Vancouver Influence Primer




Types of Influence - The various types of influence cover moost aspects of mortal civilization. In many ways they can be combined or crossed over to accomplish the goals set by characters. Most uses of influence are obvious within their realm of expertise, though many times a judgment call must be made to decide how much a certain type of influence may be able to help, answer questions, or be 'influential.' Often characters will try to use their influences to attempt actions not appropriate to that influence type. Please consider realistically how the influence would reply to such a request. The many different actions that can be attempted by an influence are detailed below. Characters should have an idea how they came about their amount of influence in each area, and this information should be written up and kept on file.

Level Limits of Influence - Characters may NOT have multiple listings of the same influence type (i.e. Church x3 and Church x2). This is to allow influence availability and a fair playing field to players interested in pursuing this aspect of the game. You may possess as many influences (or as many as you have Attribute traits) as possible as long as you can successfully maintain them.

Any character set to INACTIVE status (game absence for 2 months/4 games) will begin losing one level of influence (when applicable) from each personal influence category per downtime session. This loss will start from the highest level of the influence(s) and complete when there are no more influence levels to be lost or until the character is set to ACTIVE status. Players will not be reimbursed with XP for these losses. The maintenance of influences is very delicate and requires steady gameplay and attention. If influences are neglected In Character they will simply go elsewhere.
 
 

Types of Influence

Bureaucracy:
People: Clerks, Utility Workers, Road Crews, Surveyors, and Civil Servants
Organizations: Government Agencies, and Bureaus
Synergy Ability: Bureaucracy
Level - 10 (1) Mayor Sam Sullivan
Level - 9 (2) GVRD Council, City Works Commission
 

Church:
People: Ministers, Rabbi, Priests, Bishops, Holy Orders, or even Church Sponsored Witch-Hunters
Organizations: Churches, Synagogues, Temples and Mosques
Synergy Ability: Academics (Theology)
Max. Level - 8 (1) Diocese of the Catholic Church of Vancouver
Level - 7 (2) United Church, Anglican - Reformist
 

Finance:
People: CEOs, Bankers, Loan Agents, Stock Brokers, Bank Tellers, Financiers, and Accountants
Organizations: Banks, Loan Offices, Credit Offices and Stock Offices
Synergy Ability: Finance
Level - 10 (1) Jim Pattison
Level - 9 (2) King Financial, Vancouver Stock Exchange
Level - 8 (3) Burrard Financial, Lion Insurance Corp., Sterling Financial
 

Health:
People: Doctors, Nurses, Orderlies, Ambulance Drivers, Paramedics, Lab Workers, Therapists, Pharmacists, Pathologists, Coroners, and E.M.T.s
Organizations: Medical Industry, Hospitals, Clinics, Blood Banks, and Morgues
Synergy Ability: Medicine
Level - 10 (1) VGH
Level - 9 (2) B.C. BioMed, BCMEA
 

High Society:
People: Dilettantes, Artists, Old Money Families, Models, Rock Stars, Sports Figures, Jet Setters, and TV and Movie Stars
Organizations: Art Galleries, Foundations, Night Clubs, and Theatres
Synergy Ability: Etiquette
Max. Level - 8 (2) The Vancouver Club,  The Elizabeth Regina Foundation
Level - 7 (3) Queen Elizabeth Theatre, Vancouver Art Gallery, Vancouver Museum
 

Industry:
People: Union Workers, Foremen, Engineers, Construction Workers, Manual Laborers, and Blue Collar Workers
Organizations: Factories, Manufacturing or Processing Plants, Contracting Companies and Unions
Synergy Ability: Repair
Max. Level - 9 (1) PCL
Level - 8 (2) Ledcore Construction, Bosa Brothers Inc.
Level - 7 (3) CUPE, IWU, Bains & Singh Construction
 

Legal:
People: Judges, Lawyers, Bailiffs, Stenographers, Public Defenders, Crown Attorneys and Clerks
Organizations: the Judicial Branch, Law Offices, Courtrooms, and Law Schools
Synergy Ability: Law
Max. Level - 9 (1) Attorney General Michael Shannahan
Level - 8 (2) Justice Mario DePrillo, Louis Greenstone (Emerald Barristers)
 

