Influence Rules

All Influence actions must be used 1 week prior to the game session (1159p Saturday night)
Email Influence actions to dvegasst@gmail.com.
All Influence actions will be resolved in the order they are recieved with the 1 week grace period for Defense actions.
Influence is divided into two categories
Elite Those who are wealthy, hold legitimate power, own corporations or control noteworthy institutions.
Underworld Those who work outside the law, live on the street, rule gangs.
For each dot of influence possessed a specialty must be declared to help define the character’s network.

Influence Actions

Each dot of influence grants one influence action per month.
There are two types of influence action
Targeted Affect other influences
General Affect the world around you

Targeted Actions

Attack First you must witness a character using their influence within the past month or have investigated the results of an influence action. You may also target someone’s influence if your own were attacked by them, you do not need to know the identity of the origional attacker. Successful attacks lower an influence and reduce the amount of actions for 2 sessions. To lower influence in the same category (Elite to Elite) you must spend 2 influence actions for each point you want to remove. To lower influence in the opposite category (Elite to Underworld) you must spend 3 influence actions for each point you want to remove. Attack actions will not be processed for 1 week after the session to give everyone a chance to muster their defenses.

Defend Each influence action spent to defend reduces the potential influence loss by 1. This defense lasts for the entire month and only protects the category from which it originates (Elite defends Elite). Attack actions will not be processed for 1 week after the session to give everyone a chance to muster their defenses.

Boost You may spend actions to temporarily increase anothers influence level. To boost an influence, a number of actions must be spend equal to the level possessed by the recieving character (to boost from 5 to 6, 5 boost actions must be donated). Ten is the max an influence may be boosted to.

Block Each action spent to block removes 1 action from attempts to use influence to perform a specific activity. Block actions only affect the category they originate from (an Elite block does not affect uses of Underworld).

General Actions

To achieve the result for a specific level from an influence category, you must have an influence rating equal to the level and expend one influence action. If you can justify an activity as appropriate for your influence specializations, your influence is considered one higher.

Elite

Level 1 A Friend in Need
Borrow resources with a value of up to $1,000 per level of Elite Influence you control.
Level 2 Gossip and Inside Trading
Gain information about recent (3 months) use of Elite influence that touches your specializations. You discover the name of any mortal institutions or individuals that were invovled and how the influence was spent but not who was responsible for the expenditure.
Level 3 Bureaucratic Errors
Manipulate the system and acquire expensive (mostly legal) favors. Alter paperwork, trump up charges, gain legal weapon, cause major police effort to investigate locale or individual, acquire false identification.
Level 4 Smooth Over
Smooth over inconvenient or embarrasing problems, making them disappear, Masquerade breaches simply disappear.
Level 5 No Party Crashers
Secure an area the size of a manor house, for 24 hours you control the amount of police within a half mile radius, no fly overs and no one may enter the area without the aid of supernatural powers. The area is a virtual Masquerade safe zone. Influence attempts to target the area suffer a level 5 Block.

Underworld

Level 1 Free Travel
Travel freely without being harassed by gangs or the criminal element, law enforcement will generally look the other way.
Level 2 Word on the Street
Gain information about recent (3 months) use of Underworld influence that touches your specializations. You discover the name of any mortal institutions or individuals that were invovled and how the influence was spent but not who was responsible for the expenditure.
Level 3 Illegal Favors
Acquire a major favor that isn’t necessarily legal. arrange jail breaks, acquire a large amount of illegal drugs, plant a false article (with evidence and witnesses), gain an illegal weapon or cause someone trouble on a personal scale.
Level 4 Airing Dirty Laundry
Arrange a city wide incident distracting news agencies, provoke civil rights marches, convince major mafia or gang head to start a war with rivals, assassinate stock NPCs (level 4 or less).
Level 5 Lockdown
Secure an area the size of a manor house, for 24 hours you control the amount of police within a half mile radius, no fly overs and no one may enter the area without the aid of supernatural powers. The area is a virtual Masquerade safe zone. Influence attempts to target the area suffer a level 5 Block.

Influence Rules

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