ADVANCED SYSTEMS
power re-rolls or Blood Surges,          weaker or the the goal simple          Adjust the Difficulty by 1 to
at the set Difficulty. (The opposi-      to achieve: Difficulty 2           the side that has the advantage of
tion doesn’t roll.) The more player  ■■ Both parties are equally            position, preparation, or surprise.
characters that win, the better          matched or the goal is a signifi-
the results. If the majority of the      cant challenge: Difficulty 4       Each player character then takes
player characters win, the opposi-   ■■ The opposition is much strong-      damage equal to the difference
tion might for example break, fall       er or the goal is extremely hard   between their successes and twice
down wounded, storm off in a fit         to reach: Difficulty 6             the Difficulty. This damage can not
of pique, surrender, or whatever                                            be mitigated by armor or super-
else makes dramatic sense.           Adjust the Difficulty by 1 to the      natural means such as Fortitude.
                                     side with the advantage in Disci-      The nature of the damage depends
sample difficulties:                 plines or equivalent supernatural      on the opposition and the weapons
■■ The opposition is significantly   might.                                 they are using – Second Inquisi-
                                                                            tion agents often cause Aggravated
                                                                            damage, for example. Do not halve
                                                                            Superficial damage in this case.
                                                                                Optional: Instead of applying
                                                                            levels of damage, allow a player
                                                                            to mitigate the damage with ad-
                                                                            ditional levels of Stains, having
                                                                            accomplished their goals with acts
                                                                            of greater callousness.
                                                                            EXAMPLE:
                                                                            Rebecca has given as good as she
                                                                            got in a debate before the Anarch
                                                                            Council, so the Storyteller sets the
                                                                            Difficulty at 4. She launches one
                                                                            more salvo of political theory and
                                                                            personal innuendo against her
                                                                            freedom-loving foes, her player rolling
                                                                            Charisma + Performance. Rebecca’s
                                                                            player gets five successes, beating the
                                                                            Difficulty, and the Council rules in
                                                                            her favor. But she takes 3 more points
                                                                            of Aggravated damage to her Will-
                                                                            power: double the Difficulty (4) is 8,
                                                                            minus her 5 successes, equals 3 points
                                                                            of damage. The Storyteller explains
                                                                            that Rebecca had to expose more of
                                                                            her own role in the city’s politics than
                                                                            she liked in order to win.
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COREBOOK 	
            Advanced C onflict:
            Physical Combat
            The following optional systems add flavor to and
            h andle edge cases of physical combat.
            Who Goes First?                                                    Surprise Attacks
            While the Who Goes First basic rules (p. 125) should               Achieving surprise should generally need some sort of
            satisfy most troupes, these alternative initiative rules           roll, such as Dexterity + Stealth vs. the best oppos-
            provide options for more traditional players who want              ing Wits + Awareness. (Remember you can Take Half
            a clear order of actions and initiative. Beware that this          for large parties of SPC foes to speed up play.) This
            system slows combat down significantly.                            includes attacks from supernatural concealment such
                                                                               as Obfuscate.
                Every character has an Initiative rating equal to
            their Composure + Awareness. In some conflicts, such                   The first attack with successful surprise should
            as in a formal duel, you might substitute Dexterity                generally be made against a static Difficulty 1, allowing
            (or Resolve, for a very formal duel) for Composure in              for devastating strikes.
            the Initiative rating, but in most combat, staying calm
            enough to take meaningful actions is more important
            than anything else.
                The participant in the conflict with the highest
            Initiative acts first; the rest of the combatants act in
            descending order of Initiative. You do not make an
            Initiative test. Initiative ratings stay the same during
            combat, even if a combatant changes the combat skills
            they use.
                In case of ties, player characters act before Story-
            teller characters. If necessary, break other Initiative ties
            as follows: vampires before mortals, then by highest
            Composure. If you’re still tied, roll a die.
                At the beginning of the turn, each combatant
            declares and executes their action(s) in order of Initia-
            tive. They may also elect to pass, placing them last
            in the order (keeping this place for the remainder of
            the conflict). Any subsequent passing combatants are
            placed before any other person that also passed.
            EXAMPLE:                                                             EXAMPLE:
            Villeneuve goes first, but elects to pass, and is placed           Papushka has managed to sneak up on her
            last. Next, Trish also passes, and is placed right before          prey, and now slams a stake into their back.
            Villeneuve.                                                        Her player rolls Strength + Melee and con-
                                                                               verts every success above the first into damage.
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ADVANCED SYSTEMS
Close Combat                                                    test Composure + Firearms, but a sniper shot might
                                                                instead use Resolve, and a “high midnight" showdown
This system includes talon-to-talon brawling and at-            tests Dexterity + Firearms, at least for the first shot.
tacks with hand-held weapons, excluding firearms and            Firing at a target beyond the effective range of a given
other ranged weapons.                                           weapon incurs a -2 dice penalty.
    The attacker usually rolls Strength + Brawl for                 Optional: Award the combatant with superior
unarmed attacks, Dexterity + Melee for one-handed               firepower (based on the weapons’ rate of fire) or the
melee weapons, or Strength + Melee for two-handed               one who is willing to expend more ammunition an
melee weapons.                                                  extra die.
    The defender rolls as above, or uses Dexterity + Ath-         EXAMPLE:
letics for dodging.
                                                                 Jason is using a SMG vs. Dragan, who only has a pistol.
    In cases where both combatants are attacking each            Jason’s player gets an extra die. Gretchen and Lynne are
other, they both roll once, and the combatant who                both using pistols, but Gretchen is willing to empty hers,
receives the most successes does damage to the other.            and her player gets an extra die.
    Optional: Award the combatant with the better               The Storyteller can change this test during the battle; if
reach (longer weapon) a bonus die in the first turn of          the player characters are ambushing a truck, the aimed
combat.                                                         first shot might involve a Resolve + Firearms test. The
                                                                truck’s guards react with Wits + Firearms test, and the
grappling: A combatant can attempt to grapple,                  ambushers, now under counter-fire, return fire with
hold, tackle, or otherwise restrain a foe by rolling            Composure + Firearms tests.
Strength + Brawl. If they get more successes than
their opponent, they do no damage, but instead                  thrown weapons:  A character throwing a weapon
restrain the target, preventing them from moving                at a target tests Dexterity + Athletics. For some
and engaging other opponents, though the target                 vampires, this includes things not usually considered
can still act against the grappler as normal. In the            weapons, like pieces of I-beam or cars. For hunters, this
next round, the grappler may engage their foe in a              often includes Molotov cocktails.
contest of Strength + Brawl. If the grappler wins,
they can choose from the following options:                     defending vs. ranged a ttacks:  Defending
■■ Damage the foe based on their margin of successes,           against ranged attacks is usually done with Dexterity +
                                                                Athletics, representing the ability to keep moving and
    as a normal attack;                                         making oneself a hard target using any and all available
■■ Bite the foe (if a vampire) for two Aggravated dam-          cover. A pitched firefight between two attackers can
                                                                also be resolved as an opposed conflict. In both of these
    age (see Bite Attacks, p. 213); or                          cases, modify the roll according to available cover:
■■ Hold them in place.
■■ If the grappled combatant wins, they escape and
    can move freely the next round.
Bite attacks against a grappled foe suffer no bite pen-
alty to the attack roll.
Ranged Combat
This system includes all manner of ranged weapons,
from pistols, to crossbows, to vehicle-mounted ma-
chine guns.
    In a standard guns blazing battle, combatants
                                                           301
COREBOOK 	
            cover                                 dice modifier
            No cover                              -2
                                                  -1
            Concealment only (bushes, a
            small tree vs rifle calibre bullets)  +/- 0
            Hard Cover (a car engine block,       +1
            the corner of a concrete building)
                                                  +2
            Entrenchment (sandbags, military
            bunker)
            Murder Hole (IFV firing slit)
            A stationary target lacks a defense pool, instead de-
            fending with a static Difficulty 1.
            ranged weapons in close combat:  If engaged
            in hand-to-hand combat, the wielder of a firearm uses
            Strength + Firearms against the opponents Brawl or Melee
            pool. The opponent does not receive a penalty for lacking
            cover. Instead, the firearm user suffers a -2 dice penalty
            if targeting someone outside the scuffle as well as a -2
            penalty for firearms larger than a pistol.
            reloading and tracking ammunition:  Vampire
            generally does not track ammunition expenditure for
            small arms, but given that an attack test in Vampire
            usually represents more than a single shot, it can be
            wise to require reloading after a single attack with
            revolvers and other small-capacity firearms (such as the
            M1911, also known as the “Colt 45”), after two attacks
            with most automatic pistols and rifles, and after three
            attacks from 30+ cartridge magazines.
                Reloading is a two-dice minor action (see above) for
            most weapons (assuming a revolver has a speed loader).
            called shots:  A combatant may seek to direct their
            attacks at a specific part of their target in order to
            produce a result other than maximal physical trauma
            – shooting out the tires of a car, swatting a goblet out
            of the hand of the elder, or putting a bullet in the leg
            of a fleeing informant. Called shots are also used when
            attempting decapitation or when trying to put a stake
            in the heart of a vampire (see p. 221).
                To do so, the attacker declares their action and
            target before rolling the dice for their attack.
                After the attacker tests, they subtract successes; hit-
                                                                         302
ADVANCED SYSTEMS
ting a specific location is not just harder, it also makes       aggravated     crippling injury
achieving a safe center-of-mass hit less likely. Usually,
the modifier is -2 successes, though the Storyteller can         damage + roll  Stunned: Spend 1 point of
modify this number up or down depending on the                   1-6            W illpower or lose a turn.
nature of the target. Hitting the tires of a car might           7-8
only incur a -1 penalty, while piercing the fuel line of a       9-10           Severe head trauma: Make Physical
plane taking off is done at -4.                                                 rolls at -1; Mental rolls at -2
                                                                 11
    The exact effect of a called shot is up to the Story-                       Broken limb or joint: Make rolls at
teller, but it should not simply be more damage, as that         12             -3 when using the affected limb, or
is the assumed purpose of a normal attack. Instead,              13+            Blinded: Make vision-related rolls
called shots are more likely to aim for less damage,                            (including combat) at -3
going for a non-lethal incapacitation at the expense of
effectiveness.                                                                  Storyteller decides which makes
                                                                                most sense for this combat
crippling injuries:  For players looking for juicier
and meatier combat, the Crippling Injury table allows                           Massive wound: Make all rolls at
for additional effects from extreme Health damage.                              -2, add +1 to all additional damage
After taking damage while Impaired, roll a d10 on the                           suffered
Crippling Injury table, adding the number of Ag-
gravated damage currently on the track to the roll.                             Crippled: Same effects as Broken, but
This result can lead to further dice pool penalties (or                         limb is lost or mangled beyond use
even instant death), tracked independently from the
abstract damage on the Health tracker.                                          Death (mortal) or immediate torpor
                                                                                (vampire)
                                                                 EXAMPLE:
                                                                 Eric the vampire has Stamina 3, and thus has a Health
                                                                 tracker of 6. He has sustained 4 points of Superficial
                                                                 damage from bullets in a fight against some security
                                                                 guards. As he tries to escape, a guard manages to shoot
                                                                 him again, dealing 6 damage.
                                                                     As gunshots cause Superficial damage to vampires,
                                                                 this result is halved to 3, and thus the two final boxes on
                                                                 his tracker are filled, making him Impaired. The third
                                                                 point of damage turns a previously Superficial damage
                                                                 box into Aggravated.
                                                                     Being injured (having received that third point
                                                                 of damage) while Impaired necessitates a roll on the
                                                                 crippling injuries table. Eric’s player rolls a 5 and adds
                                                                 Eric’s 1 point of Aggravated damage for a result of 6;
                                                                 Eric is temporarily stunned. The player gladly pays a
                                                                 point of Willpower and Eric can continue his escape.
                                                                 Criticals in Combat
                                                                 To speed up play, if a player rolls a critical for their char-
                                                                 acter in combat against a nameless mortal foe, the human
                                                                 is incapacitated without the need for damage calculation.