Media:
People: Producers, Editors, Reporters, DJs, Cameramen, Photographers, Journalists, and Anchormen
Organizations: Mass Communications, Journalism, Newspapers, Television Studios, and Radio Stations
Synergy Ability: Investigation
Level - 10 (1) CanWest Global Communications Inc.
Level - 9 (2) CTV - B.C., Shaw Cable
 

Occult:
People: Cult Leaders, Charlatans, Occultists, New Agers, Hedge Mages and Street Prophets
Organizations: Cults, Covens, Pagans, Masons, and Scientologists
Synergy Ability: Occult
Level - 10 (1) Unknown
Level - 9 (2) Unknown
Level - 8 (3) Freemasons, Falun Gong, Church of Scientology
 

Police:
People: Police Officers, Detectives, Prison Guards, Clerical Staff, Dispatchers, Special Divisions (like E.R.T. or Homicide,) Highway Patrol and Security Guards
Organizations: Law Enforcement, Police Stations, Prisons, and Sheriff Offices
Synergy Ability: Security
Level - 10 (1) RCMP
Level - 9 (2) VPD, Anti-Terrorism Unit (CSIS)
 

Political:
People: Politicos, Pollsters, Lobbyists, Activists, Party Members, and Spin Doctors
Organizations: Zoning Committees, Mayor's Offices, and Congressional Representatives
Synergy Ability: Politics
Max. Level - 9 (1) Liberal Party (Gordon Campbell)
Level - 8 (2) NDP, the Alliance Party
 

Street:
People: Bums, Whores, Pimps, Pushers, Stoolies, Street Hustlers, Petty Criminals, Punks and Freaks
Organizations: Slums, Barrios, Ghettos, and Gangs
Synergy Ability: Streetwise
Level - 10 (1) No More Social Order
Level - 9 (2) Purple Dragons, The Machines
 

Transportation:
People: Truckers, Pilots, Taxi Drivers, Boarder Guards, and Sailors
Organizations: Harbours, Railroads, Airports, Taxis and Shipping Companies
Synergy Ability: Drive
Level - 10 (1) SKM Shipping and Freight
Level - 9 (3) Vancouver Port Authority, Translink/Coast Mountain, YVR
 

Underworld:
People: Drug Dealers, Bookies, Tongs, Hit men, Fencers and Fixers
Organizations: Ethnic Mafias, La Cosa Nostra, Yakuza and Organized Gangs
Synergy Ability: Larceny
Level - 10 (1) Unknown
Level - 9 (3) Hell's Angels, Tong, Triads
 

University:
People: Professors, Teachers of all Grades and Classes, Deans and Students
Organizations: School Boards, Greek Orders, Colleges, Academic Focus Groups and Think Tanks
Synergy Ability: Academics
Level - 10 (1) Fraser Institute
Level - 9 (2) SFU, UBC
Level - 8 (3) VCC, Langara, Kwantlen
 
 

Types of Influence Action in the End of Eternity Game

Action Points (AP) are the mechanics of influence expenditure in the End of Eternity game. Action Points as granted by influences may be used during both downtime sessions and game nights. You may not use Action Points for Monitor, Overwatch, Growth, or Steal during game sessions (see definitions of each below). However, Action Points may be used during the game in order to begin lengthy influence endeavours or to accomplish immediate acts as determined by the influence level, Action Points used, player creativity, and supervision of a Narrator. Actions Points can be used in a variety of methods to accomplish influential goals. The various options of using Action Points are defined below.

Growth:
Influence may build on it's own as an action or through a creative project. The cost of increasing an influence by its own growth is equal to the square of the current level. (Level 3 grants 6 AP towards the 16 action points required to grow to level 4.) An RP reason must, of course, be given. Blocks and other elements in the wonderful world of influence may increase or decrease this cost or availability. Other influences may aid the growth of an influence. The amount of aid that can be contributed is resolved on an individual basis, as the conditions of the ever-changing world are never black and white, and some influences are just worth more in any given circumstance. The contributions of AP from a foreign influence can never exceed one half the investment of the original influence. Growth AP used and target levels may also vary in value at the discrimination of the Influence Narrator due to elements that may not be obvious to the characters involved.

