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== Influence System (V20) ==
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This system allows characters to exert their Influence in specific sectors of mortal society, using a weekly Action Point (AP) system and integrating dice rolls per V20 rules. It also links [[Background:Allies]], [[Background:Contacts]], and [[Background:Spies]] directly to the effectiveness of your Influence use.
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=== What is an Action Point (AP)? ===
= Influence System  =
Each dot of Influence grants '''1 Action Point per week'''. These points represent your capacity to affect change, gather information, and manipulate institutions within a specific sector.
This system models a character's ability to affect mortal society behind the scenes through a network of agents, resources, and institutional pressure. It is designed to work with the Vampire: the Masquerade 20th Anniversary Edition (V20) ruleset.


You spend AP to take Influence actions. Most actions require a dice roll to determine success or failure.
Characters gain weekly Action Points (AP) from their Influence backgrounds in specific Areas of Influence, and can spend those AP to take actions ranging from minor intelligence gathering to major political or social manipulation.


=== Weekly Action Points Table ===
== Overview ==
{| class="wikitable"
! Influence Rating !! Weekly Action Points !! Dice Pool Modifier !! Typical Scope
|-
| 1 || 1 || +0 || Simple favors, minor information, limited contacts
|-
| 2 || 2 || +1 || Push local agendas, gain early access to rumors
|-
| 3 || 3 || +2 || Control small departments or community figures
|-
| 4 || 4 || +3 || Alter internal processes, delay investigations, kill stories
|-
| 5 || 5 || +4 || Shape policy, promote or ruin reputations, suppress or create major action
|}


''Dice Pool Modifier applies to your Influence rolls in that area.''
Each Area of Influence is purchased as a separate Background (e.g., Influence: Media, Influence: Government).


=== Influence Dice Rolls ===
Every dot of Influence gives you 1 '''Action Point (AP) per week''' in that Area of Influence.
When taking an Influence action, roll:


'''Charisma or Manipulation + Appropriate Ability''' (Storyteller discretion) 
Influence actions usually require a '''dice roll''' based on your social and mental Attributes and Abilities.
''+ Influence Dice Pool Modifier''
'''Difficulty: 6–9''' depending on the scope and secrecy of the action.


* Info-gathering: '''Charisma or Manipulation + Subterfuge'''
You may link [[Background:Allies]], [[Background:Contacts]], and [[Background:Spies]] to an Area of Influence—but only up to the number of Influence dots you have in that area.
* Public pressure or favors: '''Charisma or Manipulation + Leadership'''
* Bureaucratic redirection: '''Charisma or Manipulation + Bureaucracy'''
* Technological meddling: '''Intelligence + Computer'''


STs may require more specialized skills per sector (e.g., Finance for Business, Medicine for Health, etc.).
The system is designed to simulate both short-term action and long-term narrative consequence.


=== Sector-Limited Backgrounds ===
== Key Mechanics ==
You may only have as many dots in [[Background:Allies]], [[Background:Contacts]], and [[Background:Spies]] in a given sector as you have in that sector's Influence.


'''Example''':
Influence grants weekly Action Points to spend.
* Influence (Media) 3 
→ Max of 3 dots combined in Contacts (Media), Allies (Media), and Spies (Media)


=== Sectors of Influence ===
Most actions cost AP and require a roll (usually Charisma/Manipulation + Skill).
You must buy each area of Influence separately.


* Academic
Backgrounds (Allies, Contacts, Spies) provide boosts to actions or unlock extra capabilities.
* Underworld
* Business & Industry
* Law Enforcement
* Legal
* Media
* Medical
* Transportation
* High Society
* Arts & Community
* Government
* Religion
* Occult
* Technology


