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{{:VampireHeader}}
[[image:Vtmbanner.png|center|1000px]]
 


<tabs>  
<tabs>  


<tab name=History>
<tab name="History">


=Timeline of Houston=
=Timeline of Houston=


'''Early 1800s'''
<font color=red>'''Early 1800s'''</font></br>
 
:[[File:Reddot-filled.png|10px]] Founding Nights</br>
*Founding Nights
 
'''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.
<font color=red>'''Circa 1837'''</font></br>
:[[File:Reddot-filled.png|10px]] Houston is founded. Soon after, Kindred of the Camarilla establish a quiet foothold.</br>
:[[File:Reddot-filled.png|10px]] A Toreador Prince, name lost to time, declares Praxis over the frontier city.</br>
:[[File:Reddot-filled.png|10px]] Clan Ventrue and Tremere arrive to support the fledgling Camarilla presence.</br>


<font color=red>'''Mid-1800s'''</font></br>
:[[File:Reddot-filled.png|10px]] The city remains a minor Camarilla holding, often overlooked due to the greater powers in New Orleans and Mexico City.</br>


'''Mid-1800s'''  
<font color=red>'''Late 1800s'''</font></br>
:[[File:Reddot-filled.png|10px]] Bayou Intrigues</br>


*The city remains a minor Camarilla holding, often overlooked due to the greater powers in New Orleans and Mexico City.
<font color=red>'''1870s–1890s '''</font></br>
:[[File:Reddot-filled.png|10px]] Houston grows rapidly due to railroads and industry.</br>
:[[File:Reddot-filled.png|10px]] Gangrel and Nosferatu carve out control of bayous, rail hubs, and shanty zones.</br>
:[[File:Reddot-filled.png|10px]] Conflicts with Anarchs and Sabbat scouts rise and fall with brutal efficiency.</br>
:[[File:Reddot-filled.png|10px]] A mysterious Ventrue Elder claims Praxis in the shadows of this chaos. His identity is deliberately erased from public record by the clan.</br>


'''Late 1800s'''  
<font color=red>'''1920s–1930s'''</font></br>
:[[File:Reddot-filled.png|10px]] Tremere chantry solidifies influence behind energy conglomerates.</br>
:[[File:Reddot-filled.png|10px]] The Prince at the time begins favoring reclusive industrialists over political manipulators.</br>


*Bayou Intrigues
<font color=red>'''1950s'''</font></br>
:[[File:Reddot-filled.png|10px]] A Ventrue Prince, fascinated by mortal influence and control, begins targeting mortal power brokers for Embrace.</br>


<font color=red>'''1976'''</font></br>
:[[File:Reddot-filled.png|10px]] Howard Hughes, eccentric billionaire, aviation pioneer, and recluse, is Embraced by the reigning Prince of Houston. His fatal plane crash is a cover story.</br>
:[[File:Reddot-filled.png|10px]] In truth, Hughes vanishes from the mortal world and becomes a Kindred recluse, hidden under the Prince’s protection.</br>
:[[File:Reddot-filled.png|10px]] Whispers within Kindred society suggest Hughes was the intended heir of the Praxis, a Ventrue experiment in creating a “corporate regent.”</br>


'''1870s–1890s'''  
<font color=red>'''1980s–Early 1990s'''</font></br>
:[[File:Reddot-filled.png|10px]] The Prince rules from the shadows with Hughes and a secretive Primogen Council.</br>
:[[File:Reddot-filled.png|10px]] Houston thrives economically and remains unusually stable among Kindred domains.</br>
:[[File:Reddot-filled.png|10px]] The city becomes a refuge for political exiles from Sabbat-threatened territories.</br>


*Houston grows rapidly due to railroads and industry.
<font color=red>'''October 31, 1993'''</font></br>
:[[File:Reddot-filled.png|10px]] 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.</br>
:[[File:Reddot-filled.png|10px]] The Camarilla declares Houston a no-go zone.</br>
:[[File:Reddot-filled.png|10px]] Rumors abound of infernalism, Sabbat rituals, or even a Gehenna-sign event.</br>


