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! Dots !! Description
! Dots !! Description
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| 1 || One useful person with limited resources or minor position (e.g., a local journalist or low-level cop).
| 1 || 1 moderate Ally (e.g., a local journalist or low-level cop).
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| 2 || A helpful contact with moderate clout + 2 Level 1 Allies(e.g., a precinct sergeant, local business owner).
| 2 || 1 Mid-Level Ally and 1 Moderate Ally (e.g., a precinct sergeant, local business owner).
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| 3 || A powerful individual or a small group in one area + 1 Level 2 & 2 Level 1 Allies (e.g., a city council member, newsroom editor).
| 3 || 1 Powerful Ally and 2 Moderate Allies (e.g., a city council member, newsroom editor).
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| 4 || A highly influential ally or broad support in a sector + 1 Level 3 + 2 Level 2 Allies(e.g., a judge, CEO, or gang leader).
| 4 || 1 highly influential ally and 3 Powerful Allies (e.g., a judge, CEO, or gang leader).
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| 5 || An elite ally with deep access and loyalty + 1 Level 4 & 2 Level 3 Allies (e.g., media mogul, senator, criminal boss).
| 5 || 1 Elite Ally and 3 Highly Influential Allies (e.g., media mogul, senator, criminal boss).
|}
|}
** Note:  All Allies should be reflected on a local level. Anything beyond the local level or supernatural ally will require the Powerful Ally Merit.


Ally Notes
Ally Notes
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| 1 || One limited source—good for local rumors or narrow knowledge.
| 1 || One limited source—good for local rumors or narrow knowledge.
|-
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| 2 || A couple of consistent contacts who can get you news early.
| 2 || 2 consistent contacts who can get you news early and 1 limited contact and 1 Level 1
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| 3 || A network of informants in a sector (e.g., multiple reporters, city clerks).
| 3 || 3 informants in a sector (e.g., multiple reporters, city clerks) and 2 Level 2 Contacts
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| 4 || Deep pipeline into ongoing developments or secure files.
| 4 || 4 Contacts that are able to provide deep pipeline into ongoing developments or secure files and 3 Level 3rd level contacts
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| 5 || Instant access to cutting-edge or classified information. Major rumors reach you first.
| 5 || 1 contact that provides instant access to cutting-edge or classified information. Major rumors reach you first as well as 2 Level 2 contacts and 2 Level 3 contacts
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| 2 || Two trained informants or one well-placed agent.
| 2 || Two trained informants or one well-placed agent.
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| 3 || Small spy cell with basic coordination and regular reporting.
| 3 || Small spy cell with basic coordination and regular reporting. (Consisting of 3 Spies)
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| 4 || Organized covert network capable of stealth ops and consistent coverage.
| 4 || Organized covert network capable of stealth ops and consistent coverage. (4 Spies)
|-
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| 5 || Highly effective, autonomous spy ring. Trusted with complex missions.
| 5 || Highly effective, autonomous spy ring. Trusted with complex missions. (5 Spies)
|}
|}



Revision as of 22:14, 14 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 (Included are some examples on how each area can be used) :


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.

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




Influence System (V20)

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.

What is an Action Point (AP)?

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.

You spend AP to take Influence actions. Most actions require a dice roll to determine success or failure.

Weekly Action Points Table

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.

Influence Dice Rolls

When taking an Influence action, roll:

Charisma or Manipulation + Appropriate Ability (Storyteller discretion) + Influence Dice Pool Modifier Difficulty: 6–9 depending on the scope and secrecy of the action.

  • Info-gathering: Charisma or Manipulation + Subterfuge
  • 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.).

Sector-Limited Backgrounds

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 (Media) 3

→ Max of 3 dots combined in Contacts (Media), Allies (Media), and Spies (Media)

Sectors of Influence

You must buy each area of Influence separately.

  • Academic
  • Underworld
  • Business & Industry
  • Law Enforcement
  • Legal
  • Media
  • Medical
  • Transportation
  • High Society
  • Arts & Community
  • Government
  • Religion
  • Occult
  • Technology

Sample Action Costs & Rolls

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

  • Contacts: Reduce info-gathering AP costs by 1
  • 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)

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

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

Background:Allies

Allies are mortal individuals or groups loyal to your character and willing to assist when called upon. They are often professionals, community figures, or well-placed individuals in society—people who like you and want to help.

