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Influence

In a Primacy chronicle, the characters are assumed to be powerful vampires in the Danse Macabre. This doesn't mean they are especially old or supernaturally powerful, but that they have influence over some aspect of mortal society.

At the top of the ladder of Influence in the area is the Vice President (though the Senior Partners pull their strings as well). No matter what happens, the VP remains a Storyteller character. This is one of the main conceits of Primacy. It is better to manipulate the VP than to be the VP. In a Primacy chronicle, the players strive to use their Influence to shape the city where they rule, steer Kindred society, and convince the VP to do what they think is best.

Influence is a new Advantage unique to Kindred like Blood Potency. Unlike Blood Potency, however, Influence rises and falls rapidly through play and does not inevitably drive the character who has it towards a grim end. Unlike Status Merits, Influence is not completely beneficial. Having five dots in Covenant Status is great it makes you the Bishop and makes your role in vampire society clear. Reaching the peak of Influence makes you a target for those below you because your power is a threat to theirs.

Influence is a multifaceted trait that impacts play in many different ways. For the most part, its mechanisms build on the rules you already know. As a unique property of Primacy, however, Influence interacts with actions that are only taken at this scale of play.

The Influence Advantage is a tool for managing great power and intrigue. Rather than presume that the players of cunning undead masterminds must be political geniuses themselves, Influence assumes a level of capability on the part of the characters and spares the players too much detail. Influence is a common language that makes it easy for casual players to interact in a complex game world. It reveals the stakes of actions, the wages of success, and the costs of failure. It just makes things easier.

Influence Presentation: Powerpoint or Keynote
Influence section from Damnation City - Keep in mind we are ignoring rules for Resources and Agents if you use this as a reference.

Influence Dots
Influence is rated from one to ten dots. All characters in a Primacy chronicle automatically have the Influence Advantage.

Players may voluntarily reduce their Influence to increase that of another character by one. Thus the players can extend the reach of their characters into the heights of power if they can work together in the face of great temptations.

Every level of Influence brings with it more and more power to control and manipulate the mortal world and the assets of the city as described below. But Influence is a delicate resource. It can be gained and lost.

Influence is rated on a scale of 1-10, and has three primary properties. Each level of Influence increases the values of the properties.

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Influence Chart
Influence
Input
Assets Max
Protection/Loyalty
1
1
10
1
2
1
15
1
3
2
20
2
4
2
25
2
5
3
30
3
6
3
35
3
7
4
40
4
8
4
45
4
9
5
50
5
10
5
55
5

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Determining and Tracking Influence

If a character's total dots in Assets rise past the maximum for his level of Influence, he gains a dot of Influence. If the character's total dots in Assets drop below the maximum for the next-lowest level of Influence, he loses a dot of Influence.

If a character's Influence points are exhausted, he may reduce his Influence dots by one to restore a number of Influence points equal to half his old Influence dots. Thus, if Dante willingly gives up one of his six dots in Influence, he regains three Influence points (half of six, the level he just sacrificed) but must cut loose up to five dots worth of Assets.

In-game actions, such as defeating a rival vampire with greater Influence, can earn an Influence boost at the Storyteller's discretion.

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Influence Points
Like Willpower, Influence is made up of both dots and points. Influence points also called Juice, in the lingo of politics are spent and restored during play. Spend Juice to:

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Input
You will be able to use Input to sway decisions in much the same way we have used Stocks up to this point. If an issue comes to a vote, you will use your Input to back one side or the other (or abstain).

We will be having the Vice President make some decisions that characters will be able to sway using their Input. This is an opportunity to gain Status, and Influence from the VP.

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Assets
Assets are the main commodities of Primacy. They are the primary way that characters are likely to interact with the world, whether it means putting a stop to a threat against the Kindred court or making a power play against a rival vampire.

Assets represent mortal men and women under the character's influence. Assets may be motivated by money, blackmail, intimidation, the Blood or Disciplines it doesn't really matter at this stage. What matters is that these people do the characters bidding eagerly, miserably, warily, and shamefully.

Assets are a finite resource. There are only so many medical doctors, experts in the occult, gunmen, and speechwriters that can be brought into service by the undead without risking the Masquerade. The number of viable Assets that are worth the risk is even lower. In game terms, this means that only so many characters whether the players or the Storytellers can have dots in each Skill as Assets. The Storyteller declares how many Assets are in play for any given Skill.

This makes each Asset a distinct and precious resource, and the Kindred who controls that Asset becomes a target for allegiance or attack. If you want a good surgeon to save the life of your ghoul, you go to the vampire with a surgeon in his pocket.

