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 Post subject: VIPs and How To Use Them
PostPosted: Fri May 19, 2017 10:44 pm 
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Joined: Sun Oct 02, 2016 2:58 am
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Veritable Influence Points (VIPs) mark your political capital to influence both your personal standing and the wider political processes in the Empire. You can use them either by allocating them on one of the following goals, or in political betting. You can spend them in any combination on any of the following goals. Only actions that exceed or are an alternative to what the characters' lieges expect of them requires spending VIPs. Dutiful service and following orders does not.

Goals

Personal
Minor: 25 (travel outside the Clan, attend a seasonal location of your family, advance your position within the family, use uncontroversial family resources to advance a goal family could approve of, be assigned to serve in accordance with capabilities in a place of your choosing, gain a minor ally or deepen ties with an existing one, find help in making your enemy's life difficult, make alternative but acceptable schooling arrangements etc.)
Major: 50 (secure a betrothed within your faction, break unfavourable betrothal with someone within the Family, attend a seasonal occasion at the family's seat of power, distinguish yourself in your Family, organise your own marriage, use restricted family resources to advance a goal the Family can tolerate, be assigned to an unconventional post, gain an important ally or deepen ties with an existing one, find help in making your enemy's life miserable, make unique and difficult schooling arrangements etc.)
If the above goal significantly involves someone outside the Family within Clan/Faction, and/or is operational on Clan/Faction level: Cost x 1.5
If the above goal significantly involves someone outside the Clan/Faction, and/or is operational on Imperial level: Cost x 2

Close Family, Friends and Allies
Your contribution is x 0.75 if you support someone else's personal goal (including an NPC that comes with no personal contribution).
If that someone is outside the Family within Clan/Faction: Your contribution is instead x 0.5
If that someone goal is outside the Clan/Faction: Your contribution is instead x 0.25

Family
Minor Influence: 125 (Initiate an uncontroversial policy, become a decision-maker within an ongoing family agenda and acquire corresponding perks, become intimate with plans and secret arrangements of your leadership, like discover family's preference on the Tradition vs. Progress scale if it's hidden, etc.)
Major Influence: 250 (Initiate a controversial policy that would otherwise have little chance of being undertaken, sway your Family by 1 step either way on the Progress vs. Tradition scale, become a decision-maker within an ongoing family agenda and acquire corresponding perks, play a role in shaping long-term political plans of your leadership)
If the above goal significantly involves another Family within Clan/Faction, and/or is operational at the Clan level: Cost x 1.5
If the above goal significantly involves another the Clan/Faction and/or is operational at the Imperial level: Cost x 2

Clan/Faction
Minor Influence: 250 (Initiate an uncontroversial policy at the Clan level, become a decision-maker within an ongoing Clan agenda and acquire corresponding perks, become intimate with plans and secret arrangements of your leadership, like discover preferences on the Tradition vs. Progress scale of the entire leadership if it's hidden, etc.)
Major Influence: 500 (Initiate a controversial policy at Clan level that would otherwise have little chance of being undertaken, sway any Family of your Clan by 1 step either way on the Progress vs. Tradition scale, become a to decision-maker within an ongoing Clan agenda and acquire corresponding perks, play a role in shaping long-term political plans of your Clan leadership)
If the above goal involves internal affairs of the Clan/Faction within Rokugan: Cost x1
If the above goal involves external affairs of the Clan/Faction within Rokugan: Cost x1.5
If the above goal involves external affairs of the Clan/Faction outside Rokugan: Cost x2

Those who pull off their goals may count on additional rewards that lend credibility to their VIP choices (like Blissful Betrothal or Imperial Spouse in specific cases of marriage, or Social Position in some others).

On top of whatever number of VIPs have been collected during the game, each downtime a player gets the amount of VIPs equal to their Duty points plus equal to their Glory Rank. Allies' summarised Devotion and Influence counts double for VIPs as long as the Ally is willing and can be meaningfully involved in the goal because of his or her Clan allegiance or because of political preference and area of speciality. GM decides whether this is the case.

In addition, spending on certain goals awards additional Advantage-derived VIPs at disposal just for the purpose, but this has to be sorted out with the GM case by case, and only for cases of direct connection between the Advantage and the agenda.

The player has the option to devote most or all of the downtime to dutiful service rather than to the pursuit of independent goals. If this is chosen, the player gains up to 5 xp to use them on increasing skills used extensively in the course of duty, or to get 25 VIPs for cultivating political connections during that time (or in any combination, at the rate 1 xp - 5 VIP). Players who choose this option may only advance one Minor Personal Goal during the downtime it happens.

Political Betting

Instead (or in addition to) polls, there will be bets, giving you an ability to use you VIPs competitively. After GM provided you with a betting opportunity with several options you leave a secret information in you PF which option you support and with what number of VIPs. If your option wins you lose the VIPs but gain the benefits of winning. If your option loses you get half of your invested VIPs, rounded down, back, to use for whatever other purpose you want. Bets will have a deadline, and until it's reached you can change your bet.



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