Vampire

Timeline of Houston
Early 1800s
Circa 1837
Houston is founded. Soon after, Kindred of the Camarilla establish a quiet foothold.
A Toreador Prince, name lost to time, declares Praxis over the frontier city.
Clan Ventrue and Tremere arrive to support the fledgling Camarilla presence.
Mid-1800s
The city remains a minor Camarilla holding, often overlooked due to the greater powers in New Orleans and Mexico City.
Late 1800s
1870s–1890s
Houston grows rapidly due to railroads and industry.
Gangrel and Nosferatu carve out control of bayous, rail hubs, and shanty zones.
Conflicts with Anarchs and Sabbat scouts rise and fall with brutal efficiency.
A mysterious Ventrue Elder claims Praxis in the shadows of this chaos. His identity is deliberately erased from public record by the clan.
1920s–1930s
Tremere chantry solidifies influence behind energy conglomerates.
The Prince at the time begins favoring reclusive industrialists over political manipulators.
1950s
A Ventrue Prince, fascinated by mortal influence and control, begins targeting mortal power brokers for Embrace.
1976
Howard Hughes, eccentric billionaire, aviation pioneer, and recluse, is Embraced by the reigning Prince of Houston. His fatal plane crash is a cover story.
In truth, Hughes vanishes from the mortal world and becomes a Kindred recluse, hidden under the Prince’s protection.
Whispers within Kindred society suggest Hughes was the intended heir of the Praxis, a Ventrue experiment in creating a “corporate regent.”
1980s–Early 1990s
The Prince rules from the shadows with Hughes and a secretive Primogen Council.
Houston thrives economically and remains unusually stable among Kindred domains.
The city becomes a refuge for political exiles from Sabbat-threatened territories.
October 31, 1993
On Halloween Night, the entire Kindred population vanishes in what would be named the Bayou City Massacre. Elysiums burn. Havens are found empty, bloodless, or worse—corrupted. There are no survivors.
The Camarilla declares Houston a no-go zone.
Rumors abound of infernalism, Sabbat rituals, or even a Gehenna-sign event.
July 1994
Archon Ha-Joon, under orders from Justicar Madame Guil, arrives to investigate the massacre.
Upon realizing the city is still viable, Ha-Joon declares Praxis.
He is supported by a cadre of trusted Kindred: Sonja Ashton – Elder of Clan Ventrue; Abraham Creed – Elder of Clan Brujah; Roisin – Ancilla of Clan Gangrel; Helena – Ancilla of Clan Tremere.
The Houston Camarilla is reborn.
September 1994
Roisin departs the city, her reasons kept private.
Abraham Creed is named Sheriff, charged with defense of the Praxis.
Sonja Ashton becomes Ventrue Primogen.
Primogen Ashton and Sheriff Creed aid Prince Ha-Joon in uncovering the culprits of the Bayou City Massacre: The Tal'Mahe'Ra.
A Clan Brujah challenge sees: Catherine win the seat of Primogen.
She is quickly deposed by Eddie Dubois, who solidifies his control.
October 1994
The Midnight Circus, a supernatural carnival, arrives in Houston.
It traps Helena, the Seneschal, within one of its attractions.
Sonja Ashton is promoted to Seneschal in Helena’s absence.
November 1994
Anya Duchen, a Ventrue neonate, is captured by the Special Affairs Division (SAD).
Under interrogation, she reveals the existence of the Camarilla Praxis in Houston.
December 1994
Prince Ha-Joon withdraws the Kindred to a fortified villa outside Houston.
There, he offers shelter and protection to newly arrived Giovanni, whose talents are deemed useful.
January 1995
The Camarilla strikes back.
A series of operations destroy SAD cells operating in and around Houston.
Victory is achieved, though at a cost.
The Kindred return to the city.
Life, unlife, and the Masquerade return to a fragile state of normalcy.
April 1995
The Sabbat, now with their Archbishop Silas Tivel, makes their presence known in the southern Parts of Houston.
The Sabbat seeks the eradication of the Anarchs.
The Camarilla intervenes and saves a few Anarchs who have pledged their alliance after being offered Protection and Sanctuary from the Sabbat. During this, the Archbishop uses the Camarilla intervention as an excuse to dispose of their previous treaty.
