Influence Guide
Overview
In a game that seeks to emulate the normal world, influence is one of the most powerful things at your disposal. Sure, disciplines and rituals allow you to literally allow you to exert your will over reality, but there is a certain pleasure in moving pawns into place and setting them to task. This is what the Influence system allows for in a MET game.
First, Influence is split up into individual areas.
Bureaucracy | Church | *Espionage | Finance |
Health | High Society | Industry | Legal |
Media | *Military | Occult | Police |
Politics | Street | Military | Transportation |
Underworld | University |
* Military and Espionage. These are only to be taken with storyteller approval only as they are highly restricted to advanced players who have earned them in game.
Now, within the books for Mind’s Eye Theater, actions are listed for levels 1-10 of these influences. However, for the purposes of this document we will first focus on levels 1-5 as found in Laws of the Night.
In Horizon characters will have their usual Rank and Pips in an Influence. Each level has an increasing threshold of Pips that the character must have to achieve, as follows:
Level | Minimum Pips |
---|---|
1 | 2 |
2 | 4 |
3 | 8 |
4 | 16 |
5 | 32 |
From the Minimum to the next Threshold they are considered to have that level of a given Influence. The number of Pips the character has also translates to the number of points they get to spend for Influence actions each month. These points can be banked from month to month in a Pool up to 10 x their Pip level. To perform an action as listed in the Laws of the Night book for a level that they possess they must spend a number of points equal to the Minimum for that level. On your sheet these numbers will show as follows: Influence: Rank (Pips/Pool); for example Street 2 (4/32) representing Street Influence 2 with 4 Pips and a Pool of 32 saved up.
For instance, Tommy Akashic with 5 dots (or levels) in High Society has 32 points worth of High Society that he can use every downtime. If he spends one point during check in to “Know what is Trendy” as listed in Laws of the Night as a level 1 action, he will be down to 30 until the next refresh cycle. Now, because he has 5 dots (or levels) in the influence, He can do up to level 5 actions from the book. (This cap is subject to Arete x2 *with a minimum of 5*. Standard Characters have a cap of 5 levels of abilities / influence (Specifics on this can be found in Laws of Ascension). Merits, Traits given via Tradition Advantage and high Arete can grant the ability to use more. He can spend as many points as he wants to accomplish the actions listed below, but the highest effect he can achieve in this example for any other action is limited to 5 . (For Street, control a minor gang for instance)
Actions
There are actions that we allow players to use that do not appear in Laws of the Night. These actions are as follows:
- Block
- Destroy
- Growth
- Growth Asset
- Hide
- Inject
- Loan
- Rumors
- Steal
- Trace
BLOCK
Block is a very powerful action. You may block one action per use. Anyone attempting that action within that area of influence must first overcome the block you have placed. If one encounters a Block they may spend an additional point to allow them to add more points into the action.
Example: George Dreamspeaker has spent 10 points on blocking the purchase of Underworld Assets. Tommy Akashic has spent 3 points to purchase a Car Dealership known to be connected to the mob, while Sally Verbena spends 15 AP to purchase a small casino. Tommy’s action will fail, as he has not spent enough AP to overcome the block. Sally VerbenaHermetic’s action however, will succeed. After the 10 point block is accounted for, she has still spent 5 AP to purchase the asset – which is sufficient. However, Tommy spends 6 points to add 5 to his action. This brings it to 8, still not sufficient to overcome the block. If on the other hand he spent 11 to bring it to 13, he would succeed.
DESTROY
This action allows you to destroy a PC or an NPC’s influence. First, you must know exactly how much influence the target has. This is accomplished with the RUMORS action. Once this is known, you may spend points to destroy his levels, working from the top up. You must spend one times the number of Pips the target has at their current level to remove a Pip. You may protect against this action by placing a BLOCK on the destruction of your influence.
Example: Tony Hermetic has Occult 5. Nathan Nosferatu has Occult 3. Tony Hermetic has done research over the past few cycles to find out that the Nosferatu is in the Occult Influence and has 3 levels of it with 10 Pips. Tony then spends 10 point, bringing Nathan’s Occult Pips down to 9. This still leave Nathan with Occult 3, but with one less point each month. If on the other hand he saved his points and spent 27 to bring Nathan’s Pips to 7. Tony would thereby reduce Nathan’s Influence from 3 to 2.
