Angel

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Copyright 2003
White Wolf

The Habit of Being logo
INFLUENCES
All PC Influences must be checked in with the Influence ST to be considered valid and 'In Play'. The following influences are acceptable in the Habit of Being game:

Bureaucracy (as per LotN:R and LotN:CG)
Church (as per LotN:R and LotN:CG)
Espionage* (as per LotH and LotH:PG)
Finance (as per LotN:R and LotN:CG)
Health (as per LotN:R and LotN:CG)
High Society (as per LotN:R and LotN:CG)
Industry (as per LotN:R and LotN:CG)
Legal (as per LotN:R and LotN:CG)
Media (as per LotN:R and LotN:CG)
Military* (as per LotH and LotH:PG)
Occult (as per LotN:R and LotN:CG)
Police (as per LotN:R and LotN:CG)
Politics (as per LotN:R and LotN:CG)
Street (as per LotN:R and LotN:CG)
Transportation (as per LotN:R and LotN:CG)
Underworld (as per LotN:R and LotN:CG)
University (as per LotN:R and LotN:CG)

* denotes influences that do not adhere to the influence availability chart below and do not exceed a Level Five (5). Also, purchase of these influences must be approved previously through a character history. To raise each level of these influences the player must provide growth AP and sufficient roleplay.

There is only so much influence available in each area zoned within the game. When influence spaces are filled, that particular influence level may no longer be available for purchase. This may change when or if the influence space is lost in some capacity. Currently, the influence availability for each level is as follows:

Level
One
Two
Three
Four
Five
Six - Ten
Spaces
18
14
10
6
4
1


Consult the Influence ST about what your options may be.

Level Limits of Influence - Characters may NOT have multiple listing of the same influence type (i.e. Church X 3 and Church X 2). This is to allow influence availability and a fair playing field to players interested in pursuing this aspect of the game. You may possess as many influences as possible as long as you can successfully maintain them.

Any character set to INACTIVE status (game absence for 2 months/4 games) will begin losing one level of influence (when applicable) from each personal influence category per downtime session. This loss will start from the highest level of the influence(s) and complete when there are no more influence levels to be lost or until the character is set to ACTIVE status. Players will not be reimbursed with XP for these loses. The maintenance of influences is very delicate and requires steady game play and attention. If influences are neglected in character they will simply go elsewhere.
Each area of influence has a limit that can be reached within the HoB game. They are as follows:

• Levels 1 - 3 are considered immediate, local area influence.
• Level 4 is considered city influence.
• Level 5 is considered surrounding counties and cities influence.
• Level 6 is considered state influence.
• Level 7 is considered regional (the southeast US) influence.
• Level 8 is considered national influence.
• Level 9 is considered international influence.
• Level 10 is considered global influence.

Types of Influence - The various types of influence cover most aspects of mortal civilization. In many ways they can be combined or crossed over to accomplish the many goals set by the characters. Most uses of influence are obvious within their realm of expertise, though many times a judgment call must be made to decide how much a certain type of influence may be able to help, answer questions, or be 'influential.' Many times characters will try to use their influences to attempt actions not appropriate to that influence type. Please consider realistically how the influence would reply to such a request. The many different actions that can be attempted by an influence are detailed below. Characters should have an idea how they came about that amount of influence in each area, and this information should be written up and kept on file.

Action Points System - Each level of influence is worth a certain amount of Action Points (AP). Action Points are used in order to obtain the most benefit from your influences. When characters use their influence, they should assign the number of AP that they are using to attempt their request. A chart detailing the value of AP vs. Influence Level is written below.

Level
One
Two
Three
Four
Five
Six
Seven
Eight
AP
1
2
4
8
16
32
64
128


Example use: (character with a level 4 occult)
"I will be using 3 points to try to get books on color magic, 4 points to monitor what others are doing, and my last point to help conceal my activity." - Eight points are spent, and the actions are logged and compared to the action points spent by other characters.

USING ACTION POINTS

Action Points are the foundation of influence expenditure in the Habit of Being game. Action Points as granted by influences may be used during both downtime sessions and game nights. You may not use Action Points for Monitor, Overwatch, Growth, or Steal during game sessions (see definitions of each below). However, Action Points may be used at game in order to begin lengthy influence endeavors or to accomplish immediate acts as determined by the influence level, Action Points used, player creativity, and supervision by an ST. Actions Points can be used in a variety of methods to accomplish influential goals. The various options of using Action Points are defined below.