*Gangrel and Nosferatu carve out control of bayous, rail hubs, and shanty zones.
<font color=red>'''July 1994'''</font></br>
:[[File:Reddot-filled.png|10px]] Archon Ha-Joon, under orders from Justicar Madame Guil, arrives to investigate the massacre.</br>
:[[File:Reddot-filled.png|10px]] Upon realizing the city is still viable, Ha-Joon declares Praxis.</br>
:[[File:Reddot-filled.png|10px]] 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.</br>
:[[File:Reddot-filled.png|10px]] The Houston Camarilla is reborn.</br>


*Conflicts with Anarchs and Sabbat scouts rise and fall with brutal efficiency.
<font color=red>'''September 1994'''</font></br>
:[[File:Reddot-filled.png|10px]] Roisin departs the city, her reasons kept private.</br>
:[[File:Reddot-filled.png|10px]] Abraham Creed is named Sheriff, charged with defense of the Praxis.</br>
:[[File:Reddot-filled.png|10px]] Sonja Ashton becomes Ventrue Primogen.</br>
:[[File:Reddot-filled.png|10px]] Primogen Ashton and Sheriff Creed aid Prince Ha-Joon in uncovering the culprits of the Bayou City Massacre: The Tal'Mahe'Ra.</br>
:[[File:Reddot-filled.png|10px]] A Clan Brujah challenge sees: Catherine win the seat of Primogen.</br>
:[[File:Reddot-filled.png|10px]] She is quickly deposed by Eddie Dubois, who solidifies his control.</br>


*A mysterious Ventrue Elder claims Praxis in the shadows of this chaos. His identity is deliberately erased from public record by the clan.
<font color=red>'''October 1994'''</font></br>
:[[File:Reddot-filled.png|10px]] The Midnight Circus, a supernatural carnival, arrives in Houston.</br>
:[[File:Reddot-filled.png|10px]] It traps Helena, the Seneschal, within one of its attractions.</br>
:[[File:Reddot-filled.png|10px]] Sonja Ashton is promoted to Seneschal in Helena’s absence.</br>


'''1920s–1930s'''
<font color=red>'''November 1994'''</font></br>
:[[File:Reddot-filled.png|10px]] Anya Duchen, a Ventrue neonate, is captured by the Special Affairs Division (SAD).</br>
:[[File:Reddot-filled.png|10px]] Under interrogation, she reveals the existence of the Camarilla Praxis in Houston.</br>


*Tremere chantry solidifies influence behind energy conglomerates.
<font color=red>'''December 1994'''</font></br>
:[[File:Reddot-filled.png|10px]] Prince Ha-Joon withdraws the Kindred to a fortified villa outside Houston.</br>
:[[File:Reddot-filled.png|10px]] There, he offers shelter and protection to newly arrived Giovanni, whose talents are deemed useful.</br>


*The Prince at the time begins favoring reclusive industrialists over political manipulators.
<font color=red>'''January 1995'''</font></br>
:[[File:Reddot-filled.png|10px]] The Camarilla strikes back.</br>
:[[File:Reddot-filled.png|10px]] A series of operations destroy SAD cells operating in and around Houston.</br>
:[[File:Reddot-filled.png|10px]] Victory is achieved, though at a cost.</br>
:[[File:Reddot-filled.png|10px]] The Kindred return to the city.</br>
:[[File:Reddot-filled.png|10px]] Life, unlife, and the Masquerade return to a fragile state of normalcy.</br>


'''1950s'''  
<font color=red>'''April 1995'''</font></br>
:[[File:Reddot-filled.png|10px]] The Sabbat, now with their Archbishop Silas Tivel, makes their presence known in the southern Parts of Houston. </br>
:[[File:Reddot-filled.png|10px]] The Sabbat seeks the eradication of the Anarchs. </br>
:[[File:Reddot-filled.png|10px]] 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. </br>


*A Ventrue Prince, fascinated by mortal influence and control, begins targeting mortal power brokers for Embrace.
<font color=red>'''May 1995'''</font></br>
 