GATHER FUNDS
Starting at Level 2 an action can be performed to gain Resource pips equivalent to Resources that are 2 levels below the level of Influence action you are using. These come from a variety of possibilities within that Influence and must be stated when the funds are taken. Note that unlike the money gathering Influence actions listed in the book these are on the up and up, but must be done during downtime. The actions listed in the book can be done quickly, but can always have consequences.
GROWTH
It is possible for a character to grow their own influence, thereby increasing the amount of pull they have. They may do this regardless of any caps on influence there are in game. To increase to the next Pip you must spend a number of points equal to the Influence Level it is in. In order to grow to the next level, you must spend points equal to twice the next Level of Influence and a point of Experience.
Examples: To growth from Level 3 to Level 4 you would have to get your Pips up to 15 then spend 8 points and an Experience.
GROW ASSET
When you purchase an Asset it starts at level 1 (We will get more into assets later in this packet.) and in order for it to provide better bonuses, it will need to have points put into Growth to make the asset better. You must spend points equal to twenty times the next level of the asset.
Example: To grow an asset from Level 1 to Level 2 requires 40 points. From 2 to 3, 60 points. 3 to 4 would be 80 points and 4 to 5 would be 100 points. With 280 points spent, you can growth an asset from level 1 to level 5. Assuming you have 32 points in an influence, and you dedicate your entire time to growth an asset, it will take 8.75 months of solid growth to accomplish this. However, this also assumes you are working alone, and are not taking advantage of any bonuses otherwise available. When attempting this action, it is important to remember that you are using influence to either a) better manage b) better utilize c) better publicize d) better staff e) restructure a business f) realign its structure to better fit your goals, or a wide variety of other techniques used today to help a business grow. Perhaps you are streamlining it by eliminating a department, and moving all of those personnel to another function. While for the general purposes of growth, this background information is unimportant – we feel our clever players will be able to use this to their advantage thus speeding up the time required to growth an asset significantly.
GROW RESOURCES
Like one can grow their Influence with Growth, you can also Grow Resources by using your Influence. To increase to the next Pip you must spend twice number of points equal to the Resource Level it is in. In order to grow to the next level, you must spend points equal to thrice the next Level of Resources and a point of Experience.
Examples: To growth from Level 3 to Level 4 you would have to get your Pips up to 15 then spend 12 points and an Experience.
HIDE
Hide is a very specific version of block. Spending points to hide will essentially make the action you are attempting to hide unable to be found unless someone spends the requisite points to break the hide as if it were a block AND the appropriate amount of points for the action you took. Hiding provides a bonus in that it increases passively with time. (As in, after you spend points on a hide action, a number of points is added to your action every downtime to hide it further. This is done passively without any further expenditure and makes it harder for people to trace things you did several cycles ago). It also allows you to use the next action, INJECT.
Example: You spend 5 points to uncover an advanced Thaumaturgical Ritual. And then 10 points to hide that action. In order to find that action, Tony Tremere must spend 15 AP in Rumors to uncover what you have done. Next cycle, should he attempt to try to find you again – the difficulty will increase.
INJECT
When an action is successfully hidden, you may also augment your hide with the INJECT action. If someone spends points on RUMORS or TRACE and would have found out about your action if not for a HIDE placed on it, they can get whatever you specify with INJECT instead. However, if someone spends points on RUMORS or TRACE that is over the amount you spent on inject, but under the amount you spent on hide – they will receive the information place with INJECT, and the fact that it was injected – they will however not know by who.
Example: You spend 5 AP to uncover a ritual, 10 AP to hide and 5 AP to Inject “Bobby Etherite has been asking questions about the locations of Mages and their local chantries.” Tony Hermetic spends 5 AP Rumors, figuring that to be a reasonable number. He would have uncovered your finding of the ritual – but instead finds that Bobby Etherite is asking uncomfortable questions. However, if Tony had spent 15 AP – he would have not only gotten the fact that someone uncovered a ritual and tried to hide it, but that they also tried to plant false information covering it up. If Tony had spent 6 AP, he would have gotten the fact that someone tried to inject lies about Bobby Etherite.
LOAN
With this action, it is possible to loan your influence to other PCs for the duration of a cycle. You spend any amount of AP up to your maximum on LOAN to grant the specified target that many points to use for the duration of the cycle. However, these points cannot be saved by whomever they are Loaned to, so if they are not used in the cycle they are lent, they are lost.