Growth:
AP expenditure is required before influences above level three can be purchased with Experience Points. The amount of AP required to reach the next level of an Influence is equal to your current level squared. The amount of AP required is listed on the cart below underneath the level that is its goal.

Level
Four
Five
Six
Seven
Eight
Nine (ha)
Spaces
16
64
256
1,024
4,096
16,384


Monitor:
This allows you to watch but not immediately interact with any one type of Influence. The ability to Monitor with Action Points is available only during the downtime session between games. In order to Monitor a player must possess at least a Level Two (2 AP) in the appropriate influence that they wish to Monitor with. The more Action Points invested may lead to greater results. Street Influence can monitor any type of influence. An example of Monitor is listed below.

Joe's character Sam the Brujah has a Police Influence Level of 2 which grants him 2 Action Points. During the downtime Joe wants his character to Monitor the influence area of Police to see if anything is happening. Joe elects to use his 2 Action Points to Monitor the influence area of Police. Joe's submission for the Police Monitor portion of his downtime will look like this:

"Police x2 (2 AP) Sam will be using 2 AP to Monitor."

If any activity is performed in the area of Police during this downtime, Joe's character will see it unless it has been Covered (see Cover section below). With Monitor, Joe is unable to react to any information he may uncover immediately with his Action Points. To have the ability to interact immediately, one must perform Overwatch instead (see Overwatch below). Keep in mind that Monitor can reveal all expenditures in that subject regardless of the category the Influence extends into. For example: Police Influence investigating cult crimes will find connections into the Occult and possibly the Church if the actions exist in those categories. Additionally, this action monitors the category it is used in.

Overwatch:
This allows you to watch and interact with any one type of influence. As with Monitor, the ability to Overwatch with Action Points is available only during the downtime session between games. In order to Overwatch a player must possess at least a Level Three (4 AP) in the appropriate influence that they wish to Overwatch with. The more Action Points invested may lead to greater results. Street Influence can overwatch any type of influence. An example of Overwatch is listed below.

Joe's character Sam the Brujah has a Health Influence Level of 3 which grants him 4 Action Points. During the downtime Joe wants his character to Monitor the influence area of Health to see if anything is happening. Joe elects to use his 2 Action Points to Overwatch and 2 Action Points to react with the influence area of Health if necessary. Joe's submission for the Health Overwatch portion of his downtime will look like this:

"Health x3 (4 AP) Sam will be using 2 AP to Overwatch and 2 AP to react."

If any activity is performed in the area of Health during this downtime, Joe's character will see it unless it has been Covered (see Cover section below). With Overwatch, Joe is able to react to any information he may uncover immediately with his Action Points. Joe will receive an Overwatch Report by the Monday following the downtime submission deadline that will inform him of anything his character may see in the Health area, will be informed of the amount of AP he has to interact with (if he wishes to do so), and will be given 24 hours to reply. An example of a Overwatch reply is listed below.

"A Dr. Larry Smith is trying to get a position at the medical school. A doctor's office is closing down in the local area. You have 2 Action Points to react with and 24 hours to reply."

Joe may be interested in where this doctor's office is located or perhaps what position Dr. Smith is trying to obtain at the medical school. Maybe Joe wants to know why the doctor's office is being closed. The more AP that you have, the more questions you can ask and the more detailed answers you can receive. Joe may reply with the following:

"Sam will use 1 AP to ask why the doctor's office was closed. Sam will also use 1 AP to find out where the doctor's office is located."

The final results of the Overwatch will be returned to Joe in his downtime. As with Monitor, keep in mind that Overwatch can reveal all expenditures in that subject regardless of the category the Influence extends into. The example given for Monitor above may apply to Overwatch as well. Additionally, this action watches the category it is used in.

Cover:
This allows you to cover any one action committed with any one type of influence. An action description is replaced by the cover description. Any number of APs can be used to cover the action. All Monitor and Overwatch actions will be blocked from seeing the real action, unless a greater number of AP are used to penetrate.

