Politics
Ability
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure. The Politics Knowledge includes the ability to practically navigate various bureaucracies, as it assumes that certain organizational structures and relationship currencies are universal.
• Student: Activist; you can pay a speeding ticket online.
•• College: Political science major; you know how to file a request for information.
••• Masters: Campaign manager or talk-radio host; the clerk will help you navigate the forms you need to complete and tell you who needs the duplicates.
•••• Doctorate: Senator; “We’re not supposed to show this to anyone without press credentials, so don’t quote me.”
••••• Scholar: You could choose the next President of the United States. “Sure, here are the keys to the file morgue. Turn off the light when you leave.”
Possessed by
Activists, Politicians, Lawyers, vampires of all sorts
Specialties
City, State, Federal, Bureaucracy, Dogma, Radical, Camarilla
Also in M20 p. 288 — M20 text
Political power can seem like magic. With a few words in the right person’s ear or a form filled out the proper way, you can make people disappear, change identities, incite scandals, and make or unmake kings. For certain mages – especially Technocrats, Hermetics, Ecstatics, and Virtual Adepts – such power is more effective than obvious spells; in a global era, the ability to throw lightning bolts pales in comparison to the clout to stage a riot ... or a coup.
Literally the “art of cities,” this Knowledge helps your character work the reins of power – government agencies, law enforcement bureaus, celebrity culture, and so on. In game terms, this Trait combines a number of separate Knowledges from previous editions (Power-Brokering, Covert Culture, etc.) into a unified understanding of civil influence. As with several other Knowledges, you can use the Well-Skilled Craftsman option to purchase several specialties once you reach four dots in the Trait. Each specialty reflects a different sphere of influence.
For coincidental Mind-based Effects, you could also use Politics as a focus instrument, assuming that you’re willing to let that Effect take a bit of time. A clever mage, for instance, could implant an otherwise ridiculous idea (“the President is a Muslim Nazi space alien”) in the minds of a few influential parties and then let that idea spread through political channels over time. This sort of thing cannot be done abruptly, though; political influence is a subtle tool, and vulgar Effects weaken its influence.
Unlike stealth or violence, the Politics Trait demands a certain amount of patience and finesse. You can’t just charm a district attorney and then walk away from a murder rap – there are too many people and procedures involved in law enforcement situations. Still, this Knowledge helps your character know who those people are and which strings can make them dance. Though it’s not a glamorous skill, it might be among the most potent tools in the modern world.
For game systems involving social influence, see Social Occasions and Intrigue in Chapter Nine, (pp. 402-404). For magickal practices that employ political clout, see the Art of Desire and Dominion practices, the Management and Human Resources option, and their associated instruments, all in Chapter Ten, (pp. 573, 577, and 595).
• Dabbler: Amateur power-broker.
•• Student: Devotee of influence.
••• Scholar: A skillful manipulator of civil institutions.
•••• Professor: Magnificent bastard.
••••• Master: Machiavelli’s ghost whispers in your ear.
Possessed By
Politicians, Activists, Pundits, Lawyers, Journalists, Kingpins, Tycoons, Celebrities, Syndicate Ops, NWO Agents, Cult Gurus, Leaders of All Kinds
Suggested Specialties
Legal Codes, Law Enforcement, Gang Culture, Local Government, National Government, International Politics, Corporate Influence, Media Influence, Blogosphere, Loopholes, Dog Whistles, Radical Politics, Celebrity Media, Organized Crime, Power-Brokering, Specific Groups (U.S. Congress, News Corporation, Anonymous, the Mafia, etc.), Specific Cultures (Militia Movements, Neo-Communists, Conspiracy-Theorists, Jihadis, Anarchists), Specific Supernatural Groups (Traditions, Technocracy, Faerie Courts, Vampire Courts, etc.)
Referenced by 13
Bestiary
- Assistant mage/creature/npc/assistant
- Extraordinary Field Agent mage/creature/npc/extraordinary-field-agent
- Government Agent mage/creature/npc/government-agent
- Hardcases mage/creature/npc/hardcases
- Kerasi and Black Tooth werewolf/creature/fomor/kerasi-and-black-tooth
- Power Players mage/creature/npc/power-players
- Shisa mage/creature/npc/shisa
- Subculture Devotees mage/creature/npc/subculture-devotees
Gifts
- River of Blood werewolf/power/gift/river-of-blood
Paths & Virtues
- The Path of Power and the Inner Voice vampire/trait/morality_path/the-path-of-power-and-the-inner-voice
- The Path of Typhon vampire/trait/morality_path/the-path-of-typhon
Rites & Rituals
- Ahriman’s Wight vampire/power/ritual/ahrimans-wight-level-5-abyss-mysticism-ritual
Rotes & Procedures
- Conditioning Systems mage/power/rote/conditioning-systems