Post by Admin on Sept 26, 2012 13:46:21 GMT -5
Influence
For each dot of your influence background, you choose one sphere of influence that you have. Here is the list of influences: Bureaucracy, Religion, Health, Legal, Media, Occult, Police, Transportation, Street/Underworld, Education.
Whenever you try to use an influence (even influences gained from Resources, below), you roll Manipulation+Influence at a difficulty determined by the storyteller for that action. If two characters are using influence against one another, the character with the most successes triumphs.
Example: Strauss wants to use his Police Influence to have the police guard the outside of the Communal Haven during the Vaulderie. The storyteller decides this is difficulty 8. Strauss rolls Manipulation+Influence and hopes that he can pull in the necessary favors.
Resources
Without any Resources, you have only stuff that you can beg for. You have a few bucks at any given time, the clothes on your back, a card-board box squatter haven, and a broken table leg, for example.
At the start of the game, you start with a home, furnishings, and vehicle appropriate to your resources rating. You furthermore have 1 month's worth of "allowance" in cash, with which you can buy weapons, armor, or other unusual items.
In addition to the normal Resources rule, each dot of Resources above 2 gives you one sphere of influence: Finance, High Society, Industry, Politics.
Example: A character has resources 3. This is one higher than 2, so he chooses one of the above influences. He chooses Politics. He starts the game with a house, an SUV, and $3000 cash. He decides to buy a Desert Eagle (750 dollars) a SPAS 12 shotgun (1000 dollars) and an Armored Overcoat (500 dollars). That leaves him 750 dollars of cash. The first of the month rolls by and he has earned his allowance (3000 dollars) which is added to his 750 dollars of savings, for a total of 3750 dollars.
For each dot of your influence background, you choose one sphere of influence that you have. Here is the list of influences: Bureaucracy, Religion, Health, Legal, Media, Occult, Police, Transportation, Street/Underworld, Education.
Whenever you try to use an influence (even influences gained from Resources, below), you roll Manipulation+Influence at a difficulty determined by the storyteller for that action. If two characters are using influence against one another, the character with the most successes triumphs.
Example: Strauss wants to use his Police Influence to have the police guard the outside of the Communal Haven during the Vaulderie. The storyteller decides this is difficulty 8. Strauss rolls Manipulation+Influence and hopes that he can pull in the necessary favors.
Resources
Without any Resources, you have only stuff that you can beg for. You have a few bucks at any given time, the clothes on your back, a card-board box squatter haven, and a broken table leg, for example.
At the start of the game, you start with a home, furnishings, and vehicle appropriate to your resources rating. You furthermore have 1 month's worth of "allowance" in cash, with which you can buy weapons, armor, or other unusual items.
In addition to the normal Resources rule, each dot of Resources above 2 gives you one sphere of influence: Finance, High Society, Industry, Politics.
Example: A character has resources 3. This is one higher than 2, so he chooses one of the above influences. He chooses Politics. He starts the game with a house, an SUV, and $3000 cash. He decides to buy a Desert Eagle (750 dollars) a SPAS 12 shotgun (1000 dollars) and an Armored Overcoat (500 dollars). That leaves him 750 dollars of cash. The first of the month rolls by and he has earned his allowance (3000 dollars) which is added to his 750 dollars of savings, for a total of 3750 dollars.