A monitor sees through a Cover if there is at least One Additional (+1) Monitor or Overwatch AP as Cover AP. In that instance, the concealed act will be revealed only. Neither the Mastermind (the person committing the act) nor her influential associates (influence levels or Retainers/Allies).

If the Monitor or Overwatch AP Doubles (x2) the Cover AP, both the concealed act and the influential associates (influence levels or Retainers/Allies) of the Mastermind are revealed.

If the Monitor or Overwatch AP Triples (x3) the Cover AP, then the concealed act, the influential associates (influence levels or Retainers/Allies), and the Mastermind are revealed. A Mastermind can continue to use AP to Cover his actions in multiple downtimes. Those investigating may also continue to delve into the Cover through multiple downtimes. After the committed act in the primary downtime, both cover and investigation are cumulative and negate one another at a one-to-one AP ratio. Keep in mind that Low Monitor or Overwatch expenditures and High Cover actions make it difficult to see or attack Influence.

Block:
This allows you to block an action from happening or to possibly shut down an entire Influence category. At least one additional AP beyond that of the initial act AP must be used to be successful, but partial blocks may reduce the effectiveness of the action targeted. Normally, the appropriate matching influence must be used in order to block. An example of blocking is as follows:

Terry is using 6 AP of underworld influence in an attempt to get 6 cases of firearms. Mary was overwatching with her underworld influence during this act (See Overwatch section) and has 4 AP to react with. Mary uses all 4 of her underworld AP to have the firearms be unavailable to Terry. Though Mary doesn't have the equal amount of underworld AP to completely stop the act, Terry may only receive 2 cases of firearms rather that the intended 6. If Mary had 7 AP for Overwatch reaction in this instance and had spent all of her AP, Terry would not be able to obtain any firearms at this time.

Steal:
In most cases stealing or killing another character's Influence provides only a temporary gain, or in the case of a kill, a temporary loss for the owner (though such actions can be permanent as well). The gain from stealing influence may become permanent depending on the resistance of the target influence. Uncontested acquisition is a permanent gain (See Protection section). In order to perform a steal action against a characters influence, the following acts must be accomplished:

-The identification of the influence type being perused (media, street, health, etc.) -The identification of the NPC's that indirectly work with the influence (retainers, influence names, etc.)

-The identification of the character that directly owns the influence. -Steal AP expenditure equal to the highest level of AP granted by the influence to the defending character. For example, if Larry has a level 4 influence that grants him 8 AP, the aggressor must accumulate 8 AP of the matching influence. -Sufficient roleplay in relation to stealing the influence (monitored by the ST Staff).

An example of stealing is as follows:

Dan is monitoring police influence with his level 4. Jack is performing actions with his police influence of level 5 and places 2 AP to cover. Dan is monitoring with 6 AP of police influence. In this instance Dan has tripled Jack's cover AP and discovers the type of influence being used (police), the identity of the NPC's that are performing Jack's actions (retainers or basic influence names), and the identity of Jack who is the direct owner (mastermind) of the influence. During the next downtime session Dan decides that he wishes to begin the process of stealing an influence level from Jack (remember that when a successful steal is performed, only the highest level of the influence is lost allowing the aggressor to raise his personal influence level by one (1). Dan uses all of his AP granted by his level 4 media (in this case 8 AP) to act as steal AP. During the next downtime session Dan uses all of his AP once again to act as steal AP that has now accumulated to 16 AP that is both the total AP granted

by Jack's level 5 influence (16) and which serves as the target number for this act of stealing. During these previous downtime sessions Dan has been providing sufficient roleplay to justify the wish of these influences to leave Jack's services and to work for Dan. This can be performed through various methods and is limited only by the creativity of the player. The ST staff monitors the roleplay aspects. When it is felt that sufficient roleplay has been performed, Jack's police influence will lower from a 5 to a 4 and Dan will be approved to purchase an additional level of police influence raising his from a 4 to a 5.

The process of stealing requires a separate downtime action and cannot be performed as part of an Overwatch reaction.

