Elysium Nights Theater Influence Rules: v2.1beta1 07/26/1998



Comments are welcome.
Please note that this is the v 2.1 beta 1. If any errors are found, we will update them (and increment the number after the beta). Please look these over and make sure the rules are clear, understandable, contain no typos, etc.

TABLE OF CONTENTS:
Basics:
Introduction; Concealment; In-game/Out-of-game Cost; Layaway Cards; Primary Influence Types; Repairing An Item; Time Cost; Links; Version Control.
Items: Armor; Firearms; Melee/Missle; Reinforcement; Stakes; Other Items.
Other Activities: Diminishing Influence Attack; Haven Building and Attacking; Influence Investigation; Ritual Research.

INTRODUCTION:
There are five different types of influences: Business, Government, Herd, Occult, and Underworld.
All characters start with 3 influences except Tremere, who start with 2, and Toreador, who start with 3 or 4. Influences may be purchased for 1 xp or freebie each.
All influence types may be used to build or attack havens, attack others' influences, or investigate characters or actions.
Business, Government, Underworld, and Occult (to a lesser extent) may be used to acquire items.
Herd may be used as sources of blood (normally 3 points of blood per herd, this amount may decrease if in-game events have broken or threaten the masquerade).
Occult may be used for research and development of new rituals.

CONCEALMENT:

IN-GAME/OUT OF GAME COST:
All item prices listed below are doubled when the player attempts to get the item during the game.

LAYAWAY CARDS:
All influence actions that are discrete events that are continued over several months (partially buying an item, researching a ritual) will be given out on "layaway cards". The layway card should be signed by an ST, dated, list the influences used, and list the task working toward. These cards can be given away or sold by the owning character. If the player loses the card, then that work is lost.

PRIMARY INFLUENCE TYPES:
Any of the five influence types not specified as a primary type is considered a secondary type. Herd and cash are secondary types for all items. If the primary type is "any", any of the five types and/or cash may be used. The total influence expenditure must be at least 50% primary influences.
Example: An item that costs 4 influences can be obtained by any of the following ways:

REPAIRING AN ITEM:
If an item is broken (such as armor that has all of its boxes marked or a melee weapon that had too much Potence used on it) or has reached its expiration date, it can no longer be used. The item may be restored to full working condition by spending half its original cost (using the original item's primary category). Armor may be restored if it is only partially damaged but the repair costs the full amount.
Examples: A 3 trait, 2 wound gun is would cost 7 (15/2, round down) influences to repair. The same rifle with a silencer would cost 15 (15 for the original rifle + 15 for the silencer/2) to repair.

TIME COST:
If an influence expenditure (including use of herd) uses 10 or less influences, that task takes 10 minutes. Otherwise, the task takes 30 minutes. Reinforcement and ritual research can only be performed during downtime.

ARMOR:
PRIMARY INFLUENCE TYPES: Business, Government.
Each point of armor is a box on the item card. For each hit received in combat, the victim may mark off a box to automatically ignore one wound level of damage. Exceptions: aggravated wounds, the first wound level of damage caused by a staking attempt, and the damage caused by Cauldron or Control may not be soaked by armor. Armor does not regenerate after a scene - once a box is marked off, the armor must be repaired before it is marked again. A character may only wear one armored item.

FIREARMS:
PRIMARY INFLUENCE TYPES: Government, Underworld.

MELEE/MISSLE/STAKES:
PRIMARY INFLUENCE TYPES: Business, Occult, Underworld.
Stakes cannot be reinforced. Melee weapons other than stakes can also be used as missle weapons.

REINFORCEMENT:
PRIMARY INFLUENCE TYPES: Business, Underworld.
There are two levels of weapon reinforcement. Reinforcement is needed if potence is used to more than double the original wound capability of the weapon. Reinforcement can only be performed during downtime. Stakes cannot be reinforced.

OTHER ITEMS:
PRIMARY INFLUENCE TYPES: Any.

DIMINISHING INFLUENCE ATTACK:
PRIMARY INFLUENCE TYPES: Any.

HAVEN BUILDING AND ATTACKING:
PRIMARY INFLUENCE TYPES: Any.
For haven information, see the
Links section.

INFLUENCE INVESTIGATION:
PRIMARY INFLUENCE TYPES: Any.

RITUAL RESEARCH:
PRIMARY INFLUENCE TYPE: Occult.

LINKS:

VERSION CONTROL:



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