:[[File:Reddot-filled.png|10px]] The Prince disbands the Primogen Council until the Clans can unify themselves and awaits for leaders to emerge.</br>
'''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'''
 
*The Prince disbands the Primogen Council until the Clans can unify themselves and awaits for leaders to emerge


</tab>
</tab>
<tab name="XP Chart">


<tab name="Kindred Of Houston">
=Vampire XP Costs=
''V20 Core, pg 124''


COMING SOON!!!!!!!!!!
{| class="wikitable" Style="border:2px ridge red;" width="100%"
|-
! Trait !! XP Cost
|-
| Raise an [[Vampire/stats#Attributes|Attribute]] || Current Rating x4
|-
| New [[Vampire/stats#Abilities|Ability]] || 3xp
|-
| Raising an existing [[Vampire/stats#Abilities|Ability]] || Current Rating x2
|-
| New [[Vampire/stats#Specialties|Specialty]] || 4xp
|-
| New [[Vampire/stats#Merits|Merit]] || 3xp per point
|-
| Buy off/reduce a [[Vampire/stats#Flaws|Flaw]] || 2xp per point
|-
| New [[Vampire/stats#Backgrounds|Background]] || 3xp
|-
| Raise an existing [[Vampire/stats#Backgrounds|Background]] || Current Rating x2
|-
| New [[Vampire/Disciplines|Discipline]] || 10xp
|-
| Clan [[Vampire/Disciplines|Discipline]] || Current Rating x 5[[File:Reddot-filled.png|10px]]
|-
| Other [[Vampire/Disciplines|Discipline]] || Current Rating x 7[[File:Reddot-filled.png|10px]]
|-
| New [[Vampire/Disciplines|Path]] (Necromancy or Thaumaturgy) || 7xp
|-
| Secondary [[Vampire/Disciplines|Path]] (Necromancy or Thaumaturgy) || Current Rating x4
|-
| [[Vampire/stats#Virtues|Virtue]] || Current Rating x2[[File:Reddot-filled.png|10px]][[File:Reddot-filled.png|10px]]
|-
| [[Vampire/stats#Paths_of_Humanity_%26_Enlightenment|Humanity/Path]] || Current Rating x2
|-
| Willpower || Current Rating
|-
|}


</tab>  
[[File:Reddot-filled.png|10px]] Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all</br>
Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.</br>
[[File:Reddot-filled.png|10px]][[File:Reddot-filled.png|10px]] Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity,
Path, Willpower).


----


=Ghoul XP Costs=
''V20 Core, pg 499''


<tab name=Plots>
{| class="wikitable" Style="border:2px ridge red;" width="100%"
|-
! Trait !! XP Cost
|-
| Raise an [[Vampire/stats#Attributes|Attribute]] || Current Rating x4
|-
| New [[Vampire/stats#Abilities|Ability]] || 3xp
|-
| Raising an existing [[Vampire/stats#Abilities|Ability]] || Current Rating x2
|-
| New [[Vampire/stats#Specialties|Specialty]] || 4xp
|-
| New [[Vampire/stats#Merits|Merit]] || 3xp per point
|-
| Buy off/reduce a [[Vampire/stats#Flaws|Flaw]] || 2xp per point
|-
| New [[Vampire/stats#Backgrounds|Background]] || 3xp
|-
| Raise an existing [[Vampire/stats#Backgrounds|Background]] || Current Rating x2
|-
| New [[Vampire/Disciplines|Discipline]] || 20xp
|-
| Clan/Family [[Vampire/Disciplines|Discipline]] || Current Rating x 15[[File:Reddot-filled.png|10px]]
|-
| Other [[Vampire/Disciplines|Discipline]] || Current Rating x 25[[File:Reddot-filled.png|10px]]
|-
| New [[Vampire/Disciplines|Path]] (Necromancy or Thaumaturgy) || 20xp (Clan Ghouls only)
|-
| Secondary [[Vampire/Disciplines|Path]] (Necromancy or Thaumaturgy) || Current Rating x15 (Clan Ghouls only)
|-
| [[Vampire/stats#Virtues|Virtue]] || Current Rating x2[[File:Reddot-filled.png|10px]][[File:Reddot-filled.png|10px]]
|-
| [[Vampire/stats#Paths_of_Humanity_%26_Enlightenment|Humanity]] || Current Rating x2
|-
| Willpower || Current Rating
|-
|}


