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V5 Starter Set - Story Guide

1) The characters have been newly created as vampires (Kindred) and have awoken in a walk-in freezer surrounded by animal bodies and a human corpse. They must escape and learn about their new nature and Hunger. 2) Upon escaping, they will encounter a guard and then a vampire who wants to help them. This vampire will begin to explain to them about the two main vampire factions in the city, the Anarchs who run it, and the Camarilla. 3) The story is meant to be run linearly over seven scenes, with goals and information provided to guide the storyteller in running each scene. The storyteller is encouraged to read certain passages out loud to

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0% found this document useful (0 votes)
102 views45 pages

V5 Starter Set - Story Guide

1) The characters have been newly created as vampires (Kindred) and have awoken in a walk-in freezer surrounded by animal bodies and a human corpse. They must escape and learn about their new nature and Hunger. 2) Upon escaping, they will encounter a guard and then a vampire who wants to help them. This vampire will begin to explain to them about the two main vampire factions in the city, the Anarchs who run it, and the Camarilla. 3) The story is meant to be run linearly over seven scenes, with goals and information provided to guide the storyteller in running each scene. The storyteller is encouraged to read certain passages out loud to

Uploaded by

Hgdsvlar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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S T O RY G U I D E

the
In Crowd

Foreword
This booklet is intended to be read only by the You may also need to improvise if your players think
Storyteller. If you’re going to be playing this outside the box.
scenario, but you are not going to take the role of the In this story your players begin as newly
Storyteller, please do not read any further. created Kindred (the word vampires use to refer to
Your role in all of this is to be Storyteller. It will be themselves.) They have been captured and barely
your responsibility to guide your players through this remember their own Embrace — the event that turned
story, where they will make discoveries of what they them into creatures of the night — or their sires, the
have become, and the consequences of their undeath. vampires who gave them eternal unlife.

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Before you start, it is recommended that you and your During the scenes you will encounter situations
players get briefly acquainted with the components that you’re not prepared for. Use the Goal, Exit and
you will use. Ask them to choose one of the characters. Next Scene information to help with your decisions
There are more than enough to choose from. Ask and rulings. If you need in-depth information about
your players not to look past the first page yet. Once the setting or rules, you can also look at the Reference
they settle on a character they like, they can then Guide.
read the basic information provided and choose any As for the setting of this story, we didn’t name
customization options. the location and there are very few general references.
Begin by discussing the Mature content section on You can set this in any city you like, including your
the “Start Here” page. If any player (including you) own. The only remarkable point about this city is that
is uncomfortable with any of the topics included, be it is run by a vampire faction known as the Anarchs,
mindful of them. unlike many cities that are run by a rival faction, the
A few additional words on this topic can be found Camarilla. We introduce both factions during the
in the Reference Guide, p.6. story.

Scene 0: How to Run Scene I: Your First Night


This ■■ Setup: The characters have been captured right
after receiving the Embrace. They awake, trapped
This scenario has seven scenes that follow a linear inside a walk-in freezer, surrounded by hanging
pattern. In each scene we’ll provide a scene goal, animal bodies, and a human corpse. This is part of
including its exit and a bit of information on the a test they are not aware of.
following scene to guide you. ■■ Goal: Learn about Hunger, basic actions, and
We’ve strived to write this in a way for you to run about each other.
this on the go, but it can be a good idea to read each ■■ Exit: Escape the walk-in freezer.
scene in its entirety before running it. Do not be afraid ■■ Next Scene: Characters run into a guard and then a
to call for breaks between scenes or if you get stuck. vampire that wants to help them.

Begin by reading the section labeled The Embrace


out loud. You might want to suggest for your players
to close their eyes, if they wish, while you read the
opening piece. Across this book, you’ll find several
passages that you should read out loud. They will be
marked as below. Sometimes you will have to adjust a
word or two based on circumstances. These situations
will be clearly indicated.

A NOTE ON PRINTING: You have express permission to print out any or all of
the documents contained in this bundle for personal use.

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S T O RY G U I D E

The Embrace RULES EXPLANATIONS AND ADVICE


Next you’ll find the first of many rules explanations, which
There is no fear as your life is fading away. You will be formatted like this. Depending on your preference,
feel an unexpected comfort in the arms of the you can read these to yourself, and explain as needed, or
you may even read them out loud. If you do so, don’t read
being that is taking your life. You experience
indications to yourself, in italics.
a surprising calm as it all disappears. Drop by
drop, it takes your fears, your worries, your
dreams, your joy. We’ll start off by discussing Hunger and the Blood.
Then, your conscience vanishes, and all
that’s left is blackness.
You open your eyes. There is a lingering The Hunger, Part 1
feeling that something is missing, but something
else immediately overrides it. It is an electric Even as you all sit still in the cold, quiet room,
purr that stirs your senses awake. Coming and you start making out the shapes around
back from Death is slow. You feel sluggish as you, you feel your first Hunger. It is different
you become aware of the room you are in, the from any hunger you have ever felt. Like a
company you share. Above and around you are person starving to death who suddenly smells
slow swinging hunks of meat, like the bodies of food, you sense the blood and you know that it
that deathly migration. Beside you are others, will ease this terrible, hollow pain inside you.
also escaping Death’s shore. How will you deal with your first Hunger?
urge: more pressing, more acute. As you begin You smell blood and recognize it as exactly
to sit up, you feel it for the first time: Hunger. that: the aroma reaches out to you, sweet and
And you know, somehow, as you experience the tempting. Your eyes fall upon the meat hooks
terrible pangs of this Hunger, that you are no that decorate the room, searching for the choice
longer human. meal you are craving. There are whole animal
carcasses hanging from the hooks. Pork, cattle…
And yet your gaze locks onto a piece hung in
Introductions the middle of the room. A brunette mop of hair
At this point, the characters open their eyes and dangles upside down, together with the stark
see. Allow the players to describe their characters, realization of what your body craves: the corpse
to explain the way they are dressed, and to describe of a man wearing blue jeans and a t-shirt. You
outstanding physical traits that may come from understand that there’s more to this room, but
their strengths and weaknesses. First, we’ll focus on right now you can only focus on him.
their immediate feeling of Hunger, and then their
surroundings. They are actually trapped in a walk-in
freezer, but they will discover this soon enough.

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WHAT IS THE HUNGER?


Whenever discussing the Hunger throughout this
scenario, you can give out any of the following. Refer
to this sidebar whenever discussing the topic.
■■ Hunger is a psychological experience as much as a
physical one. A hungry vampire doesn’t feel their
stomach knotting, rather, they becomes irritable,
INTRODUCTION TO THE BLOOD more prone to violence, and more intent on sating
Hunger is an ever present and persistent feature of their hunger. Vampires at Hunger 4 or 5 risk
Kindred. Every night, upon waking from their day sleep, losing control and cannot focus on anything other
vampires must Rouse their Blood. We’ll represent this than the hunt.
with Hunger dice. ■■ The first time they taste human blood, the still-
Give each one of your players two Hunger human part of them will recoil in disgust, but the
dice now. Beast wants nothing more than to drink every
Hunger Dice are a tangible representation of victim dry.
their characters’ Hunger, and they’ll have to roll them ■■ Feeding is an ecstatic experience for both predator
throughout the scenario. Once the players get to look at and prey (called the Kiss by Kindred).
the Kindred Profile sheet, they will be able to track their ■■ Humans can survive some blood loss, but not
Hunger there, too. much. A vampire who loses control and feeds too
Ask your players to roll a black die. deeply might kill their prey. This is the core horror
If you roll a blank face, take an additional Hunger of Vampire: characters must risk someone else’s
Die. If the check comes out as a or , maintain the life to sustain their own. Establish the value of
current number of Hunger Dice. each life so risked.
Rouse checks must also be made any time that ■■ Vampires can instantly heal bite marks they make
there is a risk of gaining additional Hunger. This includes by licking the wound.
Blush of Life, Blood Surge or using Disciplines ■■ Characters may end up developing a rapport
(these concepts will be discussed later). Whenever with their prey and adopting them as contacts or
these checks are made, the result determines whether mortal allies.
Hunger increases, but the intended effect (e.g. powering
a Discipline) will occur regardless of the result. In other
words, you still accomplish your goal, but only at the risk As the rolls are resolved and everyone has either two or
of growing hungrier three Hunger dice, read the entry below.
All characters will always have at least one Hunger Read one or both paragraphs, depending on how
die. The only way to eliminate that last Hunger die comes many Hunger dice a player has in front of them.
with moral complications, as we’ll learn later in this story.
For more information, please take a look at the
Reference Guide, p. 12. The Hunger, Part 2
(Two Hunger Dice)
First you were drowsy from waking, but now
the blood smell has snapped you into focus.
You feel your first Hunger significantly. Maybe
just a small sip from the dead body would ease
this newfound desire. Maybe the animals could

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give you enough sustenance to carry on. You The players have a choice to feed from the animal
can resist it if you choose. Maybe it is shame carcasses or the hanging corpse. There is no type of
of defiling the dead, how the others in the room identification on this person. He appears to be only
would see you, or the dread of drinking blood recently dead and still has blood in his veins, as if left
that holds you back. Maybe you just surrender there to test them. Even characters with three Hunger
to your Hunger. Beggars can’t be choosers. dice can resist this degrading act, but they may not
want to.
Feeding from him or from the animal carcasses
(Three Hunger Dice)
will not reduce their Hunger. Blood from dead bodies
Your Hunger is coloring all of your thoughts, doesn’t provide sustenance to most Vampires. The
tainting everything you see, hear and smell. aftermath of this fruitless action should probably
You’re beckoned by the fresh body offered to disgust the players whose characters partook in it.
you. Its blood smells stale, but there’s also a
sweetness in it. You want to drink. What will Exploring the Room
these others think of you? That doesn’t matter. Now that the players tried to sate their Hunger
What are you becoming? You may have to think or resisted the urge, they start becoming more aware
about that later. Right now, feeding is what you of their surroundings. This is a great opportunity
want to do the most.. for the players to practice their skills. Doing so will
help the players better understand how to proceed

ROLLING DICE
Many situations in the game call for rolling dice. To do so, gather a number of dice equal to the number of dots a
character has in the relevant traits. If a character has any Hunger dice, replace that number of regular dice (black)
with Hunger Dice (red). For example, if Blake wants to Investigate, this action will use their Intelligence +
Investigation, which in this case totals 6. The player rolls 6 dice. Blake has 2 Hunger dice, though, so they would
replace 2 of their regular dice (black) with 2 Hunger Dice (red). Blake rolls 4 black dice and 2 red hunger dice, and
checks the symbols rolled.
Any die that shows , or counts as a success. Blank sides and results should be ignored. The total
number of successes must equal or exceed the difficulty of a test. Any successes in excess of the difficulty are called
margin, and may improve the outcome.
Whenever the difficulty of a test in this story is not mentioned, default to 2.

ACTIONS
When calling out for a test, the easiest way is to call for the preset, default Actions. In this story, we’re using these as
shorthand for the types of tests that may come up most frequently, to save you and your players time in calculating dice
pools until you get comfortable with that.
All characters have a number of actions which will consist of a total to roll and the Attribute and Skill
combination that composes it. In the previous example, just call for Blake to roll Investigate, and don’t worry about
adding these values, as it’s already done for you.
You will have to adjudicate when calling for tests not covered under the Action logic. Essentially, any Attribute +
Skill combination is possible. If a character has no dots in a skill, they can always roll with just their Attribute.
Use your best judgment and don’t be afraid to make mistakes. This is how we learn, after all.
There is a Master List of all player characters’ actions in the Reference Guide, p.14 under Appendix I, in case you
need to refer to it. This way, you can see which character is best at what type of action and you can call them out with
suggestions.

