|
|
- Introduction
-
At first glance, the rules below are complex. These rules will make the use of Influence
become more like a chess game than a series of simple actions. Through them, you will learn
why vampires are continually plotting against each other and why they are such a paranoid species.
- What the Ratings Mean
-
Characters buy their starting Influences as outlined in the Mind's Eye Theatre materials (Laws
of the Night Revised, Liber des Goules, etc.). Characters are limited to an initial Rating of 3
in any given area, although they may acquire more Influence during the course of the game.
The use of influence is governed by actions. A character's Influence Rating in a particular area
will determine the number of Actions she may perform per week. Calculate the number of weekly
Actions in a specific area by adding all the whole numbers from 1 up to and including the
character's Influence Rating.
EX: Billy Brujah has a Street Influence Rating of 3. His number of weekly Actions
is equal to 1+2+3 for a total of 6 Actions per week.
These Actions are renewed at the beginning of each game session.
Actions a character takes during the game session are subtracted from
the Actions available to her during the week.
All Influence in this Chronicle come from a set Pool. All Influence Rating Levels draw from
individual Pools each containing a specific number of Levels. Every Level possessed by a character
draws from the Pool. Once the Pool in a specific area is emptied, a character cannot gain Influence
until another loses Influence in that same Pool.
- Gaining a New Influence
-
In order to gain a new Influence, a character must specify, in the form of a debriefing, how she plans
to go about gaining the new Influence. If approved by the Storyteller, the player then performs a Simple
Test at the start of the next game session. Success indicated that the character has gained the desired
Influence and must spend two (2) experience points to do so. Failure means that the character may not try
again for two (2) weeks.
- Using Influence
-
A character may attempt any of the actions in the Mind's Eye Theater books by informing the Influence
Storyteller of the number of Influence Actions spent. Performing one of these actions will usually
require the character to spend a number of Influence Actions equal to the Rating necessary to perform
the desired action besides needing the necessary Influence Rating.
These Actions are called Specific Actions.
EX: Billy Brujah wants to identify the gangs in Kenner and their hangouts. This
would require him to spend 1 Influence Action. He also wants to procure a shotgun. He has
the required 4 Actions to do this, but he does not have a Street Rating of 4, so the Action fails.
Besides the Influence Actions listed in Laws of the Night Revised, there are 12 Standard Actions a
character may perform each week:
- Acquire (*)
- Analyze (*)
- Block
- Boost
- Combine
- Conceal
- Destroy
- Growth (*)
- Investigate (*)
- Loan
- Protect
- Trace (*)
Standard Actions marked with an asterisk are Actions that can be "Banked" from week to week, meaning a
character can store her Actions from the previous week in order to achieve a long-term goal. In
order to Bank an Action, the player must specify that she is doing so in her weekly
debriefing.
- Acquire
-
Only the topmost Rating of a target's Influence may be acquired. To Acquire an Influence Rating
from a target, the character must spend twice the number of unopposed
Actions as the target could have made with the Influence. Upon success, the target's Influence
Rating drops by one and the character has the level Acquired times 3 in Actions Banked that can
be used only for Growth.
EX: Serena Setite wants Billy Brujah's Street Influence. From a previous Trace Action,
Serena knows that Billy has a Rating of 3. Over the course of a few weeks, she Banks a total of 12
Acquire Actions. Billy, being rather full of himself, does not Protect his Influence, leaving
Serena's 12 Acquire Actions unopposed. At the start of the next game session, Billy will find that he
now has a Street Rating of 2 rather than 3 and Serena will have 9 Growth Actions Banked.
- Analyze
-
Analyze Actions are used to find out details regarding a character's own Influence, such as if someone is
Tracing you or trying to Acquire, or even Destroy, your Influences. You must beat the total amount
of any Conceal Actions with your Analysis to notice these Actions. You may specify your Analyze to narrow
down what you wish to know in order to increase your chances for success.
EX: Billy Brujah wants to know who the hell is taking his damn Influence. He spends 1
Action to Analyze his Influence loss. Serena forgot to Conceal her Action so he immediately
finds out where his Influence is going and makes plans to layeth the smackethdown on Serena.
- Block
-
Block Actions prevent everyone from taking Specific Actions. They reduce all Actions of the type
specified by the number of Actions invested in Block. If more than one character Blocks the same Action, the
effects are cumulative. Block is very powerful, but it is also very specific.
