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	<title>Interregnum - London Vampire LARP &#187; Character Generation</title>
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	<link>http://www.interregnum-larp.org.uk</link>
	<description>Second Sunday Of The Month</description>
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		<title>Setting: The Basics</title>
		<link>http://www.interregnum-larp.org.uk/2008/04/setting-the-basics/</link>
		<comments>http://www.interregnum-larp.org.uk/2008/04/setting-the-basics/#comments</comments>
		<pubDate>Fri, 11 Apr 2008 09:46:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Character Generation]]></category>
		<category><![CDATA[In The Beginning]]></category>
		<category><![CDATA[Setting]]></category>
		<category><![CDATA[clans]]></category>
		<category><![CDATA[sects]]></category>

		<guid isPermaLink="false">http://www.interregnum-larp.org.uk/?p=11</guid>
		<description><![CDATA[If you&#8217;re reading this, we&#8217;re going to assume that you&#8217;re familiar with the idea of Roleplaying games in general, and LARP in particular.  If you&#8217;re not, then we&#8217;d suggest reading the wikipedia entries on the subject, they&#8217;ll provide a better explanation than we have space to here.
In the world of Interregnum, vampires are real, [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re reading this, we&#8217;re going to assume that you&#8217;re familiar with the idea of Roleplaying games in general, and LARP in particular.  If you&#8217;re not, then we&#8217;d suggest reading <a title="Wikipedia on LARP" href="http://en.wikipedia.org/wiki/LARP">the wikipedia entries on the subject</a>, they&#8217;ll provide a better explanation than we have space to here.</p>
<p>In the world of Interregnum, vampires are real, and have been around for as long as mankind, hiding in the shadows, fighting amongst themselves in a great and secret war that has lasted for millennia.  The players take on the roles of vampires in the modern era, vampires who are still young by the standards of the some of the undying ancients in this conflict, who still have some idea what it means to be human.  The game is about their participation in this clandestine war, and their attempts to secure power and advancement for themselves, all while they attempt to preserve (or eliminate) the last traces of their humanity in the face of the monster they have become.</p>
<p><span style="text-decoration: underline;"><strong>Clans</strong></span></p>
<p>Vampires are divided into 13 distinct types, or lineages, known as Clans &#8211; groupings of vampires whose blood can be traced by to the same root, and who have similar powers (called Disciplines) and weaknesses.  Because vampires tend to Embrace (their term for the act of making a mortal into a vampire) mortals who appeal to them in some way, the members of these Clans tend to have more in common than just blood.</p>
<p><span style="text-decoration: underline;"><strong>Sects</strong></span></p>
<p>Vampire society is also divided on ideological lines, into two Sects &#8211; The Camarilla and The Sabbat.  And while being Embraced into a certain Clan is not an iron-clad guarantee of membership in a given Sect, it is generally held that six Clans belong to the Camarilla, two to the Sabbat, and five remain independent.  Members of a Clan who belong to a Sect that differs from that of their parent Clan are referred to as &#8220;anti-tribu&#8221; &#8211; for example the Toreador Clan belongs to the Camarilla, so a Toreador who is a member of the Sabbat is referred to as Toreador anti-tribu.</p>
<p><span style="text-decoration: underline;"><strong>The Camarilla</strong></span></p>
<p>By far the most numerous group of Vampires, the Camarilla is a society of Vampires that concerns itself mostly with the continued survival on the Vampire race, by enforcing a set of laws on its members, designed to prevent the existence of Vampires from becoming known to humans &#8211; a set of laws referred to as <a title="The Traditions" href="http://www.interregnum-larp.org.uk/2008/03/the-traditions/">The Traditions</a>.  The Sect is run along more or less feudal lines &#8211; a given territory is ruled by a Prince, who has various advisors and vassals to serve them and enforce their will, and the rules of the Camarilla.  It isn&#8217;t necessarily a just or fair rule, since it does rather enforce the primacy of older vampires, but it does provide a reasonably stable system that allows most of it&#8217;s members to get on with their unlives in (relative) peace, provided they don&#8217;t break certain rules.</p>
<p>The Clans of the Camarilla are:</p>
<ul>
<li><strong>Brujah</strong> &#8211; Long ago, this was a clan of warrior-philosophers, but the millennia have turned the youngest amongst them into little more than rebellious thugs.</li>
<li><strong>Malkavian</strong> &#8211; A clan of lunatics and madmen, given to disturbing insight.</li>
<li><strong>Nosferatu</strong> &#8211; Hideously disfigured information brokers and gatherers of secrets.</li>
<li><strong>Toreador</strong> &#8211; Artists and aesthetes, lovers and degenerates.</li>
<li><strong>Tremere</strong> &#8211; Secretive sorcerers, all bound to a common goal.</li>
<li><strong>Ventrue</strong> &#8211; Businessmen and policiticans, the nominal leaders of the Camarilla.</li>
</ul>
<p>We would strongly recommend that players new to the Vampire setting pick from one of these Clans for their first characters &#8211; their lives (and minds) tend to be slightly more stable than some of the other options.</p>
<p><span style="text-decoration: underline;"><strong>The Sabbat</strong></span></p>