             Level of Influence: One Two Three Four Five Six Seven Eight
Action Points (AP) Granted:  2      4       6      8     10   12    14      16

                  Level Growth: One Two Three Four Five Six Seven Eight
Cost in Action Points (AP):   4     8      12     16    25   36    49     64

Monitor:
This allows you to watch but not immediately interact with any one type of Influence. The ability to Monitor with Action Points is available only during the downtime session between games. In order to Monitor a player must possess at least a Level Two (2 AP) in the appropriate influence that they wish to Monitor with. More Action Points invested may lead to greater results. Street Influence can monitor any type of influence.

Overwatch:
This allows you to watch and interact with any one type of influence. Like Monitor, the ability to Overwatch with Action Points is available only during the downtime session between games. In order to Overwatch a player must possess at least a Level Three (6 AP) in the appropriate influence that they wish to Overwatch with. The more Action Points invested may lead to greater results. Street Influence can overwatch any type of influence

Conceal:
This allows you to conceal any one action committed with any one type of influence. An action description is replaced by the conceal description. Any number of APs can be used to cover the action. All Monitor and Overwatch actions will be blocked from seeing the real action, unless a greater number of AP are used to penetrate it.

A monitor sees through a Conceal if there is at least One Additional (+1) Monitor or Overwatch AP as Conceal AP. In that instance, the concealed act will be revealed only. Neither the Mastermind (the person committing the act) nor her influential associates (influence levels or Retainers/Allies).

If the Monitor or Overwatch AP Doubles (x2) the Conceal AP, both the concealed act and the influential associates (influence levels or Retainers/Allies) of the Mastermind are revealed.

If the Monitor or Overwatch AP Triples (x3) the Conceal AP, then the concealed act, the influential associates (influence levels or Retainers/Allies), and the Mastermind are revealed. A Mastermind can continue to use AP to Conceal his actions in multiple downtimes. Those investigating may also continue to delve into the Conceal through multiple downtimes. After the committed act in the primary downtime, both cover and investigation are cumulative and negate one another at a one-to-one AP ratio. Keep in mind that Low Monitor or Overwatch expenditures and High Conceal actions make it difficult to see or attack Influence.

Block:
This allows you to block an action from happening or to possibly shut down an entire Influence category. At least one additional AP beyond that of the initial act AP must be used to be successful, but partial blocks may reduce the effectiveness of the action targeted. Normally, the appropriate matching influence must be used in order to block.

Steal:
In most cases stealing or killing another character's Influence provides only a temporary gain, or in the case of a kill, a temporary loss for the owner (though such actions can be permanent as well). The gain from stealing influence may become permanent depending on the resistance of the target influence. Uncontested acquisition is a permanent gain (See Protection section). In order to perform a steal action against a characters influence, the following acts must be accomplished:

The identification of the influence type being perused (Media, Street, Health, etc.) The identification of the NPCs that indirectly work with the influence (Retainers, Influence names, etc.)

The identification of the character that directly owns the influence.
Steal AP expenditure equal to the highest level of AP granted by the influence to the defending character.
For example, if Character X has a level 4 influence that grants him 8 AP, the aggressor must accumulate 8 AP of the matching influence. Sufficient roleplay in relation to stealing the influence (monitored by the ST Staff).

The process of stealing requires a separate downtime action and cannot be performed as part of an Overwatch reaction.

As stated previously, a player cannot hold multiple levels of the same influence (i.e. Media x3 and Media x4). If a player with a higher influence level performs a successful steal against a player with a lower level of similar influence, the player with the lower levels of influence will lose his highest portion of Action Points as granted by their influence level. The only way to completely cover steal actions is with sufficient Conceal actions, and this must all be written out with roleplay (How, Who, When, Duration, etc.) with each downtime steal submission.

Protect:
Protecting your influences is always a good idea. Protecting influences can keep other characters from stealing or in some cases killing your influences. In order to protect your influences you need to spend AP into the act of Protection. You may spend as much AP of the appropriate influence during downtime sessions as you wish. The total AP that you spend is cumulative and remains until whittled away by another characters Steal AP. Protection AP can inform the character that someone is tampering with specified influence if the aggressor does not cover the act.

Temporary Transfer:
This action is commonly called Boost. Any character may freely transfer temporary influence to any other character. Those transferring their influences to another character for use must include all information in your Downtime and verified by both parties. Include the influence type and the amount of time the lending is for. It cannot be lent for longer than one project, but it can be lent for less time. The influence is unusable by the owner during the time it is lent, regardless of it being spent or not and is not under the control of the original owner no matter what IC deal has been made. When the borrower wishes to use the Influence they turn in the card(s) they received, or specify this action in their Downtime, along with the influence action it is used in. An ST must adjudicate these transfers. Keep in mind that when you temporarily transfer your influences to another character, you are giving them all information in regards to this particular influence. This may be used for a stealing process if the recipient of the temporary loan chooses to do as such (see Steal section).