Example: Chris Verbena spends 21 points of Finance to loan Ken Verbena 21 points. Ken Ventrue has Level 6 Finance as well, so for the duration of this cycle he has access to up to 85 points that he can take advantage of up to Level 6 (His Level)
RUMORS
Basic rumors are provided for each character at the beginning of game assuming the influences they possess generate any goings on. These rumors are essentially “water cooler conversation” amongst your peers in your influence and may or may not reflect the direct actions undertaken by a PC or NPC. In order to see other actions, but not necessarily actions tied to any one specific person or event, you must spend points into RUMORS. This effect is similar to the effect TRACE. Upon spending points in rumors, you will receive general information about what (but not who) went on in your chosen influence up to the value in points you spent. Some of it will be simply rumor (all will have some basis in fact, and none will be arbitrary. This is to support the use of the action “Inject”) Examples of some of the information gleaned through this method are large movements of people, large financial deals, etc. To get more specific information, one should use the action TRACE. However, more points spent on this action will also focus the information garnered by it at the Storyteller’s discretion. The limit on actions that can be uncovered this way is also the amount of points spent. This action can also be used to find out more general information (Who else is in the Influence specified, how much control do they have, etc) This action is available with the Contacts Background.
Example: Bobby Etherite spends 5 points on rumors in Street. He uncovers up to 5 actions taken at 5 points or less.
STEAL
Similar to destroy, although instead of spending one times the amount of Pips the target has at current Level to destroy, you spend that plus the amount of your next Pip. This is most useful when the Pips available in an Influence are maxed out and the only way to Grow yours is to take them from others. This action is similar to Destroy in that it requires you to have knowledge of both the target’s name, his or her presence in the influence specified and the exact level of his or her influence.
Example: Nathan Nos has 4 Church with 19 Pips. Gabriel Gangrel has 2 Church with 4 Pips, he wants to steal Gabriel’s Influence. After spending the requisite amount of time finding out how much influence Gabriel has, Nathan spends 24 Pips – stealing the 4th Pip of Gabriel’s church and in this case Bringing his Influence Level down to 1 because he only has 3 Pips left. If Nathan had tried to grow this influence himself, he would have had to spend 20 points to grow the influence but if there was no Influence free he could not do so.
TRACE
This action is very similar to rumors, but it is very specific. Trace allows you to trace either an action back to the person or situation who caused it, or to follow someone’s movements in an Influence. This action does not require the expenditure of rumors to find out if a person took the action. Spend points for this action like you would Rumors. As with rumors, this action is available through the Contacts Background.
Example: Billy Etherite finds that his retainers are dead. He spends 6 Underworld points Trace to find out why. He finds that Benny Etherite had spent 5 points in Underworld to kill his retainers. What. A. Dick.
Meanwhile, Benny Etherite is reading in The Monitor (an Award Winning Newspaper located in Connecticut and Rhode Island) about how large crowds of Homeless are being moved from Providence to New Haven. He places 5 points Street into Trace and sits back. A few hours later, he hears back from his Contact – Tommy Hermetic expended 4 points Street to move them from one place to another.
What Benny doesn’t know is that Tommy also spent 6 AP trace, however- he traced the action of Trace on his action, looking for who looks into him. He now knows that Benny just spent 5 points to find out what Tommy was doing. He immediately places a 3 point block on Tommy’s future attempts to trace in the world of Street, hides it and Injects the information that Billy Etherite is attempting to Block Benny’s attempts to Trace.
Special Options
For game purposes and a little flavor each Influence has a special addition for actions:
- Bureaucracy: Can perform a Hide action for other Influences.
- Church: Can perform a Destroy Action against Occult Influences/Assets, Growth for University Influences/Assets, Hide Action for Finance Influence/Assets or Block Action against Political Influence/Assets.
- Espionage: Can perform an Inject Action for any other Influences
- Finance: Can perform a Destroy or Trace Action against the Resources of a target
- Health: Can perform a Hide Action for Underworld Influences/Assets, Block Action against University Influences/Assets, Growth Action for Street Influences and Destroy Action against Police Influences/Assets.
- High Society: Can perform Gather Funds at -1 Level rather than -2.
- Industry: Can perform a Growth Action for the Resources Background and Grow Asset Action for any other Influences..
- Legal: Can perform a Destroy Action on a target’s Influence Assets.
- Media: Can perform a Rumors Action for any other Influence.
- Military: Special Action (Muster- You can spend points for an action to gain the equivalent of the Arsenal Background at an equal level or the Military Force Background 2 levels below the level of Influence you are using for one cycle *This means Military Force cannot be used until level 3*)
- Occult: Special Action (Study- Can spend up to your level in points to cut learning or creation times of Rituals as follows; 1 cuts 1/16th, 2 cuts 1/8th, 3 cuts 1/4th, 4 cuts1/3rd and 5 cuts 1/2. This can only be done once per Ritual)
- Police: Can perform a Destroy or Trace Action against a target’s Contacts.