<p>Holy warriors, organised like a cross between an army and religious cult, the Sabbat pursues its war against the ancient lords of the Vampire race with a terrible zeal.  Its monstrous members view humanity as a weakness to be transcended, and follow their own strange codes of ethics.  They often treat humans as little more than cattle, or victims for their bloody religious rites.  The Sabbat have fewer authority figures than the Camarilla &#8211; their are organized in a cell like structure, with the leaders of individual cells reporting to the Archbishop for a given area, but the very nature of their holy cause means that their membership in that Sect tends to be the dominating factor in the unlives of it&#8217;s adherents.  In so far as they have an laws to govern their conduct, they have follow a document known as <a title="The Code of Milan" href="http://www.interregnum-larp.org.uk/2008/03/the-code-of-milan/">The Code of Milan</a>.</p>
<p>The Clans of the Sabbat are:</p>
<ul>
<li><strong>Lasombra</strong> &#8211; Masters of darkness and shadow, these manipulative monsters lead the Sabbat.</li>
<li><strong>Tzimisce</strong> &#8211; These alien monsters reject all that was once human in them, and have the power to warp their flesh and others according to their twisted designs.</li>
</ul>
<p>The Sabbat welcome anti-tribu from almost any Clan and the majority of the Sect does in fact come from outside these Clans, but no individual Clan is a numerous within the Sect as these two are.</p>
<p><span style="text-decoration: underline;"><strong>The Independents</strong></span></p>
<p>The members of these Clans generally hold themselves apart from Sects, although individuals may chose to belong to one or the other.  Generally, they are expected to balance the codes of conduct of the ruling Sect of the area they live in with the demands of their Clan, if they are to survive in a given area.</p>
<p>The Independent Clans are:</p>
<ul>
<li><strong>Assamite</strong> &#8211; Blood cultists and assassins for hire.</li>
<li><strong><strong><strong>Followers of Set<strong> </strong></strong></strong></strong>- Egyptian in origin, this reviled Clan of corruptors has few allies, and works to it&#8217;s own mysterious agenda.  Despised though they may be, individuals have been known to seek them out for the mystic secrets they alone possess.</li>
<li><strong><strong><strong><strong><strong>Gangrel<strong> &#8211; </strong></strong></strong></strong></strong></strong>These bestial hunters are more at home in the wilderness than the cities.  Until recently, this Clan was part of the Camarilla, and many of its members still belong to that sect.</li>
<li><strong><strong><strong><strong><strong><strong><strong>Giovanni</strong></strong></strong></strong></strong></strong></strong> &#8211; Necromantic businessmen who traffic in money and human souls, and are almost as despised as the Followers of Set.  They are the only clan who have absolutely no members belonging to either Sect, and are bound by ancient treaties to remain neutral in the conflict between the two.</li>
<li><strong><strong><strong><strong><strong><strong><strong><strong><strong>Ravnos</strong></strong></strong></strong></strong></strong></strong></strong></strong> &#8211; Rootless wanderers and compulsive criminals distrusted because of their powers of illusion.</li>
</ul>
<p>Playing members of Independent Clans who chose to remain Independent is not recommended for novices, as they lack many of the protections and allies that members of the Sects enjoy, and will almost certainly have to work harder to get ahead.</p>
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		<title>Character Generation</title>
		<link>http://www.interregnum-larp.org.uk/2008/04/character-generation/</link>
		<comments>http://www.interregnum-larp.org.uk/2008/04/character-generation/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 19:32:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Character Generation]]></category>
		<category><![CDATA[In The Beginning]]></category>
		<category><![CDATA[characters]]></category>

		<guid isPermaLink="false">http://www.interregnum-larp.org.uk/?p=4</guid>
		<description><![CDATA[Interregnum is not like most normal Vampire LARPs.  In this game, Camarilla, Sabbat and Independent characters will have the opportunity to attend the same monthly gathering &#8211; the business of re-establishing London as a base of Kindred power  transcends sect.
Accordingly, players may play characters from any of the 13 core Clans.
Character creation uses [...]]]></description>
			<content:encoded><![CDATA[<p>Interregnum is not like most normal Vampire LARPs.  In this game, Camarilla, Sabbat and Independent characters will have the opportunity to attend the same monthly gathering &#8211; the business of re-establishing London as a base of Kindred power  transcends sect.</p>
<p>Accordingly, players may play characters from any of the 13 core Clans.</p>
<p>Character creation uses the standard rules from Vampire 3rd (revised) edition &#8211; the normal tabletop system, <em>not</em> the Mind&#8217;s Eye Theatre version, with 30 freebie points instead of the standard 15.</p>
<p>Clan and sect availability will have certain controls applied to it &#8211; for the game to work, there needs to be a balance between the sects.  Before writing a background, or generating a character, please <a href="mailto:refs@interregnum-larp.org.uk">contact the refs</a> to check that the clan and sect you want are available so they can reserve a slot for you before you start writing up character sheets or background.  Clan and sect will be allocated on a strictly first come, first served, basis.</p>
<p><span style="text-decoration: underline;"><strong>Backgrounds</strong></span></p>
<p>At minimum, a character&#8217;s background must answer the following questions:</p>
<ul>
<li>How old are they?  How old do they appear</li>
<li>What was their mortal life like?  Do they have any living relatives?  Are they in contact with any of them?</li>
<li>Why were they embraced?  What made them remarkable as a mortal?  What drew their sire to them?</li>
<li>How did the Embrace change them, if at all?  Are they glad to be a Vampire?</li>
<li>Who was their sire?  What was/is their relationship with them like?</li>
<li>Where in London will their haven be?  Do they maintain a mortal identity, or identities?</li>