Allies are not your servants, but they will use their resources and positions to assist you when it benefits or protects you.

Using Allies with Influence

  • You may only have as many dots of Allies in a given Influence sector as you have Influence dots in that sector.
  • Allies reduce the AP cost of **public** Influence actions (like protests, favors, or public relations) by 1.
  • They can also add dice to Influence rolls when their expertise applies.
  • Allies may act proactively to defend your interests (at ST discretion).

Sample Uses

  • Media Ally helps publish or bury stories.
  • Legal Ally delays a court date or files strategic motions.
  • Medical Ally forges a document or secures medication.

Dot-Level Chart

Dots Description
1 1 moderate Ally (e.g., a local journalist or low-level cop).
2 1 Mid-Level Ally and 1 Moderate Ally (e.g., a precinct sergeant, local business owner).
3 1 Powerful Ally and 2 Moderate Allies (e.g., a city council member, newsroom editor).
4 1 highly influential ally and 3 Powerful Allies (e.g., a judge, CEO, or gang leader).
5 1 Elite Ally and 3 Highly Influential Allies (e.g., media mogul, senator, criminal boss).
    • Note: All Allies should be reflected on a local level. Anything beyond the local level or supernatural ally will require the Powerful Ally Merit.


Ally Notes

All Contacts should be captured within a +note on your character.

The note should explain the following:

- Ally Name
- Ally Type/Level
- What is the Ally's connected Area(s) of Influence?
- What is Ally’s role in society or job?
- How does the PC know this Ally?
- What is the PC's leverage or relationship with the Ally?


Background:Contacts

Contacts are people you know and can get information from—but they aren’t necessarily your friends. They are informants, professionals, or even street-level eyes and ears. You may have to pay or manipulate them to get what you want, but they provide **reliable access to information**.

Using Contacts with Influence

  • You may only have as many dots of Contacts in a given Influence sector as you have Influence in that sector.
  • Contacts reduce the AP cost of **information-gathering** Influence actions by 1.
  • They may provide rumors, trends, and warnings even without AP spend (ST discretion).
  • Contacts do not act on your behalf but may connect you to people who will.

Sample Uses

  • Law Enforcement Contact gives you police arrest records.
  • Transportation Contact alerts you to shipping delays or hidden cargo.
  • Academic Contact leaks upcoming research or grades.

Dot-Level Chart

Dots Description
1 One limited source—good for local rumors or narrow knowledge.
2 2 consistent contacts who can get you news early and 1 limited contact and 1 Level 1
3 3 informants in a sector (e.g., multiple reporters, city clerks) and 2 Level 2 Contacts
4 4 Contacts that are able to provide deep pipeline into ongoing developments or secure files and 3 Level 3rd level contacts
5 1 contact that provides instant access to cutting-edge or classified information. Major rumors reach you first as well as 2 Level 2 contacts and 2 Level 3 contacts

All Contacts should be captured within a +note on your character.

The note should explain the following:

- Contact Name
- Contact Type/Level
- What is the contact's connected Area(s) of Influence?
- What is contact’s role in society or job?
- How does the PC know this contact?
- What is the PC's leverage or relationship with the contact?


Background:Spies

Spies are covert agents under your command, often placed within sectors of society. They collect intelligence, perform sabotage, or quietly manipulate processes on your behalf. Unlike Allies or Contacts, Spies operate in the shadows and are rarely known to be connected to you.

Using Spies with Influence

  • You may only have as many dots of Spies in a sector as you have Influence in that sector.
  • Spies add +1–2 dice to **covert Influence rolls**, like hiding evidence, blackmail, or theft.
  • Spies allow for **passive data gathering**: 1 "free" fact per week (ST rolls secretly).
  • They can carry out sabotage or diversions using AP (with ST approval).

Sample Uses

  • Business Spy leaks competitor reports or corrupts bids.
  • Government Spy intercepts internal memos or blocks appointments.
  • Occult Spy watches secret cult activity and warns you of rituals.

Dot-Level Chart

Dots Description
1 One covert agent with limited reach (e.g., office temp, hacker).
2 Two trained informants or one well-placed agent.
3 Small spy cell with basic coordination and regular reporting. (Consisting of 3 Spies)
4 Organized covert network capable of stealth ops and consistent coverage. (4 Spies)
5 Highly effective, autonomous spy ring. Trusted with complex missions. (5 Spies)