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with the challenge of escaping the room. For this, ask


your players to look at the second page, or Character
Profile, of their character’s sheet. This will reveal a host adorned meathooks.As you
of information, but they should focus on their Actions walk, you realize there are
first. streaks of dried blood on the
Ask them to look at them and, in the meantime, floor, and small piles of rotten
read on Rolling dice and then prepare yourself to go meat, which you can’t identify
about Exploring the Walk-in Freezer. You can explain as animal or human. There
to them how rolls work in your own words, read this are also several hospital-like
text out loud, or just wait for the moment to call a roll
blood bags. They smell of
and explain the procedure as you go.
blood, but they are definitely
Now that we know the theory of rolling dice, let’s
apply it investigating the scene. empty.
As you reach the walls,
you realize they are made
Exploring the Walk-in Freezer of steel, partially covered in
patches of frost. However,
Your eyes begin to adjust to the darkness your skin doesn’t stick to the
and poor lighting. Shapes of animal carcasses walls if you try to touch them.
decorate your surroundings. The stench in the Your body is no longer warm.
room is difficult to take for most of you. There is one door at the
other end of the room, and if
If Blake is Present one of you presses your ear to
This is positively unbearable to you. Your the door, you think you can
whole body reacts negatively to the stench. hear movement on the other
You want to throw up, but your stomach is side.
empty. You need to get out of this place as
soon as possible. At this point, players may use Actions, to learn more
about the walk-in freezer and its purpose. Ask your
However, you quickly realize that you can hold players to roll their Investigate action, with a difficulty
of 3. Depending on how well they roll, they can find
your breath with no consequence. For a moment,
various clues. Collectively, they should be able to figure
you take in that breathing — something you
all of this out:
took for granted and was so natural for all of
your life — is now something you can choose to ■■ There are barely hidden cameras on the ceiling.
do, or in this case, choose not to do, and in doing These are clearly functioning.
so avoiding the worst of the stench. ■■ Considering the body found earlier, this might
The chains clank under the weight of the indicate that the purpose of all of this is to watch
hanging meat, and you can see the still air them and test them.
clinging to the flesh. The visible fog partially ■■ The inside handle of the freezer door has been
manages to obscure your vision under the cold, deliberately removed.
hospital-like lighting, causing you to navigate
the room carefully to avoid bumping into the

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The Escape Ideally, the players should decide on what to try. If


After the players have investigated the room, they they get stuck and frustrated, suggest investigating
will probably want to try and find a way out. This a bit more, or simply suggest one of the options
is their time to shine, work together, and exercise provided, so the game can move forward.
their creativity to escape. Reward the players for Given that some of these tests may be difficult,
their ingenuity in this situation. Trust your players’ they can be assisted by Blood Surges and Willpower
creativity and keep an open mind. expenditure (see below). For some characters, certain
Actions have Discipline powers factored in. When
SAMPLE OPTIONS TO ESCAPE: performing these Actions, or if they rely on Blood
■■ They may use a meat hook on the dismantled door Surges, you can suggest that player characters feel
mechanism to pry it open with a Lockpick Action they are performing supernaturally well on them.
(Difficulty 2). Disciplines will be revealed soon.
■■ They can use the cold pieces of meat as batter-
ing rams to force the door open. Use the Attack
Action (Difficulty 4) for this. Using supernatural
force (Blood Surge, see below) can make this easier.
Terry and Marsh could be particularly good at this.
■■ They can use the same principles to dismantle the
hinges of the door.

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WILLPOWER THE RESTAURANT


All characters have a Trait called Willpower. This Player characters may want to explore the restaurant.
determines their force of will and mental resources. A At this point, they probably will not be able to, but you
player has the option to check one of the Willpower need to have information in advance in case it’s asked.
checkboxes to re-roll up to three (3) Regular Dice ■■ If the player of a character such as Blake’s claims
(black) to improve a test. they may know this restaurant, you may rule that
This can be done once per roll. Once all checkboxes they recognize it as The Enchanted, an upscale
are crossed, the character is out of Willpower. You can restaurant, which has remained closed for the past
learn more about this Trait in the Reference Guide, two or three months with no clear explanation.
p. 8. ■■ The kitchen is well stocked though some of the
food has expired.
BLOOD SURGE ■■ Even fresh If they try to eat the food, the player
Kindred’s Blood (often referred to as vitae by them) characters will immediately regurgitate it. In
has innate powers. One of the abilities it gives is known as most cases, Kindred cannot eat food. Garlic has
Blood Surge. This ability allows players to add one die no special effect.
to any test, increasing their chances of success.
First, the player makes a Rouse Check to see if
they gain Hunger. Regardless of the result, they get one As they explore the kitchen, they run into a reluctant
additional die for any test (including all Action tests). guard. Use your discretion as a Storyteller to decide
They can do this once per roll. how the guard confronts them. Depending on how it
Both Blood Surge and Willpower may be used plays out, the guard may even help them escape at this
for the same roll. stage. If the guard aids them, use their generic dice
You can learn more about this ability in the pool for any roll. Mortals never have Hunger dice.
Reference Guide, p. 13. One or more of the characters know the guard.
Choose one or two players that were the least active
so far and read the corresponding text below Parker's
description. These indicate that these player characters
The Kitchen were somehow related to Parker in their Mortal life.
When describing the guard, you can decide their
As you all pile out of the frozen holding cell, gender and adjust pronouns accordingly. If the guard
you find yourself in a kitchen that is bright, shared a prison cell with another player character, you
reasonably clean, and it features the type of probably may want to adjust their gender to match.
equipment you’d expect in a high-end restaurant,
PARKER, RELUCTANT GUARD
and you think that’s where you are. The contrast An ex-con, Parker had a hard time getting a legitimate
with the meat locker you just exited may give job, and this is their first night watching this
you pause. As your eyes look for an exit, you restaurant. Those who hired them sounded strange, but
find two: there’s a set of doors that no doubt the money was good, and there was even a small bonus
leads to the main room of the restaurant, and a up-front.
side door with a green emergency exit sign. Dice Pool: 4

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Parker’s Worst Night


A guard seems to be patrolling the grounds, Marsh: You know this guard. You grew up in the
possibly alerted by the noise you made exiting same area. You trained martial arts together.
the walk-in freezer. Armed with a flashlight and Their name is… Parker. You were always better
nightstick, the guard is wearing an ordinary than them, until they quit, and started selling
uniform which seems to fit them badly. The look drugs. Parker clearly does not recognize you,
on their face suggests that they probably would but if you bring up stories from your past,
like to be anywhere but here. Then, they see you Parker finally does so, and mentions how much
and shine their flashlight in your face! you’ve changed.

At this point, the characters may interact with Parker.


Read depending on the characters in play: Depending on how the interaction goes, they may even
try to use powers on the guard that they’re beginning
to discover they have.
I’ve Seen This Guard Before... If any of the characters tries to start a conversation
based on their knowing Parker from their mortal life,
Terry or Rain: You recognize the guard! You Parker could just agree to let them walk away and let
remember them from your time in prison. Their them be, or even agree to help them. On the other
name is Parker. They were also an inmate, and hand, depending on the approach taken by the player
characters, Parker may try to run away if threatened.
you always had a friendly relationship. You are
The Actions suggested below are Contests, opposed
both surprised to see each other in this situation. by Parker’s relatively weak dice pool of 4. They are
They don’t act hostile. Instead, they raise their probably easy wins for your players, but can still be
hands, obviously willing to talk this through. exciting. In other situations you may choose to “take
half” instead (see below), which, in this example,
Blake or Alex: The guard is vaguely familiar. would make the difficulty 2.
You met them a few years back. You used to go
to the same parties, but they never seemed to
belong there. They were selling drugs to rich CONTESTS AND TAKING HALF
partiers. What happened to them? You glimpse Sometimes, two characters will be in situations in which
they are directly or indirectly opposing one another. In
a look of recognition in their eyes. Maybe they’d
this case, both sides roll (players roll for their characters,
rather sort this out by talking rather than
you roll for those under your control). Sometimes it
fighting? will be the same dice pool and in other cases it will be
differing pools.
Sam or Jay: The guard looks familiar to you: Both pools are rolled at the same time, and any ties
they’re distant relative! You remember their go to the acting character.
name: Parker. You haven’t seen them in ages. If you wish to reduce dice rolling, you may divide the
The look in their eyes show that they recognize dice pool of the opposing character by two, rounding
you too. They say your name, almost smiling. down, and consider that number to be the successes
Attacking you or your friends would never cross rolled.
their mind.

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Rain: The Beast in your Blood whispers that


you can make this lowly guard cower in fear
At this stage, some of the supernatural aspects of from you. You can look at them with Eyes of
characters start coming to the fore, as their Blood is the Beast, which are a terrifying red, and help
revealing itself to them. you see in the dark. You also feel you’re able to
turn your hands into claws, Feral Weapons, to
further startle the guard.
Read Depending on the
Characters in Play and How
If they start talking, Parker explains that they just
the Scene Is Playing Out: got this job, but it is not something they particularly
like or are even trained for. Their background as a
Alex, Blake or Terry: Parker is caught off guard. convicted small-time drug dealer didn’t make it easy to
They weren’t expecting to see you breaking free, land other jobs, though.
and even less to recognize someone among you. If the characters are determined to fight the guard,
Your Blood whispers to you. Somehow, you or even on feeding from them, the battle will probably
know you could make them sympathize even be fast and brutal. Roll 4 dice for Parker.
more with you or be terrified by you. You can In the extreme event that someone feeds off Parker,
use your Persuade and make them feel in Awe draining the guard completely lowers their Hunger
of you. On the other hand, you may use your to zero. In this case, make a mental note of which
Intimidate action to Daunt them. As you do characters committed this crime and give them Stains
when these come up later. Stains will be defined later
this, you feel supernaturally charming and
in this scenario. For the time being, make a note that
manipulative.
the guilty party got 1 Stain.

Alex or Jay: The guard has just seen you. Your


Blood tells you that you can make them forget ONE-ROLL CONFLICT
the last ten minutes and just walk away. You Whenever a conflict seems very easy to solve, you can
instinctively know you can Cloud Parker’s use the One-Roll Conflict system. The players just
Memory by asking the guard to just forget. need to roll as many dice as their Attacking Action
value and get or exceed a specific number of successes.
Alex or Sam: Even though the situation is That difficulty is 2 for a significantly weaker
opponent, 4 for an even match, and 6 for a clearly
uneasy, your Blood tells you that you can
superior foe.
manipulate the guard’s mind with a single word.
Encourage the players to think creatively. Any
You can give Parker a one-word command to player that declares they use their Disciplines, did some
Compel them to do something. This command preparation, or uses some creative edge to their attack,
must not be harmful to them. lowers the difficulty of their roll by 1, or 2 if they did all
of these things.
Marsh: You notice that if you stand very still, As long as one player’s roll reaches or exceeds that
or move cautiously, the guard can no longer see difficulty, the player characters win the confrontation.
you, which gives you a great tactical edge. You However, even winning the battle may result in their
feel covered in a Cloak of Shadows and your taking some damage. To determine this, double the roll’s
Unseen Passage makes you invisible to the Difficulty and subtract all successes (not only the
Margin) from it. Any positive result is applied as damage
guard.
to the attackers.
For more details on how One-Roll Conflicts work,
see p.10 of the Reference Guide.

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Scene II: Just the Basics


■■ Setup: The characters have just escaped the freezer as surprised to see you as you are to see him.
and may have dealt with a guard. Now they meet
He smiles, allowing you to see his fangs: he’s a
Markus Dean, a vampire who wants to help them.
vampire, like you.
■■ Goal: Learn about the vampire condition.
■■ Goal: Learn about the vampire condition.
■■ Exit: Markus’s driver arrives and takes them to a
place of their choice to feed. If they fought the guard, he’ll show up just as they
■■ Next scene: Characters must deal with their hunger finish the job. If they befriended Parker, Markus asks
by feeding on blood. the guard to forget the last ten minutes of their life
and walk away. The guard complies and disappears
Once the situation with the guard has been resolved, into the main area of the restaurant, much to the
they meet Markus Dean, who has been investigating characters’ surprise. Parker doesn’t return and
the place, unaware of the characters. Markus should be eventually leaves unless somebody stops them.
a sympathetic character and is friendly towards them.

Enter Markus
A Mysterious Smile
“Seems to be my lucky night. My name is
You hear a noise behind you. Outlined against Markus Dean, and I’m happy to meet you.”
the light of the kitchen, you see the silhouette of “We should leave,” he says, “my driver
a very tall man with a powerful build. will arrive in a few minutes. Since the Second
As he steps into the light, you can see that Inquisition could get here at any moment now,
he wears a well-cut modern suit, and that he I need to know what you know. What do you
stands calm and confident — but he also looks remember?”

