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Influence System (alt)

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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:

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

  • Info-gathering: Manipulation + Subterfuge
  • Public pressure or favors: Manipulation + Leadership
  • Bureaucratic redirection: 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 Manipulation + Contacts 6 +1 die if you have Spies
Bury a news story Media 2 Manipulation + Subterfuge 7 Allies can reduce cost by 1
Redirect police patrol Law Enforcement 2 Manipulation + Leadership 7 Spies add stealth bonus
Block a zoning permit Bureaucracy or Government 3 Manipulation + Bureaucracy 8 Long-term effect
Get a hospital to "lose" a blood sample Medical 2 Manipulation + Subterfuge 7 Contacts or Allies can assist
Delay legal case Legal 2 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