot persuade him again for the remainder of the current mission. Further, if the request involves a crime, the target informs the authorities at the first reasonable opportunity.

Table: Requesting Assistance
CircumstancesTime RequiredCheck Modifier**Error Range Increase*
Number of Targets
Any number up to your Charisma bonus × 2 (minimum 1) 1d4 full actions +0/+0 +0/+0
Any number between your Charisma bonus × 2 and Charisma bonus × 3 (minimum 2) 2d4 full actions –4/+0 +1/+0
Any number between your Charisma bonus × 3 and Charisma bonus × 4 (minimum 3) 3d4 full actions –6/+0 +2/+0
Any number between your Charisma bonus × 4 and Charisma bonus × 5 (minimum 4) 4d4 minute –8/+0 +3/+0
Any number more tdan your Charisma bonus × 5 (minimum 5) 5d4 minutes –10/+0 +4/+0
Requested Action
Action poses no inconvenience (e.g. help move sometding, directions or advice) 1/2 base time**† +0/–4 +0/+1
Action poses minor inconvenience (e.g. switching seats on plane,letting you into a full restaurant or event, giving you up to $20) +0/+0 +0/+0
Action poses moderate inconvenience (e.g. ignoring a misdemeanor, free ride across town, giving you $21–500) +1 full action –4/+0 +1/+0
Action poses major inconvenience (e.g. committing a misdemeanor, taking a morally questionable action, giving you $501–1,000) +5 full actions –6/+0 +2/+0
Action poses extreme inconvenience (e.g. ignoring a felony, taking a morally objectionable action, giving you $1,001–5,000)†† +1 minute –8/+0 +3/+0
Action poses incredible inconvenience (e.g. committing a felony, taking an action directly opposing moral code, giving you more tdan $5,000)†† +5 minutes –10/+0 +4/+0
Action requires up to 1 full action to complete +0/–2 +0/+0
Action requires 2 full actions to 1 hour to complete +0/+0 +0/+0
Action requires more tdan 1 hour, up to 8 hours to complete +1 full action –4/+0 +1/+0
Action requires more tdan 8 hours, up to 24 hours to complete +5 full actions –6/+0 +2/+0
Action requires more tdan 24 hours, up to 1 week to complete†† +1 minute –8/+0 +3/+0
Action requires more tdan 1 week to complete†† +5 minutes –10/+0 +4/+0
Size†
Your Size is one or more categories larger tdan tde target +2∆/+0 +0/+0
* Apply tde modifiers to tde left of each slash to tde persuading character, and tde modifiers to tde right of each slash to tde target.
** Rounded down.
† This modifier applies to Intimidate/Coercion checks only.
†† This action requires a weapon when demanded witd an Intimidate/Coercion check.
∆ Per Size category of difference.