                                                                 A messy critical is usually lethal in this regard.
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COREBOOK 	
            Sample Weapon Ratings                                          Advanced Conflict:
            Add the weapon’s damage rating to the margin on the            Social Combat
            winning attack roll for the total damage inflicted.
                                                                           Social combat or conflict, can occur anywhere and take
                Example: Adam throws a stone cherub from a                 many forms, from a stare down in the streets to a duel
            fountain at Pauline, scoring two successes. The Sto-           of repartee and ridicule at a princely court. Given the
            ryteller places the cherub at +3 damage – it is rather         wide variety of potential conflicts involved, these rules
            heavy – and thus Pauline suffers five levels of Superfi-       operate at a slightly higher degree of abstraction than
            cial damage (halved, as usual).                                the rules for physical conflict.
            weapon                                 damage value                Social combat responds well to the Three Rounds
                                                                           and Out structure or the One-Roll Conflict system.
            Improvised weapon, stake*              +0                      Coming up with a novel rhetorical strategy on the fly
            Light impact (brass knuckles)          +1                      isn’t as easy as remembering a fight scene from your fa-
                                                                           vorite martial arts or horror film; player creativity tends
            Heavy impact (baton, club, tire iron,  +2                      to tap out faster in social combats than in physical ones.
            baseball bat)
                                                                               As in One-Roll Conflict, it’s important to set the
            Light piercing (crossbow bolt,                                 stakes ahead of time; what happens to the winner of
            switchblade)                                                   the social conflict and what happens to the loser?
            Light gunshot (.22 pistol)                                         Social combat requires an opponent: someone who
                                                                           actively doesn’t want you to succeed and who attempts
            Heavy melee (broadsword, fire axe)     +3                      to defeat you on the same ground on which you attack
                                                   +4                      them. For social actions without such an opponent –
            Medium gunshot (.308 rifle (single-                            persuasion of a disinterested audience, seduction of a
            shot), 9 mm pistol, shotgun at effec-                          victim, fast-talking your way past a military patrol, etc.
            tive range)                                                    – use normal resolution.
            Heavy gunshot (12-gauge shotgun                                Social Conflict Pool
            (close range only), .357 Magnum)
                                                                           Depending on the conflict type, arena, and audience
            Huge melee (claymore, steel beam)                              (if any) the players and Storyteller build a dice pool
                                                                           reflecting the methods to be used in the throwdown.
            * If an attacker with a wooden stake succeeds at a             Here are a few examples:
            called shot to a vampire’s heart and inflicts 5+ damage,       ■■ Stare down a rival gang uses Resolve + Intimidation.
            the stake pierces the vampire’s heart and paralyzes            ■■ You and a rival each attempt to convince the Prince
            them.
                                                                               the other is lying; use Manipulation + Persuasion.
            armor                                                          ■■ You and a rival both seek to increase your social po-
            Each point of armor changes 1 point of Aggravated                  sitions during Elysium; use Composure + Etiquette.
            damage from puncturing or bladed weapons (per dam-             ■■ A rap battle (21st century) or duel of poesy (17th
            age roll) to Superficial damage, which is then halved
            as usual. This protection is in general only useful to             century); use Wits + Performance.
            mortals and thin-bloods, as vampires already consider          ■■ Win an architectural contest to convince the city
            those types of damage Superficial.
                                                                               to build its new marina using magical geometry;
            armor type                             armor value                 use Intelligence + Craft (Architecture).
                                                                           ■■ A jaded roué and a seasoned adventuress see who
            Reinforced clothing/heavy leathers     2 (zero vs.                 can seduce the other into Blood Bonds; use Cha-
                                                   bullets)                   risma + Subterfuge.
            Ballistic cloth                        2
            Kevlar vest/flak jacket                4
            Tactical SWAT/military armor (one-     6
            die penalty to Dexterity rolls)
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ADVANCED SYSTEMS
■■ Holding a living chess match with blood-doll pawns                   Willpower damage hurts most when others see
    representing some shadowy machination in the real               your weakness. Add a damage modifier depending on
    world; use Intelligence + Academics (Chess).                    the audience (just being present doesn’t cut it, they
                                                                    also need to be interested in the outcome).
Social conflict pools can vary by combatant, even in
the same conflict:                                                  audience or witnesses  extra willpower
■■ During the staredown, you slowly crush a dump-                                                              damage
    ster; use Strength + Intimidation.                              Opponents only                                    +0
■■ Convince the Prince your foe is lying with ample
                                                                    Your coterie                                      +1
    research instead of smooth talk; use Intelligence +
    Persuasion.                                                     Kindred whose opinions you value for them-        +2
■■ Seek social position by gossiping and undermining                selves: your mentor, lover, etc.
    your rival, rather than engaging them in a public
    display; use Manipulation + Etiquette                           Primogen, Harpies, or other socially impor-       +3
■■ Fight that rap battle with stage presence rather                 tant figures; another serious rival besides your
    than rhyming; use Charisma + Performance.                       current opponent
■■ Convince the city another design fits their plans
    for the marina; use Manipulation + Politics.                    The Prince, Baron, or another powerful figure +4
■■ Play on your seduction rival’s vanities and sub-
    conscious desires; use Charisma + Insight or even               Time and Social Combat
    Manipulation + Insight if you involve third parties.
■■ Don’t play to win the chess match. Instead play to per-          Unlike physical combat, which generally happens
    suade the watching Ventrue that you’re ruthless enough          within the same scene, social combat can spread out.
    to promote; Manipulation + Academics (Chess).                   Rivals petitioning the Prince, an artistic duel between
                                                                    two Toreador, or a mutual Malkavian gaslighting con-
Just like in any other conflict, these pools may vary               test could unfold over days, weeks, or even centuries.
with actions taken and circumstances.
                                                                        In a long-term conflict, Willpower loss doesn’t
Knives in Their Smiles                                              necessarily represent a sudden shock, but an ongoing,
                                                                    irritating distraction that flares up during the chapter
Resolve social conflict with the same mechanics used                it spends in the spotlight.
for physical combat.
                                                                        For long-term social conflicts especially, simply
    Order of operations seldom matters in social combat.            counting successes over three rounds (or taking the
If it does, use Wits + Etiquette for Initiative order in most       winner of two out of three rounds) provides sufficient
cases – although for example, a lengthy intrigue in which           benchmarks for drama and roleplay. The Storyteller
planning to obtain an opening plays a key role might use            and players don’t need to track damage at all; they can
Manipulation as the pool Attribute instead.                         just play according to the outcome of the rolls.
    Combatants roll their respective dice pools and                 Winning Social Combat
compare numbers of successes. The combatant with
more successes subtracts their opponent’s successes and             Social combat ends when one of the parties concedes
applies the result as damage to Willpower.                          defeat, usually when Impaired, but sometimes an
                                                                    opponent goes all the way to total mental breakdown
    A social combatant always has the opportunity                   when their Willpower tracker fills with Aggravated
to concede before pools are rolled – it is often better             damage. The winner of the social combat achieves the
to step down than be shamed and exhausted if defeat                 stakes agreed to at the beginning of the conflict by the
seems inevitable.                                                   Storyteller and the players.
                                                                        The Storyteller may impose a further penalty on the
                                                                    loser of the social combat in interactions with the win-
                                                                    ner, at least until the memory of the affray fades ■
                                                               305
COREBOOK 	
                Systems of
                the Blood
                The systems above, along with the base Storyteller
                System rules (pp. 115-130), provide ample rules struc-
                ture for any Vampire chronicle. Storytellers can riff
                on them and improvise in the moment without regret.
                However, some Storytellers in some chronicles may
                wish to pursue the hunt, launch projects, recall their
                past centuries, or exchange loathsome favors in more
                lurid detail while feeling the comfort of system’s bone
                beneath their drama’s flesh.
                     Hence the following more detailed discretion-
                ary systems are provided to model these and other
                characteristic activities of vampires within the World
                of Darkness.
              Hunting
                Vampires hunt by nature and by desire. Hunting and
                feeding form the bloody core of their legends, fic-
                tion, and film. However, like any other activity in the
                chronicle, players and Storytellers may wish to focus
                on the hunt or flash past it – and perhaps decide to do
                the opposite the next night.
                     As far as time allows, Storytellers and players
                should both propose and describe a hunt creatively.
                Keep descriptions short and bloody, unless the hunt
                is the main activity for the story, but always make it
                dramatic and exciting.
                     There are generally two modes of portraying hunt-
                ing scenes: blow-by-blow, when you want detailed,
                visceral hunting scenes at the forefront of the drama,
                and zoomed out when you want faster scenes with a
                minimal disruption to the flow of the game.
                     The simplest and fastest way to handle a hunt in-
                game resolves it with a single roll of the pool given for
                the character’s Predator type, or for another plausible
                approach. A Gangrel might suggest a harrowing chase
                across the park (Stamina + Athletics), while a Nos-
                feratu prefers to wait like a trap-door spider in the
            306
ADVANCED SYSTEMS
refuse of a dark alley to feed on the inevitable passing                  Players in an improvisational moment may suggest
druggie or drunk (Resolve + Stealth). However the roll                variations on any of these; the Storyteller can roll with
is determined, the player makes a simple test against                 it or respond with complications caused by a predator
the Difficulty of their chosen hunting ground.                        trying to think instead of hunt. Disciplines and Merits
                                                                      can also affect the pool, even beyond the options given
    A win means the vampire has found prey and fed:                   below.
killed, injured, or just sipped from a human. Their Hun-
ger reduces by the relevant amount (see Feeding Table,                alleycat:  Strength + Brawl: You take blood by force
p. 212) and the cleanup probably happens without too                  or threat, stalking, overpowering, and bleedings your
much immediate blowback. Killing a human, and even                    victims. If you feed on criminals as a sort of dark
attacking one in some places, can always come back at a               knight of the streets, use Wits + Streetwise to find a
vampire, especially if the local Masquerade thins or the              victim.
Second Inquisition comes to town.
                                                                      bagger:  Intelligence + Streetwise: You acquire pre-
    Unless time is a critical element in that night’s story,          served blood rather than hunt, or you feed from the
don’t bother keeping track of how long feeding takes. In              dead or dying. Find your prize, gain access, and pur-
the rare case that it actually matters, the Storyteller can           chase or otherwise convince someone with the goods to
assume a hunt takes an hour, set the time to match the                give you access.
vampire’s approach narrative, or choose the elapsed time
to heighten the drama.                                                cleaver:  Manipulation + Subterfuge: You take blood
                                                                      covertly from your mortal family or friends. Socialize
    If the character chooses to succeed at a cost, the                with your victims, feed from them, and cover it up to
vampire’s Hunger goes down but something went                         groom them for next time.
wrong; the vessel died unexpectedly or messily, a
credible witness got away, or the hunter poached on                   consensualist:  Manipulation + Persuasion: You take
another coterie’s turf. (This last error proves very                  blood by consent, under cover of medical work or a
common in cities where both Anarch councils and                       shared kink. Cultivate your victims, feed from them,
Camarilla Princes hand out hunting grounds.) Make                     and validate their choice to feed you.
the complication something the whole coterie can
choose to address (or hope to ignore) after the hunter                farmer:  Composure + Animal Ken: You feed from ani-
rejoins the party, not something the vampire tries to                 mals. Find your quarry, catch your chosen animal, and
fix during the debacle.                                               feed from it.
    In some chronicles, or at some points within some                 headhunter:  You feed from other vampires; if you
chronicles, the Storyteller may simply allow vampires                 make a mistake, you die – either tonight, or in a blood
with a stable Herd or ongoing control of a rich hunting               hunt. The Storyteller should not abstract something
ground to top up without a test when the course of the                like this to a set of die rolls.
story plausibly allows it. After all, finding prey isn’t neces-
sarily the hard part – it’s holding on to one’s Humanity or           osiris:  Manipulation + Subterfuge or Intimidation
preserving the Masquerade when the Beast hungers.                     + Fame: You feed from your fans, church, or other ador-
                                                                      ing crowd. The Skill for which you’re famous may be
Predator Pools                                                        Performance, Science, Craft, Academics, Politics, or
                                                                      something else. Display yourself, choose a victim, and
Many vampires try to change up their feeding methods                  flatter or bully them into feeding you.
as opportunity presents itself, but their instincts drive
them to certain default patterns. The Attribute and
Skill combination a vampire uses for a hunt depends
on their approach, which generally follows their Preda-
tor type (p. 175).