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the Kindred. All players have an Embrace section on


As he asks this question, your mind tries to their sheets, which describes the circumstances of their
unlock your memories, memories between your Embraces and how fate aligned them to meet their
mortal, normal life, and this rude awakening sires. They may read this out loud or paraphrase it as
you just had, before this nightmare of Death desired.
and Blood swept everything away. You may also encourage them to share their
memories and the discoveries they’ve just made. These
might leave your players feeling that their characters
ask the players to take a look at the third page, or are far less innocent that they may have thought when
Kindred Profile, of their character sheet, revealing it comes to the fate that befell all of them and their
their Kindred side. Many details are revealed to them. sires. You may foster this belief or let them decide for
They should start reading carefully and silently and themselves.
should keep the information to themselves for a Markus is interested in anything they have to say.
moment. He openly admits that he was not expecting to find the
They learn about their Embrace and their sire. characters at all.
Some of the powers they’ve already used are now
presented in a more detailed way. Blood Surge and
Blush of Life are now officially revealed to them. Under Threat
Additionally, all of their Disciplines, including some
they may have already used as part of their Actions, are Markus lowers his voice. He clearly doesn’t want
unveiled now. to be overheard. “I heard some rumors about
As they do all of this, read ahead. this Second Inquisition safehouse on my turf.
The purpose of this scene is to answer some
I didn’t realize it was one of their population
questions your player characters may have about what
happened to them. Try to strike a balance between
control facilities. The Second Inquisition is bad
exposition and action to keep the scene interesting and news for all of us Kindred. If you’ve ever heard
engaging. of the original inquisition, picture that with the
Markus urges the characters to leave with him. support of modern governments, and using state-
He asks them if they remember any details about of-the-art technology and weaponry to hunt us
their Embraces, to better assess their knowledge of down. They’re out to destroy every last one of

BLUSH OF LIFE
Normally, Kindred are functionally dead. This means that their skin is pale or ashen at best. They are cold to the touch,
and they do not need to blink or breathe. Using Blush of Life allows the players to appear as mortals, making them
look more lively, breathing, and even passing non-invasive medical tests. In addition, a character using Blush of Life can
operate modern touchscreens, as their skin produces the electricity and warmth needed. To use Blush of Life, players
need to make a Rouse Check. Blush of Life is activated, regardless of the result. It lasts for a whole scene.

DISCIPLINE USE
All characters have powers of the Blood referred to as Disciplines. Every character has three powers with specific
names. Some characters may have the same powers as others.
Each power has an individual description. A few powers require a Rouse Check to activate. The power activates
whether the character gains more Hunger or not. Failing the Rouse Check does not change the effect of the power.
Some powers require an additional test, many won’t. Some, like Awe or Daunt, are factored into Actions.
Refer to individual powers on the character sheets for details. Encourage your players to use them whenever they
consider these may help.

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us. But they also want to study us, which is why when you become one of us. I don’t know when
they don’t always kill us immediately. I assume it happened or why, but after your Embrace
this is why they left you here — to collect you you were captured by the Second Inquisition.
later. To study you before they destroy you. So I’m assuming they were keeping you alive to
they’re probably either nearby or on their way interrogate you later — or as some kind of sick
to check on you right now. If you would rather experiment.”
stay out of their hands, follow me.”
He guides you through the kitchen to the The Second Inquisition
backdoor of the restaurant, and ushers you to
the alley behind the building. “The Second Inquisition exists only to eliminate
us. They have already destroyed a lot of our
At this point, the players may have lots of questions to infrastructure. Luckily, we have a few places
ask Markus. You can find answers below to the most that aren’t compromised. We keep them in the
relevant questions the players might ask. dark by enforcing the Masquerade. If you make
it through tonight, you can go to The Red Star
The Clock Is Ticking to get better intel on Kindred society.”
This conversation starts in the alley, waiting for
Markus’s driver. As Markus mentioned, she will arrive
in a few minutes. The Masquerade / Hiding
Stop answering questions whenever you feel from mortals
it’s appropriate, especially if you feel the sense of
excitement is falling. You will find answers to the most
“We don’t allow mortals to know of our
likely topics on the players’ minds.
existence. You can imagine what would happen
If a question comes up and is not covered,
improvise, or, if you don’t know or don’t wish to,
if we did, right? We call this massive cover-
have that question be overridden by something up the Masquerade. If people talk about us,
external, like Markus getting distracted with random the inquisitors show up. Our survival depends
noises (“Shh! Do you hear that? Might be a Nosferatu on keeping this secret, and I expect all of you
listening to us. Or worse.”) or receiving calls from to honor it, now that you’re one of us.” He
an informant telling him to be ready as the Second pauses and then lowers his voice even more.
Inquisition is coming down on their heads.. “If you don’t keep the secret, we’ll know, and I
Read only the answers to the questions the will be very unhappy about it. Do you get my
players ask. However, do make sure to cover The meaning?”
Current Situation, The Second Inquisition, and The
Masquerade (the first three entries below). If the
characters ask him about himself, he’ll say they can Parker (The Guard)
talk about that later.
“I just used one of our mind abilities on the
guard. Don’t worry, they’ll be fine. We don’t
The Current Situation want humans to know about our existence.”
(Stop reading) Alex and Jay have this
“We don’t have a lot of time, the Inquisition ability, called Cloud Memory. Of course,
could be here any moment. But I want you to Markus doesn’t know this, but you can
get some facts about what has happened to you. remind them of it.
You have been Embraced. That’s what we call it

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Blood Bags, Blood Types


“For most of us, blood bags don’t quite have the
Vampires right taste, but they can be a good substitute for
the real thing, especially in an emergency. Many
“Yes, you are vampires. But we don’t use the licks lead their unlives by just using these. Blood
V-word. We call ourselves Kindred. Or ‘Lick,’ if type isn’t an issue for most of us.”
you want to be less formal.”
Disciplines/Powers
Hunger
“Our Blood, which we often call ‘vitae,’ gives
“We feed off the blood of the living. Anything us a vast array of abilities we can use. Some
else tastes bitter and you will not be able to of these powers are common to all of us, while
hold it down, let alone gain sustenance from others are unique to some of us. As you may have
it. Hunger is your new best friend and worst experienced, you can improve your capabilities,
enemy. Enhancing your capabilities, making make yourself appear alive, and perform other
yourself look alive, using any of our powers, wondrous feats. Many of these actions, however,
or even waking up every night can make you come at a cost. The Hunger always beckons, and
hungry. You’ll have to manage your Hunger. with it, the Beast.”
Feeding too much or too little can ruin you,
even get you killed.”
The Beast
Feeding “Lurking within our vitae there is a Beast that
calls to us. The hungrier we get and the more
“Mortals are your primary target for feeding we lose our mortal attachment, the stronger
and, as an apex predator, you have the tools this Beast grows. It can even force us to act in
to do that. Feeding on humans doesn’t usually ways that we don’t like and can’t explain. Be
hurt them. In fact, it puts them in a trance and careful and try to avoid letting your Beast into
erases all the important details of you from their the driver’s seat, okay?.”
minds. Mortals can get addicted to it though,
just like you can get addicted to Feeding. Play
it smart: take only what you need. Remember Mortal Friends/Family
to lick the wounds after feeding. It will erase
the marks.” “It is unwise to keep in touch with your mortal
friends and family. This will often only lead
to tragedy. That said, we often cultivate some
sort of relationship with the mortals — human
beings — to keep in touch with what makes us
human.”

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Final Death Whenever you’re ready to move on, read the following text:

“Your new Blood allows you to do an


endless number of things you couldn’t The Driver Is Here
do as a mortal. You are an apex
nocturnal predator now. You can run The sound of an approaching vehicle cuts the conversation
faster, punch harder, and have access short. Markus’s driver has arrived, and he smiles in relief.
to powers that humans can only The black SUV appears at the end of the alley, tires
begin to dream of, but there are new screeching against the road as the driver brakes hard.
dangers waiting for you now. The She looks tense. “We have to move, sir,” she cautions her
worst one is the sun — daytime is employer nervously, “they’re onto me.”
a death sentence — followed closely
by fire. If you don’t let these cut you Markus urges the group to get in the car, and he is the last one in.
short, you’re pretty much immortal.” When he’s in, the driver pulls away in a hurry.

Typical “Vampire”
Assumptions: Stakes,
Crosses, Garlic, Entering
Uninvited, Mirrors,
Running Water, Etc.
“Don’t let vampire fiction fool you,
kids. Most of it is just that, fiction.
Stakes won’t kill you, but they can
paralyze you. Old superstitions like
mirrors, entering a home uninvited,
garlic, and crossing running water:
none of them are true. Crosses have
no effect on us, either. I’ve heard of
some mortals who can — somehow
— turn them into weapons against
us. I heve never seen it myself,
though.”

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NO BODY LEFT BEHIND LOCKED AND LOADED


Markus will abandon player characters only if they Markus offers to give the characters pistols from a
show extreme mistrust, but still wishes them well, give briefcase that he keeps ready for dangerous occasions.
them an old cell phone and tell them to hit redial to Their damage (+2) is already factored into the Attack
get in touch with an ally. If this should happen, jump actions of characters that are skilled in Firearms.
ahead to the next scene: assume the player characters
leave the restaurant on their own and that their
Hunger pangs lead them to feed. While the characters are in the car with Markus, you
can take a moment to continue the conversation
from the alley, if you like. Cover questions that
the characters may still have. You can punctuate or
Drop-off Point interrupt questions or answers with dangerous turns
or other exciting car chase ideas. It may look like the
As the black SUV makes its way along North van will reach them, but actually it won’t. The point
Highland Avenue, you can see a white van of this scene is for them to get away clean. You can
behind you, clearly following, but it’s impeded showcase the amazing skills of Markus’s driver.
Once you’re ready to cut the conversation, have
by the heavy traffic and the driver’s superior
them outrun the van for a few blocks, and read the
skills. “We need to lose them,” Markus states, following:
“but first I want to divert them from you. We’ll
drop you off along the way, and I think they’ll
follow us while you get out of here” Markus’s Farewell
“I think I know of a good spot where I can drop
Markus drops the player characters off at one of three you off. It is within my territory and you'll
locations: The Cicero, Club Violet, or the The Streets, have the opportunity to grab a bite there.” He
depending on the group’s mood and interests.
chuckles at this. For a while, he stays silent,
Take the temperature of your players. If everyone
seems ready to explore the predatory nature of
only breaking it to give directions to the driver.
vampires, send them to The Cicero (a seedy motel). “If you had sires, they would be your lifelines
If they’re more intrigued by the seductive, alluring tonight, but you’ll have to make do with me, and
aspects of vampirism, have them hunt at Club Violet. my support system,” he chuckles as he adds this
Your players may also stalk a back alley somewhere or last part. “Get somewhere safe, make sure you
try to pick up a potential victim on the way, too. Once are fed, and avoid the sunrise.” He punctuates
they reach a place where they can feed, use your Victim the last three words with a hand gesture.
Cards, drawing victims only from the appropriate "I’ll be at The Red Star tomorrow. I hope
location (Club Violet, The Cicero, or The Streets.) you can make it, too. He hands over a disposable
Please note that if you chose not to print cards, you
cell phone without a touchscreen: instead it has
can use a table instead. Please find the Victims tables
little keypad buttons and a small screen.
under Appendix II, starting on p.36.

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Scene III: The Face of the


“This phone is old and a little safer than Beast
a smart phone: the Inquisition shouldn’t pick
up your calls. Hit the redial button to reach ■■ Setup: The characters just escaped hunters with
an ally of mine if you get into serious trouble. Markus's help, and he played decoy for them.
■■ Goal: Learn about feeding. Look for a place to rest
She’ll help if you mention my name. Do not use
(possibly The Red Star). Meet Jackie.
it to call your family or your friends. You have
■■ Exit: Characters run into Jackie, call her, or are
to assume that the Second Inquisition already called by her. Alternatively: they find their way to
tapped their. Don’t visit any of your usual The Red Star.
hangouts, for the same reason.” ■■ Next scene: Characters arrive at The Red Star with
As the driver stops the car, he doesn’t say or without Jackie.
goodbye, but instead looks back and gestures
you to hide as you leave the car. At this point at least a few characters should be
experiencing Hunger. The Beast claws at their very
Describe how Markus’s car pulls out into traffic with souls, demanding blood. It’s time to hunt. Often,
some fancy driving maneuvers, followed by the white Kindred hunt alone, but in this case, to keep it simple
van, whose occupants luckily don’t notice the player for everyone, have them hunt at the location selected
characters. earlier.
In the unlikely case no one is hungry, they may go
straight up to The Red Star or call Markus’s ally. If
Safety they try the latter by hitting redial on the old phone
Markus gave them, they get to Jackie’s voicemail, and
You are left standing where Markus dropped they can leave her a message.
you off. It was a close call, but you managed to Remember that if the scene drags on, you can
hide before the inquisitors in the van could spot always have Jackie call them on Markus’s phone, or
even run into them.
you. Everything starts to sink in: what you are,
Based on what you determined earlier, select the
what you just learned — how does it make you proper location:.
feel?. ■■ If they prefer to stalk random Streets, describe the
glamorous boulevards or seedy alleys, and use the
Invite the players to describe how their characters Victim Cards provided for that location (or see the
feel about the situation they’re in. Ask them some tables in Appendix II).
questions about their emotional state. What do they ■■ Otherwise, look for the entries on The Cicero or
think about learning that they are vampires? Do they Club Violet, below. Each location has its own Vic-
believe Markus, and if they do, are they worried about tim Cards and table in Appendix II. You may add
the Inquisition? How does the idea of never seeing The Streets victims to any of these locations, if you
their family and friends again make them feel? please. These represent random people visiting, not
At this point, you may want to call for a break. typical residents or regulars.
Once everyone is back, you can continue their Please note (but don’t reveal yet) that each set
discussion on what has happened so far while you contains a “victim” that may be hostile to your player
quickly read ahead. The next scene will be about characters. Dee, Andrés and Red, respectively. Resolve
hunting and feeding. these using the One-roll Conflict rules.
Remember that if you chose not to print cards, you
can use the Victims tables in Appendix II, starting on
p.36.