=== Sample Action Costs & Rolls ===
Influence rolls are subject to difficulty and scope determined by the Storyteller.
{| class="wikitable"
! Action !! Sector !! AP Cost !! Suggested Roll !! Difficulty !! Notes
|-
| Find out if someone has been arrested || Law Enforcement || 1 || Charisma or Manipulation + Contacts || 6 || +1 die if you have Spies
|-
| Bury a news story || Media || 2 || Charisma or Manipulation + Subterfuge || 7 || Allies can reduce cost by 1
|-
| Redirect police patrol || Law Enforcement || 2 || Charisma or Manipulation + Leadership || 7 || Spies add stealth bonus
|-
| Block a zoning permit || Government || 3 || Charisma or Manipulation + Bureaucracy || 8 || Long-term effect
|-
| Get a hospital to "lose" a blood sample || Medical || 2 || Charisma or Manipulation + Subterfuge || 7 || Contacts or Allies can assist
|-
| Delay legal case || Legal || 2 || Charisma or Manipulation + Law || 7 || Combined with Allies (Legal) = -1 AP
|-
| Find cult activity || Occult || 1–3 || Perception + Occult || 6–9 || Depends on secrecy
|-
| Leak sensitive corporate data || Technology || 3 || Intelligence + Computer || 8 || Spies may allow stealth
|}


=== Modifiers from Supporting Backgrounds ===
== Areas of Influence ==
* '''Contacts''': Reduce info-gathering AP costs by 1
Each of these must be bought separately and reflects your power in that domain:
* '''Allies''': Reduce public action costs by 1 or add dice
* '''Spies''': Add +1–2 dice to covert actions or allow passive weekly data


=== Passive Use (Spies Only) ===
Academic
If you have Spies in a sector, you may get 1 free "data point" per week with no AP spent. ST may roll in secret.


=== Sample Character Sheet ===
Underworld
<pre>
Influence:
- Media (3) [+2 dice] [Spies 2, Contacts 1]
- Legal (2) [+1 die] [Allies 2]
- Occult (1) [+0]


Action Pool This Week: Media 3, Legal 2, Occult 1
Business & Industry
</pre>
 
Law Enforcement
 
Legal
 
Media
 
Medical
 
Transportation
 
High Society
 
Arts & Community
 
Government
 
Religion
 
Occult
 
Technology
 
See [[Influence:Action Chart]] for sample actions, rolls, and AP costs.
 
== Linked Backgrounds ==
You may only assign as many dots in these support backgrounds as you have Influence in that Area of Influence:
 
[[Background:Allies]] – Active help from loyal individuals
 
[[Background:Contacts]] – Access to reliable information sources
 
[[Background:Spies]] – Covert agents for hidden operations and counterintelligence
 
These offer bonuses such as:
 
Reduced AP cost
 
Bonus dice to rolls
 
Passive information (Spies only)
 
Protection from rival Influence actions (Spies – Counterintelligence)
 
== Weekly Cycle ==
The system assumes a weekly game cycle:
 
Players declare Influence actions (and AP expenditures) at the start of each week.
 
Storytellers adjudicate results based on rolls, ST fiat, and narrative impact.
 
Passive effects from Spies are resolved in secret.
 
== Dice Pools ==
Influence rolls usually follow this format:
 
'''Charisma or Manipulation + Subterfuge/Leadership/Skill'''+ Influence bonus
 
Difficulty 6–9 depending on secrecy, power, and resistance
 
Examples:
 
Persuade officials: Charisma + Leadership
 
Bury story: Manipulation + Subterfuge
 
Hack system: Intelligence + Computer
 
Block permit: Manipulation + Bureaucracy
 
== Example ==
 
== Example Influence Actions ==
 
'''Media''' – Kill or plant stories, smear reputations, generate buzz.
 
'''Politics''' – Swing votes, pressure officials, delay policy.
 
'''Law Enforcement''' – Arrange arrests, hide evidence, reroute investigations.
 
'''Legal''' – Delay trials, influence judges, bury legal documents.
 
'''Technology''' – Hack systems, suppress data, expose digital secrets.
 
'''Religion''' – Influence congregations, redirect doctrine, gain sanctuary.
 
'''Transportation''' – Delay or reroute shipping, block road access.
 
'''Medical''' – Access or alter medical records, suppress outbreaks.
 
'''Academia''' – Alter research, block publications, forge credentials.
 