                                                                 307
COREBOOK 	
            sandman:  Dexterity + Stealth:           to guard a dignitary or deal with        scenario is hunting as heist, and it
            You feed from sleeping victims.          a terror alert) increases Difficulty     should be as thoroughly planned
            Case a hotel or house, break in,         by +2 for some types of hunting. A       and played out as any heist movie
            feed silently and get out.               festival, parade, rally, riot, or other  ever. A heist hunt necessarily
                                                     large temporary gathering decreas-       involves the whole coterie - even
            scene-queen:  Manipulation +             es Difficulty by -2. The minimum         if it’s theoretically possible for
            Persuasion: You feed from a high-        Difficulty of a hunt is always 1.        a single vampire to get access to
            or low-class subculture in which                                                  such a valuable neck, it takes more
            you enjoy high status. Make the              In some neighborhoods, vam-          than one to case the setup, keep a
            scene, groom and isolate a victim        pires may need to hunt as a pack         lookout, launch a diversion, and
            from whom to feed, and gaslight or       or at least in pairs: a wingman to       handle the getaway.
            silence them to keep the scene cool.     assist with seduction, a backup
            “I’ll let the others see us together if  to tackle bigger prey, a lookout             The Storyteller should feel free
            you keep it together."                   to warn a distracted feeder. If the      to introduce all manner of secu-
                                                     plan sounds plausible, the Story-        rity, scrutiny, and other complica-
            siren:  Charisma + Subterfuge: You       teller may allow teamwork (p. 122).      tions and obstacles between the
            feed under the guise of sex. Pick up                                              vampires and their goal. Nothing
            your victim, charm them, and take            Storytellers may increase hunt-      is off the table, from the Prince
            them somewhere alone to feed.            ing Difficulties for particularly        ordering them to stand down to
                                                     inhuman vampires (Nosferatu,             preserve the Masquerade to the
            Hunting Grounds                          some Gangrel, those with Human-          Second Inquisition getting wind
                                                     ity ratings of 4 or below), as such      of their plans and setting an am-
            The Difficulty of any hunting roll       monsters find it difficult to blend      bush complete with body doubles
            depends on the number of pos-            in with a crowd.                         in place. Of course, the player
            sible victims in the area and on                                                  characters might win. That’s when
            the area’s level of surveillance and     Hunting as Heist                         they learn all about the problems
            social cohesion. A crowded tene-                                                  of success: the French government
            ment where everyone looks out for        The players may decide that what         redoubles its support for the Sec-
            each other and a dispersed housing       they really want to do is feed on        ond Inquisition, Rihanna threat-
            development where folks mind             the French Minister of Defense,          ens the Masquerade by dropping
            their own business are roughly           on Rihanna, or on the Prince’s           an album called Camarilla Amor,
            equal hunting grounds by these           pet blood doll (whose blood              the Prince becomes even more
            metrics. An airport is full of travel-   grants visions of the future). This
            ers nobody will miss for hours or
            days, but is also full of security and   hunting ground                                               difficulty
            security cameras.
                                                     Slum neighborhood, Skid Row, public housing projects or      2
                A given hunting ground may           banlieues, the Rack                                          3
            have specific modifiers based on                                                                      4
            the particular establishment the         Bohemian or hipster neighborhood, gentrifying or blighted    5
            vampire chooses (see Cities, p. 335)     working-class neighborhood                                   6
            or on some quality (good or bad) of
            their domain’s Chasse (p. 195).          Healthy working-class neighborhood, downtown business
                                                     district, tourist district, airport or casino
                A heavier than normal police
            presence increases Difficulty by         Manufacturing, warehouse, or port district; urban parkland;
            +1; a heavy security presence (e.g.,     middle class suburban sprawl
                                                     Wealthy neighborhood
                                                     308
ADVANCED SYSTEMS
COREBOOK 	
            paranoid and tyrannical. Or worse       TAINTED BLOOD
            yet, their accomplishment remains       As undead, vampires have little fear of conventional poisons. How-
            a secret – except one ambitious         ever, they may be affected by poisons or drugs contained within
            ancilla has figured it out and has a    their victims’ bloodstreams. Some vampire “juicers” or “heads”
            price for keeping it sub rosa.          actively seek out prey under the influence of intoxicants to receive
                                                    a vicarious buzz. Drugs can also alter the Resonance of the prey’s
            Kindred                                 blood, see p. 226.
            I ntimacy                                  By and large, most drugs have reduced effect on vampires than
                                                    they do on humans. Use these values as the baseline for mortal
            Sooner or later, all Kindred are        incapacitations and the ceiling for vampire binges. In most cases,
            denied certain parts of the pleasures   these effects last for a scene or two, depending on the nature of
            of the flesh. To some that is the end   the drug and amount imbibed.
            of that, while others realize that      ■■ Alcohol: Lower Dexterity and Intelligence dice pools by one
            the play of Blood offers experiences
            that are so much more interesting           die.
            than mere copulation. Intimacy          ■■ Cocaine/Meth/Speed: Spend two Willpower points to reroll a
            does, however, carry its own set
            of dangers, as vampires lost in the         messy critical or bestial failure. Difficulties to resist or control
            throes of passion are prone to sip          frenzy increase by 1.
            straight from the source, thereby       ■■ Hallucinogens: Unable to concentrate, the vampire’s Wits,
            exposing themselves to the dreaded          Resolve, and Manipulation pools are lowered by two dice.
            Blood Bond. Unscrupulous vampires       ■■ Heroin/Morphine/Oxy/Opiates: Subtract two dice from all
            callously use this fact to their own        Physical dice pools. Difficulties to resist or control frenzy
            advantage, using their powers of            decrease by 1.
            seduction to inflame their lovers to    ■■ Marijuana: The vampire experiences a slightly altered percep-
            the point where they cannot resist          tion of time, suffering a one-die reduction to Wits dice pools.
            this urge. Conscientious vampires           Difficulties to resist frenzy decrease by 1.
            use all sorts of methods and protec-    ■■ Poison: Subtract one from all dice pools and take 1-3 points of Su-
            tions to edge closer to the front           perficial damage per scene (or per turn, in the case of extremely
            without actually going there, deny-         fast-acting and lethal poisons). Few poisons have any real effect
            ing themselves the true pleasure of         on the undead; the Superficial damage reflects short circuits as
            the Kiss. This could be cutting and         the tainted Blood activates and then paralyzes the vampire’s dead
            dripping, letting the blood flow for        nerves. Poison leaves the vampire’s system as they use up the
            a while along the body (hopefully           tainted blood or dilute it; either by reaching Hunger 5, or during
            long enough to “cool off” its Bonding       their next feeding.
            properties). Others imbibe only
            small drops, cutting and only licking   “raincoat level,” 5 for unprotected).  Performance vs. Composure +
            (no swallowing!), and so on.            Needless to say, for many vampires,    Insight. Trying to do it without the
                                                    pleasure is inversely proportional to  other party realizing the intention
                Provided that both parties are      protection.                            reduces the dice pool by 2.
            doing their best to play safe, avoid-
            ing stepping closer to the Blood            Manipulating someone into              Faking a direct sip tests Com-
            Bond requires a simple Composure +      crossing the line is a contest of      posure + Subterfuge vs. Composure
            Insight test vs. a Difficulty based on  Charisma or Manipulation +             + Insight.
            the level of precautions taken (2 for
                                                    310
ADVANCED SYSTEMS
    Many vampires find that this           For two 1s, the compulsion should         EXAMPLE:
type of intimacy with people who           lead to a scene of its own, and with
are already Bound to someone else          three or more 1s, it can cause per-      Keisha gets shot down by her
lacks a certain something, and avoid       manent changes to the vampire.           chosen meal at a local dive bar. The
it if they can. If one party is Bound                                               Storyteller urges her, “Surely such
to the other, it is usually significantly  long-term compulsions                    insolence must not go unpunished?”
more entertaining for the Bound            Long-term Compulsions are best           and she must choose to either spend
party, and many avoid intimacy with        used when a test covers a longer         a point of Willpower to resist acting
those Bonded to them for this very         timescale, and must by necessity         on this Compulsion or she must go
reason, unless offering it as a treat. If  look a little different than “in-        with the urge and gain a point of
both parties are Blood Bound to each       the-moment” Compulsions. Either          Willpower.
other, the practice is usually frowned     simply narrate the Compulsion’s
upon, and sometimes creates a              effect (or ask the player leading       hidden compulsions
source of great jealousy. With mul-        questions like “doesn’t that fill you
tiple parties involved, the complica-      with Rage?”) during the course of       Hidden Compulsions offer par-
tions quickly escalate.                    the effort, turn the Compulsion         ticularly mature and experienced
                                           into a spotlight scene within the       groups a path to explore the darker
Compulsion                                 given time frame and play it out        themes of Vampire. Each player
                                           in detail, or work out how this         comes up with their own signature
Variants                                   Compulsion could mechanically or        weaknesses and dark impulses,
                                           dramatically affect the effort as a     including their version of the clan
Storytellers and players can vary          whole.                                  Compulsion, calibrating them with
the existing Compulsion rules                                                      the existing Compulsions with the
to increase the role and effect of           EXAMPLE:                              Storyteller’s help. They then play as
Compulsions on the game, or to                                                     normal, with the Storyteller pass-
better tailor them to the player            Marco suffers a Compulsion when        ing notes urging relevant Compul-
characters. Some possible variant           rolling for a sustained effort to      sions (chosen or rolled secretly) at
rules for Compulsions follow. By            outmaneuver a political rival’s        thematically proper times and after
and large, groups who use these             assets over a few weeks. Marco’s       failed rolls while at characters are
rules should be comfortable with            incessant outbursts during the taut    at high Hunger.
losing character agency and with            political campaign anger even his
pursuing the less-attractive aspects        allies, lowering his Influence by one      Ideally, players never disclose
of vampire existence. They can feed         for that period.                       or discuss which of their actions
great (or at least wildly operatic and                                             were compelled and which were
highly colored) drama, but begin-          storyteller offers                      not, presenting the others with a
ners may wish to avoid them until                                                  seamless portrait of vampiric tem-
they’ve used regular Compulsions           In addition to the normal Com-          per, appetite, and cruelty. While
enough to become comfortable (or           pulsion prompts, the Storyteller        this might seem a trivial thing
jaded) with them.                          can also urge a Compulsion on a         to do, it can darken your game
                                           character when the moment seems         markedly.
compulsion severity                        right. If the player rejects this
                                           urge, they must spend a point of        Memoriam
For experienced groups, it is possi-       Willpower. If they choose to act on
ble to increase the severity of your       this offer, their character regains a   Vampires are immortals, and some
Compulsions when you roll more             point of Willpower.                     are very old indeed. Even thin-
than one 1 on your Hunger dice.                                                    blood player characters might have
                                           311
COREBOOK 	
            decades of unlife to look back on.             	 The answer to an epic         spent the capital, or otherwise
            In those past decades, a vampire                 question, three expendable    returned themselves to normal.
            doubtless starred in stories as                  dots in a Background, a
            dangerous and dramatic as the                    major boon                        Storytellers should feel free to
            ones on the table tonight. Memo-                                               allow any number of possible goals
            riam is how the player returns to       answers                                in Memoriam, from recovering
            those stories, flashing back to solve                                          Willpower to learning the formula
            mysteries, learn motives, and dem-      Answers might range from “Where        for an alchemical elixir or gaining
            onstrate their uncanny prescience       was the access tunnel when this        readers’ privileges at a key Nosfera-
            in, for example, leaving those gold     bank was built?” to “Who killed        tu archive. Just set the dot value by
            bars here so long ago.                  the former Prince of Miami dur-        interpolating on the table, or base
                                                    ing the Great Hurricane of 1926?”      the value on other dot-demarcated
            Goals                                   A minor answer helps the player        advantages.