Coming Soon!!!!!!!!!!
[[File:Reddot-filled.png|10px]]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.</br>
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.</br>
[[File:Reddot-filled.png|10px]][[File:Reddot-filled.png|10px]]Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Willpower).


</tab>
</tab>
<tab name="Influence">


==Influence System==


<tab name="Camarilla/Event Logs">
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.


Also coming soon!
===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.


</tab>
You spend AP to take Influence actions. Most actions require a dice roll to determine success or failure.


===Monthly Action Points Table===
{|class="wikitable" style="text-align: center; border:2px ridge red;"
! 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
|}


<tab name="Character Creation">
''Dice Pool Modifier applies to your Influence rolls in that area.''


Here is a brief guide as to what we are accepting:
===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.


==Clans:==
===Influence Dice Rolls===
When taking an Influence action, roll:


* All Camarilla Core Clans<br> * Independents, Anarchs, & Sabbat are currently closed.<br>
'''Charisma or Manipulation + Appropriate Ability''' (Storyteller discretion) ''+ Influence Dice Pool Modifier'' '''Difficulty: 6–9''' depending on the scope and secrecy of the action.


==Ages:==
:[[File:Reddot-filled.png|10px]] '''Info-gathering:''' Charisma or Manipulation + Subterfuge</br>
:[[File:Reddot-filled.png|10px]] '''Public pressure or favors:''' Charisma or Manipulation + Leadership</br>
:[[File:Reddot-filled.png|10px]] '''Bureaucratic redirection:''' Charisma or Manipulation + Bureaucracy</br>
:[[File:Reddot-filled.png|10px]] '''Technological meddling:''' Intelligence + Computer


* Neonates are openly accepted. <br>* Ancilla & Elders are currently closed<br><br>For Neonates:<br> * There is a hard age cap of 100 years old max including embrace.<br> * For those that were a ghoul prior to their embrace, the hard cap is 150 years total from the time of mortal birth <br>(of which they must be 100 or less years embraced.)<br>
STs may require more specialized skills per sector (e.g., Finance for Business, Medicine for Health, etc.).


==Generation:==  
:::<div class="mw-customtoggle-conalsp" style="cursor:pointer; color:red">[+/-] Contacts/Allies/Spies/Resources</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-conalsp">
==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.


* 8th & 9th Generation - Soft Closed at this time<br>
Please refer to the appropriate tab for further information.</br>
* 10th Generation - Requires Staff approval<br>
Passive information (Spies only)</br>
* 11th - 13th Generation - Open for application
Protection from rival Influence actions (Spies – Counterintelligence)


==Starting XP:==
{| class="wikitable" style="border:2px ridge red;"
 
! Background
All Neonates are given 75 Starting XP. This XP will be awarded upon approval and should not be set initially on the sheet or in the approval job.
! Use
 
|-
Ancilla are given 150xp (Please note that Ancilla are soft closed at this time)<br>
|Allies
Elders - Not being accepted at this time.
|Active help from loyal individuals
 
|-
==Incentive XP:==
|Contacts
 
|Access to reliable information sources
Please ask Sephiroth, Headcrab, Neverwinter, or Chaos to inquire as to what clans may be granted incentive XP
|-
 
|Spies
==Backgrounds:==
|Covert agents for hidden operations and counter-intelligence
 
|}
Backgrounds can be in the format of bullet points and can start with your character's embrace. What we are looking for are the following details:<br> * Where they come from, date of birth, brief note about mortal life.<br> * Embrace Details: Who is their sire? When Embraced? Why Chosen? What's their relationship with their sire like?<br> * What have they done with their life since the embrace? Where do they stand in Kindred Society? Why are they in Houston?<br> * Any other tidbits showing an understanding of theme.<br>
 
For entering backgrounds, please follow the commands listed in: '+help background'<br>
 
</tab>
 
<tab name="Backgrounds">
 
== Backgrounds ==
 
The following link will link to where we have our House Ruled Backgrounds and their uses.
 