<li>Do they have any unusual feeding habits?</li>
<li>What do they want?  What are they in London to achieve?  Why have they come to London in particular?</li>
</ul>
<p>In addition, please supply what you as a player consider the &#8220;win condition&#8221; for the character &#8211; the goal or goals that you as a player wish to achieve with this character as they enter the game (as distinct from what the character themselves wants). There is no requirement to retire characters who have achieved these ends, and these goals can be revised over time, but it helps to balance the game if the refs have some idea what you&#8217;re aiming for.</p>
<p>Don&#8217;t feel you have to write pages and pages &#8211; it is, of course, perfectly acceptable for the answers to be short and to the point &#8211; but that&#8217;s the sort of thing we&#8217;re looking for from your character background.</p>
<p><span style="text-decoration: underline;"><strong>The following restrictions apply:</strong></span></p>
<p>Your character may be no older than 100 years old, as a kindred.  The &#8220;Age&#8221; background is not available.</p>
<p>While your character may have spent time in London, and even been born there, they may not have been resident between May 1998 and June 2008.  For the sake of convenience, it is assumed that new characters have been in London for about a month, giving them time to have established havens, met with contacts, and generally dealt with the upheaval of moving their unlives from one city to another.</p>
<p>The Generation <a title="Backgrounds" href="http://www.interregnum-larp.org.uk/2008/04/backgrounds/">background</a> may be taken up to level 3, (10th Generation) freely.  9th Generation will require  ref approval, contingent on a good written background with potential to generate plot for the character.  8th Generation will also require ref approval, contingent on a truly superb written background that has the potential to generate plot for the game as whole.</p>
<p>No character may enter the game with a discipline at level 5.  Access to level 5 disciplines can only be earned during play with <a title="Getting Even Tougher!" href="http://www.interregnum-larp.org.uk/2008/04/spending-xp/">XP</a>.</p>
<p>Characters who belong to Clans that could have access to either Thaumaturgy or Necromancy as an out-of-clan discipline (Setites, Assamites, Tzimice) are limited to rank 2 in their primary path as starting characters.</p>
<p>Note that while other backgrounds only cost 1 freebie point per level, Influences cost 3 freebie points per level.</p>
<p>Characters belonging to a Bloodline, rather than a Clan are not available as PCs.</p>
<p>Autark characters are not available &#8211; if your Clan belongs to a sect, then you must either belong to that sect, or play anti-tribu and belong to the other. The only characters who may enter the game without a sect are those who belong to independent Clans.</p>
<p>For avoidance of doubt: the independent Clans are: Assamites, Followers of Set, Gangrel, Giovanni and Ravnos. Players of Gangrel characters can chose to have them belong to the Camarilla or the Sabbat if they so wish &#8211; while the Gangrel Clan has formally left the Camarilla, a number of loyalists have chosen to remain, and the status of the Gangrel anti-tribu remains unchanged.</p>
<p>The Tremere and Tzimice have no anti-tribu &#8211; if you wish to play either of these Clans, your character must belong to the appropriate sect.</p>
<p><span style="text-decoration: underline;"><strong>Just turn up!</strong></span></p>
<p>Don&#8217;t worry if you don&#8217;t have any ideas, or the faintest clue what we&#8217;re talking about on this page.  Refs are on hand before each game begins, and are only too pleased to help people come up with new characters, and get them into the game.  Similarly, if you want help with background itself, then discussing a verbal background with a ref before the game will be fine, as long as you can email it to us at some point before the following game.</p>
<p>Backgrounds and character stats can be sent to <a href="mailto:refs@interregnum-larp.org.uk">refs@interregnum-larp.org.uk</a>.  Please include character name and clan in the subject line of your email.  Do please remember to check that there is a slot available for a particular clan and sect is available before writing a detailed history or character sheet, and if there are any unusual powers or skills you wish them to have, please include those as well.  Use your judgement as to what might be required, but broadly, if a concept relies on out-of-clan disciplines, unusual supernatural merits or flaws, or truly world-class levels of ability, then it&#8217;s probably a good idea to mention it at the summary stage.</p>
<p>Independant clans, or rarities like Lasombra anti-tribu are much more likely to be rejected.  You are more likely to have success with the core clans and sects, and if you&#8217;ve got a lot of ideas, or aren&#8217;t sure what you fancy playing, then the refs are always happy to suggest what they feel the game needs.</p>
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		</item>
		<item>
		<title>Backgrounds</title>
		<link>http://www.interregnum-larp.org.uk/2008/04/backgrounds/</link>
		<comments>http://www.interregnum-larp.org.uk/2008/04/backgrounds/#comments</comments>
		<pubDate>Tue, 08 Apr 2008 20:50:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Character Generation]]></category>
		<category><![CDATA[In The Beginning]]></category>
		<category><![CDATA[System]]></category>
		<category><![CDATA[backgrounds]]></category>
		<category><![CDATA[downtimes]]></category>

		<guid isPermaLink="false">http://www.interregnum-larp.org.uk/?p=14</guid>
		<description><![CDATA[Many of the backgrounds in the Vampire game work slightly differently in Interregnum to the system provided by the tabletop, to reflect the LARP environment.  Here is a brief summary of the various backgrounds, and how they work in Interregnum.
Allies/Contacts
Removed, and replaced by the various Influences options.  Note that while other backgrounds only [...]]]></description>
			<content:encoded><![CDATA[<p>Many of the backgrounds in the Vampire game work slightly differently in Interregnum to the system provided by the tabletop, to reflect the LARP environment.  Here is a brief summary of the various backgrounds, and how they work in Interregnum.</p>
<p><span style="text-decoration: underline;"><strong>Allies/Contacts</strong></span></p>
<p>Removed, and replaced by the various <a title="Influences" href="http://www.interregnum-larp.org.uk/2008/04/influences/">Influences</a> options.  Note that while other backgrounds only cost 1 freebie point per level during character creation, Influences cost 3 freebie points per level.</p>
<p><span style="text-decoration: underline;"><strong>Fame</strong></span></p>
<p>Largely as per the Vampire: the Masquerade rulebook &#8211; this effect of this is largely social.</p>
<p><span style="text-decoration: underline;"><strong>Generation</strong></span></p>
<p>As per the Vampire: the Masquerade rulebook.  However, please the restrictions placed on this background in the <a href="http://www.interregnum-larp.org.uk/2008/04/character-generation/">Character Generation</a> section.</p>
<p><span style="text-decoration: underline;"><strong>Herd</strong></span></p>
<p>Your available blood in any given time in session is calculated as D4+3, plus your character&#8217;s levels in the Generation and Herd background.  The refs may adjust this level up or down by a point or two if you are judged to have had a particularly active downtime that requires either greater than usual blood expenditure, or would leave less time to hunt, or if you&#8217;ve hard a particularly quiet downtime.  Regardless, while most characters are likely to turn up reasonably well fed, characters without this background are unlikely to ever be fully-fed.</p>
<p><span style="text-decoration: underline;"><strong>Influences</strong></span></p>
<p>The single &#8220;Influence: background has been removed, and replaced with a variety of more specific options, which operate markedly differently, and are one of the cornerstones of downtime.  Please see the <a title="Influences" href="http://www.interregnum-larp.org.uk/2008/04/influences/">Influences</a> and <a title="Downtimes" href="http://www.interregnum-larp.org.uk/2008/04/downtimes/">Downtimes</a> sections for more information.</p>
<p><span style="text-decoration: underline;"><strong>Mentor</strong></span></p>
<p>Characters with a Mentor may ask them to assist with one of their Influences in each downtime &#8211; the downtime system will automatically roll your rating in this background, against difficulty 7, and successes will be added to your character&#8217;s rating in your chosen influence.  Over use of this background may result in the temporary, or even permanent loss of levels.</p>
<p>For characters with access to Necromancy or Thaumaturgy, Mentors can also provide the ongoing training that these disciplines require.  They can train a character up to their rating in one primary path, one less in a secondary, and two less in one tertiary path.  The Mentor&#8217;s paths are assumed to be the same as the characters, unless otherwise specified at character creation.</p>
<p><span style="text-decoration: underline;"><strong>Resources</strong></span></p>
<p>The background works largely as advertised &#8211; this covers your general standard of living and disposable income, whether from an actual job (a little unlikely, given that Vampires can hardly hold down a regular 9-5), investments, or however your character acquires cash.  In the interests of bringing the background in line with the British economy, and the decade&#8217;s worth of inflation that have occurred since the game was published, here&#8217;s approximately what each level represents in Interregnum.</p>
<ul>
<li>Subsistance living/student lifestyle.  Place of residence: a one bedroom flat in a crappy area, 250 quid a month disposable income after bills etc.</li>
<li>Personal comfort/normal gainful employment. Residence:  2 bedroom flat in a decent area.  500 quid a month disposable income.</li>
<li>Successful wealthy professional &#8211; Mid range lawyer/doctor/etc. Residence: 4 bedroom detatched house in a good area.  1500 quid a month disposable income.</li>
<li>Even if you never worked again, this would be very comfortable.  Residence: A slightly larger house somewhere very nice, plus a second home somewhere decent.  5000 pounds a month disposable income.</li>
<li>Even if your descendants were to do nothing but shove their inheritance up their nose from cradle to grave, it would last a generation or two.  Stupid wealth.  Several very nice homes around the world, 25,000 a month disposable income.</li>
</ul>
<p>Please note that this wealth is not a substitue for the Finance background, or vice-versa.  While the higher levels of this background would make it possible for someone to buy businesses, if they are bought with personal wealth, then they require time and effort in downtimes to run, or to find someone to else to run.  If they are bought with the Finance background, then it is assumed they are being run by contacts and allies according to the characters wishes.  The Finance Influence is the ability to use wealth (possibly even other people&#8217;s) effortlessly and without personal risk.  Resources is merely a measure of personal cash on hand.  While either one can make it easier to acquire the other, it&#8217;s perfectly possible to have high levels of one, and low levels of the other.</p>
<p><span style="text-decoration: underline;"><strong>Retainers</strong></span></p>
<p>Each level in this background adds another week to your characters available time in a given downtime month.  For more information, please see the <a title="Downtimes" href="http://www.interregnum-larp.org.uk/2008/04/downtimes/">Downtimes</a> section.</p>
<p><span style="text-decoration: underline;"><strong>Sect/Clan Status</strong></span></p>
<p>Characters with sufficiently high ratings in these backgrounds can attempt to use them to get assistance from appropriate NPCs in their downtimes.  Like the Mentor background, overuse of these may result in temporary or permanent loss of status.</p>
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		<title>Influences</title>
		<link>http://www.interregnum-larp.org.uk/2008/04/influences/</link>
		<comments>http://www.interregnum-larp.org.uk/2008/04/influences/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 13:04:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Character Generation]]></category>
		<category><![CDATA[In The Beginning]]></category>
		<category><![CDATA[System]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[downtime]]></category>
		<category><![CDATA[influences]]></category>

		<guid isPermaLink="false">http://www.interregnum-larp.org.uk/?p=8</guid>
		<description><![CDATA[Influences are one the major means by which Kindred accomplish their personal goals, and are an important part of the most character&#8217;s Downtimes.  They represent an individual vampire&#8217;s network of allies, contacts, acquaintances, and people they have some kind of hold over.  This page will tell you a bit about influences, how they [...]]]></description>
			<content:encoded><![CDATA[<p>Influences are one the major means by which Kindred accomplish their personal goals, and are an important part of the most character&#8217;s Downtimes.  They represent an individual vampire&#8217;s network of allies, contacts, acquaintances, and people they have some kind of hold over.  This page will tell you a bit about influences, how they work, and what you can expect to be able to do with the ones your character acquires.</p>
<p>Each of the 13 clans has certain areas of influence that they are considered to specialise in, and you can buy these for a lower XP cost (See <a title="XP" href="http://www.interregnum-larp.org.uk/2008/04/spending-xp/">the XP section</a> for details.), although the actual areas your character is personally interested in are entirely up to you.</p>
<p>Each character begins play with two dots to spend on clan influences. You can buy more, and also other influences with your freebie points.  Note that while other backgrounds only cost 1 freebie point per level, Influences cost 3 freebie points per level.</p>
<p>The clan influences are as follows:</p>
<ul>
<li>Brujah &#8211; University, Underworld</li>
<li>Malkavian &#8211; Health, Street</li>
<li>Nosferatu &#8211; Bureaucracy, Street</li>
<li>Toreador &#8211; High Society, Media</li>
<li>Tremere &#8211; Occult, Legal</li>
<li>Ventrue &#8211; Politics, Finance</li>
</ul>
<ul>
<li>Lasombra &#8211; Church, Politics</li>
<li>Tzimice &#8211; Occult, Underworld</li>
</ul>
<ul>
<li>Assamite &#8211; Underworld, Transportation</li>
<li>Followers of Set &#8211; High Society, Politics</li>
<li>Gangrel &#8211; Industry, Transportation</li>
<li>Giovanni &#8211; Health, Occult</li>
<li>Ravnos &#8211; Media, Transportation</li>
</ul>
<p>While London is huge, and a great prize for Kindred, there is a finite amount of influence available in each sphere for all the PCs (and cetain NPCs) in the game, and as it become more scarce, it is possible that your character will lose influences as well as gain them in the course of play, as the characters compete for them. &#8211; if for instance, your character is controlling a major gang via the Underworld influence, and another character has them arrested or killed to make way for their own gang, you will lose levels of influence, either temporarily or permanently.  If you are judged to have lost the levels permanently, you will get some XP back to compensate you for the loss &#8211; for more information about this, please <a href="http://www.interregnum-larp.org.uk/2008/04/spending-xp/">see the XP section</a>.</p>
<p>Below, you&#8217;ll find a guide to what each influence is, and what you can expect to be able to achieve in a month with a given level of influence.  This text is shamelessly taken, and slightly modified from the White Wolf&#8217;s Laws of the Night.  Please, don&#8217;t sue &#8211; if we didn&#8217;t make this information easily available to new players, they&#8217;d be hopelessly confused&#8230;</p>
<p><span style="text-decoration: underline;"><strong>Bureaucracy</strong></span><br />
You can manage various government agencies and bureaus. By dealing with social programs and public servants, you can spin red tape, bypass rules and regulations or twist bureaucratic regimentation to your advantage. Bureaucracy is useful in operating or shutting down businesses, faking or acquiring permits and identification papers and manipulating public utilities and facilities. Government clerks at the city and county level, utility workers, road crews, surveyors and other civil servants are potential contacts or allies.</p>
<ol>
<li>
<ul>
<li>Trace utility bills</li>
<li>Fake a birth certificate or driver’s license</li>
</ul>
</li>
<li>
<ul>
<li>Disconnect a single small residence’s utilities</li>
<li>Close a small road or park</li>
</ul>
</li>
<li>
<ul>
<li>Fake a death certificate, passport or green card</li>
<li>Close a public school for a single day</li>
<li>Shut down a minor business on a violation</li>
</ul>
</li>
<li>
<ul>
<li>Initiate a phone tap</li>
<li>Fake land deeds</li>
<li>Initiate a department-wide investigation</li>
</ul>
</li>
<li>
<ul>
<li>Start, stop or alter a city-wide program or policy</li>
<li>Shut down a big business on a violation</li>
<li>Rezone areas</li>
<li>Obliterate records of a person on a city or county level</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Church</strong></span><br />
Though the modem church has arguably less control over temporal society than it did in the Middle Ages, its policies still exert considerable influence over the direction of politics and communities. Knowing the appropriate people allows insight into many mainstream religions, such as Christianity, Judaism, Islam, Hinduism, Shinto or Buddhism (fringe or alternative groups, such as Scientology, are considered Occult). When you exercise Church Influence, you can change religious policy, affect the assignment of clergy and access a variety of lore and resources. Contacts and allies affected by Church Influence would include ministers, priests, bishops, Church-sponsored witch-hunters, holy orders and various attendees and assistants.</p>
<ol>
<li>
<ul>
<li>Identify most secular members of a given faith in the local area</li>
<li>Pass as a member of the clergy</li>
<li>Peruse general church records (baptism, marriage, burial, etc.)</li>
</ul>
</li>
<li>
<ul>
<li> Identify higher church members</li>
<li>Track regular church members</li>
<li>Suspend lay members</li>
</ul>
</li>
<li>
<ul>
<li> Open or close a single church</li>
<li>Find the average church-associated hunter</li>
<li>Access private information and archives of a church</li>
</ul>
</li>
<li>
<ul>
<li> Discredit or suspend high-level church members</li>
<li>Manipulate regional branches of the church</li>
</ul>
</li>
<li>
<ul>
<li> Organize major protests</li>
<li>Access ancient church lore and knowledge</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Finance</strong></span><br />
Manipulating markets, stock reports and investments is a hobby of many Cainites, especially those who use their knowledge to keep hidden wealth. Though your actual available money is a function of your Resources, you can use Finance Influence to start or smother businesses, crush or support banking institutions and alter credit records. Clearly, such power over money is not to be trifled with &#8211; fortunes are made and destroyed with this sort of pull. CEOs, bankers, stockbrokers, bank tellers, yes-men, financiers and loan agents are found among such work.</p>
<ol>
<li>
<ul>
<li>Learn about major transactions and financial events</li>
<li>Learn about general economic trends</li>
</ul>
</li>
<li>
<ul>
<li> Learn the motivations for many of the financial actions of others</li>
<li>Trace an unsecured small account</li>
<li>Raise capital to purchase a small business (single, small office)</li>
</ul>
</li>
<li>
<ul>
<li> Purchase a large business (a few small branches or a single large office or important service)</li>
</ul>
</li>
<li>
<ul>
<li>Manipulate local banking (delay deposits, some credit rating alterations)</li>
<li>Ruin a small business</li>
</ul>
</li>
<li>
<ul>
<li> Control an aspect of city-wide banking  (shut off ATMs, arrange a bank “holiday”)</li>
<li>Ruin a large business</li>
<li>Purchase a major company</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Health</strong></span><br />
Some vampires rely on connections in the medical community to acquire blood. Necromancers and practitioners of arcane arts may also require body parts or medical data to further their studies. Furthermore, maintaining the Masquerade often calls for alteration of medical records or faking ofparticular diseases; some Cainites even specialize in the study of blood-borne ailments. All of these sorts of research and development fall under the purview of Health Influence. Coroners, doctors, lab workers, therapists, pharmacists and specialists are just a few of the folks found in this field.</p>
<ol>
<li>
<ul>
<li>Access a person’s health records</li>
<li>Fake vaccination records and the like</li>
<li>Use public functions of health centers at your leisure</li>
<li>Get a single Blood Point of mortal blood</li>
</ul>
</li>
<li>
<ul>
<li> Access some medical research records</li>
<li>Have minor lab work done</li>
<li>Get a copy of a coroner’s report</li>
<li>Instigate minor quarantines</li>
</ul>
</li>
<li>
<ul>
<li> Corrupt results of tests or inspections</li>
<li>Alter medical records</li>
</ul>
</li>
<li>
<ul>
<li> Acquire a body</li>
<li>Completely rewrite medical records</li>
<li>Have minor medical research performed on a subject</li>
<li>Institute large-scale quarantines</li>
<li>Shut down businesses for “health code violations”</li>
</ul>
</li>
<li>
<ul>
<li> Have special research projects performed</li>
<li>Have people institutionalized or released</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>High Society</strong></span><br />
The glitterati at the top of society move in circles ofwealth and elegance, Many Kindred find such positions alluring, and they indulge in the passions of the famous and wealthy. Access to famous actors, celebrities and the idle rich grants a certain sway over fashion trends. Combined with Fume, a modicum of High Society Influence turns a vampire into a debonair darling of the most exclusive social circles. Among these circles, one finds dilettantes, artists of almost any stripe, old money families, models, rock stars, sports figures and jetsetters.</p>
<ol>
<li>
<ul>
<li>Learn what is trendy</li>
<li>Obtain hard-to-get tickets for shows</li>
<li>Learn about concerts, shows or plays well before they are made public</li>
</ul>
</li>
<li>
<ul>
<li>Track most celebrities and luminaries</li>
<li>Be a local voice in the entertainment field</li>
</ul>
</li>
<li>
<ul>
<li>Crush promising careers</li>
<li>Hobnob well above your station</li>
</ul>
</li>
<li>
<ul>
<li> Minor celebrity status</li>
</ul>
</li>
<li>
<ul>
<li>Get a brief appearance on a talk show that’s not about to be canceled</li>
<li>Ruin a new club, gallery, festival or other posh gathering</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Industry</strong></span><br />
The grinding wheels of labor fuel the economies and markets of the world. Machines, factories and blue-collar workers line up in endless drudgery, churning out the staples of everyday living. Control over Industry Influence sways the formation of unions, the movements of work projects, locations for factories and the product of manufacturing concerns. Union workers, foremen, engineers, construction workers, manual laborers and all manner of blue-collar workers exist among these ranks.</p>
<ol>
<li>
<ul>
<li>Learn about industrial projects and movements</li>
</ul>
</li>
<li>
<ul>
<li> Have minor projects performed</li>
<li>Arrange small accidents or sabotage</li>
</ul>
</li>
<li>
<ul>
<li> Organize minor strikes</li>
<li>Appropriate machinery for a short time</li>
</ul>
</li>
<li>
<ul>
<li> Close down a small plant</li>
<li>Revitalize a small plant</li>
</ul>
</li>
<li>
<ul>
<li> Manipulate large local industry</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Legal</strong></span><br />
Since many of the operations that Cainites undertake are at least marginally illegal, a good amount of sway over judges and lawyers is indispensable. Those Kindred who dabble in law often pull strings in the courts to make sure that the questionable practices of Cainite society go unnoticed and unpunished. Of course, a little Legal Influence is also excellent for harassing an enemy’s assets, too. Such Influence ranges from law schools and firms, to lawyers, judges, DAs, clerks and public defenders.</p>
<ol>
<li>
<ul>
<li>Get free representation for minor cases</li>
</ul>
</li>
<li>
<ul>
<li> Avoid bail for some charge</li>
<li>Have minor charges dropped</li>
</ul>
</li>
<li>
<ul>
<li> Manipulate legal procedures (minor wills and contracts, court dates)</li>
<li>Get representation in most court cases</li>
</ul>
</li>
<li>
<ul>
<li> Issue subpoenas</li>
<li>Tie up court cases</li>
<li>Have most legal charges dropped</li>
<li>Cancel or arrange parole</li>
</ul>
</li>
<li>
<ul>
<li> Close down all but the most serious investigations</li>
<li>Have deportation proceedings held against someone</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Media</strong></span><br />
Directing media attention away from vampire activities is a key component of the Masquerade. Putting specific emphasis on certain events can place an enemy in an uncomfortable spotlight or discredit a rival. With Media, you can crush or alter news stories, control the operations of news stations and reporters and sway public opinion, with DJs, editors of all varieties, reporters, cameramen, photographers and broadcasters at your disposal. At Storyteller discretion, Media Influence may also allow access to the more technical areas of television, radio or movies.</p>
<ol>
<li>
<ul>
<li>Learn about breaking stories early</li>
<li>Submit small articles (within reason)</li>
</ul>
</li>
<li>
<ul>
<li> Suppress (but not stop) small articles or reports</li>
<li>Get hold of investigative reporting information</li>
</ul>
</li>
<li>
<ul>
<li> Initiate news investigations and reports</li>
<li>Ground stories and projects</li>
</ul>
</li>
<li>
<ul>
<li> Broadcast fake stories (local only)</li>
<li>Kill local articles or reports completely</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Occult</strong></span><br />
The hidden world of the supernatural teems with secrets, conspiracies and unusual factions. Obviously, a vampire is aware that there are strange things out there by dint of his very existence (after all, if vampires exist&#8230;), but hard knowledge of such things is a function of Abilities. By using Occult Influence, you can dig up information to improve your knowledge, get inside the occult community and find rare components for magical rituals. Cult leaders, alternative religious groups, charlatans, occultists, New Agers and a few more dangerous elements can be found here.</p>
<ol>
<li>
<ul>
<li>Contact and make use of common occult groups and their practices</li>
<li>Know some of the more visible occult figures</li>
</ul>
</li>
<li>
<ul>
<li> Know and contact some of the more obscure occult figures</li>
<li>Access legally available resources for most rituals and rites</li>
</ul>
</li>
<li>
<ul>
<li> Know the general vicinity of certain supernatural entities and (possibly) contact them</li>
<li>Access vital or rare material components</li>
<li>Access occult tomes and writings</li>
<li>Research a level 1 or 2 ritual from your sect</li>
</ul>
</li>
<li>
<ul>
<li> Research a level 3 or 4 ritual from your sect</li>
</ul>
</li>
<li>
<ul>
<li> Unearth a level 5 ritual from your sect</li>
<li>Access minor magic items</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Police</strong></span><br />
“Honi soit qui mal y pense” is the motto of the police, but these days,Kindred and kine alike may have cause to wonder exactly that does <em>not</em> cover. That said, Police Influence can be very handy to assist with the Masquerade, to protect one’s holdings or to raid the assets of another. After all, attitude won’t save the anarchs whose haven is the target of a daylight raid. Police of all ranks, detectives, clerical staff, dispatchers, prison guards, special divisions (such as SWAT or homicide) and local highway patrol make up these ranks.</p>
<ol>
<li>
<ul>
<li>Learn police procedures</li>
<li>Hear police information and rumors</li>
<li>Avoid traffic tickets</li>
</ul>
</li>
<li>
<ul>
<li> Avoid minor violations (first conviction)</li>
<li>Get “inside information”</li>
</ul>
</li>
<li>
<ul>
<li> Get copies of an investigation report</li>
<li>Have license plates checked</li>
<li>Have police hassle, detain or harass someone</li>
<li>Find agency secrets</li>
</ul>
</li>
<li>
<ul>
<li> Access confiscated weapons or contraband</li>
<li>Have some serious charges dropped</li>
<li>Start an small investigation</li>
</ul>
</li>
<li>
<ul>
<li>Arrange setups</li>
<li>Instigate major investigations</li>
<li>Have officers fired</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Political</strong></span><br />