May 1995
Vampire XP Costs
V20 Core, pg 124
| Trait | XP Cost |
|---|---|
| Raise an Attribute | Current Rating x4 |
| New Ability | 3xp |
| Raising an existing Ability | Current Rating x2 |
| New Specialty | 4xp |
| New Merit | 3xp per point |
| Buy off/reduce a Flaw | 2xp per point |
| New Background | 3xp |
| Raise an existing Background | Current Rating x2 |
| New Discipline | 10xp |
| Clan Discipline | Current Rating x 5 |
| Other Discipline | Current Rating x 7 |
| New Path (Necromancy or Thaumaturgy) | 7xp |
| Secondary Path (Necromancy or Thaumaturgy) | Current Rating x4 |
| Virtue | Current Rating x2 |
| Humanity/Path | Current Rating x2 |
| Willpower | Current Rating |
Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all
Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.
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Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity,
Path, Willpower).
Ghoul XP Costs
V20 Core, pg 499
| Trait | XP Cost |
|---|---|
| Raise an Attribute | Current Rating x4 |
| New Ability | 3xp |
| Raising an existing Ability | Current Rating x2 |
| New Specialty | 4xp |
| New Merit | 3xp per point |
| Buy off/reduce a Flaw | 2xp per point |
| New Background | 3xp |
| Raise an existing Background | Current Rating x2 |
| New Discipline | 20xp |
| Clan/Family Discipline | Current Rating x 15 |
| Other Discipline | Current Rating x 25 |
| New Path (Necromancy or Thaumaturgy) | 20xp (Clan Ghouls only) |
| Secondary Path (Necromancy or Thaumaturgy) | Current Rating x15 (Clan Ghouls only) |
| Virtue | Current Rating x2 |
| Humanity | Current Rating x2 |
| Willpower | Current Rating |
A vassal gets a cost break on the Clan Disciplines of her first domitor, regardless of the domitor’s actual Disciplines. So, while a Toreador may know Dominate, his ghoul still pays current level x 25 for it. An independent gets a cost break on Celerity, Fortitude, and Potence. A revenant gets a cost break on her family’s Disciplines.
A vassal who leaves a vampire’s service is treated as an independent from that point on, while an independent who becomes blood bound to a domitor is treated as a vassal.
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Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Willpower).
Influence System
This system allows characters to exert their Influence in specific sectors of mortal society, using a monthly Action Point (AP) system and integrating dice rolls per V20 rules. It also links Allies, Contacts, and Spies directly to the effectiveness of your Influence use.
What is an Action Point (AP)?
Each dot of Influence grants 1 Action Point per month. These points represent your capacity to affect change, gather information, and manipulate institutions within a specific sector, including the use of your allies and contacts.
You spend AP to take Influence actions. Most actions require a dice roll to determine success or failure.
Monthly Action Points Table
| Influence Rating | Monthly Action Points | Dice Pool Modifier | Typical Scope |
|---|---|---|---|
| 1 | 1 | +1 | Simple favors, minor information, limited contacts |
| 2 | 2 | +2 | Push local agendas, gain early access to rumors |
| 3 | 3 | +3 | Control small departments or community figures |
| 4 | 4 | +4 | Alter internal processes, delay investigations, kill stories |
| 5 | 5 | +5 | Shape policy, promote or ruin reputations, suppress or create major action |
Dice Pool Modifier applies to your Influence rolls in that area.
Influence Limitations
Everyone will be asked to declare their main area of influence, in which they can raise it to 5. A secondary with can be raised to 4, a tertiary which can be raised to 3. The reason for this is to allow people to grow their main area of influence as their focus, while still having the ability to be influential in a few other areas.
Influence Dice Rolls
When taking an Influence action, roll:
Charisma or Manipulation + Appropriate Ability (Storyteller discretion) + Influence Dice Pool Modifier Difficulty: 6–9 depending on the scope and secrecy of the action.
Info-gathering: Charisma or Manipulation + Subterfuge
Public pressure or favors: Charisma or Manipulation + Leadership
Bureaucratic redirection: Charisma or Manipulation + Bureaucracy
Technological meddling: Intelligence + Computer
STs may require more specialized skills per sector (e.g., Finance for Business, Medicine for Health, etc.).
- [+/-] Contacts/Allies/Spies/Resources
Contacts/Allies/Spies
Your level in Contacts, Allies, or Spies determines your base dice pool when using those resources. For better results, it’s recommended to buy the appropriate Area of Influence tied to them. If you do, you can add your Influence level to your base dice pool, increasing your chances of success.
Please refer to the appropriate tab for further information.