As stated previously, a player cannot hold multiple levels of the same influence (i.e. Media x3 and Media x4). If a player with a higher influence level performs a successful steal against a player with a lower level of similar influence, the player with the lower levels of influence will lose his highest portion of Action Points as granted by their influence level. For example:

Dana has Media influence at a level 5 and has successfully performed the steal act against Betty who has a Media influence at a level 4. Dana will maintain her Media level of 5 while Betty's Media influence will lower to a level 3. Though Dana has not raised her Media influence, she is making certain that Betty is of lesser threat to her future Media ambitions.

The only way to completely cover steal actions is with sufficient Cover actions, and this must all be written out with roleplay with each downtime steal submission.

Protection:
Protecting your influences is always a good idea. Protecting influences can keep other characters from stealing or in some cases killing your influences. In order to protect your influences you need to spend AP into the act of Protection. You may spend as much AP of the appropriate influence during downtime sessions as you wish. The total AP that you spend is cumulative and remains until whittled away by another characters Steal AP. For example:

Bob wishes to begin accumulating protection AP for his media influence. Bob has a level 5 media influence that grants him 16 AP. During the first downtime session of the month, Bob spends 5 of his 16 media AP to go towards protection. Bob now has 5 protection AP that must be matched by steal AP in addition to his maximum AP granted by his media before he loses the highest level of his media influence. During the second downtime session of the month, Bob wishes to increase his protection AP. This time he spends 6 AP of his media influence to raise his total protection AP to 11. This may be repeated each downtime session to increase the total protection AP for his media influence.

Protection AP can inform the character that someone is tampering with specified influence if the aggressor does not cover the act.

Influence Transfers: A character may lend his influence to another character on a temporary or permanent basis. The following explanations of Temporary and Permanent influence transfer are listed below:

-Temporary Transfer:
Any character may freely transfer temporary influence to any other character. Those transferring their influences to another character for use must include all information in your DT and verified by both parties. Include the influence type and the amount of time the lending is for. It cannot be lent for longer than one project, but it can be lent for less time. The influence is unusable by the owner during the time it is lent, regardless of it being spent or not and is not under the control of the original owner no matter what IC deal has been made. When the borrower wishes to use the Influence they turn in the card they received, or specify this action in their DT, along with the influence action it is used in. An ST must adjudicate these transfers. Keep in mind that when you temporarily transfer your influences to another character, you are giving them all information in regards to this particular influence. This may be used for a stealing process if the recipient of the temporary

loan chooses to do as such (see Steal section).

-Permanent Transfer:
All aspects must be done with approval of ST staff. Those transferring their influences to another character must include all information in your DT and be verified by both parties. Include the influence type that is being permanently transferred. Proxy transfers are unacceptable. Transfers in this manner are an action unto themselves, and depending on how the transfer is accomplished it will be added to the recipient's total value of Influence in that category. For example:

If Tom wishes to permanently transfer his occult influence of 5 to Jake, Jake will now possess an occult influence of 5. If Jake previously has a lower level of occult, his occult influence will be replaced to a level 5.

No decisions regarding influences or property may be made once a character is incapacitated or killed. Approved permanent transfers do not require the expenditure of XP by the recipient.

-Growth:
Influence may build on it's own as an action or through a creative project. The cost of increasing an influence by its own growth is equal to the square of the current AP of that level.
(Level 3 = 4 AP = 16 points required to grow to level 4.) An RP reason must, of course, be given. Blocks and other elements in the wonderful world of influence may increase or decrease this cost or availability. Other influences may aid the growth of an influence. This amount of aid that can be contributed is resolved on an individual basis, as the conditions of the ever changing world are never black and white and some influences are just worth more in any given circumstance. The contributions of AP form a foreign influence can never exceed one half the investment of the original influence. Growth AP used and target levels may also vary in value at the discrimination of the Influence ST due to elements that may not be obvious to the characters involved.

-Abilities:
can be used to increase the impact of Influence use, however there are two risks. First, the influence can be connected directly to the character, as opposed to Kindred's favorite tactic - deception from the shadows. Disciplines may also be used instead of or in conjunction with abilities; however, the STs may require an scene to be run in many cases. Second, if an ability is used to gain Influence and is failed, the PC may lose temporary influence instead. The Influence ST will decide if an ability is appropriate to the action and Influence type used. Declaring use of abilities has an affect that varies from case to case and is determined by the Influence ST. In most cases, each ability level invested will either add an AP to an action, or it will allow the Influence ST to reword your request more in your favor, as your ability may represent a better understanding of interaction with the subject matter.

