Influence

Influences: What the Ratings Mean
Characters buy their starting influences with Background points or Free Traits, as outlined in the Revised Laws of the Night. Characters are limited to starting with an initial rating of 3 in any given influence although they can acquire more influence in the game, to an absolute maximum of 7 in any one influence. These rules will seem complex at first, because you aren't used to them. My best advice to you is to look over the list, and start trying to do things when the game begins, as this will help you figure the system out.
A character's rating in an influence allows the character a certain number of actions per week, to be refered to from here on as IA (Influence Actions). To calculate the number of IA that a character gets in an influence category, add all the natural numbers up to and including the character's rating in the influence. For instance, a rating of 3 gives a character 1 + 2 + 3 = 6 IA. A rating of 4 gives 1 + 2 + 3 + 4 = 10 IA for the week in that influence category. Rating 5 = 15 IA, rating 6 = 21 IA, and rating 7 = 28 IA.

Influence Actions for a given week are to be turned in to Nathan (in person or via E-mail) NO LATER THAN 5 p.m. on the Tuesday PRIOR to the game in which they will take effect. If you turn in your IA at the game on Friday, the effects of those actions will be felt the following Friday. The earlier you turn in your actions, the better. Failing to turn in your actions by the deadline of 5 p.m. on Tuesday means that your normal number of IA will be lost for the week!!!

Using Influence

A character or group of characters may not invest more than 50 IA in total toward any one action.

A character may attempt any of the actions in the MET books (e.g., Laws of the Night p. 29-37 or Masquerade Second Edition p. 69-75) by informing the Storyteller tracking influences of the number of IA spent. Additionally, the character may attempt any of the following actions:

Expansion: These actions allow you to try and accrue more influence.
Acquire: Steal your neighbor's.
Growth: Try to create more of the pie for yourself.
Transfer: Give your friends what you have permanently.
Gain: Characters can spend 1 XP to gain the first influence trait of any category, with ST approval.

Preventive: These actions help protect your interests or hinder your neighbors.
Block: Hinder the actions of your opponent or growth in general
Protect: Protect your actions and assets from harm.
Conceal: Prevent others from discovering what you are up to. Cost is equal or greater than action taken.

Informative: These actions garner information about your influence area.
Trace: Discover who was behind an action and trace influences back to owner.
Rumors: Delve into what is going on in the outside world from your influence's slant.
Analyze: Find out what actions your neighbors are taking in general.

Transformative: These actions are used to increase the potency of other actions or permanently alter the state of influences.
Destroy: Attempt to permanently cripple your opposition.
Boost: Boost your influence for extra effect on another action.
Combine: Use your own influences in conjunction with the influences of others to increase the overall effect.
Loan: Give your influences for your neighbor to use.

The character may only gain one influence trait per week, whether through ACQUIRE, GROWTH, TRANSFER, or GAIN.

  EXPANSION:

PREVENTIVE: INFORMATIVE: TRANSFORMATIVE:

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