Passive information (Spies only)
Protection from rival Influence actions (Spies – Counterintelligence)
| Background | Use |
|---|---|
| Allies | Active help from loyal individuals |
| Contacts | Access to reliable information sources |
| Spies | Covert agents for hidden operations and counter-intelligence |
Spies
Spies are covert agents under your command, often placed within sectors of society. They collect intelligence, perform sabotage, or quietly manipulate processes on your behalf. Unlike Allies or Contacts, Spies operate in the shadows and are rarely known to be connected to you.
Using Spies with Influence
Spies add +1–2 dice to **covert Influence rolls**, like hiding evidence, blackmail, or theft.
Spies allow for **passive data gathering**: 1 "free" fact per week (ST rolls secretly).
They can carry out sabotage or diversions using AP (with ST approval).
Sample Uses
Business Spy leaks competitor reports or corrupts bids.
Government Spy intercepts internal memos or blocks appointments.
Occult Spy watches secret cult activity and warns you of rituals.
Dot-Level Chart
| Points | Description |
|---|---|
| 1 | One covert agent with limited reach (e.g., office temp, hacker). |
| 2 | Add one trained informant or one well-placed agent. |
| 3 | Add One Skilled Spy |
| 4 | Add one Very Skilled Spy |
| 5 | Add One Extremely Skilled Spy |
Resources for Buying Allies/Contacts/Spies
The wealthy can often just purchase what they need at any given time. The Resources background allows players to purchase the use of temporary Contacts, Allies, Spies, and Backup during an Influence Cycle. This resource can change each Influence Submission Cycle depending on the PC’s needs.
The following chart indicates what level of background stats someone with money can buy:
| Resources Level | Purchasable Backgrounds |
|---|---|
| 4 | 1 Level 1 |
| 5 | 1 Level 3 or 2 Level 1s |
| 6 | 1 Level 4 or 2 Level 2s |
Players can use Resources to purchase Contacts, Allies, Spies, and Backup at the levels listed above. The player purchasing an Ally or Contact can specify their Area of Influence—this can align with their character’s existing influence or be chosen independently. They may also select the Areas of Expertise for any agents (such as Spies or Backup) acquired via Resources.
All purchases made with Resources:
Can be assigned a single task or used for a specific purpose.
May be maintained from one cycle to the next.
Cannot be switched or repurposed until the next cycle (1 month).
Sectors of Influence
Each of these must be bought separately and reflects your power in that domain (Included are some examples on how each area can be used) :
Media – Kill or plant stories, smear reputations, generate buzz.
Government & Politics – Swing votes, pressure officials, delay policy.
Law Enforcement – Arrange arrests, hide evidence, reroute investigations.
Legal – Delay trials, influence judges, bury legal documents.
Technology – Hack systems, suppress data, expose digital secrets.
Religion – Influence congregations, redirect doctrine, gain sanctuary.
Transportation – Delay or reroute shipping, block road access.
Medical – Access or alter medical records, suppress outbreaks.
Academia – Alter research, block publications, forge credentials.
Underworld – Hire criminals, spread rumors, leverage black markets.
Finance – Disrupt funding, initiate audits, uncover fraud.
Business & Industry -
High Society -
Arts & Community -
Occult -
Sample Action Costs & Rolls
| Action | Sector | AP Cost | Suggested Roll | Difficulty | Notes |
|---|---|---|---|---|---|
| Find out if someone has been arrested | Law Enforcement | 1 | Charisma or Manipulation + Contacts | 6 | +1 die if you have Spies |
| Bury a news story | Media | 2 | Charisma or Manipulation + Subterfuge | 7 | Allies can reduce cost by 1 |
| Redirect police patrol | Law Enforcement | 2 | Charisma or Manipulation + Leadership | 7 | Spies add stealth bonus |
| Block a zoning permit | Government | 3 | Charisma or Manipulation + Bureaucracy | 8 | Long-term effect |
| Get a hospital to "lose" a blood sample | Medical | 2 | Charisma or Manipulation + Subterfuge | 7 | Contacts or Allies can assist |
| Delay legal case | Legal | 2 | Charisma or Manipulation + Law | 7 | Combined with Allies (Legal) = -1 AP |
| Find cult activity | Occult | 1–3 | Perception + Occult | 6–9 | Depends on secrecy |
| Leak sensitive corporate data | Technology | 3 | Intelligence + Computer | 8 | Spies may allow stealth |
Passive Use (Spies Only)
If you have Spies in a sector, you may get 1 free "data point" per week with no AP spent. ST may roll in secret.