This makes each Asset a distinct and precious resource, and the Kindred who controls that Asset becomes a target for allegiance or attack. If you want a good surgeon to save the life of your ghoul, you go to the vampire with a surgeon in his pocket.

Acquiring Assets
At the beginning of play, every player has a number of points, which are determined by their Influence dots that are to be distributed among their Assets. At this point, the Assets put into play in the game world by the Storyteller do not limit the players. This is where the players first get to impact the game world by putting Assets into play with their initial dots.

Once the chronicle has begun, Assets are gained and lost only through in-game actions. The number of dots listed for Assets at each level of Influence is not guaranteed. One character with three dots in Influence might only have 21 dots of Assets while another has 25. It all depends on what Assets are available to be won.

Rather than buying new dots in Assets with experience points, players must lure or coerce Assets away from other characters, undertake actions to draw new Assets out of the city, or wait for the Storyteller to introduce a new Asset into the chronicle.

Recording Assets
A character may have more than one Asset per Skill. Each Asset must be recorded as a separate trait. To distinguish Assets from another, they may be given names or some other descriptor, depending on their prominence in the chronicle.

For example, Dr. Bell, the surgeon, might be a 4-dot Medicine Asset. Dr. Sparrow, the Psychiatrist, might be a 2-dot Medicine Asset, and Teresa Rice, the Paramedic, might be a 1-dot Medicine Asset.

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Protection and Loyalty
Beyond just dots, Assets may be affected by two additional traits: Loyalty and Protection. Protection guards an Asset against physical harm, specifically attacks from other vampires and their minions. Loyalty inspirits an Asset, helping it to resist coercion, seduction, and bribery. These are simple binary conditions: An Asset is protected or it isn't. An Asset is inspirited or it isn't. A character can protect or inspirit a number of Assets at a time as determined by his Influence dots. Check the Protection or Loyalty box for an Asset that is protected or inspirited. An asset can be simultaneously protected and inspirited.

Protection
Assets can be attacked. Some vampires are content to snuff out an opponent's advantage if it can't be stolen away. Men in dark suits drag an enemy Asset from his bed and back to their master, where the vampire lord devours him. Desperate junkies stab the enemy Asset in his driveway in exchange for a hit from their master. An unidentified gunman shoots the Asset in his car, and then disappears into the city.

If a vampire believes an Asset is at risk, she can assign it Protection. Protection steels an Asset against attack and making it more likely to survive attempts on its life. If the vampire has Assets in Brawl, Firearms, or Weaponry, the player may reflexively contest any attacks on the Asset by rolling Presence + the appropriate Skill, reflecting the power with which the vampire has motivated her muscle. (This is a free attack action; see "Actions" below.)

If the vampire has none of the appropriate Assets, she simply assures the Asset that everything will be all right or devises a plan to keep the Asset safe until help can arrive. Increase the target number to kill the Asset by the vampire's dots in Intelligence or Presence (player? choice).

Loyalty
Assets can be turned away from their masters. Some vampires aren't content to go through another Kindred to get what they want. They resolve to make the Asset theirs. Men with suitcases full of cash show up on the Asset's doorstep. An envelope of incriminating pictures turns up in the mail. The vampire herself looks the Asset in the eye and commands him to come with her.

If a vampire believes an Asset to be at risk of coercion, she can inspirit it and steel its Loyalty. If the vampire has Assets in Intimidation, Persuasion, or Subterfuge, the player may reflexively contest any coercion of the Asset by rolling Manipulation + the appropriate Skill, reflecting the strings the vampire is pulling with her Assets.

If the vampire has none of the appropriate Assets, she does her best to keep the Asset happy enough to stay (or too frightened to leave). Increase the target number to coerce the Asset by the vampire's dots in Strength or Manipulation.

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Taking Action
In Primacy, the core gameplay is largely unchanged. A Primacy character can do anything an ordinary Vampire character can do if she's willing to expose herself to physical harm by going out into the World of Darkness and doing things herself.

When "pulled back" to the level of lofty politics and manipulations, Primacy play has a few distinct changes from regular Vampire play. For one, a Primacy character's Attributes are used a bit liberally. The assumption is that masters lead their Assets by example. Thus, a vampire with great Composure has Assets that gain confidence from her grace under pressure and draw on her Composure when taking action on her behalf. A vampire with great Stamina has Assets that learn to suffer and endure by pushing themselves harder with the knowledge (and fear) of what they may be forced to suffer if they do not. Here's what makes actions in Primacy play distinct: