We are going to be using the Influence system as per the rulebook. There are 12 categories of Influence you can take, as listed. These can be taken in Underworld or Elite and will reflect different elements of those areas.
Influence (Bureaucracy): 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. Influence (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.
Influence (Church): Although the modern church has arguably less control over temporal society than it did in the Middle Ages, church policies still exert considerable influence over the direction of politics and communities. Knowing the appropriate people gives a character insight into many mainstream religions, such as Christianity, Judaism, Islam, Hinduism, Shinto or Buddhism. (Fringe or alternative groups, such as Scientology, are the purview of the Influence (Occult).) When you exercise Influence (Church), you can change religious policy, affect the assignment of clergy and access a variety of lore and resources. Contacts and allies affected by Influence (Church) would include ministers, priests, bishops, Church-sponsored witch-hunters, holy orders and various attendees and assistants.
Influence (Finance): Manipulating markets, stock reports and investments is a hobby of many, especially those who use their knowledge to keep their wealth hidden. Although your actual available money is a function of your Resources, you can use Influence (Finance) 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. Fortunes are made and destroyed with this sort of power.
Influence (Health): Some creatures 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. These sorts of research and development fall under the purview of Influence (Health). Coroners, doctors, lab workers, therapists, pharmacists and specialists are just a few of the folks found in this field.
Influence (High Society): The glitterati at the top of society move in circles of wealth and elegance. Many people 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 Fame, a modicum of Influence (High Society) turns a character into a debonair darling of the most exclusive social circles. Among these circles, one finds dilettantes, artists of any stripe, old money families, models, rock stars, sports figures and jet-setters.
Influence (Logistcs): The grinding wheels of labor fuel the economies and markets of the world. Machines, factories and cyan-collar workers line up in endless drudgery, churning out the staples of everyday living. Influence (Industry) 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 cyan-collar workers exist among these ranks.
Influence (Media): Directing media attention away from ones activities is a key component of survival for some supernatural creatures. Putting specific emphasis on certain events can put an enemy in an uncomfortable spotlight or discredit a rival. With Influence (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 the Storytellers discretion, Influence (Media) may also allow access to the more technical areas of television, radio or movies.
Influence (Occult): The hidden world of the supernatural teems with secrets, conspiracies and unusual factions. Obviously, most supernatural creatures are aware that strange things exist out there by dint of their very existence, but acquiring hard knowledge of such things is a function of Abilities. By using Influence (Occult), 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 and New Agers can be found here.
Influence (Police): “To protect and serve” is the motto of the police, but these days, many people have cause to wonder who is being protected and served. That said, Influence (Police) can be very handy in protecting ones holdings or raiding the assets of another. Police of all ranks, detectives, clerical staff, dispatchers, prison guards, special divisions (such as SWAT or homicide) and local highway patrol officers make up these ranks.
Influence (Political): Altering party platforms, controlling local elections, changing appointed offices and calling in favors all fall under the purview of Influence (Political). Welltimed blackmail, bribery, spin-doctoring and sundry other tricks are the 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 representatives in Congress.
Influence (Street): Ignored and often spat upon by their “betters,” those in the dark alleys and slums have created their own culture to deal with life and any outsiders who might intrude. When calling on Influence (Street), you use your connections on the underside of the city to find the homeless, gang members of all sorts, street buskers, petty criminals, prostitutes, residents of the slums or barrios and fringe elements of so-called “deviant” cultures.
Influence (University): Institutions of learning and research are the purview of the Influence (University). Access to the halls of learning can grant 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 buildings.
Edit Notes: Influence Legal has been edited out for being too similar.
Influence Underworld was never supposed to be there.
Influence Industry has been combined with Transportation and is now called Logistics.