- Political: Can perform Block Actions for any other Influences.
- Street: Can perform a Rumors Action for another’s Resources and Special Action (Theft- Similar to a Steal Action, but for Points of a target’s Resources. You must still perform Rumors on their Resources first and each cycle can spend up to your Street level in Points to take an equal amount of points in Resources from a target).
- Transportation: Can perform Growth Actions for Health, Industry, Military, Police and Underworld Influences and Assets.
- Underworld: Can perform a Steal Action for other Influences.
- University: Can perform Growth Actions for Church, Health, Legal, Occult or Political Influences or Assets.
Influence Assets
Assets are any sort of business or organization you can buy with your influence. For instance, purchasing a small bank (Level 3 out of Laws of the Night) is purchasing a FINANCE asset.
Upon INITIAL purchase, all assets begin at Level 1. Growth is persistent and will stay with the asset for the entirety of its existence within the world of Horizon.
All Assets will provide the following (At least)
- Level Points of Influence
- Use of Facilities
As assets grow, or assets that are initially purchased at a higher price (Larger Banks for instance), the rewards will also increase. Use of Facilities is a free action that may be used at any time – however, points may only be taken from an asset once per cycle and must be used upon redemption, they cannot be saved.
Contact Guide
Contacts are a purely informational resource. With the way Horizon is running Influences we have decided to assign a Pip system to it as well, but a far more simplified one. Contacts are still purchased up as normal, without the need of any Growth Actions or the sort however like Influence Assets they will provide a flat number of points per cycle to take a set of actions and Specialized Contacts can be bought to provide additional points (this is described later). These points cannot be saved. The per cycle allotment of points is as follows:
Level | Minimum Pips |
---|---|
1 | 2 |
2 | 4 |
3 | 8 |
4 | 16 |
5 | 32 |
Possible Actions are as follows (Note that on any actions that coincide with an Influence action of the same type, the Contact points can be combined with that Influence Action for a stronger Action and that Blocks of the specified Influence also apply to uses of Contacts):
RUMORS
For Contacts this is two fold. First basic rumors, which are provided for each character at the beginning of game assuming the influences they possess generate any goings on, can be seen by one with contacts as well. Up to his level of Contacts he may spend a number of Pip to receive that level of basic rumors from any one given Influence. These rumors are essentially “water cooler conversation” amongst your peers in your influence and may or may not reflect the direct actions undertaken by a PC or NPC. In order to see other actions, but not necessarily actions tied to any one specific person or event, you must spend more points into RUMORS. This effect is similar to the effect. Upon spending additional points in rumors, again up to your level, you will receive general information up to that level about what (but not who) went on in your chosen influence up to the value in points you spent. Some of it will be simply rumor (all will have some basis in fact, and none will be arbitrary. This is to support the use of the Influence action “Inject”) Examples of some of the information gleaned through this method are large movements of people, large financial deals, etc. To get more specific information, one should use the action TRACE. However, more points spent on this action will also focus the information garnered by it at the Storyteller’s discretion. The limit on actions that can be uncovered this way is also the amount of points spent. This action can also be used to find out more general information (Who else is in the Influence specified, how much control do they have, etc). Note that Contacts can also perform this action to uncover information on people’s Resources and Contacts.
Example: Bobby Etherite spends 5 Contact points on rumors in Street. He uncovers up to 5 actions taken at 5 points or less.
TRACE
This action is very similar to rumors, but it is very specific. Trace allows you to trace either an action back to the person or situation who caused it, or to follow someone’s movements in an Influence or uses of Resources and Contacts. This action does not require the expenditure of rumors to find out if a person took the action. Spend points for this action like you would Rumors.
Example: Billy Etherite finds that his retainers are dead. He spends 6 Contact points in an Underworld Trace to find out why. He finds that Benny Etherite had spent 5 points in Underworld to kill his retainers. What. A. Dick.
Meanwhile, Benny Etherite is reading in The Monitor (an Award Winning Newspaper located in Connecticut and Rhode Island) about how large crowds of Homeless are being moved from Providence to New Haven. He places 5 Contact points into a Street Trace and sits back. A few hours later, he hears back from his Contact – Tommy Hermetic expended 4 points Street to move them from one place to another.