                                                    character in one scene, a major
            The player whose character under-       answer helps them in one chapter       Entering Memoriam
            goes Memoriam has a reason for          or story, and an epic answer casts
            their action, besides simple temporal   the whole chronicle in a new light     A vampire who remembered every
            tourism. Not that there’s anything      and likely gives the player charac-    detail of their past would soon go
            wrong with an adventure where the       ter considerable leverage. It also     mad as incident piled on incident,
            whole coterie is comprised of 1980s     likely puts them in considerable       crowding out the present in a
            punks or 1880s cowboys, of course       danger, but that’s vampire unlife in   lightning-riven fog of reminis-
            – but it’s best to combine Memo-        a nutshell.                            cence. Aside from a few special
            riam with something relevant to the                                            enmities or delicious sense-mem-
            contemporary chronicle. That player     test bonuses:  These represent a       ories, the details of decades and
            explains what they did, learned, or     specific advantage gained by recall-   centuries ago fade. Vampires must
            started in the past that might tie      ing something from the past. The       force blood into long-dead brain
            into the modern nights’ events; in      player can cash them in whenever       vessels and taste dormant nervous
            other words, they set a goal for their  they wish in the present during the    signals again to recall such memo-
            past selves to have already accom-      current chapter or the next, as long   ries; entering Memoriam requires a
            plished.                                as the roll connects in some way to    Rouse Check.
                                                    their experience during Memoriam:
            The rules demarcate those goals,        “We were friends in 1978, what hap-        A player character can enter Me-
            as they do most things, in terms of     pened?” or “Now I remember, Billy      moriam no more than once per story,
            dots:                                   the Kid taught me to throw a lariat.”
             	 The answer to one minor              expendable dots:  Expendable
                     question, one expendable       dots in a Background add to rolls
                     dot in a Background, two       or otherwise benefit the player
                     additional dice to one Skill   character for the duration of one
                     test in the present            story. This benefit can affect the
                                                    currently ongoing story, or the
                	 The answer to a major             player character can save the ben-
                     question, two expendable       efit for another story in the future.
                     dots in a Background, four     Once spent, the dots go away: the
                     additional dice to one Skill   player has used the advantage,
                     test in the present
                                                    312
ADVANCED SYSTEMS
and the Storyteller can also limit the  – and re-enact in their minds. They    memoriam and statistics:
number of Memoriams played in           can use these dice one by one or all   While the character in the Memo-
each session, usually to no more than   at once if they prefer. If they enter  riam would realistically have lower
one. Obviously, the character cannot    Memoriam:                              Traits, representing their reduced
enter Memoriam to recall a date be-     ■■ On the spot where the past          experience, calculating this differ-
fore their birth. Multiple characters                                          ence would be too time-consuming
can enter Memoriam at the same              events occurred: gain two dice     for most troupes. Instead, assume
time if they were all present at the    ■■ Just after drinking mortal          that all Attributes and Skills remain
chosen place and time.                                                         the same, while subtracting a dot in
                                            blood that was present on the      one Discipline for roughly every 50
    The player likely already has           scene (such as a survivor or a     years that the Memoriam goes back,
some notion of where and when               descendant): gain one die per      unless special circumstances apply.
their character was Embraced, and           point of Hunger slaked by that     (A character who has spent 500
perhaps of what their character             drink                              years in torpor and only recently re-
has been doing since. They select       ■■ After drinking vitae from an        surfaced should not be penalized for
the place and time their character          immortal SPC present on the        the time spent in undead slumber,
seeks to remember and if it’s a             scene: gain one die for a tiny     for example.)
blank spot the player hasn’t de-            sip; earn dice equal to the
cided anything about, so much the           donor’s Blood Potency +1 after         Advantages and Flaws apply
better! Make a note of it for future        a deeper drink                     at the Storyteller’s discretion.
reference (“August 1918: drinking       ■■ While holding a particularly        The Storyteller should work to
from flu victims and dodging the            evocative artifact to be used      fit the character’s past self into
draft in Boston.”), and go.                 in the Memoriam scene (e.g.,       the fiction. If they should have
                                            the gun with which they killed     access to a Haven that their
    If the character enters Memo-           Sheriff Pat Garrett): gain         backstory establishes they were
riam under the right circumstanc-           three dice, usable only in tests   expelled from in 1945, give it to
es, they receive extra dice to use          involving that item                them; if they should have fewer
during the conflicts they remember                                             Resources because they made
                                                                               their fortune by diamond-traf-
                                                                               ficking after the fall of the Soviet
                                                                               Union, lower it. The goal should
                                                                               be both entertaining drama and
                                                                               consistent backstory, if possible.
                                                                                   Vampires start play in Memo-
                                                                               riam at the same level of Hunger
                                                                               as when they entered it, unless the
                                                                               Storyteller deems otherwise.
                                                                               Running Memoriam
                                                                               The Storyteller should present the
                                                                               players with at least one challenge
                                                                               per dot of their goal unless the fic-
                                                                               tion would suffer from doing so.
                                                                                   Players whose characters are not
                                                                               in Memoriam play SPCs, roleplay-
                                        313
COREBOOK 	
            ing in response to player character     translated to Willpower damage,       ence dictated by the obligations
            action. This casting can offer some     as traumas remembered now weigh       they have incurred. In exchange
            fun contrasts from their normal         heavy on the psyche. Crippling        for whatever tokens of help they
            selves: the staunch puritan of the      injuries gained in Memoriam are       requested, they become a puppet of
            main chronicle becomes a lusty          assumed to have healed in the         those who came to their aid.
            habitué of the demimonde in 1880s       intervening time.
            Paris. Think of it as the equivalent                                              Kindred society is a byzantine
            of casting the regular actors as            If a character enters torpor in   knot of favors owed, loyalties sworn,
            different characters in a flashback     Memoriam, they are assumed to         debts repaid, and promises broken.
            episode of some TV show.                have awoken somehow before the        From the highest Prince to the lowli-
                                                    present day. (Use the torpor length   est fledgling, the coin of the Kindred
                The Storyteller should strive to    for their Humanity at the time        realm – after blood, of course – is
            clearly present the goal and chal-      of the Memoriam, and block that       the boon.
            lenges of the Memoriam to keep the      period off from future Memoriam
            scene focused and moving at a brisk     exploration.) If a character dies in  Boons
            pace. It is also up to the Storyteller  Memoriam, well – how they came
            to decide when and how the Memo-        back, and just whom they owe          One Kindred’s promise to an-
            riam ends, either through success or    for that dark and horrible favor,     other is known as a boon. In some
            irrevocable failure.                    will make an excellent question to    domains, boons operate like credit,
                                                    resolve in further play. Perhaps by   in that a vampire must owe a boon
            opposition:  Depending on the           another dive into Memoriam….          for another vampire to extend
            goal level of the Memoriam, the                                               them one boon – they must be seen
            Storyteller should set the op-              Storytellers and players should   as trustworthy. In other domains,
            position so that it challenges the      cooperate even more in Memoriam       the opposite is true; the more
            players with roughly one challenge      than in the regular chronicle – too   debts a Kindred owes, the less
            per goal level. These can be simple     many inconsistencies and weird di-    capable of repaying those boons
            tests or be played out as one-roll      vergences from the plot work against  they are assumed to be. The one
            conflicts. If looking to play out a     dramatic unity, unless the chronicle  universal truth among all domains,
            whole conflict turn-by-turn, that       intentionally takes on the aura of    however, is that a boon is a boon,
            conflict should be the entirety of      madness and nightmare.                and there’s no way to get out of it
            the Memoriam.                                                                 other than to satisfy it or to have it
                                                    Prestation                            excused by its holder.
            After Memoriam
                                                    While power over one’s fellow un-         If a Kindred kills the holder of
            If successful, the characters gain the  dead may be the truest currency of    their boon (directly or provably
            benefit sought when entering the        the Damned, boons and favors also     indirectly) the debt is transferred to
            Memoriam. A failure on any of the       enjoy a healthy trade. The process    the holder’s sire or eldest childe in
            challenges fails the entire Memo-       of trading, repaying, and incurring   most domains; to the Prince or the
            riam, which instead becomes a dire      favors, known as prestation, is the   Harpies in others. Kindred touchy
            reminder of how ill the characters      cornerstone of the vampiric social    about their honor often insist on
            fared the last time they encountered    structure. Put simply, a clever Kin-  formally transferring such debts
            whatever problem to which they          dred grants favors, while a foolish   themselves, even if the holder died
            now seek a solution.                    one incurs them – and becomes a       at the hands of the Second Inqui-
                                                    servant to their promises and their   sition. Defalcating on a boon, or
                Any Willpower damage                debts. A vampire who calls in as-yet  claiming to still hold a boon after
            sustained is kept in the present.       unearned favors from other Kindred    its repayment, destroys a Kindred’s
            Health damage sustained is also         too often finds their entire exist-   reputation. Harpies remain alert for
                                                    314
ADVANCED SYSTEMS
any sign of chicanery; some even go   “accidentally” locked out some         Getting and Spending
so far as to keep lengthy and exact   morning.                               Boons
records of all boons owed and held    minor boon:  Minor boons
in their domains. The cheater may     require one of the Kindred going       While a given domain may have
even find themselves exiled from      out of their way to perform or pay     rigorous conventions in place for
court – if a vampire’s word means     off. They have a small but lasting     recording and observing who has
nothing, their oath of allegiance     cost, or involve some risk – physi-    sworn boons to whom, the comple-
cannot be trusted either. Even        cal, social, or other. A Kindred       tion of a boon is comparatively
Anarchs honor boons, in large part    might promise or demand a minor        simple. Once the Kindred who
to prove that they don’t need courts  boon for casting a vote in favor of    holds the boon declares it satisfied,
and princes to keep themselves        another during a convocation of        that’s it. It’s done.
honorable.                            elders, killing an inconvenient but
                                      not very important human, grant-           In terms of game mechanics,
    Kindred use a number of dif-      ing access to a book of lore or an     calling in a boon mostly affects
ferent ways to keep track of boons    ancient diary, or providing a vessel   Social tests. A trivial boon is worth
in different domains. In some, a      or sanctuary in a desperate hour.      one or two dice on the roll; a
specially appointed Harpy keeps       major boon:  A major boon can          character might offer a boon to the
careful books of who owes who, in     alter the flow of Kindred affairs      target, payable on a win on the roll.
others, each major figure has their   in a domain, directly or indirectly.   Alternately, the target may already
own currency representing boons       They always involve real risk or real  owe the character the boon; the
(such as rare coins, signed slips,    expense, and both parties usually      character reminding the target of
lengths of thread and so on) that     intend to recoup. Examples of major    the debt causes the die modifier.
they hand out, in a third there is    boons include investiture as the Fil-  In this case, a win for the character
only the honor system.                ius Major of the Cainite Heresy in a   fulfills the boon debt.