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Except for these potentially hostile characters, Victim


Cards and the Victim tables in Appendix II do not
have traits, just entries describing the victim and
additional information. Player characters may use The Cicero
appropriate social Actions (such as Persuade) to learn
more about their victims, and a different kind of This aging behemoth of a building that was once
Action to feed off them. Every victim is different and an art deco beauty, a luxury boarding house for
must be approached in a different way. starlets and ingenues. Time has left The Cicero
Feeding as presented in this guide is relatively
behind, however, and now it stands as seven
straightforward. If you want to add some complexity,
use the Resonance entry on the Victim and Enemy
stories of rickety staircases, peeling wallpaper,
cards (see the Reference Guide, p. 12). and stained linoleum, where those down on
When Kindred feed, referred to as the Kiss by their luck seek shelter on the cheap.
them, both Kindred and victim experience extreme A clerk watches the front desk. His job is
pleasure, and victims often forget the details. Describe mostly to chase away vagrants, and to call the
these feeding scenes in as much or as little detail as cops if the tenants start fighting too loudly. He’s
your group is comfortable with. doughy and pliable, more interested in watching
sports on his tiny TV than doing his job.
QUICK HUNTING
Even though hunting for blood is an important part Ray, the clerk, tries hard to ignore the player
of Vampire roleplaying, your players may not feel characters unless it’s abundantly obvious that they’re
comfortable playing out such scenes in detail, or may intruding and up to no good, or they interact with
not even be interested at this time. You can always opt him. If they do, Ray makes some unkind remarks
for quick hunts. Ask them what approach they take about any character not using the Blush of Life, (“My
and ask them to make a quick test of an Attribute + God, you look terrible. Are you sick?”), more so for
a Skill of your choice, depending on the approach they Marsh.
chose, against a Difficulty of 2. For example, if a player Ray hints that if the characters are interested, he
wants to hunt by hiding in the shadows of an alley and can get them “whatever they need.” He can be bribed,
ambushing the first potential victim they see, ask them to Intimidated or Persuaded into offering the characters
roll Dexterity + Stealth. All characters have a Quick drugs, illegal weapons, access to stolen property, and
Hunting test suggestion, but you can override that if you even a master key for all the bedrooms. The characters
prefer your own approach. have an opportunity to practice their actions and
Winning the test means the character feeds and Disciplines on the receptionist. A few examples follow:
reduces their Hunger. Their Hunger goes down to 1,
unless they state that they choose to kill their prey by ■■ Alex, Blake, Sam, or Terry can easily charm Ray,
draining them of all their blood. In that case, the vampire whose dubious morality make him an easy target
character’s Hunger goes to 0, but they incur Stains. (Difficulty 3). Enhancing the action with Awe
Stains will be defined later in this scenario. For the time makes it an even easier feat.
being, make a note that the killer receives 1 Stain. ■■ Blake, Rain, or Terry could intimidate him (Dif-
ficulty 3) into letting them in without calling the
MANAGING HUNGER police, either through natural or supernatural
A vampire reduces their Hunger by 1 for every victim means (Daunt, Eyes of the Beast)
they drink from, to a minimum of 1. Achieving Hunger ■■ Alex or Sam could use their Compel power (Dif-
0 is impossible, except by draining a victim dry, and ficulty 4) to tell him to give them a master key, let
killing them. Murder has moral implications and triggers them through, or any other simple order like that.
Stains.

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■■ Alex or Jay can use Cloud Memory (Difficulty 4)


and ask him to forget that he met them after they
pass.
■■ Jay, Marsh, and Terry can Sneak past Ray with Most Cicero victims are
little difficulty (3). Marsh can use their Unseen sleeping, so no additional test
Passage power to walk right past Ray without is required to feed from them. Refer to
rolling, and even to steal some valuables from his individual victim descriptions for exceptions to
table (like the aforementioned master key) as pass- this. If the characters are unlucky enough to run into
ing him by. Ray is oblivious enough that even this Dee, use the One-Roll Conflict rules to resolve the
won’t warrant a roll for Marsh. situation.
Additionally, all victims have a Resonance. As
If they should kill Ray, the guilty parties gain an was stated above, ignore this if this is your first time
another Stain. As before, for now, just make a note of storytelling or if you want your feeding scenes to go
it. Stains will be explained soon. faster.
Near the reception desk there is an elevator and an
old staircase. The elevator is out of order, but what’s a
few flights of stairs to someone incapable of breaking Club Violet
a sweat?
To feed in The Cicero, the characters must enter Loud, bass-heavy industrial music spills out
the locked hotel rooms. Fortunately, the doors still use onto the street as the scent of cloves and tobacco
mechanical locks and can easily be picked or broken. hangs in the air. Inside, strobe lights cut through
Use Lockpick at difficulty 3. As stated earlier, Ray has
the room, where LA’s counter-culture stomps,
a master key for all rooms, too, which can be easily
acquired by the characters if picking locks proves too
sways, and swoons to the newest industrial
complicated. sounds. Twisty stairs lead up to another,
Unless otherwise stated, a given victim can sustain smaller room, where the DJ plays slower and
two vampires before expiring in the arms of the third. more romantic darkwave.
This means that up to two vampires can feed from A back door on the first floor leads out onto
the same victim and reduce their Hunger to 1 without a patio surrounded by a tall wooden fence,
killing them. If a third vampire feeds from the same with benches and flower-filled planters creating
victim, no matter how much Hunger the vampire sates, hidden corners where club-goers can smoke and
the victim dies. Vampires know when their prey is at gossip in semi-privacy.
risk of death — they can sense the heartbeat growing
fainter and fainter and sense the burgeoning weakness
of their victim. Remember that murder and even Characters must take care when feeding, as a person
unintentional killing by feeding produces Stains. fainting on the dance floor due to sudden blood loss
Inside each room are potential victims. When the could attract the wrong kind of attention. Those
characters enter a room, choose one or more “The who distrust their sense of self control can use
Cicero” Victim Cards (or see the tables in Appendix their Persuade on their chosen prey to get them to
II). Each Victim has a basic description, additional follow them into a bathroom or out onto the patio.
information upon closer inspection, and roleplaying Fortunately, due to the low light, and the fact that half
notes. Characters can search most rooms for additional the crowd wears pale makeup already, those without
information or objects. Blush of Life are not at a direct disadvantage. Even
Marsh goes relatively unnoticed in Club Violet.

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Pick up one or more “The Club Violet” Victim Cards Make sure to convey a sense of urgency. If the coterie
(or see the tables in Appendix II). Each Victim has seems to dither, describe how their bodies feel heavier
a basic description, additional information that the and increasingly tired, and how they instinctively
characters can learn upon closer inspection, and understand that they must find somewhere safe soon.
roleplaying notes. Some characters require specific
actions to be impressed by the player characters. Most Enter Jackie
have a Feed description. If they run into Andrés, the At this time, the characters run into Jackie She’s
situation can potentially devolve into a fight, in which Markus’s ally, whom he’d mentioned earlier. They may
case you can use the One-Roll Conflict rules to resolve have used the phone Markus gave them to call her
the situation. by hitting the redial button. Or they may meet her
Additionally, they also have a Resonance. As accidentally.
was stated above, ignore this if this is your first time ■■ If they called too early, they may have left a voice-
storytelling, or you want feeding scenes to go faster. mail for her. In that case, she calls back now.
Resolve any feeding attempts and then move on to ■■ If they call her now, she will pick them up.
Scene IV. ■■ If they went hunting, as they’re wrapping up, she
just happens to stumble across them.

Scene IV: Rest and


■■ If none of this happens, Jackie calls them, and of-
fers to take them somewhere safe for the day.

Recovery If they totally ignore Jackie and go their own way,


encourage them to come up with creative solutions for
■■ Setup: The characters have just fed. They need to avoiding burning to death in the sun (which happens
regroup and plan, but ultimately, they need to rest. if they refuse to find shelter). Alex or Blake could rent
■■ Goal: Learn a bit more about the vampire condi- a motel room for the day, but how safe might that be?
tion. They are chased and need to fight their way Empty homes and warehouses abound in the rougher
out. parts of the city, but so do scavengers, criminal gangs,
■■ Exit: Characters are chased by the Second Inquisi- wild dogs, and squatters. This should not be easy, and
tion. the characters may end up considering giving Jackie a
■■ Next scene: Characters arrive at The Red Star after chance after all. If they call her after having spurned
a very close call. her, she will make it difficult but take them in, out of
respect for her alliance with Markus.

The Approaching Dawn Meeting Jackie


Jackie picks them up in a posh black limousine
Now that you have satisfied your need for blood, driven by one of her mortal employees. She answers
you become aware of another new sensation. any questions the characters have on the way to The
Your Beast senses the approaching sunrise, and Red Star. Jackie explains the dangers which daytime
presents to vampires. Similar to Markus’s, these entries
you feel a creeping languidness, the first signs
cover a variety of topics the characters may ask. The
of the deep slumber that you sense will fall upon pressure this time is the danger of the rising sun.
you soon. You must find a safe place to spend You can use similar techniques as before, with any
the day, where the deadly sun cannot find you potential interruptions relating to the coming dawn.
and you must find it quickly. However, they will never make it to The Red Star, as
the Second Inquisition is surveilling them and waiting
for dawn to attack.

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The sun is about to come up, and the player characters


Sleeping cannot afford to lose any time.

“As far as mortals can tell, we’re dead during the Jackie looks at you impatiently. “Markus must
day. Corpses. Waking up is extremely difficult. have given you guns, right? Now’s the time to
We can only do it for a few minutes, and then use them. Shoot!”
only if the situation is truly dire. Take good
care, or you’ll wake up the next night in a body Most or all of your player characters may participate.
bag or at the morgue, if you wake up at all.” They can shoot from the windows or sunroof of the
speeding limo. Ask each player to roll their Attack
Shelter action. If anyone scores 5 or more successes, their shot
hits the pursuing van. Describe exciting effects, such
“You’ll have to find a safe place to stay long- as blowing away a mirror, smashing the windshield,
term. Somewhere no one knows about. Only wounding one of the people inside, taking out a
headlight, or blowing up a tire.
feeding is more important than a safe place to
Once everyone has had a chance at a shot or two,
rest each day, but just barely. Remember we
the van will have taken enough damage that it slows
can’t handle sunlight. Even indirect sunlight down and they lose it.
hurts, and it drives your Beast crazy with If nobody is getting any successes, Jackie produces
fear. Wherever you sleep, it’s got to be perfectly a small pistol from her designer purse. The tiny weapon
lightproof. Car trunks and hotel bathrooms is bedazzled with sparkling rhinestones, looking almost
work, if you absolutely must, but there’s always as a toy. But she takes aim carefully, shoots and hits a
the risk that a mortal will open the door, and wheel or the driver, achieving the same effect. She will
then you’re toast. Literally.” only lower herself to do this if she feels like the player
characters can’t do it.

The Red Star


Scene V: The Red Star
“The Red Star is a local hangout for some of us.
It’s set up as a temporary shelter. You can stay ■■ Setup: The characters arrive at The Red Star just as
here, at least for the coming day.” the sun goes up.
■■ Goal: Learn about Stains and Humanity. Learn a
bit about Kindred politics. Set up for what’s ahead
The conversation is cut short by the driver noticing a (one of their sires is alive)
white van following them. ■■ Exit: Jackie tells characters that one of their sires
is alive.
Suddenly the driver lowers the window ■■ Next scene: Characters meet with one of their sires.
separating you from him. He says, matter-of-
factly: “A white van is following us. I will try
to evade it, but they’re faster.” You can see the Into The Red Star
white van in the street behind you. It’s definitely
the same one that was chasing you earlier — Butting up against a freeway overpass, The Red
and despite the driver’s best effort to lose them, Star is a dingy, two-story bar. This is the kind
the limo just can’t maneuver quickly enough, of place where drinks are unpretentious, mostly
and they’re gaining on you. beer and bourbon. The fanciest cocktail one can
order here is a Jack and Coke.