Please click [[Kindred Influence|here]] for more information
 
</tab>
 
<tab name=Domains>
== Camarilla Domains of Houston ==


Below is a link to the current Domains as it stands:
==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.


https://www.google.com/maps/d/u/0/edit?hl=en&mid=1O5dpzp4Ytk3aKF_9aHSJ2UmKXA_ICvc&ll=29.74378660329838%2C-95.39583798344935&z=13
===Using Spies with Influence===
[[File:Reddot-filled.png|10px]] Spies add +1–2 dice to **covert Influence rolls**, like hiding evidence, blackmail, or theft.</br>
[[File:Reddot-filled.png|10px]] Spies allow for **passive data gathering**: 1 "free" fact per week (ST rolls secretly).</br>
[[File:Reddot-filled.png|10px]] They can carry out sabotage or diversions using AP (with ST approval).


Below is a list of the Personal, Clan, Coterie Domains that have been claimed:
===Sample Uses===
[[File:Reddot-filled.png|10px]] Business Spy leaks competitor reports or corrupts bids.</br>
[[File:Reddot-filled.png|10px]] Government Spy intercepts internal memos or blocks appointments.</br>
[[File:Reddot-filled.png|10px]] Occult Spy watches secret cult activity and warns you of rituals.


{| class="wikitable"
===Dot-Level Chart===
|+ '''Domain Assignments in Houston Praxis'''
{| class="wikitable" style="border:2px ridge red;"
! Sect/Clan !! Domain
! Points
|-
! Description
| Toreador || Museum District
|-
|-
| Tremere || University of Houston / Third Ward
|1
|One covert agent with limited reach (e.g., office temp, hacker).
|-
|-
| Brujah || Houston Port / Docks
|2
|Add one trained informant or one well-placed agent.
|-
|-
| Ventrue || Business District
|3
|Add One Skilled Spy 
|-
|-
| Nosferatu || Bayou Park
|4
|Add one Very Skilled Spy
|-
|-
| Gangrel || Memorial Park
|5
|-
|Add One Extremely Skilled Spy
| Malkavian || Jefferson Davis Hospital
|}
|}


{| class="wikitable"
==Resources for Buying Allies/Contacts/Spies==
|+ '''Personal Domains'''
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.
! Kindred !! Domain
 
The following chart indicates what level of background stats someone with money can buy:
 
{| class="wikitable" style="border:2px ridge red;"
! Resources Level
! Purchasable Backgrounds
|-
|-
| Abraham Creed || Magnolia Park
|4
|1 Level 1
|-
|-
| Eddie Dubois || Clinton Park
|5
|1 Level 3 or 2 Level 1s
|-
|-
| Veronica Chevalier || L’Atelier Montrose
|6
|-
|1 Level 4 or 2 Level 2s
| Sonja Ashton || 2nd Ward
|}
|}


{| class="wikitable"
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.
|+ '''Coterie Domains'''
! Coterie !! Domain
|-
| Regulators || Harrisburg
|-
| The Quadrivium || 7th Ward
|}


</tab>
All purchases made with Resources:


<tab name=Status>  
[[File:Reddot-filled.png|10px]] Can be assigned a single task or used for a specific purpose.</br>
[[File:Reddot-filled.png|10px]] May be maintained from one cycle to the next.</br>
[[File:Reddot-filled.png|10px]] Cannot be switched or repurposed until the next cycle (1 month).