                                      city, grants of rich hunting grounds,
    The more powerful the granter     revealing a major secret, leveraging       A minor boon held by a
of a boon, the more powerful the      significant resources toward some-     character should ideally equal
boon.                                 one else’s agenda, or reversing one’s  an automatic win on a Social
                                      expected vote in council.              test against the debtor. Going
    In general, the society of the    life boon:  This is the rarest         the other direction, a Social test
Damned recognizes four classifica-    and most valuable of the boons         may instead resolve the question
tions of boons:                       observed by the Damned, and            “Does the target require a minor
trivial boon:  The easiest boons      perhaps ironically, the one most of-   boon in exchange for this favor?”
both to acquire and to satisfy. A     ten promised at a moment’s notice      If the character wins the roll, the
trivial boon generally involves       – when the next moment might           target doesn’t demand a boon; if
no risk or significant cost for the   bring Final Death. One might           they lose, they still get what they
granter. A Kindred might earn         earn a life boon by killing another    want, but at the cost of a minor
or promise a trivial boon for aid     powerful vampire, but most life        boon.
in finding blood, for getting an      boons come under duress. Kindred
invitation to an exclusive soiree or  have sworn life boons in exchange          Major boons and life boons
entrée to a hot nightclub, or for     not just for their own unlives, but    are game developments larger
making space in a haven. In most      for protection for Touchstones, of-    than single tests encompass. Major
domains, coterie members per-         fering an alibi in a case of princely  boons can risk the equivalent of
form trivial boons for each other     justice, or just for keeping some      two- or three-dot Backgrounds,
without recording them, although      hideous secret.                        or more. Player characters should
a vampire who doesn’t carry their                                            promise them only in extremis
share of the favor load might get                                            and use them for domain- and
                                                                             chronicle-changing efforts ■
                                      315
3 1 63 1 6
CITIES
cities
     I have seen phantoms there that were as men
   And men that were as phantoms flit and roam;
   Marked shapes that were not living to my ken,
Caught breathings acrid as with Dead Sea foam:
       The City rests for man so weird and awful,
   That his intrusion there might seem unlawful,
And phantoms there may have their proper home.
                             – JAMES THOMSON, THE CITY OF DREADFUL NIGHT
Odds are, your chronicle unfolds in a city.                     defining quality of the vampire. This makes humanity
                 Vampires belong in the city, the natural       into a resource, a foodstuff unevenly distributed across
                 habitat of the unnatural. Like rats and        the cityscape. Some areas are easy to hunt in, others
                 cockroaches, they thrive wherever              are hard. What’s more, individual taste can make an
humans congregate and build their homes. As the                 area unusually desirable or undesirable.
Storyteller, you shape and use the environment where
your characters live their unlives.                                 For example, a given Ventrue Prince drinks
                                                                only the blood of homeless vagrants. Many of these
    The city has two key functions in your game. The            sleep in the city's metro tunnels, the domain of the
first, obviously: The city acts as the stage on which           Nosferatu. Since the Nosferatu hate the Prince and
everything happens. The second: The city provides a             know about their culinary predilections, they have
thousand reasons for player and Storyteller characters          decreed the tunnels off-limits to everyone, even
to want something. City as motivation seems more ab-            members of their own clan. Ostensibly they seek
stract than city as scenery, but plays a more important         to maintain the Masquerade and avoid suspicious
part. Stories emerge from character motivation, which           deaths too close to their havens, but everyone in the
you can tie intimately to the geography of your city.           Camarilla knows the real reason.
    Consider hunting. All Kindred hunt for blood, the               The question is, will the Prince assert their
                                                           317
COREBOOK 	
      The tower’s built of spit and spite,
      Without a sound, without a sight.
      The biter bit, the bitter bite.
      (It’s better to be out at night.)
                                                                                                             318
CITIES
privileges and hunt in Nosferatu
territory, or will they accept the
Nosferatu rule and risk appearing
weak? If they hunt, they destabi-
lize the city for a petty personal
reason, but if they don't, it sug-
gests they don't have complete
control over their city.
The Feudal                            upside is freedom, the downside        sired feeding area, and their price
                                      is poor hunting grounds and            is open romantic companionship
System                               unglamorous unliving. If they          at Elysium.
                                      want something better, they may
The way Kindred divide and organ-     decide to take over the house              If the characters advance from
ize urban territory resembles the     of a rich family and make them         the bottom of the hierarchy, or if the
medieval feudal system, although      into blood slaves. But to do that,     chronicle concerns more established
local variations abound. Anarchs      they need permission from the          vampires, they can use the system
assign territory by arbitrary         Toreador who have the rights to        from both perspectives: They need
ideological guidelines that rapidly   that territory. In exchange, the       to do favors for others, but they can
devolve to who knows whom, and        Toreador Primogen demands that         also demand favors of their own.
who has the support of the Baron      the characters must organize the
or Council tonight. In both cases,    amusements for one night at the        Domains
strength provides the ultimate title  Elysium each month.
to turf, while favors, hierarchy,                                            Vampire territories go by the name
and territory interplay to create         This way, a simple question        “domains” even in ostensibly An-
conflict, or in other words, to cre-  of living arrangements starts to       arch cities, although some Anarchs
ate story. For example, the Prince    transform into a story. The same       use “turf” or “assignat” or “hood”
of a Camarilla city gives the docks   happens when it comes to feeding       or “tusovka.” Camarilla Princes
to the Sheriff. The Sheriff is too    rights. Perhaps the characters want    hold the largest domains, their
busy with their duties to hunt,       access to a new feeding terri-         regnum comprising all the lesser
so they give five other vampires      tory because they need to feed on      domains within the entire city – in
permission to have their havens       another type of blood. To do this,     theory. In practice, independent
in the Sheriff’s territory and to     they have to feed illegally (with its  lords, Anarch gangs, and the needs
hunt there. In exchange, they must    own interesting story consequenc-      of the Masquerade keep some space
provide the Sheriff with a regular    es) or seek permission. Maybe a        out of the Prince’s talons even in
supply of vessels.                    Nosferatu elder controls their de-     the most seemingly organized city.
    Kindred feudalism generates
story options for player charac-
ters. If the characters are in the
bottom of the hierarchy, they
need a place to live. This pro-
vides a simple goal with a clear
set of options. Do the characters
decide to live in a downscale
suburb claimed by nobody? The
                                      319
COREBOOK 	
                      domains by area:  Physical ground and boundaries
                      on the maps define the archetypal vampire domain. More
                      influential and respected (or feared) Kindred hold larger
                      domains in more desirable areas. Up-and-comers, the
                      so-far loyal, and other Kindred with potential utility hold
                      smaller corners of the city by Princely decree. In between
                      lie streets and blocks and sometimes kilometers of urban
                      landscape, open to neonate covens and vulnerable to
                      Anarch gangs.
                      Some domains spread from a central spot – “five blocks
                      around the water tower on Hillside” or “six streets off the
                      Odeon.” This leads to fuzzy boundaries, which leads to
                      wittingly poaching and unknowingly trespassing. Vam-
                      pires paint their turf with “the marks,” Kindred graffiti,
                      and defend it with their talons or their pull with Council
                      or Court.
                      Higher-status Kindred may hold whole neighborhoods
                      in fief: the Duke of Echo Park, the Count of Cross Bay,
                      the Lady of Guell. These nobles allow their own vassals
                      to hold smaller blocks within their domains, providing
                      protection from turf-jumpers in exchange for service or
                      vessels.
                      domains of association:  Domains may only cover
                      one building, albeit a large one such as a hospital
                      complex or shopping mall, and their parking garages
                      and sewers. But in some cities, all the sewers belong
                      to the Nosferatu by right, domains by natural exper-
                      tise or clan authority. Kindred may claim rights from
                      centuries ago over the “highway,” now interpreted as
                      everything touched by the Interstate or Autobahn. The
                      large parks may be Gangrel turf after a truce in the
                      Anarch war, while the small parks remain parceled out
                      to individual coteries or under the authority of ley-line
                      tracing Tremere.
                      domains of authority:  In some cities, the Toreador
                      hold prior claim over public art and private galleries, a
                      Lady of the Stage commands all theaters and doles out
                      actors as chosen blood dolls to her favorites, or a Lord of
                      Medicine controls all hunts at hospitals and clinics. The
                      latter scuffles with the Gangrel Haunt of Dogs over vet-
                      erinarians and animal hospitals, even as the Haunt claims
                      protection over the coyotes that seek food in the city no
                      matter whose block they feed on.
                                                                                                             320
CITIES
   Hunting Territories
    Anarch or Camarilla, every Kindred city turns on the
    politics of hunting. At the raw end of it, almost eve-
    rywhere too many vampires compete for too few kine.
    By extension from predator-prey dynamics in the nat-
    ural world, a vampire should have about sixty square
    kilometers of city as their exclusive hunting ground;
    in most cities, Kindred count themselves fortunate
    with one percent of that. Hunting must be limited
    for practical purposes: every vampire in the city can’t
    stalk the same nightclub and maintain the club as a
    going concern, much less maintain the Masquerade.
    However, Kindred rulers also limit hunting as a power
    play, a way to assert predatory dominance.
         Every city varies: in some cities the Primogen
    or Anarch council declare the Rack (the city’s
    nightclub district, teeming with temptingly wasted
    humans – and with police) off limits to hunting.
    In others, they reserve it for themselves, stating
    that only experienced, responsible vampires can
    be trusted to hunt there without making mistakes.
    In some cities, certain neighborhoods become the
    “Prince’s Forest” or the “Game Reserve,” off limits
    without special permission. In others, rulers parcel
    out hunting rights with domains, allow hunts all
    across the cities on feast days, grant licenses in
    exchange for special services, or anything else that
    secures their control and imperils their rivals.
         Kindred new to town must therefore make sure
    they know the lay of the land before too many
    nights pass. Sometimes local Kindred mislead the
    newcomers and direct them to forbidden grounds,
    as a way to test their masters without open rebel-
    lion, or just to cull the competition. Breaking the
    law seems easy – is the Prince watching this seedy
    bar toilet? – but the penalties can be extreme.
    Some rulers make hunting law murky, onerous, and
    contradictory on purpose. This way, almost every
    vampire in the city ends up breaking the law sooner
    or later. If the Prince or council wants to dispose
    of a rival, they simply wait for the inevitable illegal
    hunting incident and banish or execute the offender
    on this ostensibly just pretext.
321
COREBOOK 	
            The
            Marks:
            Vampire Graffiti
            How do vampires communicate               A paper rat pasted to the wall    spots something, recognizes
            with each other when they’re all      of the train tunnel, the ornate       what they automatically no-
            hidden in the dark, dwelling in se-   curlicue red V sprayed on the         tice, or can truly puzzle out the
            cret lairs, lying to each other and   bank’s alley wall, the yellow hiero-  meaning of the object in front of
            off the grid?                         glyph chalked in the abandoned        them. If a scene’s drama doesn’t
                                                  church doorway. The words “red        hinge on the success or failure
                They do it with the marks,        teeth” tagged on the stairwell,       of an action – if they fail to spot
            sometimes called “the vampire         the Warhol Marilyn airbrushed         the mark, they won’t discover
            cant.” Similar to modern gang         over the transom. The tattoo on a     the secret entrance to a rival’s
            tags, subvertisements and graf-       blood doll, the seemingly random      haven; if they misinterpret the
            fiti, these public works of art or    words on newspapers pasted            mark, they’ll accidentally lead
            vandalism contain jargon, coded       over a boarded-up storefront.         the coterie into hostile territory,
            symbols, or archaic terms that        These marks tell Kindred whose        etc. – then don’t roll for it. Give
            signal meaning to fellow Kindred      turf they’re on, what clan claims     knowledge for free; charge only
            – and hopefully, only to them. The    the block, whom the Council has       for drama. Focus on just the part
            marks evolve from graffiti going      declared anathema.                    that’s important.
            back to Pompeii and from gang
            tags invented this decade. By de-         The marks also give Storytell-        Vampire characters can use
            sign, they blend with old posters,    ers a simple tool for inserting       regular Skills on the marks. Mor-
            guerrilla art, urban spray sign, and  Kindred culture throughout the        tals need some sort of occult or
            street construction rhumb lines.      city. Mentioning meaningful tags      other special knowledge to read
                                                  and symbols in setting descriptions   the marks – although the Second
                                                  helps create the illusion that other
                                                  characters are moving through
                                                  the game world when the players’
                                                  characters aren’t there; somebody
                                                  painted all that stuff, somebody
                                                  has something to say.
                                                  MARKS AND MECHANICS
                                                  Sometimes the tension or
                                                  dramatic outcome of a scene
                                                  hinges on whether a character
                                                  322
CITIES
                                                                             PERSUADING WITH MARKS
                                                                             This is how subvertisements
                                                                             undermine the company line, how
                                                                             pop culture cracks the façade of
                                                                             the powers that be, how viral
                                                                             memes infect the body politic.