Permanent Transfer:
All aspects must be done with approval of ST staff. Those transferring their influences to another character must include all information in your Downtime and be verified by both parties. Include the influence type that is being permanently transferred. Proxy transfers are unacceptable. Transfers in this manner are an action unto themselves, and depending on how the transfer is accomplished it will be added to the recipient's total value of Influence in that category. For example:

If Tom wishes to permanently transfer his occult influence of 5 to Jake, Jake will now possess an occult influence of 5. If Jake previously has a lower level of occult, his occult influence will be replaced to a level 5.

No decisions regarding influences or property may be made once a character is incapacitated or killed. Approved permanent transfers do not require the expenditure of XP by the recipient.

Combine:
Combining your influence takes a few steps. First, all steps of a Temporary Transfer are taken between the players. However, the number of characters in the combined influence circle is limited to five. Think of this influence action as a “Mob” action and you get the idea. The individual with the highest influence level, or in the case of ties the highest Social traits, may add the AP donated by the other characters to be used in any one Overwatch, Block, Steal or Acquisition action possible within that influence. Conceal action can only come from the leader’s AP. The leader must still bid a minimum of 2 AP into the chosen action, plus 1 AP for every member of the influence circle.

Crossover Actions:
The cost to Crossover your influence is 3 to 1 except for Growth actions where it is 2 to 1. The exception to this rule is the Street influence where all Crossover actions and crossover Growth action are done at a 2 to 1 ratio. Crossover actions must be relevant to the influence be used and the action to be committed in the outside influence. All crossover actions suffer a - 2 AP to conceal, as it is very difficult for an outsider to hide within the foreign territory.  All Crossover actions, including growth, must be submitted in writing to the ST with reasonable roleplay included. The ST may veto Crossover actions at any time.

A Note on Time Delays
 Some action or information requests take much longer than just as week. When this is true, the character should be notified that the process will take longer than a week and that they will need to maintain the influence investment until the task is complete. A final date can be projected, but the ever-changing elements of the influence world may cause this date to change at any time.
 
 

Influence Domains:
Almost every Camarilla vampire has access to one influence domain. This domain is the area were that vampires clan has, generally speaking, dominated or excelled in swaying the mortals to their ideologies. In some cases the clan has always been so instep with the mortals of their chosen particular influence category that they find more doors open, more avenues of manipulation and more resources just seem to appear when needed. It goes without saying that Influences are literally a Kindred’s ability to control a section of mortal power in a society.

Mechanically, Domains work in this manner; characters gain + 1 Influence action (AP) in their Influence Domain category per level attained. I.e. A Brujah with Street 3 gains +3 actions per month. These actions may only be used in their appropriate influence, there are no cross actions with this bonus.

The Camarilla Clans
Brujah: Street
Gangrel: Country: no bonus, Urban: Bureaucracy
Malkavian: University
Nosferatu: no bonus (see Contacts)
Toreador: High Society
Tremere: Occult
Ventrue: Politics

Independent and Sabbat clan domains are as follows,

The Independent Clans                                                       The Sabbat Clans
Assamites: no bonus                                                         Lasombra: Church
Followers of Set: Underworld                                            Tzimesce: Occult
Giovanni: Finance
Ravnos: Transportation
 
 

How Backgrounds Effect Influence

Allies: Allies maybe used in lieu of a Synergistic ability to gain one (1) AP in an influence that the vampire lacks the ability in or if they just wish to not risk exposure. Allies can be also be used for additional growth AP or crossovers in one influence category per month.

Contacts: Contacts can only be used at downtime. These background traits may only used for additional Monitor actions, however they can be used in any area of influence, even those outside the vampire’s portfolio. Each trait or level of Contacts spent towards influences allows you to dig up information as though you had that level of influence in that particular category. This includes Monitor and Overwatch.

Note: The Nosferatu have an improved Contacts background. Every trait in this background used for Monitor actions counts as 2 AP to use in the chosen area(s) of influence.