= Camarilla Status System =
</div>
In the Houston Praxis, we utilize a custom status system designed to represent a Kindred’s political standing within the Camarilla. This system goes beyond simple popularity or personal opinion—it reflects how much weight a character's name carries in court, how much sway they hold in political matters, and how much deference they command from their peers.
Each character is assigned two distinct numbers:
; '''Rank''' : This is your standing—your position in the political hierarchy. The higher your Rank, the more authority you hold. It determines how much your voice matters in the Praxis: who listens when you speak, who defers to you in court, and how your presence is treated publicly. A high Rank does not mean you are well-liked—it means you are respected, feared, or politically significant enough that others cannot ignore you. These are Kindred, after all—affection and admiration are luxuries, not requirements.
; '''Pool''' : This represents your influence—how much sway your character has in shaping the reputations of others. It is your ability to raise or lower another Kindred’s Rank by spreading rumors, giving public endorsements, or whispering subtle criticisms. Pool points regenerate periodically and reflect how engaged your character is in the political undercurrents of the Praxis.
When a character uses their Pool to adjust another Kindred’s status, the action is treated in-character as a rumor or public opinion filtering through the Harpies. These shifts in standing are not made through direct confrontation, but through a network of whispers, innuendo, praise, and scandal. The Harpies—those socially adept Kindred who monitor court behavior—interpret and act on these murmurs, ensuring the social ladder is ever-shifting and alive.
Below, you will find examples of plausible reasons to raise or lower another Kindred’s standing. These serve as in-character justifications—the kinds of things your character might say, suggest, or imply to bolster or undermine someone else's reputation. Keep in mind: in the Jyhad of status, perception is everything.


===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) :




[[File:Reddot-filled.png|10px]] '''Media''' – Kill or plant stories, smear reputations, generate buzz.</br>
[[File:Reddot-filled.png|10px]] '''Government & Politics''' – Swing votes, pressure officials, delay policy.</br>
[[File:Reddot-filled.png|10px]] '''Law Enforcement''' – Arrange arrests, hide evidence, reroute investigations.</br>
[[File:Reddot-filled.png|10px]] '''Legal''' – Delay trials, influence judges, bury legal documents.</br>
[[File:Reddot-filled.png|10px]] '''Technology''' – Hack systems, suppress data, expose digital secrets.</br>
[[File:Reddot-filled.png|10px]] '''Religion''' – Influence congregations, redirect doctrine, gain sanctuary.</br>
[[File:Reddot-filled.png|10px]] '''Transportation''' – Delay or reroute shipping, block road access.</br>
[[File:Reddot-filled.png|10px]] '''Medical''' – Access or alter medical records, suppress outbreaks.</br>
[[File:Reddot-filled.png|10px]] '''Academia''' – Alter research, block publications, forge credentials.</br>
[[File:Reddot-filled.png|10px]] '''Underworld''' – Hire criminals, spread rumors, leverage black markets.</br>
[[File:Reddot-filled.png|10px]] '''Finance''' – Disrupt funding, initiate audits, uncover fraud.</br>
[[File:Reddot-filled.png|10px]] '''Business & Industry''' - </br>
[[File:Reddot-filled.png|10px]] '''High Society''' - </br>
[[File:Reddot-filled.png|10px]] '''Arts & Community''' - </br>
[[File:Reddot-filled.png|10px]] '''Occult''' - </br>


