V5 Starter Set - Story Guide
V5 Starter Set - Story Guide
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.
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.
A NOTE ON PRINTING: You have express permission to print out any or all of
the documents contained in this bundle for personal use.
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.
10
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?”
11
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.
12
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
13
14
Final Death Whenever you’re ready to move on, read the following text:
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.”
16
17
18
19
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.
20
“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.
21
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.
22
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..
23
24
25
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
26
27
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.
28
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.
29
30
31
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.
32
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.
33
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?
34
■■ 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.
35
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.
36
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.
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.
37
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.
38
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
39
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.
40
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.
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
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
41
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
42
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!"
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!"
43
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!"
44
WRITTEN BY - Juan Echenique, Rachel Judd, Khaldoun Khelil, Saskia Liddick, and Matt Timm
EDITING - Juan Echenique and Matt Timm
CREATIVE CONSULTING - Jason Enos
PROOFREADING - Felipe Real
INTERNAL PLAYTESTING
Jason Enos, Jono Green, Ethan Heywood, Aled Lawlor, Giles Nevill, Charlie Perkins, Alina Potemska, Kieran Street
White Wolf, Vampire: The Masquerade, and the World of Darkness are registered trademarks of White Wolf
Entertainment AB. All rights reserved.