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Much-needed rest
A no-nonsense brunette wearing jeans and The characters barely have time to get comfortable
a leather vest introduces herself as Sage, a before dawn overtakes them, and they surrender
fellow Kindred, and then leads you to the bar’s to daytime sleep. Jackie has left and Sage points at
windowless storeroom, where threadbare sheets the mattresses on the floor of the storeroom. Don’t
cover thin hospital mattresses. describe much, the characters are already semi-
comatose at this stage, and just want to lie down.
As this happens, the actions of the night that
has passed start to sink in. Now we’ll consider their
HUMANITY AND STAINS Humanity.
Humanity is a measure of how close a character is Make a note of the Stains acquired earlier,
to human values. Characters start at a relatively high whenever we suggested this. Discuss with the players
level: like most people, they may be deceitful or if any of the actions they committed (definitely killing
self-centered at times, but ultimately try to do the when feeding would qualify) should gain them Stains.
right thing and refrain from overt violence. Kindred are Killing hunters in self-defense can be forgiven, but if
forced to make hard choices, which lead them to slowly they showed cruelty or extreme brutality when doing
lose their Humanity. When they do, they become so, that should probably warrant Stains.
closer to the Beast, which over time makes them look Mark the checkboxes on the Humanity track
less human and more detached. Losing all Humanity starting from the right. If anyone acquired 4 Stains
renders a character Beast-ridden. Kindred refer to or more (i.e. more than the space they have for Stains
unfortunates suffering this unrecoverable mindless state as on their Humanity track), have them mark one
wights, and these are typically hunted down and killed. Aggravated Damage on their Willpower track, and
Whenever feeding without consent or harming they will be impaired.
someone unprovoked (or whenever noted in the text),
they gain Stains, which they mark as slashes (/) on the A Sire Beckons
boxes starting from the right. Has someone been very vocal about wanting to
If anyone acquires more Stains than they have spaces reunite with their sire? Did anyone hint at a complex
on their Humanity track, mark one Aggravated relationship with them? If so, work with this character.
Damage (X) on their Willpower track. If this happens, Otherwise, choose the character who that has had the
the character will be impaired. This state of mind renders least time in the spotlight.
them incapable of doing further actions that may trigger As the coterie sleeps, this character remembers
Stains, and additionally, they lose 2 dice from all tests until their Embrace in fits and flashes. During the dream
they go through a Remorse test. sequence, work with the player to flesh out their
The player can choose to snap out of this state by sire, giving that Kindred more details, including a
voluntarily forfeiting one level of Humanity. If so, all few personality quirks. This will become important
Stains are removed along with one level of Humanity. for the next few scenes, so choose carefully. Use that
This represents that the character has come to terms character’s Embrace and sire entries in the process.
with the fact that they are a bit more monstrous than they
used to be. The Next Night
For more information on Stains, check the Have everyone make their Rouse checks and give out
Reference Guide, p.13. Hunger dice as needed.

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Normally, you wait until the end of a session to do Reset everyone’s Stains to zero and adjust Humanity
the characters’ Remorse tests, but in this case, we’ll do trackers if needed. Note that if a character lost a level
them just as the characters wake up the next sunset. of Humanity, they now have 4 empty checkboxes for
However, their sleep is troubled by their consciences. Stains. Humanity loss grows gradually slower unless
Perform a Remorse test. characters constantly act in monstrous fashion..

REMORSE TESTS AND DEGENERATION


Acquiring Stains weighs heavy on a Kindred’s conscience, their actions haunting them as they go about their nightly business.
Whenever you finish a game session, you call for Remorse test for all players that acquired Stains. This will erase them no
matter the result, but depending on the test, the character retains their Humanity or have a bit of it taken by the Beast.
Players roll one regular (black) die for every un-Stained, empty box on their Humanity (thus, a character with
Humanity 7 and one Stain rolls two dice). If a character has no un-Stained boxes, the player rolls one die.
If any of the dice scores at least one or , all Stains are removed and the character retains Humanity. The
character experiences overwhelming guilt over what they have had to do and say.
If all dice show , remove all Stains and the character loses one level of Humanity. The character believes their
violence, deceit, or other behaviors were perfectly justified. They are now a bit more monstrous than before.
For more information on Stains, check the Reference Guide, p.13.

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Depending on the events of the previous night, the Bartender/Ghouls


characters’ Hunger could be quite high.
“Make sure you ask the bartender if you need
anything, he’s a ghoul. Gets a hit of vampire
Waking Up Blood once a month. Makes him loyal, and
stronger. Always good to have someone looking
Your eyes pop open at sundown, alert and out for your daytime needs.”
ready to go. You feel your Hunger, your endless
companion, and you briefly reminisce about the
events from last night and the vivid dreams you
Personal Advice
may have experienced.
“Yeah, obviously I think you should join the
The bartender picks you up and directs you
Anarch Movement. But I’m not going to force
upstairs. You can feel his pulse and heartbeat.
you or anything. Whatever you do, though…
He’s mortal. For a moment, you struggle with
stick together. It’s rough out there for a vampire
your desire to sate your Hunger. Then you
on their own. Without a crew, you’ll die.”
wonder if he’s into the whole deal.
As you reach the ground floor, you meet
with two Kindred you’ve already met: Sage and Anarch Movement
Jackie.
“The Anarch Movement is freedom from
fascists, capitalists and other assholes. Elders
Jackie tells them she hasn’t heard from Markus, which try to hoard all the resources, keep all the blood
clearly worries her. She steps away to make a few
to themselves, and push us younger Licks under
phone calls and leaves the characters with Sage.
In this scene, Sage introduces the Anarch faction,
the bus and into the hands of Inquisitors. Not on
which she belongs to. She’s passionate in the defense of my watch. Not while a single one of us Anarchs
her beliefs. can bare our fangs at them.”
If the scene seems to drag on, feel free to have
Jackie interrupt the conversation. As the conversation winds down, Jackie returns.
Text options are given for you to read through, She does not reveal if she got ahold of Markus, but
but as always, improvise as you deem suitable. Sage is has much more important information: one of the
agressively optimistic and sees the Anarch Movement character’s sires is alive. This is, of course, the sire that
as a way to make unlife better for the Kindred who are was discussed during the dream sequence earlier.
poor and powerless. The character’s sire waits for their childe at the
Armitage Hotel, where Jackie has arranged a meeting.
This is the sire who was the focus of the previous day’s
dreams.

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Scene VI: The In Crowd


The problem is that the Armitage Hotel is one of the
very few Camarilla bastions in town. The Anarchs have
pretty strong opinions about the Camarilla and won’t
hesitate to share them with the characters. ■■ Setup: The characters meet the Camarilla, a power-
ful vampire organization. The sire of one of them is
apparently a member.
The Camarilla ■■ Goal: Learn about the Camarilla. Consider joining
one side or another. Reveal that the Second Inqui-
Jackie: sition has a recording of the characters
“The Camarilla are a political faction that ■■ Exit: Characters are summoned by Allison.
would rather have nothing to do with us. ■■ Next scene: Characters face the Second Inquisition
and try to recover the recording.
They’ve circled their wagons against the Second
Inquisition and dabble very little in our affairs. Here, the characters are introduced to the world of
Frankly I prefer it that way, too. They have the Camarilla, a hidden world of luxury, control and
a million rules about population control and submission. Make sure you convey an atmosphere
upholding the secret of our existence.” of decadent magnificence, of wealth and power, of
ambition and paranoia. This scene also functions to
Sage: present the Camarilla as an option, much the same way
“Fucking fascist assholes. I hate them so much. Sage presented the Anarchs as a faction.
It’s just… you’re immortal, why spend it being a
dick to others?”
Getting to the Armitage
This information may make the characters wary or Jackie’s luxurious limousine takes you through
paranoid, and the Anarchs advise caution. That said, the dirty parts of the city. Under every freeway
Jackie relays that the sire has promised safe passage, overpass, tent cities proliferate. Beggars with
and though Kindred can be duplicitous liars, she says
cardboard signs plead for spare change whenever
that the Armitage is considered safe ground. It’s where
many Camarilla vampires hunt and feed, and they
the car stops at an intersection. But abruptly,
would not risk violence there. that all ends over the length of a single city
Jackie also reveals that the sire being in a venue block. No more tent cities or panhandlers — all
known to be frequented by the Camarilla is news to the buildings are shiny and new. Everyone on
her — this is an extremely recent development. If the the street is beautiful and trendy. And looming
characters act overly wary, Sage offers to monitor them above it all, the Armitage Hotel.
from afar and swoop in if they encounter trouble (they Inside, wealthy tourists toting designer
likely won’t). If the characters ask about the sire, she luggage check in at the cherrywood hospitality
says that she just knows them in passing, and that desk. The opulence dazzles all of you, and
she’s surprised that the sire appears to be a Camarilla
you feel decidedly out of place among such
sympathizer now.
fashionable people. Before you can do much else,
a tall Asian woman approaches you. She wears
a beautiful blue and white suit, her jewelry
subtly indicating her allegiance. She introduces
herself as Allison, shaking each of your hands.

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Allison is a ghoul. Sam, Jay or Blake could get a work — which very likely includes going to war with
hint of that, as she has a similar smell to that of the the Anarchs. As in previous scenes, you can cut the
bartender at The Red Star. She leads the characters to exposition short if it drags on, by having Allison
an executive elevator, saying she has been sent here by summon them.
‘your progenitor.’ By now, the characters know enough
to understand that hurting Allison is not a good idea.
They should feel as though they are constantly being Greeting
watched, and astute characters can notice hidden
security cameras distributed throughout the building. “My prodigal childe returns! I had no doubt we’d
Allison uses a special key fob to access the meet again. You are of strong Blood, of course
executive elevator, which she takes directly to the you are. Be welcome, you and your companions.
rooftop bar. She engages in small talk but cannot reveal
What can I get for you?”
much. She works for the sire, and is obviously in love
with them, but otherwise will not reveal anything of
value. The Offer
Characters are briefly searched by more ghouls
before being allowed to exit the elevator and enter the “Recently, as you can see, I secured membership
bar. These ghouls relieve of any obvious weapons. in the Camarilla. My future is thus assured.
I want to make you the same offer. Not of
membership, not right now, of course. But we
Bar at the Armitage can help and support each other. You work
with me on a few current projects, and in a few
The bar is as beautiful and trendy as the rest
years…all this could be yours. If one has the gift
of the hotel. Kindred and ghouls alike canoodle
of eternal life, why spend it sleeping in grubby
on couches as they overlook the glittering lights
bars?”
outside. The bartender lives only to make sure
the characters get what they desire. Half a
dozen other ghouls, wearing all-black clothing Negotiating
and earpieces, keep an eye out for trouble.
“What can I offer you? Well, a safe haven for one.
The Camarilla has taken over this bar, possibly this Safety against the Inquisition: we know how to
entire hotel. Inform your portrayal of the sire with deal with them. Superios hunting grounds. The
what you discussed with the childe character’s player.
Camarilla has the best territory in the city. You
The sire gazes out over the city spread beneath their
feet, like a monarch looking down on the peasantry.
won’t have to sneak and risk poaching.”
Everyone here is rich, beautiful, and powerful. There’s
a marked juxtaposition between this location and The Anarchs
Red Star.
The sire is now pro-Camarilla, and exaggerates “Any vampire worth their blood should want,
their own importance to the faction. Insight tests at and be worthy of, membership in the Camarilla.
Difficulty 4 reveal as much. However, the sire’s desire This organization has done more to protect
to have their childe join the Camarilla is genuine. It
vampire society than any other group in our
would take time and come at a price, of course: they
will be expected to do much of the Camarilla’s dirty
history. Only the Camarilla stopped the first

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Were You Responsible


Inquisition. Do you think the Anarchs have the for our Capture?
power to stand against the Second Inquisition?
No. They’ll die screaming in the streets. I beg you “Absolutely not. The Second Inquisition is a
not to join them and see such an end yourself. I dangerous sword which cuts both ways. I would
can only imagine what Markus and his friends not set them against my worst enemy, the risk is
may have told you. I feel for them. We used to too high. I have no idea who did, but I am glad
be like a family… There’s nothing that would you escaped.”
make me happier than seeing all of my friends
enjoying the protection of the Camarilla.” The sire invites the coterie, and their childe in
particular, to take some time considering their offer.
The Camarilla Whenever you feel ready for it, have Allison
interrupt the conversation, and request their presence
“Centuries ago, the mortals rose up against us. elsewhere. She leads them into a large, dimly lit room
The Camarilla formed in response, after the dominated by a humongous flat-screen television,
first Inquisition devastated us in Europe. Since surrounded by luxurious and comfortable seating.
She grabs a remote and plays a recording that lasts
then, we have spread across the globe. We offer
for just a few seconds.
a better, safer society than what came before.
In years past, joining was as simple as swearing
fealty to the local Prince. But escalating conflict The Recording
has caused us to close ranks. Potential members
must now prove their worth and their loyalty.” “he video is short and looks rough, but you can
clearly see yourselves depicted in it. It shows
you wandering around the walk-in freezer of
The Prince the restaurant you fled last night. It begins as
you woke up and rose to your feet and breaks off
“Every Camarilla city is ruled by a Prince,
a few seconds later. These moments are shown
an elder of our kind whose word is law. The
in a repeating loop, which Allison allows to loop
Primogen Council is a group of local leaders,
for a few iterations.
who advise the Prince and share in the
She pauses the video, and increases the
management of the city. This city is different.
lighting of the room to discuss it.”
Here, the Anarchs roam free, with no Prince to
cull their numbers. Don’t fear… we are working
to change this situation.” Allison explains that one of their operatives got
ahold of this recording. She says that she believes the
Inquisitors that have been following them hold the
Second Inquisition original media. Recovering it, she promises, will give
them a shot at beginning their process to join the
“Terrifying. Never let them catch your scent.” organization. She underlines that not only will this be
beneficial to them, but they could potentially avoid a
Masquerade breach by acquiring it.

