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.
Back to the General
Character Creation page
Page name, content and "End of Eternity" are (c)
2007 unless otherwise credited. Any problems
with posting content, technological glitches,
etc, should be forwarded to the Webmaster. All content is the opinion and
creative property of the author unless otherwise noted. Feedback becomes
the property of the author and