                                                                             Naturally, the majority of graffiti,
                                                                             Kindred or other, doesn’t result
                                                                             in real change. Only those works
                                                                             that strike a nerve and get car-
                                                                             ried through the culture of the
                                                                             Damned like a bug become pro-
                                                                             found and unforgettable enough to
                                                                             be considered real power plays.
Inquisition may have assembled          COMMUNICATING                        Dice Pool: Roll to encode
a collection of the most obvious        WITH MARKS                           the mark with Manipulation +
ones. Storytellers may impose Dif-      These marks just send messages,      whichever Social Skill best fits the
ficulty bumps or die penalties for      from “this is my turf” to “Inquisi-  intended message: Intimidation (to
quality of paint, rough or cracked      tors working undercover here.”       frighten or weaken), Leadership
surfaces, lack of time, exposure to     The tagger doesn’t intend to hide    (to rally allies), Persuasion (to con-
the elements, etc.                      their meaning, but to signal fellow  vert onlookers), or Subterfuge (to
                                        Kindred.                             send a false message). The Social
SPOTTING, RECOGNIZING                                                       Skill cannot contribute more dice
AND DECIPHERING MARKS                       To create a coded mark, use      to the pool than the tagger’s Craft
Characters who know specific            Intelligence plus the lower of your  plus the relevant Specialty. The
marks notice them in the urban          Craft and the Skill associated with  Storyteller can have the tagger
tapestry, catching sight of them in     the message.                         roll this pool as a contest against
the gloom, on the crumbling con-                                             a specific target to influence them
crete, in caked-on layers of graffiti.  Dice Pool: Intelligence + Craft      or as a Social test against a Diffi-
                                        (Painting or Poster Art or Graf-     culty set by the audience attitude.
Dice Pool: Intelligence + Street-       fiti), although tagging a particu-
wise (for street tags) or Investiga-    larly hard-to-reach spot might use       The more successes, the
tion (for repeated patterns) or         Dexterity; disguising the mark as    longer the work’s meaning stays
Insight (for double meanings); Dif-     normal graffiti tags might use Wits  with the viewer, the further word
ficulty depends on the obscurity of     + Streetwise. On a critical win,     spreads of its quality, the greater
the mark and whether the tagger         word of the mark rapidly reaches     the number of eyes that see it. In
wants it found by outsiders.            the intended audience even if they   general, the work stays au courant
                                        haven’t passed by the spot.          for a number of nights equal to the
                                                                             successes on the roll. On a critical
                                                                             win, the tag genuinely changes
                                                                             something, if only outraging its
                                                                             target into foolishly premature
                                                                             action ■
                                        323
COREBOOK 	                                                          Designing Domains
  SBorcoikaelnScenes                                                Domains have three Traits: Chasse, Lien, and Portillon.
                                                                    (see p. 195 for details). It’s probably best when design-
       In these example hunting grounds, the crowd                  ing domains for the game to begin with Chasse: a
       serves as the draw and the event. These hunting              measure of a domain’s richness as a hunting ground, it’s
       grounds don’t depend entirely on a location;                 the most important concern for the ruler granting the
       they could happen on many sites and in many                  domain and the Kindred who receive it.
       districts throughout the city.
                                                                        As a general rule, good stuff is rarer than mediocre
            For each hunting ground, consider the Reso-             stuff. This holds true for everything, but especially
       nances provided to be guidelines only. Double                for vampire domains. One-dot Chasse domains vastly
       the odds of Intensity, however, as the kine tend             outnumber all the other values put together.
       to get their blood up at these events.
                                                                        For a city of three million people, consider this an
       AFTER-SCHOOL ACTIVITY                                        average breakdown:
       Soccer practice, art club, drama club, band
       practice, the list goes on. Preying on kids draws            Chasse  Possible Geographical Equivalents
       far too much attention; the clever hunter targets
       tired parents coming to pick their children up                       Single very large apartment building, one
       after a hard day at work. Often frazzled and not                     residential or industrial city block
       really paying attention to their surroundings,
       they barely pick up on any but the most violent                      Two to four blocks, one park, one small
       attacks. Best part: If a dad starts to feel tired                    site (hospital, tourist landmark, mall)
       every day, he definitely won't suspect vampires.
                                                                            Eight blocks on a major street, one me-
       Victim Types: Working parents (Phlegmatic,                           dium site (airport, major employer, casino,
       Choleric, Melancholy)                                                college), small domain of authority
       Systems: Add one die to all Social or Mental
       hunting dice pools.                                                  One square kilometer, one district, one
                                                                            large site (amusement park, university),
       ALCOHOLICS ANONYMOUS MEETING                                         medium domain of authority
       Or NarcAnon, or SexAnon, or any other
       twelve-step group on folding chairs drinking bad                     One of these is the Prince or Baron’s
       coffee and eating stale donuts. But the blood is                     personal estate
       probably clean, and you can find out a lot about
       a victim for long-term stalking. You can even                        Large domain of authority, prime hunting
       testify about your own addictions … just change                      turf (e.g., the Rack)
       the details a little.
                                                                    Most potential domains never show up in the game
       Victim Types: All walks of life, though mostly               – either the Prince keeps them all off limits as their
       Melancholic. Some Sanguine blood, perhaps, at                Royal Forest, or they are endless residential or indus-
       SexAnon.                                                     trial stretches and stripmalls barely adding up to one
       Systems: Lots of traumas here; add two dice to               dot apiece, locked up tight in gated communities or
       Insight rolls to find and understand a Dyscrasia.            empty at night and essentially worthless.
       Difficulties at -1 for all non-Physical hunting rolls.
                                                                        Every country and city differs greatly, and every
                                                                    chronicle even more so – but as a very general rule
                                                                    of thumb, one dot of Chasse equals between 500 and
                                                                    1,000 mortals. Don’t put too much credibility into,
                                                                    or stress on, this number. A single “farming” vampire
                                                                    needs an absolute minimum of 30 mortals to feed from
                                                                    to avoid anemia and other debilities in their herd,
                                                                    but the Masquerade is a much bigger problem when
                                                                    dealing with that small herds. A “hunting population”
                                                                    should be (at minimum) two orders of magnitude
                                                               324
CITIES
larger: closer to 3,000 mortals per vampire to conceal                                ART INSTALLATION
their depredations in the red noise of conventional                                   At this experimental art happening, a trained
murders, cruelties, and disappearances. Thus, a coterie                               assistant draws blood from the gallery audience,
of three to five vampires “should” have, at minimum,                                  ostensibly to be used as the medium for dura-
a domain of 10,000 people. And that’s in the relatively                               tional works in which the artist sprays blood live
violent US. The number of mortals needed to hide the                                  onto canvas, where it slowly rots. Of course,
ravages of a player coterie could be much higher in a                                 some clever Toreador has swapped out the good
European country like Norway, where the number of                                     stuff for corn syrup.
murders per capita is seven times lower than the US.
Or you could say that the Kindred are so deeply em-                                   Victim Types: Adventurous urban art aficiona-
bedded in the semi-socialist hospital and elderly care                                dos (Melancholy), blood scene freaks (Sanguine)
systems of Scandinavia that Camarilla vampires have                                   Systems: Unless you set the gallery up, it’s
easy access to prey. This would allow more vampires to                                hard to hunt here; tight monitoring adds +2 to
feed off fewer people without arousing suspicion. The                                 hunting Difficulties. However, if you did set it up
numbers are up to you. As long as they feel somewhat                                  (with Influence in the gallery world, perhaps) it’s
plausible, you’re good.                                                               ample blood for a month.
    However, Chasse measures more than raw num-                                       CONVENTION
bers of throats; it also takes into account the physical                              Hundreds or thousands of out-of-town strangers
size of the domain, the ease of hunting there, and the                                flood into some random hotel for a long week-
richness of the prey. For example, a decent-sized club                                end of seminars or panels or looking at applianc-
holds 800 to 1,000 people, with perhaps three or four                                 es or buying old magazines. To hunt successfully
times that number cycling through over the evening.                                   here, you need to scout out ahead a little, but
(A really good-sized dance club might hold 10,000 or                                  once you understand who the people are, it’s
more.) But most of those are delicious and easy prey,                                 easy. Best of all, the prey rotates, so you don’t
“multiplying” the numbers by two or three. A domain                                   have to worry too much about being recognized.
consisting of three nightclubs thus equals one covering
a whole neighborhood in a quieter part of town. At                                    Victim Types: Professionals (Phlegmatic),
                                                                                      subject-matter nerds (Choleric or Sanguine),
                                                                                 325  vendors (Melancholy).
                                                                                      Systems: Hunting Difficulties at -2; add one die
                                                                                      to your Social pools if you possess a specialty
                                                                                      relevant to the convention; add Fame if relevant;
                                                                                      no danger of over-hunting (p. 331).
COREBOOK 	
ILLEGAL OUTDOOR RAVE                                    the end of the night, the Trait exists not to map some
It's somewhat hard to get to – you have to walk         sort of vampire census tract, but to provide mechanical
through some woods or down a canal, but after           support for the story.
midnight it's guaranteed to be full of stoned and
drunk people who never call the cops, no matter              Stories often work better with smaller domains,
what happens. On a party night you can hear the         that are easier for players to feel they know. Chronicles
bass for kilometers, and the beach or forest is a       work better – have richer conflict – with vampires
smorgasbord of people doing drugs and fucking.          competing constantly for territory. The actual sprawl-
                                                        ing size of most cities (Chicago comprises nearly 21,000
Victim Types: Hippies and junkies (Melan-               city blocks; it’s not particularly vast, for a modern city)
choly), broke party kids (Sanguine), aging organ-       works against both dramatic necessities, so downplay
izers (Phlegmatic).                                     it. Similarly, the chronicle becomes increasingly un-
Systems: It’s a feast! Hunting Difficulties at -3.      wieldy with more than one vampire per 10,000 people
However, alcohol and drugs fizz through all the         in a city. Chicago has a population of about three mil-
blood (p. 310).                                         lion, and 300 vampires can feel like a lot, even for “Chi-
                                                        raq.” The size of domains and their populations, and
MILONGA                                                 how badly they have been thinned by Second Inquisi-
Devotees of the tango flock to seedy dance halls,       tion and the Beckoning is ultimately up to you. Focus
hotel ballrooms, or family social clubs for these       on stories, not numbers; use these values as a skeleton
events, often coming from other cities with a           – they can support your story, but they shouldn’t break
less active tango scene. If you can dance, you can      through and be seen.
hunt. Contra dancing, swing meetups, square
dances – any sort of group dance event works        326
here. Why fight over the same drunk club kids
when you can drink your fill from bored moms
and desperate singles?
Victim Types: Bored moms and nice kids
(Phlegmatic), lonely singles (Melancholy), poly
couples and triads (Sanguine).
Systems: Make a Dexterity or Charisma + Per-
formance (Dance) roll and apply all successes as
bonus dice to Hunting rolls throughout the night.
NIGHT GAME
From office-league softball to professional jai
alai, the real hunt happens off the field, in the
bleachers and in the bars afterward. Lots of
strangers come together, drink and shout for
four hours, and then drift away – you couldn’t
design a better hunting ground if you tried.
Blood and Hunting                                                                                                                                    CITIES
The Hunting systems on p. 306 provide the basic rules                                 Victim Types: Hardcore fans (Choleric), com-
frameworks to model hunting in a given location or                                    fortable dates (Sanguine, Phlegmatic)
using a specific modus predationis.                                                   Systems: Hunting Difficulties at -1. About half
                                                                                      the fans have alcohol in their bloodstream (p.
    As noted on p. 196, one dot in Chasse indicates (all                              310).
else being equal) a Difficulty of 6 for the hunting roll in
that location. Each additional dot lowers the Difficulty                              PROTEST
by 1, but the Storyteller should freely alter these values                            Large anonymous angry crowds can easily turn
depending on the local circumstances. A superstar DJ is                               into rioters, but they begin as lunch. The basic
in town, so hunting becomes much easier amid the crowd                                situation – close quarters and shared emotion –
of newbies and bridge-and-tunnel geeks. It’s raining hard,                            applies both to protests and to rallies, and both
making hunting hard as well in the thinner, surlier crowd.                            might draw police presence in larger numbers
Your city’s environment always, always, affects the hunt.                             than you’d like. But that’s why they call it “hunt-
                                                                                      ing,” not “dining.”
