Influence Encounter 

Perception: 1d20+3
Will: 1d20+2

Discovery

  • Perception / Crafting DC 18: Notice control ports, signal lights, or remote-signal jitter; learn that the zombie is actuated by a cybernetic rig and not true necromancy alone.

  • Void Lore / Undead Lore DC 17: Identify that void energy sustains the chassis but cybernetics govern movement and shooting; discover that void-channel rites can “stall” the rig without destroying the body.

  • Guild Lore / Underworld Lore DC 17: Recognize standard guild “salvage-asset” markings; learn that guild protocols require remote handlers to obey certain codes (e.g., deactivation or recall phrases) when presented with proper authorization or leverage

  • Computers DC 15

Influence Skills

Skill

DC

Notes

Computers

10

Hack the rig to limit fire modes, set it to stand down, or lock its actuators

Occultism

16

Use void-channel rites to disrupt the rig’s feedback loop, pacify the void charge in its weapon, or bind it long enough to restrain and secure the chassis.

Crafting

12

Approach calmly under covering actions, then perform a rapid “field surgery” to disconnect critical actuators without triggering self-destruct—essentially a nonlethal disarm and immobilize via influence rather than attack rolls.

Medicine

14


Thresholds

Stabilize (4IP)
The zombie’s aim degrades and movement slows: treat it as slowed 1 and unable to use reactions (including Self-Destruct). PCs can withdraw, negotiate with a handler, or set up a safe capture.

Override (7IP)
The rig accepts new instructions or a handler issues a stand-down order: the zombie stops attacking and can be guided to a designated location or powered down. The encounter resolves without further combat.

Requisition (10IP)
PCs gain full control or legal salvage rights: they can shut the rig off, prevent self-destruct, and potentially repurpose the chassis as study material, evidence against a guild, or even a future companion (if your campaign allows).

Resistances

Mindless Rig: Traditional charm or emotional appeals (Diplomacy, Performance) have higher DCs or auto-fail unless a remote handler is present; increase DC by 2–5 for “purely social” checks aimed at the corpse itself.

Hostile Environment: Loud, chaotic combat zones impose penalties on delicate Medicine or Engineering Influence attempts unless the PCs create cover or distraction first.

Weaknesses

Cheap Workmanship: Engineering that exploits bargain-bin components (e.g., known recall bugs in a popular rig model) reduces DCs by 2–5 or grants bonus Influence Points.

Legal Leverage: Guild Lore or Underworld Lore that cites contract law, broadcasting the threat of legal sanctions or reputation damage against the operator, can sharply reduce DCs for handler-focused Influence.



HP
3/20

Condition #