Baltimore by Night Crimson Codex Rules
Influences represent the areas of human society that characters can manipulate. Through manipulation of these societal elements, supernatural characters can exert great control over the world. These rules cover the mechanical system used to create such manipulations.
These rules are originally laid out in Laws of the Night: Revised (LotN:R) and Dark Epics. They have been modified to streamline the system and accommodate the changes Baltimore by Night uses.
Baltimore by Night: Dark Harbor (BBNDH) uses an automated tool to perform all influence actions. Characters may ask to perform influence actions at game but doing so still requires a submission to Crimson Codex (luckily, the website is very mobile friendly).
To use Crimson Codex, a player must be connected to the BBNDH Discord server. Once they are verified, their sheet needs to be shared with BBNDH via Haller Games*, and then they must request authorization to use the system from a Storyteller (ST). Once authorized, they can log into Crimson Codex on the BBNDH site via the same Discord account they use on our Discord server.**
* Characters using tools other than Haller Games can still use Crimson Codex but they will have to arrange this with the STs or Admin.
** The only information stored from Discord is the player's e-mail address and Discord ID. These are used to tie character information to the Discord ID so the player can use the system.
Each Influence cycle will be broken up into a session (2 to 3 weeks depending on the length of the month). There will always be 2 sessions per month. They will be set to close on the night before a BBNDH game. Typically, the session will close out around 5pm ET. Any actions submitted after this time will be logged for the next session.
At the end of a session, when closed out, players will receive notice in their player rooms about any relevant changes or results. Any scenarios where ST input is needed will be sent to the STs and they will respond shortly after to the players.
(Sally Samedi is doing a Police action to investigate a situation. She asks Billy Brujah to Augment her. He does so and now Billy has a Fix on Sally).
(Gary Gangrel gets Attacked by Vicky Ventrue. Gary's influences are damaged but he has a Fix on Vicky).
(Vicky Ventrue also put out a Watch for anyone using Occult to gain a magic item. Unsurprisingly, Tammy Tremere and Annie Assamite both put in such an action and now Vicky has a Fix on both Tammy and Annie).
(Ned Nosferatu puts out a Block to halt any attempts to gain information from the Police about a particular situation. As earlier, Sally Samedi put in such an action, it gets Blocked. Now, Sally has a Fix on Ned [she was Blocked by him] and Ned has a Fix on Sally [as she was Blocked by his action]).
In all the aforementioned scenarios, a Fix is acquired and in all cases that Fix is considered Unresolved. This means that the existence of the encounter is noted but undefined. To figure out who the Fix is targeting and the relative level of the Influence, the character with the Fix must submit a Trace action (detailed below). If successful, the Fix becomes redefined as Resolved Fix and can now be the target of Attack and Follow actions.
All Fixes and their status as Resolved or Unresolved will be noted on the player's dashboard in Crimson Codex.
Characters can use an Attack action to attempt to decrease one of an opponent's Influence ratings. A character may use an Attack action against an opponent only if they are aware that the opponent has said influence (via a Resolved Fix).
To Attack, assign a number of Influence Traits that become the level of the Attack action. The Attack succeeds if the action's level equals or exceeds the victim's level in the Influence plus whatever Defense they have applied to that influence for the session. If the Attack succeeds, the opponent loses a level of Influence, as well as any effort (Grows) they had banked. Additionally, the victim gains an Unresolved Fix on the attacker.
An Augment action may be used by either a character, or an ally to improve any one Influence action. To Augment an Influence action, a character may add their own previously unused traits to an Influence action, or an ally may use it to improve a single Influence action of their choice by a rating of half of the traits they bring to the action.
Augment actions may be used in the following ways:
- Increase the number of a character's own Traits being used for an Influence action
- Allow an ally to provide assistance in an Influence action
If Augment is used to increase a character's own Traits in use, the Augment action may favorably influence the outcome of a single Influence action a character is pursuing, but does not defeat an ongoing opposing action that may affect others.
When Augment is used to provide assistance to an ally, the character chooses the number of Traits to expend and the ally's Influence action level increases by half the number of Traits spent in this manner. A character may spend no more than 20 Traits toward a single Influence action in a month.
When an Augment is used to boost another character, the receiving character receives an Unresolved Fix on the aiding character. It can be dangerous to offer assistance.
AUGMENT now includes both of these actions in one:
BOOST - Add unused traits to make an action stronger to beat a BLOCK. So if you do an occult x3 action and someone has an occult x4 block, you would be stopped. But if you thought to boost with the remaining occult up to x5, you'd succeed.