Time Delays
- Some action or information requests take much longer than just as week. When this is true, the character should be notified that the process will take longer than a week and that they will need to maintain the influence investment until the task is complete. A final date can be projected, but the ever changing elements of the influence world may cause this date to change at any time.

Newspaper
- The local in character Milledgeville newspaper is entitled The Midnight Hour. The paper serves as the standard IC news source for Middle Georgia. The Midnight Hour reflects the daily and nightly activities of Georgia and sometimes can provide information from beyond the boundaries of the state. All major uses of influence should be reported to the ST staff with each downtime session. If used at game, an ST should always be present to supervise the act. Uses of influence always have the possibility of being reported in the Midnight Hour. If the actions are covered, then the cover story should be provided unless outside forces impose their will. Mwa ha ha!




Influence: Bureaucracy
People: Clerks, Utility Workers, Road Crews, Surveyors, and Civil Servants
Organizations: Government Agencies, and Bureaus
Synergy Ability: Bureaucracy

1 AP: Trace a utility bill. (Power, water, phone)
2 AP: Fake minor legal certificates or licenses (Birth certificate, or Drivers License) Have someone's utilities cut off (one utility per 2 AP spent)
Close a small road of park.
4 AP: Fake major legal certificates or licenses (death certificate, or Green Card)
Close public school for a day
Have a small business shut down for a violation (two weeks).
8 AP: Get a phone tap
Fake a deed
Start a departmental investigation.
16 AP: Start/stop city programs
Change city policy
Shut down a big business for a violation (two weeks)
Have areas rezoned
Remove someone completely from city/county records.


Influence: Church
People: Ministers, Rabbi, Priests, Bishops, Holy Orders, or even Church Sponsored Witch-Hunters
Organizations: Churches, Synagogues, Temples and Mosques
Synergy Ability: Theology

1 AP: Find out when and where a certain person attends services
Become certified as a member of the clergy
Gain access to Church records (Baptisms, Marriages, and Burials)
2 AP: Identify church leaders
Track Regular patrons
Have lay members suspended
4 AP: Close a single Church (two weeks)
Hold a Revival (two weeks)
Get the location of something/someplace with a True Faith rating
Get in to Private Church records
8 AP: Discredit or suspend High level Church members
Get the name of someone known to have True Faith
16 AP: Organize a Major protest
Gain access to Church Lore and Knowledge


Influence: Finance
People: CEO's, Bankers, Loan Agents, Stock Brokers, Bank Tellers, Financiers, and Accountants
Organizations: Banks, Loan Offices, Credit Offices and Stock Offices
Synergy Ability: Finance

1 AP: Raise $1,000
2 AP: Trace a small unsecured account
Push a Loan through
4 AP: Deny a loan
Stop a foreclosure
8 AP: Foreclose on bank owned Property
Ruin someone's credit rating
Force a small Business to close (two weeks)
16 AP: Arrange a Bank Holiday
Force a Major Business to close (two weeks)


Influence: Health
People: Doctors, Nurses, Orderlies, Ambulance Drivers, Paramedics, Lab Workers, Therapists, Pharmacists, Coroners, and E.M.T.s
Organizations: Medical Industry, Hospitals, Clinics, Blood Banks, and Morgues
Synergy Ability: Medicine

1 AP: Access a persons health records
Fake health records
Use public functions at your leisure
Get one Trait worth of Mortal Blood
2 AP: Access Medial research records
Get Minor lab work done
Get a copy of a Coroners report
Have a person Quarantined
4 AP: Alter Lab results
Alter medical records
8 AP: Acquire a body
Completely rewrite medical records
Have minor medical research preformed on a subject
Have a neighborhood Quarantined
Shut down a Business for Health code Violations (two weeks)
16 AP: Have special research Projects preformed
Have someone committed or released


Influence: High Society
People: Dilettantes, Artists, old money families, Models, Rock Stars, Sports Figures, Jet Setters, and TV and Movie Stars
Organizations: Art Galleries, Night Clubs, and Theatres
Synergy Ability: Etiquette

