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Justice
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The Rules

Game Mechanics

Basic Mechanics
Combat
Equipment
Diablerie

Vampiric Nights

Status and Rank
The Influence War
The Jihad

Other Series

Character
Rules

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The Influence War Edit

Controlling pawns, AoI, etc

Pawns Edit

  • Andrew Zimmerman - councilman : +1 power, +2 bureaucracy
  • Bob Kinneally, bishop - +1 power, +2 church
  • Ken Beatty, chief marketing officer, Bank of America: +1 power, +2 finance
  • Wormley, ghoul at large: +1 power, +2 health
  • Vivian Chermeaux, toreador caitiff: +1 power, +2 high society
  • Ted Elm, chief of urban reconstruction: +1 power, +2 industry
  • Judge Judith Tamlin, state supreme court: +1 power, +2 legal
  • Shyster T. Gadfly, board of editors for the Boston Globe: +1 power, +2 media
  • Papa Segri, Jamaican loa bloodline: +1 power, +2 occult
  • Sgt. Barny Tack: +1 power, +2 police
  • Robert Mayhew - state representative, +1 power, +2 politics
  • Beatbox Willy: +1 power, +2 street
  • Mammie Sallgrin, teamsters union: +1 power, +2 transportation
  • Snoop Carver, king of the corner: +1 power, +2 underworld
  • Meghan Greene, chancellor of BU: +2 university

Areas of Influence Edit

  • The Barrens: +1 power, +12 blood
  • The Fringes: +8 blood
  • Shacktown: +7 blood
  • Campus Stomping Grounds: +7 blood
  • The Asylums: +10 blood
  • Enthusiastic Blood Banks: +9 blood
  • City Hospitals: +13 blood
  • City Morgue: +9 blood
  • Shi-Shi Hunting Grounds: +3 power, +4 blood
  • Uptown: +2 power, +7 blood
  • Gangland Warzone: +1 power, +11 blood

Spending Power Edit

Power helps you gain control of more pawns and areas of influence. It may be used between sessions to provoke scenes along the archetypes listed below for the given costs. You must inform the Influence Storyteller between sessions that these scenes will take place.

  • 1: Control Pawn: You may attempt a social challenge to gain control of an uncontrolled pawn of your choice. If you are the only character attempting to do so and you win the challenge, you gain control of the pawn.
  • 1: Contest Pawn: You force a fair fight over a controlled pawn, involving yourself and up to one ally, against the controller of a given pawn, who may have up to one ally. The winner of the scene (as determined by who leaves the scene last) gains control of the pawn. Before the scene begins, the present controller may opt to immediately give up control of the pawn, who becomes uncontrolled.
  • 1: Defend: You may reinforce a particular pawn or area of influence against contesting.
  • 2: Contest Area of Influence: You force a fair fight over a controlled area of influence, involving yourself and up to three allies, against the controller of said area, who may be joined by up to three allies. The winner of the scene (as determined by who leaves the scene last) gains control of the area of influence. Before the scene begins, the present controller may opt to immediately give up control of the area, that then becomes uncontrolled.
  • 2: Neutralize Pawn: You may force an unfair fight over a controlled pawn with the goal of returning it to an uncontrolled state. You and up to four allies may confront the the present controller, who may only be joined by a single ally. If you or your allies are the last to leave the scene, the pawn becomes uncontrolled.
  • 3: Anonymously Contest Pawn: You may have the storyteller attempt a social challenge on your behalf to attempt to gain control of an undefended pawn. If you are the only character attempting to do so and you win the challenge, you gain control of the pawn.
  • 3: Neutralize Area of Influence: You may force an unfair fight over a controlled area of influence with the goal of returning it to an uncontrolled state. You and up to four allies may confront the the present controller, who may only be joined by a single ally. If you or your allies are the last to leave the scene, the area of influence becomes uncontrolled.

Notes: If a vampire dies the final death or is in torpor for more than one session, his pawns and area of influence become uncontrolled.

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