COMBINE - Add my influence to someone else's at 1/2 the rate. So I could combine my police x4 with John's police x4 to have a police x6 action go off. That's not to say I can do something that is only capable at Police x6, but rather the "strength" of my action is a 6 for the purpose of ATTACKs or BLOCKs.
Whereas Defend protects against mechanical actions against influences, such as protecting against an Attack or a Watch, a Block simply prevents a specific Use action from occurring. If a Block is submitted, the overall level is compared to the level. When a Block is submitted, its overall level (adding in an Augment action) is compared to the level of the requested Use. If the Block is sufficiently strong, anyone attempting that type of Use action is thwarted unless they have their action Augmented high enough to defeat the Block.
One drawback of a Block is that it is a quick route to incur Fixes. If an influence is successfully Blocked, both the person doing the Blocking and the person submitting an action that was Blocked gain an Unresolved Fix on the other.
Characters may use a Defend action for the following purposes:
- Prevent an opponent from discovering a character's Influence when using Watch
- Prevent an opponent from discovering the source of an Influence Attack action
- Protect existing Influences from opponent's Attacks
To Defend, assign a number of Influence Traits to protect existing Influences, or to be added to another Influence action in attempted concealment. These traits become the level of the Defend action.
Traits spent in concealing an Influence's ownership and level or Influence action must equal or exceed the number of Traits spent by an opponent using Investigate.
Traits spent defending an Influence from Attack must exceed by the Traits an opponent spends in Attack for the Attack action to succeed.
Jess has heard a rumor that Tim is going to Follow his University Influence. He spends all four of his University Influence Traits to generate a level four Defend over them. For three months in a row, he continues to spend his four Traits on Defend. In the fourth month, Jess hopes that Tim has lost interest in his University Influence.
Eric fears that someone is going to Attack his Underworld Influence this month, so he puts up a Defend to protect it. He assigns three of his four Underworld Influence Traits to the Defend. An incoming Attack must now be level eight or higher to affect his Influence.
Donny wishes to use his Finance Influence to raise the capital to purchase a small business. Doing so would normally only require two of his five Finance Influence Traits, but because Donny doesn't want anyone else to know what he's up to, he throws in the other three Traits for Defend. If someone had instituted an Investigate action of level three or less to notice that activity in the city, she would not detect Donny's sneaky acquisition of the capital. If the observer had put up an Investigate action of level four or higher, Donny's Defend would not have hidden him from her prying eyes.
DEFEND now includes all three of these actions in one:
CONCEAL - Hide influences from a TRACE. TRACE has to beat CONCEAL
DEFEND - Protect influences from an ATTACK. ATTACK has to beat DEFEND
STEALTH - Hide your influences from being found by a WATCH
A character uses Grow to increase their influence in a particular sphere.
To increase one of a character's own Influence ratings, the character must spend Traits equal to three times the current level of their Influence rating. In general, a new level of Influence can be gained once every three months, provided a character uses Influence for nothing else. Unlike other endeavors, Traits spent to increase Influence can be banked from session to session. When Traits are stored in this way, they accumulate until the character reaches the number required for an increase. If the character has met the number of Traits required to increase to the next level, the Influence level improves by one at the end of the month.
When interacting with influence actions as described below, a character will likely come into contact with another character. This is represented by getting a Fix on one of their influences. When a character first gains a Fix, it is considered Unresolved. That is to say, the character knows they have encountered someone's influence but they do not know whose it is or what it is. In order to resolve it, and determine more information about the influence, the character must submit a Trace action against the Fix. A Fix is locked to the specific influence sphere of a specific target.
If the level of the Trace defeats the level of Defend on the targeted influence sphere, the Tracing character learns the owner of the influence and whether or not the target has more, less, or equal amount.
See above in the Fixes section for more details about how to acquire a Fix and also a more in-depth explanation on Unresolved and Resolved Fixes.
A character Uses their influence to effect certain actions or exercise their influence over a particular sphere.
Mortal society builds on institutions. As humans raise their cities, they form gatherings of expertise that are manipulated by the Cainites hiding in their midst. If you have Influence, you can sway the direction of some areas of mortal society, pushing cities to grow as you direct. Your Influence can be used to strike indirectly at your foes while protecting your own assets, or to gain information and special resources.
Influence comes in many different areas. You must allocate Traits separately to each Influence; thus, if you have Legal x 4, you could still have Police x 3 independently but you would have to spend the Traits for each.
You cannot manage more Influence than the sum of your permanent Physical, Social, and Mental Traits combined. This limit counts against all of your total Influence — your combined levels cannot exceed this total. After all, there are only so many things you can do in a night.
