Influences
Posted: Thu Dec 09, 2021 11:39 am
Influences
Influence measures the degree to which you can make your wishes count in mortal society. In most cases, you acquire Influence through multiple means, including persuasion, bribery, intimidation, direct manipulation of minds and emotions, and passing herself off as mortal when necessary. It takes time to accumulate more than a dot or two of Influence in a community of any size, and high Influence is the realm of influential Kinfolk or powerful Urrah who spend years or even generations cultivating their positions or who do a lot of dangerous wheeling and dealing. Influence is not license to do whatever strikes your fancy. It’s always easiest to get institutions to do what they’re already inclined to. City guards need little prodding to arrest suspicious strangers or break up illicit operations whose owners haven’t been paying bribes, but require more incentive to go out killing apparently innocent bystanders or trying to arrest the most important civic leaders. Roleplaying therefore supports straightforward declarations of Influence use, and more so as the Garou twists the institution’s purpose and outlook.
While we could break down Influences into all different levels of society, for the simplicity purposes we are only going to use 7 Influences. If there is a field in which you wish to have control over then you will have to use Contacts/Allies to show your limited control in that field. It will be implied that the field is too small to make a big impact on the society so it won't garnish its own Influence.
Note that your Influences only work within the immediate area and city-state that your character is based near. To make your Influences stretch farther than that you must purchase the Fame background.
System: At the start of each game you will be given cards for each of your Influences and a number of points on that card equal to your score in the Influence. You can spend them whenever you would like but must spend a number of points equal to the effect you wish to achieve. Influence can be used by any person even if they don’t have points in a specific Influence. You may trade Influence with others for favors or any means whatsoever (though the cards cannot be stolen). Where the Influence originated doesn't matter; it only matters who spends it. There are other ways in game of getting influence (via NPC's and other means). Further, unused influence expires after two months to reflect the struggle to maintain sway in an area you don't interact with. The date an influence is granted will be written on the card, and a card after the two month threshold will be considered invalid.
If you do not show up to game, you will not get influence for that game!
All Backgrounds traded for with Influence are gone after use.
Areas of Influence: Influence Restrictions:
The Curse is a very real impediment to those working their way through the mortal world. A garou's maximum possible dots in Influence is capped by 5 - (1/2 Rage, rounded up). Simply put:
Please note this does not effect how a garou can spend/trade the influence they have, only that they have an extra impediment in trying to raise their base Influence over a certain level. While you may have too much Rage to earn Trade 5 on your character sheet, you can wait until you've stockpiled enough to turn in for that effect.
General Influence Actions:
Growth
To Establish an Influence (by raising it from 0 to 1), you must spend a Downtime Action to do so. Each specific type of Influence requires its own Downtime Action.
Once you have Influences established, you may spend a Downtime Action towards Influence Growth. This allows you to gain one Growth Point in all your current Influences to eventually raise them to a higher level. Kinfolk gain two Growth Points with this specific action instead of the usual one. You may only spend one Downtime Action each Downtime cycle to raise Influences in this fashion. This action is one that cannot be seen, by default. It can take some time to grow your Influences based on a few factors that we keep record of behind the scenes.
There are additional ways to help your Influences grow. Keep in mind, both of these bonuses will make your growth actions able to be noticed by someone using Watch in the correct area. These additional ways include:
Example: Cleon the Cliath wishes to grow their Influences (Military 2 and Political 2) and establish some new ones. First, he spends one downtime action to establish Street Influence. This will raise his Street Influence from 0 to 1. Then, he spends a downtime action to grow all of his Influences (which he can only do once per downtime cycle), so his newly bought Street Influence will gain its first of 3 Growth Points needed to raise itself to 2. Then, his already existing influences of Political and Military each gain 1 Growth Point, putting his Military Growth Points at 6 and his Political Growth Points at 7. At this point, Cleon expends his Resources Background of 3 and spend a third Downtime Action to get two additional Growth Points in Political. With this, Cleon has 9 Political Growth Points, raising his Political Influence from 2 to 3.
Stealth/Watch
Players are not expected to learn and apply this system with every action; we are providing it here for clarity of what will happen behind the scenes.
All Influence actions have a level of visibility that determines who is able to notice the shadowy actions that happen in backroom deals and darkened alleyways. A number of factors influence the visibility of an Influence action, and the strength or weakness of these determine how much of it reaches the ears and eyes of others.
Adding these factors together will determine whether an individual is able to notice an Influence Action being taken. Any result of 1 or greater is able to be detected by those using the Watch Action. Normally, only individuals who are using the Watch Influence action are able to notice an Influence Action happening, but certain powerful actions (effects of 20+ for example) may, at the ST's discretion, have the potential of being noticed by everyone as some things are just too far sweeping or noticeable in their effects to hide easily. If an ST decides that such an action has a potential to be seen by everyone, they will inform the player in advance, so they can attempt to cover it with a Stealth Influence Action.
It is important to note that the Watch Influence action will only tell individuals about the Influence Actions taken, but will not reveal the identity of the individual(s) who were responsible for said actions.
Influence measures the degree to which you can make your wishes count in mortal society. In most cases, you acquire Influence through multiple means, including persuasion, bribery, intimidation, direct manipulation of minds and emotions, and passing herself off as mortal when necessary. It takes time to accumulate more than a dot or two of Influence in a community of any size, and high Influence is the realm of influential Kinfolk or powerful Urrah who spend years or even generations cultivating their positions or who do a lot of dangerous wheeling and dealing. Influence is not license to do whatever strikes your fancy. It’s always easiest to get institutions to do what they’re already inclined to. City guards need little prodding to arrest suspicious strangers or break up illicit operations whose owners haven’t been paying bribes, but require more incentive to go out killing apparently innocent bystanders or trying to arrest the most important civic leaders. Roleplaying therefore supports straightforward declarations of Influence use, and more so as the Garou twists the institution’s purpose and outlook.
