All new characters start with 5 free points to put into
influences, except humans who start with 10. No one may start with a level
higher than 3 (in any one trait) without storyteller permission.
Some areas of influence will have a cap on the total number of
traits available. The caps will be determined after all character concepts
have been approved so they will not affect character creation, though they
may affect character that join the game at a later date. We do not plan to
announce which influences will have caps. If you wish to purchase an
influence trait in an area where the cap has been reached, you will have
to take over someone else's influence as explained below.
The influence catagories remain the same, but you will now divide
your influence into specific traits. (See the character generation packet
for specific influence traits.) So, for example, if you put all five
freebie points into Underworld, you may have Mob 3 and Drug Dealers 2.
Spending Influence
So, you've got Mob 3 and Drug Dealers 2, and you want to get a gun. You
would, for example, spend one Mob trait and do a test with a Storyteller
against a static trait that would depend on the kind of gun you were
trying to get. If you win, congratulations, you've got a gun. If you lose,
you don't get a gun.If you tie, you compare your total amount of Mob
influence (3) to the static traits assigned to the gun. NO matter what
happens that trait has been spent and will not be available again until
the next game (which means you can't use again it between games.)
If you only have 3 Mob traits and you want to increase your chances of
getting a gun, you may spend a trait in an additional (but appropriate)
category. So you can spend one Mob trait and one Drug Dealers trait, and
then if you tie, you compare your total in both (5) to the staic number
assigned to the gun.
If you have Resources (the merit), you may spend a point of Resources to
increase your total by one, where appropriate. This represents throwing
money at your influences to sweeten the deal, so to speak. If you win the
challenge the Resources level is gone for two weeks. If you lose however,
you did not spend the Resources.
Destroying Influences
This works mechanically the same as above, only instead of testing against
static traits you are testing against an opponent. So your opponent has
Politicians 2 and Media 3. You want your Drug Dealer contact to frame
their Politician. So you initiate an influence challenge (see below about
when influence challenges can be conducted.) You spend one Drug Dealer
trait to attack one Politician trait. If your opponent does not defend, it
is a test of your two Drug Dealer traits versus their 2 Politicians
traits.
But, your opponent may defend by spending a Media trait to counter the
effects of your Drug Dealer. Then the challenge would be your Drug Dealer
(2), versus their Media (3). You can up the ante by spending a Mob trai to
help out your Drug Dealer, then the challenge is your 5 versus their 3.
All bids must be made before teh challenge is done, but that will not
prevent retaliatory strikes.
If you win, you have destroyed one of their Politicians traits for the
next two weeks. This trait is now free and may be bought. If the trait is
not purchased by someone else, it will automatically be restored to your
opponent at the end of two weeks. (Spending an influence trait of your own
accord does not put that trait at risk of being bought by someone else.)
If you lose, your opponent has successfully defended their Politicians
trait.
When to Initiate an Influence Challenge:
If you plan to attack someone else's influence, it must be written in your
post mortem and all influence challenges will be done at the beginning of
each game, affecting that game and the following two weeks.There will be
an exception to the post mortem rule if your influences are attacked and
you wish to retaliate.
Use of influences to personal gain (i.e. getting a gun) can be done at
anytime with a Storyteller.