'''Underworld''' – Hire criminals, spread rumors, leverage black markets.
 
'''Finance''' – Disrupt funding, initiate audits, uncover fraud.
 
== Navigation ==
 
[[Influence:Action Chart]] – Common AP actions by Area of Influence
 
[[Background:Allies]] – Help from loyal friends
 
[[Background:Contacts]] – Trusted information sources
 
[[Background:Spies]] – Covert agents and counterintelligence
 
 
</tab>
 
</tabs>

Revision as of 00:58, 10 May 2025

Influence System

This system models a character's ability to affect mortal society behind the scenes through a network of agents, resources, and institutional pressure. It is designed to work with the Vampire: the Masquerade 20th Anniversary Edition (V20) ruleset.

Characters gain weekly Action Points (AP) from their Influence backgrounds in specific Areas of Influence, and can spend those AP to take actions ranging from minor intelligence gathering to major political or social manipulation.

Overview

Each Area of Influence is purchased as a separate Background (e.g., Influence: Media, Influence: Government).

Every dot of Influence gives you 1 Action Point (AP) per week in that Area of Influence.

Influence actions usually require a dice roll based on your social and mental Attributes and Abilities.

You may link Background:Allies, Background:Contacts, and Background:Spies to an Area of Influence—but only up to the number of Influence dots you have in that area.

The system is designed to simulate both short-term action and long-term narrative consequence.

Key Mechanics

Influence grants weekly Action Points to spend.

Most actions cost AP and require a roll (usually Charisma/Manipulation + Skill).

Backgrounds (Allies, Contacts, Spies) provide boosts to actions or unlock extra capabilities.

Influence rolls are subject to difficulty and scope determined by the Storyteller.

Areas of Influence

Each of these must be bought separately and reflects your power in that domain:

Academic

Underworld

Business & Industry

Law Enforcement

Legal

Media

Medical

Transportation

High Society

Arts & Community

Government

Religion

Occult

Technology

See Influence:Action Chart for sample actions, rolls, and AP costs.

Linked Backgrounds

You may only assign as many dots in these support backgrounds as you have Influence in that Area of Influence:

Background:Allies – Active help from loyal individuals

Background:Contacts – Access to reliable information sources

Background:Spies – Covert agents for hidden operations and counterintelligence

These offer bonuses such as:

Reduced AP cost

Bonus dice to rolls

Passive information (Spies only)

Protection from rival Influence actions (Spies – Counterintelligence)

Weekly Cycle

The system assumes a weekly game cycle:

Players declare Influence actions (and AP expenditures) at the start of each week.

Storytellers adjudicate results based on rolls, ST fiat, and narrative impact.

Passive effects from Spies are resolved in secret.

Dice Pools

Influence rolls usually follow this format:

Charisma or Manipulation + Subterfuge/Leadership/Skill+ Influence bonus

Difficulty 6–9 depending on secrecy, power, and resistance

Examples:

Persuade officials: Charisma + Leadership

Bury story: Manipulation + Subterfuge

Hack system: Intelligence + Computer

Block permit: Manipulation + Bureaucracy

Example

Example Influence Actions

Media – Kill or plant stories, smear reputations, generate buzz.

Politics – Swing votes, pressure officials, delay policy.

Law Enforcement – Arrange arrests, hide evidence, reroute investigations.

Legal – Delay trials, influence judges, bury legal documents.

Technology – Hack systems, suppress data, expose digital secrets.

Religion – Influence congregations, redirect doctrine, gain sanctuary.

Transportation – Delay or reroute shipping, block road access.

Medical – Access or alter medical records, suppress outbreaks.

Academia – Alter research, block publications, forge credentials.

Underworld – Hire criminals, spread rumors, leverage black markets.

Finance – Disrupt funding, initiate audits, uncover fraud.

Navigation

Influence:Action Chart – Common AP actions by Area of Influence

Background:Allies – Help from loyal friends

Background:Contacts – Trusted information sources

Background:Spies – Covert agents and counterintelligence