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Allison tells the characters that time is of the essence Scene VII: Fire in the
Night
and they should leave. She offers them a car with
a ghoul driver to facilitate their mission. This is a
bulletproof limousine with a superior driver.
If Markus never issued them pistols, then Allison ■■ Setup: The characters face the detachment of
will. Their +2 damage already listed on their character Inquisitors that have been hounding them since the
sheets. beginning.
■■ Goal: Climactic combat scene. Recover the footage.
Decide if they wish to side with one of the organi-
zations that they encountered, or want to do their
own thing.
■■ Exit: Defeat the Inquisitors.
■■ Next scene: This is the final scene of the scenario,
but you can pick up loose threads to continue the
story.

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A Final Encounter
The characters have been relentlessly chased by this Below are the rules for a more detailed and complex
group of Inquisitors, who have been toying with them conflict:
from the beginning. The characters may have figured
out that they have been like rats in a maze. The dead CONFLICT
body, the reluctant guard. Markus and his Anarch Whenever you want a conflict to be more detailed than
allies were an unexpected factor. The Anarchs have a One-Roll Conflict, you may use these rules. All
helped and protected them. The Camarilla appears to combatants roll as many dice as their Attacking Action
have a better infrastructure to do so but requires proof value and compare the results. Remember that Kindred
of loyalty. Regardless of whether they wish to side with always substitute their regular dice with their Hunger
one organization or the other, they have to face this dice, while Mortals only have regular dice.
small Inquisitor detachment once and for all. When comparing Attacking vs. Attacking
Discuss these points with your players and actions, the winner (i.e. the party that has more
encourage them to plan. If they call the Anarchs to successes than the other) inflicts damage to the loser
get their opinion before acting, explain to them that of the exchange. Total damage is the success margin
the Anarchs don’t trust their Camarilla rivals and (i.e. the difference between the winner’s successes and
tell them it’s some sort of setup. Please note that they the opponent’s) plus the weapon’s damage rating, if
do not use terminology such as “Camarilla” over the any.
phone but may use a sarcastic “our mutual friends” or
any other euphemism. DAMAGE
The characters are armed with pistols provided by Superficial Damage is marked as slashes (/) on the
Markus or Allison and may have accepted a Camarilla Health track. Always halve Superficial Damage
limousine with a ghoul driver. The car is bulletproof when marking a character’s Health track, rounding up.
but is not particularly fast. As the characters leave the If a Kindred’s health track is filled with Superficial
Armitage Hotel, whether by car or on foot, they soon Damage (/) and they continue receiving damage, cross
realize that the Second Inquisition had been scouting them out, (X). This is called Aggravated Damage.
the area and is onto them. If a character’s Health track is filled with Aggravated
The white van immediately follows them. They Damage, they may fall into a death-like trance, known
can maneuver them into an alley or under the freeway. as torpor. Some attacks do Aggravated Damage
If the characters deliberately maneuver the situation directly. For Kindred, this applies only to sunlight, fire
for the conflict to occur in a location where there are and supernatural attacks, like some Disciplines. To mortals,
many people, like one of the tent cities mentioned most attacks intended to kill (using slashing or piercing
earlier, they should receive Stains for it. weapons, including guns) do Aggravated Damage.
Run the conflict for three exchanges or turns. After
Shots Fired that, you can make a judgment call and decide who has
If you want to run a combat scene but to keep it won the fight. If the enemies lose the battle, describe how
simple, you can use the One-Roll Conflict rules (p.10). they regroup and escape, or how they surrender, or even
If so, choose a difficulty depending on how tough you how they’re killed by the victorious player characters, if
want them to be. We suggest 6 or even 7 to keep things that is their choice. If the players are the losing side, you
dangerous. If the characters managed to outmaneuver can give them an ultimatum: escape, or be annihilated.
and ambush the Inquisition, make the difficulty 6 or For rules on Recovery, and more details and
even 5. examples, see p.12 of the Reference Guide.

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Once you’re ready to start,


explain how the situation
looks. You may want to
draw a rough sketch of the
situation as you envision
it, but it’s also possible to
manage the entire scene
as a “theater of the mind”
narrative, too. Remember
that if they used the
limousine the Camarilla
provided, they can use it
as cover as it’s bulletproof.
The driver will not fight
and will run for their
life if the situation looks
extremely dire.
Determine how many
enemies you want the
characters to face. There
are ten Enemy Cards
representing a range of
agents that can pour out
of the white van. Roughly
one per character should
make it an interesting
conflict. You can draw
fewer or more as needed.
You can always draw more
if you feel your players are
winning too easily. That said, the goal here is for them Remember that all Superficial Damage dealt to
to win, but to feel it was a tough fight. Kindred is halved (rounding up), when recording it on
Use the text on the Enemy Cards. The Attack their Health track.
rating is what they roll, in regular dice. If they have a Most characters are be able to Attack in one way or
Damage rating, this means than on a successful attack, another, though not necessarily in a direct way. Attack
they inflict the success margin plus this damage rating actions can be unarmed or using weapons, such as the
to their victim. This is never Aggravated unless noted. pistols Markus or Allison gave them earlier. Marsh,
As with the Victim Cards, if you chose not to print Terry and Rain can be devastating in unarmed combat,
Enemy Cards, you may use the Enemies: The Inquisition but have to approach their enemies to get to them.
table under Appendix II, on p.43. They can always choose to shoot their pistols if they
consider it safer.

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Discipline use can be beneficial to most characters BITE


here. Characters can use their Bite action during combat.
Alex and Blake have the ability to draw the This works like a regular Attack action, but there is a
attention of the Hunters with their Awe, or Blake and 1-success penalty to the Kindred performing the bite.
Terry can intimidate them with Daunt. This way, they If the Kindred succeeds, they inflict damage and recover
can provide a distraction while the rest of the group is 1 Hunger. Every additional turn, have the Kindred
preparing their attack. and their victim roll Bite vs. Attack, but the initial
Alex or Sam may try to Compel them to run away, 1-success penalty no longer applies for the Kindred.
drop their weapons, or similar disruptive actions, as Each roll as long as this situation is kept, the Kindred
long as they’re not suicidal. This approach is extremely recovers 1 additional Hunger. Hunger cannot be reduced
tricky, as they have to move into close range of their below 1 unless the Kindred willfully chooses to drain their
targets, and roll Resolve + Intimidation (Difficulty 5) victim to death.
to look into their eyes.
Marsh can vanish with Cloak of Shadows and
Unseen Passage and go for the offensive with Lethal Recovering the Footage
Body. So can Rain, with their terrifying Feral Weapons If the characters have the chance to get inside the
or Terry, with Prowess. Inquisitors’ van, they’ll find surveillance equipment
Sam can use Compel to have them drop their inside, cameras and monitors, long-range microphones,
weapons, or similar disruptive actions, as long as a huge tangle of wires and batteries. Inside there is also
they’re not suicidal. one non-combatant technician, who can be Persuaded
Remember that the scene should last only up to or Intimidated into helping. The technician, or
three turns. At that stage, it should be clear who is technology-savvy characters such as Jay, will be able to
winning. The Inquisitor’s Health tracks are nominally retrieve the hard drives that contain the footage of the
6 but you don’t have to be precise with this. If your restaurant. The technician swears the footage was not
players get good rolls with many successes, don’t be uploaded into the cloud, if asked.
afraid to take the hunters down. This conflict should Whether they take a moment to look at it now, or
feel dangerous but should ultimately be a win for them. they check it later, the video shows the entire sequence
However, if the Kindred are clearly losing, they they played out in Scenes I-II, but something they
may get into the car and drive away. One way to gauge haven’t seen before is what happened before they woke
this is to check the players characters Health tracks. If up: the inquisitors they have just defeated, plus the
someone is starting to get aggravated damage (X), you technician that they may have seen in a vision, are
should heavily suggest that they flee. shown carrying them in, staked, removing their stakes,
If you rule that they win, you can have them feast and then feeding them blood, presumably animal
on the inquisitors, or let the surviving inquisitors blood, after setting up the dead body among the
escape. animal carcasses. They are seen leaving minutes before
If someone wishes to bite an Inquisitor during the the characters wake up. It can also be seen that as the
conflict, use the rule below. Once they are defeated, no inquisitors leave the facility, one of them leads Parker
tests are needed to feed from them. in. Parker seems nervous, like someone on their first
day on a new job.

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Denouement
The third night of your existence as a Kindred
— your unlife — has come to an end. You have
survived, for now. You have more knowledge
about your condition, and you are a little wiser.
You’re feeling a part of your humanity has been
Scene VII: Epilogue shaken, but you are far from consumed by your
Beast. You see ahead of you a difficult path: you
■■ Setup: This is not a scene per se, but a setup for have to feed, secure territory, make allies and
future stories, and a place to tie up some of the enemies. Choose a faction or try to survive on
loose ends. your own. You understand that you depend on
■■ Goal: Tie up loose ends, plan ahead. the rest of your coterie. As daybreak approaches,
you realize that tomorrow will be the first night
Now comes the denouement — the wrapping up of of the rest of your unlife. You may want to make
loose ends, and the setting up for the next chapter in
the best of it.
the chronicle. At this point you may want to wrap the
story up for now. Once you’re ready, ask your players
to make Remorse checks. Then read the Denouement We’ve guided you, Storyteller, through the first
entry. steps of this game. Now, we offer a few ideas as to
where the story might go from here. Below you’ll
find information to continue the story in different
ways, and pointers on the backstory of the adventure
you just played. Feel free to use the elements of the
backstory to move forward.

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For now, examine the choices your players made while Remember that the core concern of any vampire is
In Character, and ponder what the consequences might essentially food and shelter — they need populated
be. Note that ‘consequences’ should not necessarily areas to hunt in, and a safe place to spend the day.
mean ‘punishment.’ Rather, consequences should The Camarilla can provide these quite easily, but at
be the natural evolution of the characters’ choices, what cost? If the characters are not turned into double
structured in such a way that they lead to yet more agents, they might have to skip town, and relocate to a
interesting choices. Camarilla city like Chicago or New York. The Anarchs
For your next session, you probably want to read have less control over their territory, making it easier
the rest of this book and take a look at the Reference for a newcomer to hunt in peace and find a safe haven.
Guide. Beyond this Starter Set, Vampire: The And whatever the characters choose, they must keep
Masquerade, Fifth Edition contains a full ruleset and the Masquerade.
ideas to guide your evolving chronicle. Meanwhile, don’t forget to follow up on the
smaller stories. Perhaps a character fed from someone
The First Night of the Rest of your and left them alive, and now that person is obsessed
Unlife with finding the character again. Perhaps a character
killed someone and must deal with both the mundane
Discuss the decisions made during the game with your and spiritual fallout of that choice. If a character
players and encourage them to consider what their cultivated a relationship with someone else, allow that
characters want to do after defeating or fleeing the relationship to flourish and become part of the larger
Inquisitors, and use these ideas as jumping off points story.
for future stories. We cannot hope to cover every
possible option and its result, so the outcome will be
largely left to you and your players. You’ll decide what
happens next and what new problems arise.
Certainly, if the coterie decides to throw in with
one particular faction or another, their new patrons
have a long list of tasks and missions to accomplish.
And if the characters decide to go their own way, they
face an entirely different set of challenges.