What Benny doesn’t know is that Tommy also spent 6 points in a Trace, however- he traced the action of Trace on his action, looking for who looks into him. He now knows that Benny just spent 5 points to find out what Tommy was doing. He immediately places a 3 point block on Tommy’s future attempts to trace in the world of Street, hides it and Injects the information that Billy Etherite is attempting to Block Benny’s attempts to Trace.
SPECIALIZED CONTACTS
Contacts are limited in their inability to build up pools of points so for those who wish to go more in depth with Contacts we allow the purchase of Specialized Contacts. Under Backgrounds these are listed as X Contacts where X is a specific area of Influence (Police, Underworld, Church, etc). These provide the same number of points as the general Contacts Background and can be combined with then, however only in Actions regarding the specific Influence listed. XP cost for these is the same, so likely it is best to maximize you general Contacts first.
Resource Guide
Your Resource level determines how many Resources pips you get per cycle as with Influences. However even those with 0 gain 1 pip per cycle. One major difference is that Resources can be dropped below zero, indicating a character in increasing debt as indicated the building of negative pips.
Level | Minimum Pips | Updated Descriptions |
---|---|---|
-5 | -8 | Significant debt, you own loan sharks and they want their money |
-4 | -4 | Possibly gambling debts or bad investments |
-3 | -2 | Minor debt, living off the land and you need odd jobs |
-2 | -1 | Bills, no income, homeless |
-1 | 0 | Poverty, income $200, living in commune or shelter |
0 | 1 | Poor, income $500, with roomies and a bus pass. |
1 | 2 | Small savings and holdings, income $1,000, have apartment, cheap means of transportation. |
2 | 4 | Modest savings and holdings, income $3,000, have condo and motorcycle or modest car |
3 | 8 | Significant savings and holdings, income $10,000, own house, car. |
4 | 16 | Large savings and holdings, income $30,000, own large house or some small properties, two vehicles, some luxuries and unusual items. |
5 | 32 | Rich, income $90,000, own estate and grounds, multiple small properties, several vehicles, arts and treasures, as well as luxury items. |
*Remember that incomes listed are disposable income that can be obtained by spending for an action at that level and is AFTER life expenses to maintain the other items list at that level (there are actions that can get you more at the cost of your lifestyle).
Actions
Resource actions are very similar to Influence actions as far as spending, though the types of actions differ as follows:
BRIBE
Money makes the world go ‘round and thusly it is possible to use Resources in the place of or to supplement Influences. First you must have access to the level of Influence for the action you are attempting. It is possible, for a single action to access up to one level above your current level by spending 10 times that level in Resource points. Then for every 4 points spent from resources you may add an addition point accessible for use in an Influence for an action. Points gained this way must be used and cannot be saved.
Example: Ralf Akashic has Police Influence x3 but he wants to start an investigation against some criminals that stole from him. He spends 40 Resource points to access Police Influence x4 and then 4 Influence points to initiate the investigation. He also wished to Hide that he initiated this action but only has 1 Police point left. He spends an additional 16 Resource points to add 4 points so that he might spend 5 total to Hide his action.
DONATE
It is possible to give your Resources to other PCs. You spend any amount of points up to your maximum on Donate to grant the specified target that many points to use. Unlike Influences, these points can be saved.
Example: Chris Verbena spends 21 points of Resources to loan Ken Verbena 21 points. Ken Verbena has Level 5 Resources as well, so for the duration of this cycle he has access to up to 53 points that he can take advantage of up to Level 5 (His Level).
GROWTH
It is possible for a character to grow their own Resources, thereby increasing the amount of wealth they have. They may do this regardless of any caps on influence there are in game. When your Resources are at 0 or positive: To increase to the next Pip you must spend a number of points equal to the Resource Level it is in. In order to grow to the next level, you must spend points equal to twice the next Level of Resources and a point of Experience. When your Resources are negative: To remove a negative Pip a flat two points are all that is required, however an Experience is still required to cross up to the next level until 0 is again attained. Obviously with a constant building of negative points this can only be accomplished through Donations/Loans from others or the use of an Influence that has the ability to be spent for this purpose (Note that this is literally ‘spending money to make money’, but some Influences have the ability to use their points for Resource growth as listed in the Influence Section).
Examples: To growth from Level 3 to Level 4 you would have to get your Pips up to 15 then spend 8 points and an Experience.
GROW ASSET
Assets are Influence-based items, but sheer money can build and grow them. When you purchase an Asset it starts at level 1 (Assets are described earlier in the Influence section) and in order for it to provide better bonuses, it will need to have points put into Growth to make the asset better. You must spend points equal to twenty times the next level of the asset. These points can be spent in combination with points from Influences.