Deal-making is second nature to most vampires, so they can get along very well with other bloodsuckers &#8211; that is, politicians. Altering party platforms, controlling local elections, changing appointed offices and calling in favors all falls under the purview of Political Influence. Well-timed blackmail, bribery, spin doctoring or any sundv tricks are stock in trade on both sides of this fence. Some of the likely contacts and allies include pollsters, lobbyists, activists, party members, spin doctors and politicians from rural zoning committees to the mayors of major cities or members of Parliament.</p>
<ol>
<li>
<ul>
<li>Minor lobbying</li>
<li>Identify real platforms of politicians and parties</li>
<li>Be in the know</li>
</ul>
</li>
<li>
<ul>
<li> Gamer inside information on processes, laws and the like</li>
<li>Meet small-time politicians</li>
</ul>
</li>
<li>
<ul>
<li>Sway or alter political projects (local parks,renovations, small construction)</li>
</ul>
</li>
<li>
<ul>
<li> Enact minor legislation</li>
<li>Dash careers of minor politicians</li>
</ul>
</li>
<li>
<ul>
<li> Get your candidate in a minor office</li>
<li>Enact encompassing legislature</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Street</strong></span><br />
Ignored and often spat on by their “betters,” those in the dark alleys and slums have created their own culture to deal with life and any outsiders who might come calling. When calling on Street Influence, you use your connections on the underside of the city to find the homeless, gang members of allsorts, street buskers, petty criminals, prostitutes, residents of the slums or barrios, and fringe elements of so-called “deviant” cultures.</p>
<ol>
<li>
<ul>
<li>Open an ear for the word on the street</li>
<li>Identify most gangs and know their turfs and habits</li>
</ul>
</li>
<li>
<ul>
<li> Live mostly without fear on the underside of society</li>
<li>Keep a contact or two in most aspects of street life</li>
<li>Access small-time contraband</li>
</ul>
</li>
<li>
<ul>
<li> Get insight into other areas of Influence</li>
<li>Arrange some services from street people or gangs</li>
<li>Get pistols or uncommon melee weapons</li>
<li> Control a single medium-sized gang</li>
</ul>
</li>
<li>
<ul>
<li> Mobilize groups of homeless</li>
<li>Get hold of a shotgun, rifle or SMG</li>
<li>Control a large gang, or several smaller gangs.</li>
</ul>
</li>
<li>
<ul>
<li> Control several large gangs</li>
<li>Arrange impressive protests by street people</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Transportation</strong></span><br />
Most Cainites make their havens in defensible parts of cities. Traveling across the wilderness is difficult, with the problems of daylight and marauding Lupines. Without this Influence, the vampiric world shrinks into islands of “civilization” with dangerous wastelands in between. Getting access to special supplies and services can also take a measure of Transportation. All these things can be controlled with a bit of sway over truckers, harbors, railroads, airports, taxis, border guards, pilots and untold hundreds, as well as more mundane aspects like shipping and travel arrangements.</p>
<ol>
<li>
<ul>
<li>Know what goes where, when and why</li>
<li>Travel locally quickly and freely</li>
</ul>
</li>
<li>
<ul>
<li> Track an unwary target if he uses public transportation</li>
<li>Arrange passage safe (or at least concealed) from mundane threats (robbery, terrorism, sunlight, etc.)</li>
</ul>
</li>
<li>
<ul>
<li> Seriously hamper an individual’s ability to travel</li>
<li>Avoid most supernatural dangers when traveling (such as Lupines)</li>
</ul>
</li>
<li>
<ul>
<li> Shut down one form of transportation (bus lines, ships, planes, trains, etc.) temporarily</li>
</ul>
</li>
<li>
<ul>
<li>Reroute major modes of travel</li>
<li>Smuggle with impunity</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>Underworld</strong></span><br />
The world of crime offers lucrative possibilities to strong-willed or subtle leaders. Guns, money, drugs and vice -such delicious pastimes can be led by anyone talented or simply vicious enough to take them. U&amp;urkd Influence lets you call on such favors for all manner of illegal dealings, and its ranks are filled by the Mafia, La Cosa Nostra, drug dealers, bookies, Yakuza, tongs, hitmen, fences and criminal gangs.</p>
<ol>
<li>
<ul>
<li>Locate minor contraband (knives, smalletime drugs, petty gambling, scalped tickets)</li>
</ul>
</li>
<li>
<ul>
<li> Obtain pistols, serious drugs, stolen cars</li>
<li>Hire muscle to rough someone up</li>
<li>Fence stolen loot</li>
</ul>
</li>
<li>
<ul>
<li>Obtain a rifle, shotgun or SMG</li>
<li>Arrange a minor “hit”</li>
<li>Meet someone in “the Family”</li>
</ul>
</li>
<li>
<ul>
<li> Make white-collar crime connections</li>
</ul>
</li>
<li>
<ul>
<li>Arrange gangland assassinations</li>
<li>Hire a demolition man or firebug</li>
<li>Supply local drug needs</li>
</ul>
</li>
</ol>
<p><span style="text-decoration: underline;"><strong>University</strong></span><br />
Institutions of learning and research are the purview of the University Influence. Access to the halls of learning can help you with any number of resources, from ancient languages to research assistance to many impressionable young minds. School boards, students from kindergarten through college, graduate students, professors, teachers, deans, Greek orders and a variety of staff fill the ivy-covered halls.</p>
<ol>
<li>
<ul>
<li>Know layout and policy of local schools</li>
<li>Have access to low-level university resources</li>
<li>Get records up to the high school level</li>
</ul>
</li>
<li>
<ul>
<li> Know a contact or two with useful knowledge or Abilities</li>
<li>Have minor access to facilities</li>
<li>Fake high school records</li>
<li>Obtain college records</li>
</ul>
</li>
<li>
<ul>
<li> Cancel a course</li>
<li>Fix grades</li>
<li>Call in faculty favors</li>
<li>Discredit a student</li>
</ul>
</li>
<li>
<ul>
<li> Organize student protests and rallies</li>
<li>Discredit faculty members</li>
</ul>
</li>
<li>
<ul>
<li> Falsify an undergraduate degree</li>
</ul>
</li>
</ol>
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