Influence System (alt)
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