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A Few Suggestions and Ideas A Few Tips and Tricks for You
■■ Jackie needs the characters to watch her back as ■■ Center your chronicle around the character’s first
she delivers a package to someone outside of town. experiences as vampires. This means their thirst for
Who is Jackie communicating with, and why? blood, and their need for safe & reliable hunting.
■■ If the characters decide to side with the sire: the Horrific choices arise when characters follow their
sire is an aspiring member, allowed into an exclu- compulsion to feed. And these choices don’t stop
sive club but still needing to prove their worth. An- at what a given character does or does not do to a
other vampire has recently been Blood Hunted — victim. The need for a hunting ground is persistent.
excommunicated from the Camarilla, their unlife And every good piece of territory is already con-
forfeit to the first person who catches them. The trolled by someone else, an older and more power-
sire recruits the coterie for aid. They’ll need brains ful vampire. What will a character do for someone
and brawn in equal measure to succeed in subduing willing to provide them access to constantly safe
this criminal. feeding? The totality of vampire politics revolves
■■ Or perhaps the coterie hears about the rogue vam- around fighting to control territory. How does a
pire all on their own. Catching this vampire would character’s own need for such territory draws them
be an ideal way to begin their process to earn into the eternal struggle and shapes their destiny?
membership into the Camarilla, and get closer to ■■ Similarly, characters must establish and defend
the sire without having to accept them as a patron. their havens. But such things cost more than just
Maybe the coterie can even foil their sire’s plans by money. What moral shortcuts is a character will-
doing this. ing to take to ensure their daytime safety? Craft
■■ The Second Inquisition stages a surprise attack. interesting choices around gaining herd and havens.
How do they keep finding the characters? Does this Don’t make any choice objectively better; instead,
have anything to do with the fact that one of the give each option benefits and drawbacks and let
characters recognized a Second Inquisition agent? your players agonize over them.
■■ Was the video shot in the meat locker uploaded ■■ A good antagonist provides a convenient point
online? If so, how can they ensure that it stays for your players to rally around. Perhaps the sire,
buried forever? perhaps the Prince, perhaps a Second Inquisition
■■ The other characters still want to find their own leader, perhaps someone entirely new, arises to
sires. Why were they brought into the World of thwart the coterie and make their unlives misera-
Darkness? What do their sires want from them? ble. Give your antagonist a compelling motivation,
Collaborate with your players on who their charac- a power base, and, most importantly, a tragic flaw.
ters’ sires might be, and what they want from their ■■ Games set in the World of Darkness can work well
progeny. as ‘sandbox’ style games. Create interesting loca-
tions, complex story characters and build tension
And, of course, wherever your imagination leads between various factions. Then let your players
you! Above all, make sure to touch base with your enjoy exploring what you’ve built, and plot will
players. Where do they see the story going? What do organically emerge as their characters respond and
their characters want to accomplish? What kind of react to the world around them.
storylines do they want to run down?

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■■ Make it personal. Though a Second Inquisition Remember that in the end, it’s all a game, and games
leader is an existential threat to vampires in gen- are meant to be enjoyable. Enjoy your time exploring
eral, figure out why this mortal is a threat to these the World of Darkness and exploring dark stories
vampires. Is there a previous connection? Perhaps about vicious monsters. But never lose sight of the fact
the Second Inquisition is trying to foreclose on the that vampires are not real, and it’s all a story. Trust
haven a character just bought, or is using police your Storyteller instinct, trust your fellow players, and
resources to clean up a feeding ground. Perhaps we’ll see you again at the next sunset.
ghouls are being jailed, or the characters’ favorite
prey is sent away.
■■ The characters are all new Embraces. They still have
mortal lives and loved ones. How will characters
deal with the obligations of school, work, and
family? Even if a character makes the decision to
cut ties, loved ones may still file missing persons
reports (or disbelieve the ‘official’ police report
and do their own digging). And if a character quits
their day job, how will they continue paying their
bills?
■■ Give your players small Markusies to offset their
setbacks. The World of Darkness can be harsh and
unforgiving, but it’s not eternal failure. Even if the
chronicle villain keeps winning, the coterie should
still succeed in other areas.
■■ Be forgiving of yourself. You don’t have to be
perfect, nor omniscient. Storylines might fall flat,
or characters don’t come across the way you expect.
Players might feel frustrated over one thing or
another. This is all part of the process. Negotiate
an alternate outcome, figure out what went wrong,
and incorporate that lesson into your games going
forward.

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Appendix I: Some of the sires of these vampires are still

Backstory
captured, stored in hidden locations. Some escaped.
One of them requested assistance and asylum from the
Camarilla. By the end of the adventure, the splinter
The story is finished. Some of the mysteries have Second Inquisition squad is dissolved. It’s up to the
been cleared out, but there are still many questions characters now to try to find their lost sires, or move
unanswered. Here’s a summary of the events that led to on with their unlives, trying to forget all of this ever
this story, and the characters involved. happened.
A small squad within the Second Inquisition was
tasked with following a group of Kindred. This squad

Appendix II:
was fairly new to the Inquisition, and this task was a
test for them.

Victim Tables
One after one, all the Kindred they were following
started Embracing new childer. Not knowing how to
proceed, the squad captured the Kindred and their
progeny, driving stakes through their hearts. As the During the game, you may be prompted to find
months passed, a plan took form in the Inquisitors’ random enemies or victims for your players. The
minds. A scientific experiment consisting on giving following tables provide you with extra characters that
them access to a dead body — taken fresh from a local you can use. When rolling on these tables, just use a
morgue — some dead animals, and a living person, the standard ten sided die. If you need to roll more than
drug dealer Parker, whom they considered expendable. once, re-roll any repeated results.
They put the young Kindred all together in the
walk in freezer, gave them enough animal blood to Victims
keep their Hunger to a reasonable level, unstaked In this story, there are three different locations where
them, and left them there, under surveillance. the characters can hunt: The Cicero, the Violet Club
The point of the experiment was to find out and The Streets. There is a table with 10 potential
whether they would try to feed off the dead body or victims for each one of them. Remember, if two
dead animals, and whether they would feed off Parker. different players are hunting in the same area, it would
As this activity was not sanctioned by their superiors, be advisable to reroll any repeated results.
the Inquisitors’ group resources were limited. All the victims include their name and age, their
Markus’ chance appearance at the scene derailed Resonance (an optional trait), and some additional
the plan completely. They rushed to stop the characters text, explaining who they are and what’s the situation
from escaping. Still, their goal was not to kill them, but in which the characters find them. The first victim in
to capture them. Due to their relative lack of resources, each table (number 1) is one that will react badly to the
and the clandestine nature of their operation, they character, and a violent situation may ensue as a result.
couldn’t risk telling their superiors about this situation These characters include the basic combat values, in
and call for backup. All the assets they had were the case a Conflict needs to be resolved.
facility, their surveillance van, and the voluntary
members of the mission.

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The Cicero
The Cicero is a cheap hotel, where people in need of affordable shelter spend their nights. Most of the victims are asleep,
or not paying attention to the characters. Most of them include a special test in the middle of the text section. You are
supposed to read the first half and, if the characters pass the Test, provide additional information by reading the second
half. Unless otherwise specified, these victims will not resist the characters if they want to feed.

Roll Name Resonance Text


1 Dee, 37 Choleric The room is neat and non-descript, almost as if not lived in. But an
open case full of weapons immediately calls your attention. A figure
emerges from the bathroom, wielding a shotgun. Wearing a colorful
bathrobe, Dee looks determined to make you sorry for going into her
room.
Dee will not follow the characters if they run away, but she will
stand her ground. She assumes they are robbers.
■■ Attack 6
■■ Shotgun: +4 Damage
■■ "You broke into the wrong apartment, assholes."

2 Ricky, 22 Sanguine The room smells of sex and old lube. There's a man spread across
the mattress, not going anywhere. Half a bottle of bourbon and
painkillers lie next to him.
■■ Check the room - Investigate, Difficulty 2
Empty bottles and pill boxes. A framed photo: four children and
their parents, standing in front of red-rock cliffs. The parents' faces
have been crossed with black marker.
Drinking Ricky's blood provides a booze and drugs rush. Rolls
based on Dexterity and Intelligence lose 1 die for the night.

3 Natalie, 45 Melancholic She sleeps fitfully. Two trash bags by the door contain all her
belongings. An angry red burn spreads from her shoulder to her neck.
■■ Check the room - Investigate, Difficulty 2
She's wearing an heirloom wedding ring. There's more jewelry
and five thousand dollars in her purse. If woken, Natalie assumes the
characters are friends of her ex-husband (Barry), here to bring her
home, and she’ll fight back. Dice pool: 4

4 Charlie, 25 Sanguine He's wide awake, feverishly writing in his little black book. That's why
he didn't notice your lockpicking your way in. He looks at you from
over his black turtleneck. He's surprised, but not necessarily scared.
■■ Feed - Persuade or Intimidate, Difficulty 3
Charlie will let you drink from him, as long as you listen to his
masterpiece poem (hint: it's far from a masterpiece.)

5 Angelique, 19 Melancholic She’s an extremely thin woman, fallen asleep on her laundry, a
highlighted movie script across her lap. Books on acting technique
and celebrity gossip magazines lay scattered around the room.
■■ Check the room - Investigate, Difficulty 2
A plastic bottle of wine and half a box of cigarettes. No food
anywhere and no money in her purse. Angelique hasn’t eaten in
several days and is anemic. Characters can only take 1 Hunger point
from her without risking her life.

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The Cicero (continued)


Roll Name Resonance Text
6 Harry, 56 Melancholic The walls are covered with posters of blockbusters of yesteryear.
His expensive jewellery and pajamas feel out of place. On the floor,
expensive liqueur stands next to a box of the cheapest pizza.
■■ Who is he? - Investigate, Difficulty 2
You've seen his face on the news. He produced cheap slasher films
until his misconduct ended his career.
Harry's out on sleeping pills. His blood has a dizzying effect. Lose
1 die from Dexterity-based rolls for the night.

7 Annie, 31 Phlegmatic The room is saturated with pictures, news clippings, and flowcharts.
Pins with colored threads connect everything. No bed. She's in a
sleeping bag, having bad dreams.
■■ Check the room - Investigate, Difficulty 3
Under her sleeping bag is a flat folder which contains
documentation that could potentially prove that Kindred exist. She's
onto something, but who would believe her?

8 Dennis, 26 Sanguine A little table features a crystal ball, decoration, and a colorful
disguise. He's standing, looking at you, but not really seeing. His
ravings would hint at him struggling with something that is not there.
Check the room - Investigate, Difficulty 2
Some leftover drugs indicate that he's tripping, fueled by his
spiritualist inclinations. That said, maybe he can actually see ghosts.
Dennis' blood is saturated with hallucinogens. Lose 1 die on
Dexterity and Wits rolls for the night.

9 Greta, 36 Choleric The room is untouched, as if nobody had been there in a while. On
the bed, a woman sleeps with her arms crossed over her chest. She is
fully dressed and wears a carnival mask.
■■ Check the room - Investigate, Difficulty 1
The bathtub is full of ice and water. There is a drawing of a
cartoon character, and a tattoo needle gun. If awaken, Greta will only
speak in Norwegian, and will scream until somebody comes to help
her.

10 James, 86 Melancholic The sharp edges of the furniture are covered in foam and tape. The
old man has fallen asleep on his chair, facing a wall. His skin is like
parchment, and the muscles hang flaccid off his bones.
■■ Check the room - Investigate, Difficulty 2
The suitcase next to his bed is filled with trophies and old
photographs. In his youth, James used to be a world class javelin
thrower. The white cane resting on his lap tells you he's blind.

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The Violet Club


All of the characters in this table can be found at the Violet Club. Unlike the inhabitants of The Cicero, these will present
resistance if the characters try to feed on them. You are meant to read the first section and, if the characters pass the first
Test presented, you’ll read the next section. If the characters want to feed off the victim, they will have to pass the Test at
the end of the victim’s text.