While we could break down Influences into all different levels of society, for the simplicity purposes we are only going to use 7 Influences. If there is a field in which you wish to have control over then you will have to use Contacts/Allies to show your limited control in that field. It will be implied that the field is too small to make a big impact on the society so it won't garnish its own Influence.
Note that your Influences only work within the immediate area and city-state that your character is based near. To make your Influences stretch farther than that you must purchase the Fame background.
System: At the start of each game you will be given cards for each of your Influences and a number of points on that card equal to your score in the Influence. You can spend them whenever you would like but must spend a number of points equal to the effect you wish to achieve. Influence can be used by any person even if they don’t have points in a specific Influence. You may trade Influence with others for favors or any means whatsoever (though the cards cannot be stolen). Where the Influence originated doesn't matter; it only matters who spends it. There are other ways in game of getting influence (via NPC's and other means). Further, unused influence expires after two months to reflect the struggle to maintain sway in an area you don't interact with. The date an influence is granted will be written on the card, and a card after the two month threshold will be considered invalid.
If you do not show up to game, you will not get influence for that game!
All Backgrounds traded for with Influence are gone after use.
Areas of Influence: Influence Restrictions:
The Curse is a very real impediment to those working their way through the mortal world. A garou's maximum possible dots in Influence is capped by 5 - (1/2 Rage, rounded up). Simply put:
0 (Kin) | 5 |
1-2 Rage | 4 |
3-4 Rage | 3 |
5-6 Rage | 2 |
7-8 Rage | 1 |
9+ Rage | None |
General Influence Actions:
Action | Influence Cost | Description |
---|---|---|
Growth | 1 | You may spend one Downtime to grow all of your current Influences by one Growth Point. Note, you can also spend backgrounds or Downtime actions for additional Influence growth as well. (More information on this given below.) |
Stealth | 1+ | Cover an influence action from being seen by others watching the Influence. The number of points spent in this Stealth action add their value to the Stealth of a specific Influence action, potentially shielding the action from notice. The Influence spent must match the Influence being concealed. (More detail on Influence Visibility given below.) |
Watch | 2+ | You are able to discover ALL visible Influence actions within your Scope of Influence. The Influence actions discovered will match those of the Influence being spent. (More detail on Influence Visibility given below.). |
Growth
To Establish an Influence (by raising it from 0 to 1), you must spend a Downtime Action to do so. Each specific type of Influence requires its own Downtime Action.
Once you have Influences established, you may spend a Downtime Action towards Influence Growth. This allows you to gain one Growth Point in all your current Influences to eventually raise them to a higher level. Kinfolk gain two Growth Points with this specific action instead of the usual one. You may only spend one Downtime Action each Downtime cycle to raise Influences in this fashion. This action is one that cannot be seen, by default. It can take some time to grow your Influences based on a few factors that we keep record of behind the scenes.
There are additional ways to help your Influences grow. Keep in mind, both of these bonuses will make your growth actions able to be noticed by someone using Watch in the correct area. These additional ways include:
- You can expend a relevant Background of the level you are trying to get to give additional help. For example, if you want to Grow your Trade Influence from 3 to 4, you could use your Resources 4 background to help speed up the Growth. Each background may only be expended once in a given downtime to aid an Influence Growth. So you could not use your Resources of 4 to aid both your Trade Influence AND your Temple Influence, for example. This gives an additional (+1) Growth Point.
- You may spend an additional downtime for 1 Growth Point in one specific Influence. This can be done more than once per Influence per Downtime.
1 Downtime | |
3 Growth Points | |
9 Growth Points | |
18 Growth Points | |
30 Growth Points |
Stealth/Watch
Players are not expected to learn and apply this system with every action; we are providing it here for clarity of what will happen behind the scenes.
All Influence actions have a level of visibility that determines who is able to notice the shadowy actions that happen in backroom deals and darkened alleyways. A number of factors influence the visibility of an Influence action, and the strength or weakness of these determine how much of it reaches the ears and eyes of others.
- Visibility of the Influence
- Stealth of the Action
- Vigilance of the Watcher
Factor | Mechanic |
---|---|
Visibility of the Influence | The base visibility of the Influence Spend is equal to 1/4 the cost of Influence spent (rounded up). |
Stealth of the Action | The default Stealth of any Influence action is 0. If a Stealth Influence action is taken, the number of points spent on it increases the Stealth of a specific Influence Action by a corresponding amount. This number may be further increased by expending levels of Allies. For each point expended, the Stealth of a specific Influence Action increases by 1. |
Vigilance of the Watcher | The Watcher's Vigilance subtracts from the Visibility and Stealth of an Influence Action, but only for the Watcher themselves. The default value of Vigilance is 1. If a Watch Influence action is taken, the number of points spent on it beyond the second increases the Watcher's Vigilance by a corresponding amount. This number may be further increased by expending levels of Contacts. For each point of Contacts expended, the Vigilance of a specific Watch Influence Action increases by 1. |
It is important to note that the Watch Influence action will only tell individuals about the Influence Actions taken, but will not reveal the identity of the individual(s) who were responsible for said actions.