{| class="wikitable sortable"
=== Sample Action Costs & Rolls ===
! Action Type !! Example Reason !! Description !! Suggested Modifier
{| class="wikitable" style="border:2px ridge red;"
|-
! Action !! Sector !! AP Cost !! Suggested Roll !! Difficulty !! Notes
| Raise || Exposed a Sabbat spy || The Kindred uncovered and revealed a member of the Sword of Caine hiding among the Camarilla, preserving the integrity of the Praxis. || +30
|-
| Raise || Defended Elysium from attack || The Kindred took point or played a key role in protecting neutral ground, risking unlife to maintain the Masquerade and safety. || +25
|-
| Raise || Negotiated a boon from another Clan || The Kindred secured a valuable boon from another clan that benefits the Praxis politically or strategically. || +15
|-
| Raise || Mentored a fledgling into proper behavior || They transformed an unruly neonate into a functional, respectful member of Kindred society. || +10
|-
| Raise || Spoke eloquently in Court || Made a politically astute, publicly admired statement that advanced the city's interests or their Clan’s cause. || +5
|-
| Raise || Delivered useful intelligence || Provided credible, actionable intelligence on mortal or supernatural threats to the Praxis. || +20
|-
| Raise || Publicly supported the Prince || Aligned themselves with the Prince during a time of political tension or uncertainty. || +10
|-
| Raise || Donated boons or resources to the Praxis || Offered considerable personal wealth or leverage for the good of the domain. || +15
|-
| Raise || Uncovered a breach of the Masquerade || Identified and helped resolve a situation threatening Kindred secrecy. || +20
|-
| Lower || Endangered the Masquerade || Their reckless behavior risked exposure of Kindred to mortal society. || -30
|-
|-
| Lower || Refused a direct order from the Prince || Publicly disrespected the chain of command or flaunted city law. || -25
| Find out if someone has been arrested || Law Enforcement || 1 || Charisma or Manipulation + Contacts || 6 || +1 die if you have Spies
|-
|-
| Lower || Made a tasteless display at Elysium || Brought shame or discomfort with offensive behavior, lack of etiquette, or overindulgence. || -15
| Bury a news story || Media || 2 || Charisma or Manipulation + Subterfuge || 7 || Allies can reduce cost by 1
|-
|-
| Lower || Fled from combat || The Kindred abandoned allies or their duty when danger arrived, especially in a public setting. || -10
| Redirect police patrol || Law Enforcement || 2 || Charisma or Manipulation + Leadership || 7 || Spies add stealth bonus
|-
|-
| Lower || Offended a Primogen in public || Was rude, insubordinate, or mocking to a senior Kindred during Court or a formal event. || -10
| Block a zoning permit || Government || 3 || Charisma or Manipulation + Bureaucracy || 8 || Long-term effect
|-
|-
| Lower || Spread false rumors || Attempted to manipulate status or reputation with baseless gossip. || -15
| Get a hospital to "lose" a blood sample || Medical || 2 || Charisma or Manipulation + Subterfuge || 7 || Contacts or Allies can assist
|-
|-
| Lower || Claimed a boon falsely || Attempted to use false or expired leverage, undermining the Boon system. || -20
| Delay legal case || Legal || 2 || Charisma or Manipulation + Law || 7 || Combined with Allies (Legal) = -1 AP
|-
|-
| Lower || Publicly challenged an Elder without standing || Attempted to shame, discredit, or antagonize an Elder without the status or backing to do so. || -15
| Find cult activity || Occult || 1–3 || Perception + Occult || 6–9 || Depends on secrecy
|-
|-
| Lower || Interrupted Court proceedings || Spoke out of turn or disrupted a gathering where decorum was expected. || -10
| Leak sensitive corporate data || Technology || 3 || Intelligence + Computer || 8 || Spies may allow stealth
|-
| Lower || Made a political blunder || Acted without consulting their Clan or Primogen, resulting in an embarrassment to the Clan or Praxis. || -10
|-
| Lower || Snubbed the Harpy || Ignored or dismissed the Harpy's authority, whether in Court or social gathering. || -20
|-
| Lower || Broke Elysium etiquette || Dressed inappropriately, insulted a guest, or failed to show proper deference during a gathering. || -10
|-
| Lower || Publicly questioned the Prince’s decisions || Voiced doubts or criticism of the Prince in a public venue rather than through political channels. || -15
|-
| Lower || Failed to repay a boon || Did not fulfill an owed boon without explanation or negotiation. || -25
|-
| Lower || Took credit for another’s success || Claimed responsibility for an achievement that was clearly another Kindred’s. || -10
|}
|}
=== 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.


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Latest revision as of 19:14, 4 December 2025

Timeline of Houston

Early 1800s

Founding Nights

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

Bayou Intrigues

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

The Prince disbands the Primogen Council until the Clans can unify themselves and awaits for leaders to emerge.

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.
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.
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.