Mapping the Territories
                                                                                      Victim Types: Organizers and police narcs
The Storyteller should design their city for the story,                               (Phlegmatic), wannabes and activism groupies
not the other way around. Set up domains, hunting                                     (Sanguine), passersby (Melancholic), true believ-
grounds, and other aspects of the vampire ecology to                                  ers (Choleric)
drive as much action, plots, and drama as possible.                                   Systems: Heavy police presence (+2 to hunt-
Then use the city’s physical aspects to reinforce what                                ing Difficulties) can cancel out the bonus from
you have already decided. The result: a rich environ-                                 crowds (-2 to hunting Difficulties) unless you can
ment for the players to experience, one that supports                                 trigger some looting or a riot on the other side
the atmosphere you want for your chronicle and pro-                                   of the crowd as a diversion.
vides a dynamic setting where things keep happening.
                                                                                      STREET FESTIVAL
    To start with, map your local vampire territories as                              Anything from a rib fest to a funk concert to
a quirky patchwork of historical accidents, bad policy,                               a religious parade to a cannoli contest draws
and purposefully divisive leadership. The better the                                  the kine out into the street in the warm sum-
city works, the less conflict – i.e., story – you have.                               mer night. Smoke from grills, noisemakers and
Infuse your city with as much strife as possible. Per-                                sparklers, and happy talk fills the air. Alleys run
haps start with method and reason, but leaven it with                                 off the street for privacy, and the crowds keep
selfishness, egomania, arrogance, and greed. Vampires                                 moving so nobody looks at you too long.
don't divide turf to benefit everybody equally, not even
Anarchs. Perhaps especially not even Anarchs.                                         Victim Types: All types, although the chances
                                                                                      of alcohol and weed in the blood go up.
mix domain types:  Mix territorial and abstract                                       Systems: Hunting Difficulties at -2.
domains. The old Prince granted the city center to his
lover a century ago in a desperate attempt to make
her stay, and she still holds it although that was two
Princes ago. Unfortunately, the new museum got built
in the city center in an urban renewal boondoggle,
and the chief Harpy claims it by right as the court’s
ancestral curator. Meanwhile, the Gangrel who “ranch”
the homeless in the city do not care that they camp out
                                                                                 327
COREBOOK 	
            in the increasingly deserted city     juke joints got homogenized into
            center.                               middle-class housing after WWII
                                                  or in the 1960s.
                Because abstract domains are
            not tied to territory, they can eas-  Atmosphere
            ily get in conflict.
                                                  A Vampire city is a world unto
            impose a system, then break           itself. In the shadow of the Second
            it: In their wisdom, the Prince       Inquisition, communication be-
            has decreed that all the Cama-        tween cities moves slowly and fit-
            rilla clans must have territories     fully, travelling with couriers and
            of equal value. The Seneschal         by physical letters. Most Kindred
            lays them out carefully, and the      leave their regnum only with very
            Sheriff walks the bounds to en-       good reason. Local Princes, Barons,
            sure fairness. The Prince has also    and strange cults rule their urban
            decreed that no Malkavian may         demesnes in panic and with ter-
            feed or nest anywhere except in       ror, and local variance in Kindred
            asylums, and he reserves medi-        customs is huge.
            cal blood banks for his fellow
            Ventrue. The resulting sense of           What does your city feel like?
            grievance and unfairness moti-        This ties very closely to the ques-
            vates both player characters and      tion of what kind of chronicle
            supporting characters into all        you're running. Ideally, the city
            kinds of action.                      supports the themes and ideas of
                                                  your game, providing the appro-
            include secrets:  In an Anarch        priate backdrop to the dramatic
            city, the commune rules that the      action. You can approach this in
            old abandoned amusement park          two ways: take an existing city that
            is off limits to all Kindred. Why?    has the right atmosphere or impose
            They’re not telling. In another reg-  the feeling you want on any city
            num, the Prince allows a seemingly    you choose.
            inconsequential neonate a massive
            personal feeding area, much to the        Consider a tragic game of
            neonate’s bewilderment.               vampire romance in which undead
                                                  corruption inevitably dooms every
            incorporate history:  Quirks          relationship. Why not set it in
            and curiosities in domain divisions   Paris, the city of love, or Venice,
            can spring from events centuries      the city doomed to sink into its
            ago. Why do the Malkavians have       own filth? Sure, these are clichés,
            a massive territory in the sub-       but from the inside, clichés work
            urbs? The Prince granted them         very well.
            the domain in 1723 and failed to
            anticipate the massive expansion          When imposing your own
            the city would experience in the      atmosphere on an existing place,
            coming years. What was once a         it's all about choosing the ele-
            prime hunting ground of seedy         ments you want and sticking with
                                                  them. Vampire: The Masquerade
                                                  already does this very effectively in
                                                  328
CITIES
WHAT’S HAPPENING?                                   6.	 Police and intelligence agency operatives have
Something is always happening in the city.              cordoned off the area and severely restrict
When the characters go into a location, walk            movement through it. Apparently a high-rank-
down the street, or even return to their haven,         ing government official from the U.S. or China
enliven things with a nearby event in progress.         is going to pass by in a motorcade. Knots
Happenings can be totally unconnected to                of protesters gather, but they don’t want to
the characters’ actions, or only reinforce the          shoot their wad just yet.
chronicle theme. The city remains alive, even if
the Kindred are not.                                7.	 A party spills out of a bar, lots of shouting
                                                        and revelry and maybe one or two fights. Is it
1.	 City workers and the electric company trucks        game night? A bachelorette party? Whatever
    sort out a blackout, replacing a blown trans-       the reason, music and smoke hover in the air,
    former, climbing poles, and hopping in and out      and Ubers and taxis drop off and pick up all
    of the access tunnels.                              down the block.
2.	 A bike messenger collided with a pedestrian.    8.	 A strike stops public transport in the city, leav-
    Now the pedestrian is shouting bloody mur-          ing people stranded all over the place, trying to
    der. The situation may escalate into violence.      get a taxi, or looking at their cell phones, trying
                                                        to determine a good walking route.
3.	 Immigration officials raid a building, check-
    ing identification papers and hauling off the   9.	 A local media frenzy breaks out, with cameras
    undocumented in a big paddy wagon. Crowds           and lights in the way, cords under foot, and
    gather along with some protesters and TV            reporters doing remotes. Maybe a celebrity
    cameras.                                            is visiting the neighborhood to generate
                                                        publicity for a social project or a grisly murder
4.	 A fire mounts into the night sky. The fire de-      has crime reporters hunting for eyewitness
    partment parks their massive trucks all over        comments.
    the place, water rains down, hydrants open
    while people rush to their windows to see       10.	A Masquerade breach. People haven’t realized
    what’s happening.                                   what it is yet, but the player characters under-
                                                        stand the situation. There’s a corpse drained
5.	 Unearthly looking models parade under bright        of blood, a bestial Gangrel running through a
    lights for a photographer and a micro-manag-        crowd, or a madman screaming very accurate
    ing art director, as a fashion magazine mounts      information about the Kindred. The charac-
    an outdoor photoshoot. Lighting techs swap          ters can react, or just run and hide from the
    cigarettes, assistants scurry with lattes and       possible response from the Prince, the Second
    waters, and someone somewhere has coke.             Inquisition, or both.
                                                    329
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            one powerful way: virtually every      QUICKSTART CITY
            scene takes place at night. It has an  You want to play Vampire, not fiddle with urban planning. Let’s get
            in-game cause, but it also ensures     your city started as fast as possible.
            that players shroud the setting in
            darkness throughout.                       Step One: Choose a city. Is your hometown a city? Use it! If
                                                   not, use a famous city that’s easy to fake from pop culture and me-
                More specifically, if you want     dia: London, New York, Tokyo; or one you have another Vampire
            to underline the corruption and        book about. Or make up a mid-sized American city that looks like
            degradation of age, set scenes in      cities do on television shows filmed in Vancouver.
            decaying industrial buildings. Get
            variety from types: actual ruins and       Step Two: Pick a starting milieu. Does the coterie hang out in
            blighted brownfields, desperately      biker bars or nightclubs? Do they rule the underside of middle-
            repurposed lofts and failed renova-    class comfort or a public-housing hellscape? Start with those
            tions, and still-functioning but       locations, in that district; figure out how the Kindred affects things
            dilapidated and obsolete factories.    there, and how your story’s themes manifest there.
            For sadness and loneliness, favor
            rooftops, eternal rain, and late           Step Three: Insert your chronicle. Go back to your chronicle
            night cafes where every patron sits    design for some quick sects play. Did you want a locked-down
            alone.                                 Camarilla city, an Anarch free-for-all, or a town without elders
                                                   where it’s every clan for itself? Just quickly sketch where the
                Obviously, verisimilitude as       power players hang out, and where they might rumble.
            much as pacing dictates that you
            change up the mood sometimes,              Step Four: Meet the neighbors. Spend a little bit more time with
            but repeating simple environmen-       the specific corner of the vampire ecosystem the coterie starts out in.
            tal motifs effectively builds at-      If they start by tangling with the Brujah, figure out the deal with the
            mosphere. Remember, things don't       Brujah: where they rule, where they want to rule.
            always need a rational explanation.
            Why does the Sabbat informant              Step Five: Start the game! Build the rest as the players encoun-
            want to meet the characters in         ter it, and as you need it.
            a derelict church? Because they
            feel like it and because it works      presence, but possibly result in         ade becomes harder to break, or
            dramatically.                          nothing more than militarized gear       perhaps it breaks a thousand times
                                                   and security kabuki – or in sub          as weird blood fashion sweeps the
            Vampire Parasitism                     rosa death squads and the actual         elites and the clubs. Confusion cre-
                                                   Inquisition. If characters Dominate      ated by vampiric powers combine
            As the city takes on a character       and Blood Bond politicians left          with normal human shortsighted-
            of its own in your game, you can       and right, city government creaks        ness and greed to breed strange
            begin depicting it as a living thing.  to a halt as its members service         results.
            At first, it doesn’t notice the        their addictions instead of serving
            infestation within, but as the dam-    the public. Weird laws come down,            The reactions of the city do
            age spreads, the city reacts. Often    lobbyists get their way, garbage         not have to make things harder for
            seemingly unconnected, these reac-     piles up.                                the player characters. Rather, they
            tions emerge indirectly from the                                                reinforce consequences, intended
            damage the Kindred cause in the            If a famous Kindred celebrity        and otherwise. Vampiric meth-
            deep tissues of the urban environ-     distorts the city’s cultural space, its  ods for influencing humanity are
            ment.                                  artists and its fans become obses-       inherently damaging. Blood Bonds
                                                   sive and strange. The Masquer-           replace real human emotion with
                Kindred turf wars or feeding
            sprees increase the visible police
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CITIES
artificial obsession. Dominate        195). More vampires using the same     ■■ Increases the Difficulty of
forces mortal free will into a mean-  predation strategy creates a similar       hunting rolls there by +1, or
ingless, irrational pattern. Pres-    effect, as humans subconsciously
ence creates strange tropisms and     put together the threat pattern and    ■■ Lowers the effective dots in
stunted emotions. Victims start to    begin their prey response: going           the domain’s free-range Herds
behave in unusual ways as corrup-     out less often, or only in groups, or      by one
tion spreads through the mortal       only by daylight.
ecosystem.                                                                   A police crackdown, a Masquerade
                                          In an over-hunted domain,          breach, or just a really disastrous
over-hunting: More vampires           hunting Difficulties increase.         total failure on a hunting or frenzy
feeding from a domain than it can     Even free-range Herds (those the       roll might also result in similar
support eventually exhaust the        vampire simply allows to wander        outcomes.
territory. (The Storyteller decides   freely on their own) might start
whether one dot of Chasse sup-        producing less, as fringe members          An exhausted territory rejuve-
ports one vampire, three vampires,    stop showing up to the scene or the    nates if left alone for a period of
or one coterie of vampires with       cult meeting.                          time determined by the Storyteller:
different predation methods; see p.                                          three months seems like a good
                                          Each vampire over the support-     average. Continuing to hunt in an
                                      able level for a Domain either:        over-hunted territory starts push-
                                                                             ing it into actual urban decline:
                                                                             businesses flee the area, housing
                                                                             values drop, nightclubs close.