1 AP: Obtain hard to get tickets to shows
Block someone from seeing a certain show
2 AP: Track the movements of most celebrities and luminaries
Get a show to come to your area
4 AP: Cancel a show
Make sure that an individual can not find work in the area (two weeks)
8 AP: Perform in a local show
16 AP: Get on Television
Ruin a Club, Gallery Opening, Festival or other Posh Gathering


Influence: Industry
People: Union Workers, Foremen, Engineers, Construction Workers, Manual Laborers, and Blue Collar Workers
Organizations: Factories, Manufacture or Processing Plants, and Contracting Companies
Synergy Ability: Repair

1 AP: Get a single simple item made
Use an empty warehouse (one night)
2 AP: Have minor projects preformed
Arrange a small accident, or sabotage
4 AP: Organize a Strike
Gain Access to machinery for a short time (one night)
8 AP: Close a small plant (two weeks)
Revitalize a small plant
Have something mass produced (one hundred small simple items)
16 AP: Close a Large Plant (two weeks)
Have something very large, complicated, and unique made.


Influence: Legal
People: Judges, Lawyers, Bailiffs, Stenographers, Public Defenders, DA's and Clerks
Organizations: the Judicial Branch, Law Offices, Court Rooms, and Law Schools
Synergy Ability: Law

1 AP: Free representation on a minor case
2 AP: Avoid Bail for a charge
Have minor charges dropped
4 AP: Have Wills, Contracts, or Court dates altered
Get free representation for any court case
8 AP: Issue a Subpoena
Tie up a court case (two weeks)
Have most legal charges dropped
Cancel of arrange parole
16 AP: Close down almost any investigation
Have someone brought up for deportation


Influence: Media
People: Producers, Editors, Reporters, DJ's, Cameramen, Photographers, Journalists, and Anchormen
Organizations: Mass Communications, Journalism, Newspapers, Television Studios, and Radio Stations
Synergy Ability: Investigation

1 AP: Get a short article published
2 AP: Gain access to investigative reporting information
Have small details eliminated from an article
4 AP: Initiate news investigations and report
Gain 15 seconds of free air time during commercials on a local network.
8 AP: Stall something from being investigated (two weeks)
16 AP: Fake a broadcast on a local network news program
Kill local articles and reports completely


Influence: Occult
People: Cult Leaders, Charlatans, Occultists, New Agers, Hedge Mages and Street Profits
Organizations: Cults, Covens, Pagans, Masons, and Scientologists
Synergy Ability: Occult

1 AP: Learn what groups are in the area
Get the name of a member of an occult group.
2 AP: Find and contact obscure and high up people in the occult area
Get components from almost any ritual or rite.
4 AP: Get an idea of what kind of supernatural creatures are in the area
Get vital or rare ritual components
Access occult tomes and writings
Research a Basic Ritual from your sect
8 AP: Research an intermediate Ritual from your sect
Gain access to a minor magical artifact (one night)
16 AP: Research a major ritual from your sect


Influence: Police
People: Police Officers, Detectives, Prison Guards, Clerical Staff, Dispatchers, Special Divisions (like SWAT or Homicide) High way Patrol and Security Guards
Organizations: Law Enforcement, Police Stations, Prisons, and Sheriff Offices
Synergy Ability: Security

1 AP: Avoid traffic tickets
Learn Police Procedure
2 AP: have a license plate checked
Avoid a minor violation (the first time)
4 AP: Get copies of investigation reports
Have someone hassled or detained
Find Bureau secrets
8 AP: Access confiscated weapons or contraband
Have serious charges dropped
Start an investigation
16 AP: Institute major investigations
Arrange a set-up
Instigate Bureau investigations
Have Officers fired


Influence: Political
People: Politicos, Pollsters, Lobbyists, Activists, Party members, and Spin Doctors
Organizations: Zoning Committees, Mayors Offices, and Congressional Representatives
Synergy Ability: Politics

1 AP: Minor lobbying
Find out how a Politician plans to vote on a single issue
2 AP: Meet small time Politicians
4 AP: Sway or Alter Projects already underway.
8 AP: Enact minor legislation
Ruin a small Political figure
16 AP: get your Candidate in to a small office
Enact encompassing legislature