Block can also be used to block the Growth and Investigate Standard Actions.
EX: Talia Tremere spends 3 Health Influence Actions to Block characters from obtaining Blood
Traits (a Specific Health Action). Anyone who attempts to get blood that week starts the attempt 3
Actions down. They must spend more than 3 to succeed.
- Boost
-
Boost puts extra effort into a Specific Action. It is done to make damn sure an Action
succeeds. It may also be used to achieve an Action outside your local sphere of control.
- Combine
-
Combine is used when two or more characters use their Influences together in order to achieve
a common goal. One character declares the primary Action and the other characters declare
how much of their Influence is applied to that Action. For each character beyond the first
two, there is a five Action penalty.
- Conceal
-
Conceal Actions prevent Actions like Trace and Analyze. The minimum cost is that of the
action being concealed. Conceal beats Trace and Analyze if it is of a value equal or
greater than the Trace or Analyze.
- Destroy
-
Only the topmost Rating of a character's Influence may be Destroyed. To Destroy in Influence
Rating, a character must spend an equivalent number of unopposed Actions as
the target's Influence Rating would allow the target to take. So, Destroying a
Legal 4 Influence Rating would require 10 (1+2+3+4) unopposed
Actions. Destroy Actions cannot be Banked. Under appropriate
circumstances, a target that has barely fended off a Destroy attempt may be penalized in the
coming week. Note it is easier to Acquire or Grow than it is to Destroy. A successful
Destroy Action will free up Influence in the Influence Pool if none is available.
- Growth
-
To create a new Influence Rating, a character must spend three times as many
unopposed Growth Actions as the new Rating of Influence would allow. So,
if a character with a High Society Rating of 3 were trying to Grow to 4, she would have to
spend (1+2+3+4) X 3 = 30 Actions to Grow to the new Rating. Obviously, this will
take more than one week and will require Banking. If there are no Influences left in
the Pool for the specific area, the Action will fail on the first attempt.
- Investigate
-
Investigate is, quite possibly, the most important Standard Action. It is here that
each character finds information in the form of rumors. There will be certain pieces
of information that your character will not find out until she has poked and prodded
enough. Your character can target specific topics or provide no target at all,
indicating she is just keeping an ear to the ground for rumors.
- Loan
-
Loan splits your Influence. When you Loan another character your Influences,
only half the normal amount of Actions are available to the temporary owner. Also,
the loaner receives an automatically successful Trace Action on the recipient's
Influence, however, she must still declare the Action in a debriefing.
EX: Vladimir Ventrue loans his Finance 4 (10 Actions) to Trudy
Toreador. Trudy will only be able to use 5 additional Finance Actions
(10/2). Vladimir also now has an automatically successful Trace on all
of Trudy's Finance Actions, should he wish to use it.
- Protect
-
Protect Actions maintain your assets. It prevents other characters from Destroying
or Acquiring your Influences. A Destroy or Acquire Action against one of your
Protected Influences faces opposing Actions equal to twice the number of Actions
spent to Protect your assets.
Characters possessing a Rating of 1 in an area are automatically Protected by three free
Protect Actions. This is because they are so small time, no one really notices them.
- Trace
-
Trace Actions are for the sole purpose of hunting down another character's Influence. You
must Trace a character's Influence before you can Acquire or Destroy it. The character must
spend the number of unopposed Actions as the target could have made with the
Influence. So, if you were Tracing a character with Media 5, it would take 15
unopposed Actions to map their little empire. Targets can be as specific
as a particular character or as general as finding out who's stopping you from getting
the latest in automatic weaponry.
- How to Submit Actions
-
During a game session, the only Actions a character may perform are Specific
Actions. Standard and Specific Actions during the week must be submitted in weekly
character debriefings. Failure to submit a debriefing for 2 consecutive weeks will
result in a permanent decrease in the character's Influence. This represents
the character's failure to maintain his contacts and relationships.
Here is a sample Influence report:
Name: Billy Brujah
Week Ending: 4/26/2000
---------------------------
Street Rating 4
10 Street Actions
-3: Get a 9mm Pistol
-2: Investigate other drug suppliers
-1: Block other arms purchases
-1: Conceal Block
-3: Growth
---------------------------
Police Rating 2
3 Police Actions
-2: Growth
-1: Block others' Growth Actions
---------------------------
At the start of each game session, each character will receive the results of the previous
week's Actions. Each Action will either succeed, fail, or be Banked.
|