When you exercise Influence, you expend temporary Influence Traits. The tables for various Influence areas detail what you can do with a specific number of Traits. Performing an action requires a number of Traits equal to the level of the action; you must use three Traits to perform an action listed at the third level of an Influence chart, for instance. Thus, with high levels of Influence, you can perform many small actions, or a few significant ones.
Certain levels of Influence gift you with items, money, or aides. Unlike the Resources Background, money and equipment garnered with Influence does not come automatically each month. If you want a steady income from Influence, you must direct your Influence in that direction continually, and this income does not come with any associated trappings of wealth (you'd have to buy a house and car separately, for instance). Aides garnered with Influence generally help only for one specific task, and they usually only have the equivalent of one level of Ability in their area of skill — for more competent and readily available help, take Allies.
Most cities have only a set amount of Influence in various areas. For instance, Atlanta has a great deal of Transportation Influence, because it is a hub of travel, while Hollywood would have a lot of High Society and Media Influence. A Rust-Belt city where manufacturing and heavy industry has all but disappeared would have very little to no Industry Influence.
Storytellers should map out the total amount of each type of Influence to be had in the city. Once all of the Influence of a given type is used up, the only way to get more is to use Influence to grow that area of society (making new projects or sponsoring investment), to destroy someone else's Influence and thus free up those resources, or to acquire an adversary's Influence in an area. Also, each city may have different reflections of the Influences listed here. A city with a thriving independent film community is going to have a different picture of Media or High Society than a city where the arts are being literally starved out due to budget cuts.
Each area of Influence has its own description. Elder vampires may possess truly far-reaching Influence, giving them the power to exert control beyond the levels included here.
Influence effects marked with an asterisk (*) can usually be accomplished without spending an Influence Trait.
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.
Disconnect a single small residence's utilities
Close a small road or park
Get public aid ($250)
Close a public school for a single day
Shut down a minor business on a violation
Fake land deeds
Initiate a department-wide investigation
Shut down a big business on a violation
Rezone areas
Obliterate records of a person on a city or county level
Though the modern 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.
Pass as a member of the clergy*
Peruse general church records (baptism, marriage, burial, etc.)
Track regular church members
Suspend lay members
Find the average church-associated hunter
Dip into the collection plate ($250)
Access private information and archives of a church
Manipulate regional branches of the church
Access ancient church lore and knowledge
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 — 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.
Raise capital ($1,000)
Learn about general economic trends*
Learn real motivations for many financial actions of others
Raise capital to purchase a small business (single, small store)
Ruin a small business
Ruin a large business
Purchase a major company
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 of particular 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.
Fake vaccination records and the like
Use public functions of health centers at your leisure
Get a single Blood Trait of mortal blood
Have minor lab work done
Get a copy of a coroner's report
Instigate minor quarantines
Alter medical records
Completely rewrite medical records
Abuse grants for personal use ($250)
Have minor medical research performed on a subject
Institute large-scale quarantines
Shut down businesses for "health code violations"
Have people institutionalized or released
The glitterati at the top of society move in circles of wealth 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 Fame, 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.
Obtain hard-to-get tickets for shows
Learn about concerts, shows or plays well before they are made public
Be a local voice in the entertainment field
"Borrow" idle cash from rich friends ($1,000)
Hobnob well above your station*
Ruin a new club, gallery, festival, or other posh gathering
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.
Have minor charges dropped
Access public or court funds ($250)
Get representation in most court cases
Tie up court cases
Have most legal charges dropped
Cancel or arrange parole
Have deportation proceedings held against someone
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.
Have minor charges dropped
Access public or court funds ($250)
Get representation in most court cases
Tie up court cases
Have most legal charges dropped
Cancel or arrange parole
Have deportation proceedings held against someone
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.
Submit small articles (within reason)
Get hold of investigative reporting information
Get project funding and waste it ($250)
Ground stories and projects
Kill small local articles or reports completely
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…), 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. Even parts of the elusive Book of Nod are available to those with the right connections. Cult leaders, alternative religious groups, charlatans, occultists, New Agers and a few more dangerous elements can be found here.
Know some of the more visible occult figures*
Access resources for most rituals and rites
Access vital or rare material components
Milk impressionable wannabes for bucks ($250)
Access occult tomes and writings
Research a Basic ritual from your sect
Unearth an Advanced ritual from your sect
"To protect and serve" is the motto of the police, but these days, Kindred and kine alike may have cause to wonder who is being protected and served. 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.
Hear police information and rumors
Avoid traffic tickets
Avoid minor violations (first conviction)
Get "inside information"
Have police hassle, detain or harass someone
Find bureau secrets
Have some serious charges dropped
Start an investigation
Get money, either from the evidence room or as an appropriation ($1,000)
Arrange setups
Instigate bureau investigations
Have officers fired
Deal-making is second nature to most vampires, so they can get along very well with other bloodsuckers — 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 sundry 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 Congressional representatives.