Fame: Spending traits in this background allow you to use influences over a larger area than you would normally be allowed. Fame traits maybe used to add one (1) AP to the following influences; High Society, Media, Political, Street, and University. Beyond this, Fame traits may be used for crossover actions at a cost of two for one to any other influence. These traits may also be used to carry out one influence action to any one of the other NPC Domains in the region (3), province (4) or nation (5) The use of Fame cannot be concealed as it is the vampire herself and her social strata that orchestrates this increase in effect or range.

Mentor: These traits can be borrowed and applied to your influences on a two for one basis if you win a simple challenge. Failing to win the simple challenge means that the mentor refuses to aid your request.

Resources: Resources can be used to increase your influence endeavors for one two week period at a two for one cost. The traits spent do not replenish until the next month. Use them wisely.

Retainers: Retainer traits used for influences increase the maximum number of influence traits you can have at any given time because the retainer is helping you manage your influences. If the retainer is lost or killed, you will lose the traits the Retainer provided immediately
 
 

Synergistic Abilities

These ability traits can be used to increase the impact of Influence use, however there are two risks. First, the influence can be connected directly to the character, as opposed to Kindred's favorite influence tactic - deception from the shadows via “conceal”. Disciplines may also be used instead of, or in conjunction with, abilities; however, the STs may require an scene to be run in many cases (these will happen at Down Time meetings). Second, if an ability is used to gain Influence and the appropriate challenge is failed, the PC may lose temporary influence instead. The lose will generally involve the denial of a player to access one to three levels of influence according to the seriousness of the botch. The Influence Narrator or the ST will decide on a case-by-case scenario if any other abilities are appropriate to the action and Influence type used. Declaring use of abilities has an affect that varies from case to case and is determined by the Influence ST. In most cases, each ability level invested will either add one (1) AP to an action, or it will allow the Influence ST to reword your request more in your favor, as your ability may represent a better understanding of interaction with the subject matter.
 
 

The Newspaper
The local in-character Vancouver newspaper is entitled The Crimson Herald. The paper serves as the standard IC news source for GVRD. The Crimson Herald reflects the daily and nightly activities of Vancouver and sometimes can provide information from beyond the boundaries of the city. All major uses of influence should be reported to the ST staff with each downtime session. If used at game, an ST should always be present to supervise the act. Uses of influence always have the possibility of being reported in the Crimson Herald’s Gossip Pages. If the actions are covered, then the cover story should be provided, lest outside forces impose their will.
 
 

Using Influence at Games
All endeavours and actions done at the game must be submitted to and approved by the Influence Narrator at the Game. There is one exception to this rule (see next item). If you wish to use your influences to acquire equipment - weapons, armour, supplies - those submissions must be made before tthe start of the game. Submissions can be made in advance by email or, for those who are not able to do that, during registration. No requests for equipment using influences (or resources) will be taken afterwards unless extenuating circumstances require the action to be taken.

Endeavours such as block, conceal, protect, and growth must be submitted at least a week before the game session. Submissions received after the due date will not be retroactive to the Game. Traces cannot be submitted or resolved at the Game. If you want to overwatch an influence so that you can make endeavors against them at the Game, you must have done the overwatch in the influence period before the one that the Game is in. All steal results are finalized at the end of the month. With submissions for attacks being allowed until the due date in that month. Boost, combine, conceal and crossover can all be used during the Game at no penalty. The Influence Narrator has final say in whether the results can be achieved within that game session though.
 
 

Other Influence Information for Players
No influence action or endeavour is truly safe from discovery; even growth can be watched. Make careful use of influence modifiers to protect what should be a precious kindred resource. Player characters are not the only ones with influences! There are NPCs out there that have them and will be using them. Nothing is free. With the ability to use influences now, nothing just falls into a kindred's lap. A character won't all of a sudden have a house or a car or a wad of dough that they didn't have before. Influences, just like Resources, Allies, Contacts, and any other background, must be used through the proper channels to gain items or information - even in story threads. Influences can be a commodity. How many times has someone asked for a favor, and you knew that the only way you could get what they asked for was by using your influences? Now you will be able to, but considering the limited number of influences that kindred have, it might come at a cost to the one asking for the favor - money, objects, boons. Remember, some aactions have to be maintained on a monthly basis (siphoning money, controlling city officials, etc). Player characters will never use the Espionage and Military influences.
 
 
 

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