Example: To grow an asset from Level 1 to Level 2 requires 40 points. From 2 to 3, 60 points. 3 to 4 would be 80 points and 4 to 5 would be 100 points. With 280 points spent, you can growth an asset from level 1 to level 5. Assuming you have 32 points in an influence, and you dedicate your entire time to growth an asset, it will take 8.75 months of solid growth to accomplish this. However, this also assumes you are working alone, and are not taking advantage of any bonuses otherwise available. When attempting this action, it is important to remember that you are using Resources to literally throw money at the problem like buying new facilities/equipment, giving bonuses or funding employee parties among many possibilities. The method has to be declared before the growth occurs.
LIQUIDATE
A desperate action, it is an attempt to gain a large amount of points or money in an emergency. No matter where your Pips are this action drops you to the minimum Pip in a Resource level below your current one. From this you can either gain an instant pool of 10 times your current Pip and they must be used in that cycle or be lost. Additionally they cannot be used for the purpose of increasing your Resource level however for the remainder of that cycle you can act as if your Resource level was still what it was before the Liquidation. This is most often used for powerful Loan or Spend Actions, or potentially as a Bribe but any non-Growth Actions are allowable. This can be used to put you into negative Resources, in fact once you pass 0 the multiplier is 10 times the Minimum Pip of the next level as if it were a positive number. The advantage of this is the potential to pay debts (robbing Peter to pay Paul as it were), potentially Loaning points to gain back more in the end or potentially to gamble with in hopes of gaining enough back to buy your way out of negative levels. A Loan with these points may be Recouped at a rate of 2 per cycle until your Resources are back into positive numbers.
LOAN
With this action like Donation, it is possible to loan your Resources to other PCs for the duration of a cycle. You spend any amount of points up to your maximum on Loan to grant the specified target that many points to use. Unlike Influences, these points can be saved, however when you Loan rather than donate you are left able to perform a Recoup Action.
Example: Chris Verbena spends 21 points of Resources to loan Ken Verbena 21 points. Ken Verbena has Level 5 Resources as well, so for the duration of this cycle he has access to up to 53 points that he can take advantage of up to Level 5 (His Level).
RECOUP
This is a recovery of points given in a Loan Action. You can perform this action each cycle after a Loan is made. Each time you may recoup up to your level in points and may continue doing so until A) you have recovered twice as many points as you loaned or B) that character performs a Donate Action to you for a total of 1.5 (rounded up) times the amount loaned (this is in total with whatever has already been recouped at that point, but if the amount already recouped by this action has exceeded the amount initially lent they must donate an amount that would bring the total to twice as many points). If at any point a Recoup would exceed the number of points the character has left that character is forced to perform a Liquidate Action to make up the remaining points (as listed above). If your Resources are zero or negative Recouping will gain back 2 points per cycle until your Resources are in positive numbers again.
Example: Jon Dreamspeaker lends 12 points of Resources to Les Lasombra. Jon’s Resource level is 3 and so each cycle he may Recoup that amount from Les. He Recoups 9 when Les decides to Donate another 9 and clear the debt. If on the other hand Jon Recoups 15 before Les wishes to repay him then Les still has to Donate 9 points to pay off the debt since Jon had already Recouped more than 12 points.
SPEND
Simply up to your level you may spend the minimum pips worth of points to gain that level’s income amount worth of spendable cash/credit. Note that anyone from -1 and up can get a hold of $200 once per cycle at no cost (and so long as they have not spent points for a Spend Action in the previous cycleh3>
Example: Felix Etherite has Resources 4 and may spend 16 points to get a hold of $30,000, or only 8 to get $10,000, 4 to get $3000, 2 to get $1,000 or 1 to get $500.
RESOURCE ASSETS
Resource Assets are very similar to Influence Assets, it’s any sort of business or organization you can buy with your resources. These can and often are interconnected with Influence Assets. A bank for example can provide Financial Influence as well as income. They are bought separately, but can be the same business.
Upon INITIAL purchase, all assets begin at Level 1. Growth is persistent and will stay with the asset for the entirety of its existence within the world of Horizon.
All Assets will provide the following (At least)
- Level Points of Resources
- Use of Facilities
As assets grow, or assets that are initially purchased at a higher price (Larger Banks for instance), the rewards will also increase. Use of Facilities is a free action that may be used at any time – however, points may only be taken from an asset once per cycle and must be used upon redemption, they cannot be saved.