Influence: Street
People: Bums, Whores, Pimps, Street Hustlers, Petty Criminals, Punks and Freaks
Organizations: Slums, Barrios, Ghettos, and Gangs
Synergy Ability: Streetwise

1 AP: Identify gang turfs and habits
2 AP: Live without fear on the underbelly of society
Get small time contraband
4 AP: Arrange some service from street people or gangs
Get a Pistol or Uncommon Melee weapons
8 AP: Mobilize groups of homeless
Get a Shotgun, rifle, or SMG
Have a word in almost all aspects of gang operation
16 AP: Control a medium sized gang
Arrange impressive protests by street people


Influence: Transportation
People: Truckers, Pilots, Taxi Drivers, Boarder Guards, and Sailors
Organizations: Harbors, Railroads, Airports, Taxis and Shipping Companies
Synergy Ability: Drive

1 AP: Travel locally, quickly and freely
2 AP: Track someone using public transit
Arrange safe passage from mundane threats (robbery, sunlight etc.)
4 AP: Seriously hamper an individual's ability to travel (one night)
Avoid most supernatural dangers (Lupines)
8 AP: Shut down one form of Transportation (one night)
16 AP: Reroute major modes of travel
Smuggle with impunity


Influence: Underworld
People: Drug Dealers, Bookies, Tongs, Hit men, Fencers and Fixers
Organizations: Mafia, La Cosa Nostra, Yakuza and Organized Gangs
Synergy Ability: Larceny

1 AP: Find local contraband
2 AP: Obtain pistols, serious drugs, and stolen cars
Have someone "roughed up"
Fence stolen loot
4 AP: Obtain a Rifle, Shotgun or SMG
Arrange a minor "hit"
Met someone in "the Family"
8 AP: Make white color crime connections
16 AP: Arrange gangland assassinations
Hire a Demolition man, or Firebug
Supply local drug needs


Influence: University
People: Professors, Teachers of all Grades and Classes, Deans and Students
Organizations: School Boards, Greek Orders, and Colleges
Synergy Ability: Academics

1 AP: Find out the layout, and policies of a local school
Access to student resources
Get records up to high school
2 AP: Learn most basic abilities
Access to Faculty resources
Fake High School records
Obtain college records
4 AP: Call faculty favors
Cancel a class
Fix Grades
Have a Student discredited
8 AP: Organize student protests
Have a Faculty member discredited
16 AP: Falsify an undergraduate degree


Influence: Espionage
People: Spies
Organizations: Terrorist Groups and the FBI
Synergy Ability: Subterfuge

1 AP: Know about various agencies Arrange a tour of a facility Know the names of some public intelligence employees
2 AP: Get someone’s police records Arrange a “black mark” on someone’s federal records Know some of the less than public intelligence employees
4 AP: Get copies of an investigation report Get bureau information about procedures and policies Access minor espionage equipment, hand guns, or petty cash ($250) Perform minor alterations to federal records
8 AP: Sell minor intelligence secrets to foreign powers (and raise $5,000 if you avoid execution) Know some of the secret intelligence employees Access secret files or equipment Clean-up federal records or arrange to put someone on a wanted list
16 AP: Access top secret files or equipment Arrange a “sanction” Know rumors about projects beyond top secret clearance


Influence: Military
People: Military Personnel, Soldiers, Pilots, Sailors
Organizations: The Military, Marines, Army, Nay, Air force
Synergy Ability: Leadership

1 AP: Know about local military operations Dig up some minor weapons on the grey market (knives, pistols) Meet some local paramilitary individuals (survivalists, gun magazine publishers, psychopathic killers)
2 AP: Know about special military hardware Reprimand a local military individual Figure out which mail orders and suppliers have “the real deal” (and get access to rifles, specialized ammunition and some body armor)
4 AP: Get information about military ops that aren’t public knowledge Figure out who really runs things in local military groups Access minor military equipment (communication headsets, extra ammunition, uniforms) or petty cash ($250)
8 AP: Alter or create a service record “Borrow” a military weapon or piece of squad gear (assault rifle, submachine gun, sniper rifle, heavy body armor, hum-vee) Arrange for a small military operation
16 AP: Learn about secret military squads Arrange or clear a court martial “Borrow” heavy military gear (machine gun, combat engineering explosives, flame thrower)




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