Identify real platforms of politicians and parties*
Be in the know*
Garner inside information on processes, laws and the like
Use a slush fund or fund-raiser ($1,000)
Dash careers of minor politicians
Enact encompassing legislature
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 all sorts, street buskers, petty criminals, prostitutes, residents of the slums or barrios, and fringe elements of so-called "deviant" cultures.
Identify most gangs and know their turfs and habits
Keep a contact or two in most aspects of street life
Access small-time contraband
Arrange some services from street people or gangs
Get pistols or uncommon melee weapons
Panhandle or hold a "collection" ($250)
Get hold of a shotgun, rifle or SMG
Have a word in almost all aspects of gang operations
Arrange impressive protests by street people
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.
Travel locally quickly and freely*
Arrange passage safe (or at least concealed) from mundane threats (robbery, terrorism, sunlight, etc.)
Avoid most supernatural dangers when traveling (such as Lupines)
Route money your way ($500)
Smuggle with impunity
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. Underworld 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
Hire muscle to rough someone up
Fence stolen loot
Prove that crime pays (and score $1,000)
Arrange a minor "hit"
Meet someone in "the Family"
Hire a demolition man or firebug
Supply local drug needs
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.
Have access to low-level university resources
Get records up to the high school level
Have minor access to facilities
Fake high school records
Obtain college records
Cancel a class
Fix grades
Discredit a student
Discredit faculty members
The shadowy world of intelligence teems with secrets, and you are versed in navigating the covert community. This Influence can be used to gain spying data, access detailed information about people or gain training in restricted abilities. Contacts and allies in the undercover world include intelligence agents, analysts, political liaisons, covert operatives, classified researchers, and counterintelligence experts.
Arrange a tour of a low-security facility
Know the names of some public intelligence employees*
Arrange a “black mark” on someone's Federal records
Know some of the less-than-public intelligence employees*
Access minor espionage equipment (a short-range transceiver, a mini-camera or tape-recorder, etc.), obtain a firearm, or soak up taxpayer funding ($250)
Perform minor alterations to Federal records
Know some of the secret intelligence employees*
Access more sophisticated intelligence equipment (a long-range transceiver, a reliable listening device, decoder books, etc.)
Clean up Federal records or arrange to put someone on a local or county Wanted list
Know rumors about Top Secret projects*
Nations and organizations around the world make use of force as a final and ultimate resort. This Influence gives the character some minor insight into the movements of armies, rebel factions, and terrorist organizations, and a few well-placed contacts on the inside. Contacts and allies within this sphere include survivalists, gun nuts, supply officers, military engineers and researchers, enlisted flunkies, and actual soldiers of various ranks.
Dig up minor weapons on the grey market (knives, pistols)
Meet some local paramilitary individuals (militia members, survivalists, publishers, psychopaths)
Figure out which suppliers have reliable equipment (and gain access to rifles and shotguns)
Arrange for a reprimand of a local military individual
Figure out who really runs things in local military or paramilitary groups
Access minor military equipment (comms headsets, extra ammo) or petty cash ($250)
“Borrow” a military weapon or piece of squad gear (assault rifle, submachine gun, sniper rifle, body armor, or Humvee)
Arrange or clear a court martial
“Borrow” military equipment (machine gun, combat engineering explosives, flamethrower)
Control over the online world: social media platforms, content creators, viral narratives, algorithmic amplification, and the flow of information across the internet. While Media handles traditional journalism, Digital governs the decentralized, always-on attention economy. Contacts include influencers, SEO specialists, hackers, platform moderators, data brokers, meme accounts, and social media managers.
Monitor trending topics and viral content before it peaks
Identify who runs anonymous accounts or sockpuppet networks
Post content that blends in; know which platforms have lax ID verification*
Arrange a post to go unnoticed or suppress minor viral content via reporting campaigns
Plant a rumor in a niche community and watch it spread organically
Identify the real identity behind an anonymous account or burner profile
Get a mid-tier influencer (50k–500k followers) to promote or denounce a target
Have content flagged and removed from a major platform via insider contact
Access shadow-banned accounts or retrieve deleted posts through backend connections)
Engineer a coordinated hashtag campaign or cancel a public figure
Arrange for a story to be algorithmically suppressed platform-wide
Plant fabricated evidence into search engine results that persists for months
Scrub all digital evidence of an event from public platforms within 24 hours
Manufacture a fake viral event that dominates local news cycles for days
Establish a false digital identity so convincing it holds up to investigative journalism