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Influence System (alt)

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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


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