Roll Name Resonance Text


1 Marion, 28 Phlegmatic Androgynous and proud, Club Violet is Marion's personal fief. They
know everyone worth knowing, and are deeply connected to Los
Angeles’ various subcultures.
■■ Strike a conversation - Persuade, Difficulty 1
Marion is quite interested in the characters, as they appear new
to this scene. Marion will actively attempt to cultivate the coterie,
leaning heavily on dubious underground connections to seem
impressive.
■■ Feed - Persuade, Difficulty 3

2 Thomas Law, 24 Phlegmatic A tall, slender man wearing a neatly-trimmed goatee and dark
hair falling straight down the middle of his back, he is an excellent
dancer. Every hour or so he takes short breaks to vape and drink some
club soda with lime.
■■ Dance Off! - Dexterity + Athletics, Difficulty 2
Thomas Law has lived all his life in Los Angeles. He's a wealth of
local information. He’s stone-cold sober, but euphoric from dancing
and eager to undergo new experiences.
■■ Feed - Persuade, Difficulty 2

3 Monica, 23 Sanguine Pink top, white skirt, and golden trainers. Monica is definitely in the
wrong club. She is looking around her, bewildered and confused. She
is happy to talk to anyone not dressed in black.
■■ Strike a conversation - Persuade, Difficulty 2
Her roommate told her there was a party here. She is new in
town, and thought she could have some fun tonight. She feels lost and
disappointed, and only wants to make friends.
■■ Feed - Persuade, Difficulty 2

4 Marcus, 25 Choleric ■■ "I've got white, brown, and green. Whatever you need."
He talks quickly, thinks quickly, and quickly becomes your best
friend, as long as you want to buy his merchandise.
■■ Strike a conversation - Persuade, Difficulty 1
He takes you to a stall in the bathroom, where he shows you his
goods. Pills, weed, coke... the works. Everything you can imagine, and
it's on the cheap.
■■ Feed - Intimidate or Persuade, Difficulty 1

5 Lily, 24 Phlegmatic She moves with the grace of a feather and the strength of a lion. There
is a crowd watching her, entranced.
■■ Dance off! - Dexterity + Athletics, Difficulty 3
She is overjoyed. At last, someone who is close to her level. She
stops and offers you a drink. Lily is a ballet dancer, currently touring
with an important company, but she loves any dancing style.
■■ Feed - Persuade, Difficulty 2

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The Violet Club (continued)


Roll Name Resonance Text
6 Chad, 20 Choleric His university blazer makes him stick out like a sore thumb. The fact
that he's recording everything on his phone makes it worse. It's clear
that nobody likes this guy.
■■ Tell him to stop recording - Intimidate, Difficulty 2
Chad lowers his camera, and confesses. He is following a girl he
knows, and recording her as part of a tasteless prank. He promises to
stop, but you know he is a lying stalker.
■■ Feed - Intimidate, Difficulty 2

7 Magenta, 41 Phlegmatic The couch is her throne. The queen of the Violet Club meets with
those willing to pay her respects before taking the dance floor.
■■ Request an audience with the queen - Persuade, Difficulty 3
Magenta talks of the old days with nostalgia and dignity. You're
not particularly interesting to her, but she wants you to understand
her way of life. She thinks she knows the night, and she suggests she
has met and loved monsters in the past.
■■ Feed - Persuade, Difficulty 1

8 Barry, 47 Melancholic His shoes, his watch, and his phone point out how much he doesn't
really belong. While he has some moves, he has to stop to catch his
breath every five minutes.
■■ Strike a conversation - Persuade, Difficulty 1
Recently divorced, Barry is trying to reconnect with the scene
of his youth. He used to be one of the most recognizable faces in the
goth community, he says. You see a dad in a black t-shirt, desperately
trying to fit in.
■■ Feed - Persuade, Difficulty 2

9 Frankie, 36 Melancholic She's staring at her bourbon, her body shaking. She doesn't belong
here, but she doesn't care. She's clearly in shock.
■■ Strike a conversation - Persuade, Difficulty 3
Frankie drives a cab. Tonight, a bike crossed right in front of her.
She couldn't stop in time. Somebody is in hospital, and she believes
it's her fault. She just can't stop seeing her victim's face, slowly sliding
across the windscreen.
■■ Feed - Persuade, Difficulty 1

10 Andrés, 21 Sanguine His eyeliner isn’t right, his clothes don’t quite fit, and his boots look
too new. He moves awkwardly, watching everyone without engaging.
If the characters approach him, he'll tell them an array of pretty
lies. Andrés is here looking for vampires, though it's unclear even to
him if he wants to hunt them... or join them.
Dealing with Andrés can lead in different directions. Use
Difficulty 3 for most rolls. In case of a Conflict, roll 4 dice for him.

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The Streets
The players may not be keen on going to The Cicero or the Violet Club, or may want to feed at any random point during
the story. In that case, you can use this table. These characters behave the same way as the ones in the Violet Club,
presenting two different Tests that can give more information about them, and allow the players to feed off them.

Roll Name Resonance Text


1 Red, 19 Choleric Wearing the colors of a local gang, he starts posing as a good
Samaritan. Quickly, however, his words turn to threats. He wants
your wallets and phones, and he has a gun.
Red can be Intimidated (Difficulty 4), but failing to do so or to
comply will result in him losing his temper, and eventually shooting.
He can call for backup (more gang members, use his stats for them).
■■ Attack 6
■■ Pistol: +2 Damage
■■ "This is not your neighborhood."

2 Helen, 22 Melancholic Still on full makeup, the mime drags her feet through the streets,
sadly counting her meager earnings.
■■ Strike a conversation - Persuade, Difficulty 2
Helen dreams of escaping with the circus, joining a carnival, or
just taking the road and never looking back, but she is too afraid to
take the first step. Her elderly parents count on her and she just can't
leave them behind.
■■ Feed - Intimidate, Difficulty 2

3 Matt, 29 Choleric A man on a massive chicken costume screaming at his phone


in German catches your attention. He's obviously angry and
disappointed, and couldn't be more out of place.
■■ Strike a conversation - Persuade, Difficulty 2
He has been pranked by his newfound "friends" during a bachelor
party. Now he is stranded in the city, miles away from his hotel,
without his wallet, and the only phone number he had turned out to
be a fake. Matt desperately needs help.
■■ Feed - Persuade, Difficulty 2

4 Jason, 36 Sanguine The first thing that attracts you to him is the powerful smell of
detergent on his hands. He has washed thoroughly, and you can only
imagine what’s the aroma he’s trying to hide.
■■ Strike a conversation - Persuade, Difficulty 2
Jason just finished his shift at the hospital after a tough day. He's
been in surgery for fourteen hours straight, and is just taking a walk
to clear his head. At least, today he helped save a life.
■■ Feed - Persuade, Difficulty 2

5 Mara, 59 Choleric She's screaming at the top of her lungs for anyone who will listen. She
waves her sacred book as a sword of justice. Standing in the middle of
the road, she's addressing an imaginary crowd.
■■ Listen to her - Spend 1 Willpower
■■ "The end is nigh! Corporations own our souls! The forests burn because
nobody thinks of the babies! Destroy your phone! Burn your money! I
know the hidden truth about all things in the world!"
■■ Feed - Intimidate, Difficulty 2

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The Streets (continued)


Roll Name Resonance Text
6 Juan, 43 Phlegmatic He flips the sign of the gas station with class and distinction. The
sign goes up, and down, it twirls around his body... until it drops.
Disappointment and frustration on his face, he is defeated.
■■ Sign Flipping! - Dexterity + Athletics, Difficulty 2
You take Juan's sign and flip it for a few minutes while he rests,
gratefully. He was a respected scientist back in his country, but he
had to emigrate. To this.
■■ Feed - Persuade, Difficulty 2

7 Keith, 19 Melancholic Sitting on a bus stop, shivering in the cold, the young man looks sad
and bitter.
■■ Strike a conversation - Persuade, Difficulty 2
Keith ran away from home over a tantrum and has been living on
the streets enough to teach him plenty. He was angry with his parents
for buying him the wrong console. Now he realizes they love him and
don't care that he dropped out of college.
■■ Feed - Persuade, Difficulty 2

8 Eve, 31 Choleric She seems eager to strike a conversation with you. Maybe too eager.
She offers you drugs, guns, and all sorts of illegal goods. But she looks
very nervous about it.
■■ Get to the bottom of this - Intimidate, Difficulty 2
Eve breaks down. The wannabe vigilante doesn't have drugs, guns,
or anything remotely illegal. She wants to identify criminals and turn
them in. She has no clear plan and her only backup is a can of Mace.
■■ Feed - Persuade, Difficulty 2

9 Chuck, 28 Sanguine Drunk and dancing on the streets, the man looks like the happiest
person on Earth. He hugs you and jumps around you, barely
containing his joy.
■■ Feed - Persuade, Difficulty 1
You take advantage of the situation, and start feeding. Right
behind him, you see a huge advertisement poster for a new hyped TV
show. His face in the poster makes you realize you are drinking off
someone who is bound to become a real star.

10 Someone from your Sanguine They recognize one of you. They start referencing something both of
past you did way back when. You can recognize them now,: what they're
saying is true, if a bit embellished.
Who is this person? What did you do together? Why did you
decide not to see them anymore?
■■ Get rid of them - Intimidate, Difficulty 3
■■ Feed - Persuade, Difficulty 1 (character's acquaintance) or Intimi-
date, Difficulty 2

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Enemies: The Inquisition


The following characters are members of the local Inquisition. They mostly come from a law enforcement background,
although there are a few exceptions. They are not veterans of the Inquisition, but some of them have been in the business
of hunting Kindred for a while.
The table specifies the name and age of the character, their attack value, their weapon of choice, the Difficulty when
applying One Roll rules, their Resonance and some text illustrating who they are.

Roll Name Attack Weapon One Roll Resonance Text


1 Kerry Aldano, 41 7 Submachine 4 Phlegmatic Kerry is the ultimate team player and
gun: +4 natural leader. He's been training all
Damage his life, and he's the best at what he
does. His main goal is for the team to
make it home tonight, while getting
as many blankbodies as possible.
■■ "They cannot pass!"

2 Jules Walker, 33 8* Stake: +0 6 Phlegmatic Before the Second Inquisition even


Damage + started, Jules' family was already
Staking Effect hunting Vampires. Nobody knows
much about her, only that she leads
the charge with pride and expertise,
delivering deadly blows to any
monster she finds in her way.
■■ "..."

3 Leah Nguyen, 32 6 Assault Rifle: 4 Sanguine Even after two tours in Afghanistan
+4 Damage and an honorable discharge, nothing
prepared Leah for the darkness she
would find upon returning home.
Being recruited by Inquisitor Kerry
Aldano saved her from losing her
mind.
■■ "Keep the formation!"

4 Pat Gorriti, 24 5 Handgun: +2 4 Melancholic Pat always wanted to be a Police


Damage Officer and has had an impeccable
record so far. His Captain asked him
one night to join her on a special
assignment. He's now horrified and
would rather not be here, but his
loyalty and shame force him to stay.
■■ "I'm covering you."

5 Monroe Davidson, 6 Handgun: +2 4 Sanguine FBI Agent Monroe Davidson has been
29 Damage a member of Special Affairs for years,
and she is considered delusional by
many of her peers. Her wish to prove
that vampires exists works directly
against her standing orders. Maybe
this is the night.
■■ "I have seen this before. Be careful,
team!"

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Enemies: The Inquisition (continued)

Roll Name Attack Weapon One Roll Resonance Text


6 Ari Fleiszman, 51 6 Revolver: +2 4 Choleric A veteran Police Detective, Ari has
Damage been asked to cover up mysterious
killings for too many years by her
superiors. Now, they are allowing her
to do what's right. She will not let all
of those victims down.
■■ "I see one of them over there!"

7 Rudy Caballero, 37 6 Shotgun: +3 4 Choleric Rudy is a SWAT Officer. The death of


Damage his husband at the hands of vampires
has made him a hardcore hunter. He's
doing it mostly to leave his two kids a
better world.
■■ "Don't let any of them get out alive!"

8 Toby Nicholson, 21 5 Handgun: +2 2 Choleric New to the Police force, but not to
Damage Vampires, Toby saw his parents die
at the hands of a monster. His thirst
for revenge matches his will to help
children in need.
■■ "Don't believe their lies! Shoot them
all!"

9 Father Avery, 65 4 Shotgun: +3 2 Melancholic Getting young people out of the


Damage streets used to be Avery's mission,
until he saw first hand the cruelty of
vampires. He has quickly become one
of the top recruiters of the Second
Inquisition in town. He's worried
about his colleagues' safety.
■■ "Return to hell, abomination!"

10 Gabriella Osorio, 27 5 Knife: +1 2 Sanguine After a whole life of getting in and


Damage out of prison, Gabriella has found
his calling thanks to the wisdom of
Father Avery: destroying the evil
that creeps in the night. Tonight is
her trial by fire, but she can't stop
thinking about her sick mother,
waiting for her at home.
■■ "I won't fail. I promise."

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