                                                                             Mortals seek comfort in church,
                                                                             and before you know it the Second
                                                                             Inquisition starts to sniff around.
                                                                             Your City
                                                                             by Night
                                                                             Adapting real-world cities begins
                                                                             with gut reactions, not facts. The
                                                                             facts you can really use are the
                                                                             ones that help bring attention and
                                                                             focus to the themes of your story.
                                                                             A city with a high murder rate can
                                                                             provide great context to a story
                                                                             about human frailty or wrath, but
                                                                             you don’t have to follow that fact
                                                                             any further than you want to. If
                                                                             the crime stats say most of those
                                                                             murders are drug related, but you
                                                                             want them to spring from police-
                                                                             on-gang warfare to create a back-
                                                                             drop of factional battle in your
                                                                             chronicle, do that. Facts provide a
                                                                             starting place for drama. They can
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COREBOOK 	
The more you know, the crazier you think. Our is a world of cabals
within conspiracies hidden inside intrigue sealed by perfidy and
wrapped in betrayal and treachery.
            make a story feel realistic – the           The fact is that there are most     game. Even when a city is beauti-
            only kind of realism that matters       likely no vampires in any cities in     ful, it is high contrast and washed
            in the game – or they can spoil the     real life, but you don’t let that stop  out, fogged by rain and sparkling
            aura of mystery.                        you. Use only the data that inspire     like broken glass – pretty the way
                                                    and let the rest fall into the deep     the bare and beaten wood behind
                Drama outweighs fidelity.           background. Maybe your so-called        waterlogged old wallpaper is.
            You’re not delivering a report on       “facts” are just a comforting cover-
            Karachi, you’re dramatizing a story     up the government or the chamber        A City of Districts
            set there. The play’s the thing,        of commerce promulgates to keep
            so don’t fret details that will not     business and tourists coming.           To bring the city alive in your
            enrich your story. A city’s first jobs  Maybe the Ventrue have distorted        chronicle, create and portray mem-
            in Vampire is to facilitate play, re-   the record or the Malkavians dis-       orable locations. When the players
            inforce the mood and atmosphere         torted historians’ memories or the      believe in and understand the city,
            you are after, and alter the play dy-   Nosferatu sacred architects literally   their characters’ battle for territory
            namic in new ways, as mentioned         altered the facts on the ground.        or search for safety takes on inter-
            earlier. You do not owe the city                                                est and dimension. To enable this,
            anything. It shouldn’t matter if you        Finally, this is the World          break the city down into manage-
            get street names and demographics       of Darkness. It’s not flattering.       able, distinct parts that each have
            wrong. If the facts contradict your     No city looks good through the          their own separate characteristics.
            drama, change them.                     cracked and smoky lens of this
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CITIES
SITES                             The city comprises many             form the bigger conglomerate. Public
Real cities tend to have      districts: downtown, the docks,         transit hubs, government buildings,
landmarks that have come      and so forth. Each district does        sometimes office buildings and
to define them. Make sure     something in the life of the city and   museums sit here. Some downtowns
that if you create a city     in the game. Districts vary in size,    empty out at night; others remain
of your own, it has a few     from a few blocks to whole swaths       residential, even high-end. In Hel-
of these as well. Rio de      of the city. A district may equal one   sinki or Paris, city center real estate
Janeiro features beaches      domain (especially a high-Chasse        is extremely desirable, and rents re-
like Ipanema, Barcelona       domain) or contain three or four        flect that. In Brussels or Detroit, the
has Sagrada Familia. Other    small domains warring over common       rich live in suburbs; the city center is
landmarks might be ge-        resources – this depends on the         affordable – or dead.
neric: the used bookstore,    Prince’s notion of how big a domain
the dance hall.               should be and on the Storyteller’s          Capital cities hold embassies,
                              concept of territorial conflict in      which tend to accumulate in specific
    The coterie’s domain      their game.                             areas. Large cities have consulates,
usually has at least one                                              similarly. Embassy Row provides
site. The site may be the         Crossing district boundaries        endless story hooks to its tiny pieces
center of the domain, one     changes the feel of the story, even if  of foreign soil: diplomacy, cultural
feature of it, or the whole   it’s just going from a neighborhood     exchange, Ventrue from out of
thing. With a site in your    with lots of cops to one with only      town and exiles from Anarch cities.
domain, you can often         the occasional prowl car. However,      Individual embassies might be small,
reap benefits from it: use    for the darkness to really have an ef-  friendly townhouses or enormous
the back room, crouch on      fect, it pays to include some positive  compounds like the US Embassy.
the roof, even keep your      things as well. The shadows seem        Embassies of rogue states like North
haven there. Sites can af-    deeper after you light a candle.        Korea may host criminal activity,
fect rolls – a library gives                                          and all embassies host spies.
more dice to an Academics         Most cities have a downtown
pool, for example. You can    area or a city center. A big urban          Many cities have both old and
also harvest blood from       area might have several – the Lille     new areas. Stockholm’s Gamla
the site and often count      metropolitan area in northern           stan features picturesque buildings
on specific Resonances and    France comprises towns such as Rou-     and winding streets. Buenos Aires’
even low-level bonuses        baix and Tourcoing that together        Puerto Madero gleams on the
from it rather than figure
out specific Dyscrasias for
each night’s hunt.
    If the Storyteller wants
to use a site this way, they
define the Resonance and
possible bonuses the site’s
habitués provide.
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            Hitting the                                                          PAPER CHASE
                                                                                 The character needs to find something and they can’t
             Streets                                                             just pay someone to hit the Internet for them. Espe-
                                                                                 cially in the World of Darkness, cities don’t make find-
              Characters wrest information from the city in many                 ing out where the bodies are buried or who holds the
              ways, from newspapers to contacts to omens. But                    levers of power very easy. The paper chase involves
              often, they find themselves hitting the streets to find            running down county files, assessor’s plats, property
              something or someone, and sometimes what some-                     deeds, probate inventories, forensic accounting, bap-
              one – or Something – doesn’t want them to find.                    tismal records, or something else written down and
              These feats take Resolve: just plugging away, never                immediately piled up for filing much later.
              losing focus, staying on track and on point. All of them           Government buildings are only open during the day,
              can play as extended tests (p. 293) or just take an                which means there might be some breaking and enter-
              hour for each failed die rolled in the pool.                       ing or some judicious use of Influence to have a door
                                                                                 left unlocked. Court records and tax files may well be
                   For these kinds of feats especially, Contacts can truly       sealed, officially. The actual paper chase depends on
              come into their own. If the player has defined a contact           Resolve + Investigation.
              useful in the specific investigation, the Storyteller may
              allow them to add that Contact’s dots to the dice pool.            SCROUNGING
                                                                                 The character needs to find a thing. Not a unique
              LEGWORK                                                            thing, but something more specific than just “a
              The character criss-crosses the city, knocking on                  soda.” Scrounging isn’t just shopping, though it
              doors and prying into conversations. Perhaps they’re               might involve knowing that one botanica with the
              trying to find a witness or a runaway or someone else              really good vervain and High John de Conquer floor
              who doesn’t want to be found. Maybe they’re just                   wash. Alchemists always need to scrounge up weird
              looking for a fence or a chop shop in a strange neigh-             ingredients, but everything’s a weird ingredient at
              borhood or trying to figure out where gang turf begins             three in the morning.
              and maybe who decides that question. They could be
              just asking around to find out if anyone heard anything                Build scrounging pools with Resolve and the rel-
              weird two nights ago.                                              evant Skill for the thing you’re scrounging for. Looking
                                                                                 for ritual ingredients? Resolve + Occult. Alchemical
                   Use Resolve + Streetwise for feats of legwork, un-            compounds? Resolve + Science (Chemistry). One
              less they’re looking for something that doesn’t move               specific designer drug? Resolve + Streetwise. A 2008
              or hide, like a building or a set of the marks, in which           Peugeot? Resolve + Drive. Bullets for a materiel rifle?
              case use Resolve + Awareness. Once they find the                   Resolve + Firearms. You may need to build a separate
              person, that’s when the other Social tests come out.               Larceny pool to obtain what you find with Scrounging
                                                                                 if the store’s closed or its owner just doesn’t want you
                                                                                 to have it ■
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CITIES
waterfront, all shining glass and       stereotypes from The Wire or play          For example, a chronicle set in
steel and modern art. Cities change     against them: tightly knit favela      Paris with non-French players can
and grow enormously over the            communities in Rio de Janeiro          keep things abstract and tour-
centuries – an older vampire may        keep crime against their residents     isty. You know the Marais for its
find the modern city a bewildering      far less common than on tourist        nightlife (hunting Difficulty 3), so
place, and stay in the Old Town as      beaches like Copacabana.               you make it hotly contested among
much as possible. Gentrification                                               the Kindred, changing lords all the
changes neighborhoods and drives            Look at real cities, and you       time. However, it’s high profile,
out old populations with higher         can see these patterns repeating;      so a total failure on a hunting roll
rents; it also might discomfit a        study them to get a sense of how       results in a big Masquerade breach.
Brujah elder who entered torpor         your city operates. Of course, some
in a factory district and wakes up      cities break the rules. Detroit is         You want mortal politics to
surrounded by hipster bistros.          the city in the process of being       play a role, and the Axe Histo-
                                        dismantled: its downtown features      rique from La Defense to the
    Consider the city’s logistics:      shining skyscrapers, abandoned         Arc de Triomphe to the Louvre
no city feeds itself, so they all have  wrecks, and empty fields cheek by      symbolizes that well with its
docks, rail yards, and warehouses       jowl. Meanwhile, the government        monumental architecture. All
covering acres of real estate. The      builds Ashgabat, the capital of        rolls related to political maneu-
Port of Antwerp or Navi Mum-            Turkmenistan, under extremely          vering there get a two-dice bo-
bai form vast cities within cities      strict architectural controls. An      nus. A “realistic” rule might hold
in themselves, but every city has       aesthetically uniform space city in    that the large police presence
somewhere with more goods               white and gold rises on the steppe,    there increases hunting Difficul-
and rail cars than eyewitnesses.        with a populace cowed by secret        ties in the Axe Historique. But
Industrial areas often go hand in       police and hoping for jobs.            a “symbolic” rule implies that
hand with the city's logistics hubs.                                           mortal power and Kindred feed-
After all, stuff needs to go in and     gaming the city:  As you sketch        ing have much in common, and
out of the factory as efficiently as    out your city, assign mechanical       lower hunting Difficulties there
possible. The Port of Antwerp has       characteristics to districts and       instead.
chemical refineries literally on the    whole regions as you see fit. You
pier just for this reason.              are a Storyteller, not a municipal         Camarilla vampires find
                                        official. Your system for breaking     themselves at a disadvantage in
    So where do the people live in      down the city only needs to follow     the Anarch banlieues around the
your city? Residential and subur-       the logic of your chronicle.           city: they suffer a two-dice pen-
ban areas come in many flavors,                                                alty to all social and mental rolls,
often following class lines. The            You don’t have to game out         and a one-die penalty on physical
wealthy live in enclaves, the middle    every district to give the city’s re-  rolls so far out of their comfort
class in vast suburbs, and the poor     gions their own rules feel. It makes   zone. In an Anarch chronicle,
in slums and shoddily constructed       no sense to expend your efforts        you might simply reverse these
tenements. In some cities, the          coming up with local mechanics         numbers, or give each banlieue
classes separate; in Kolkata, a         for places the characters will never   its own specific effect to dif-
squatter shack may sit just a few       visit. Remember that the bonuses       ferentiate them in your players’
meters from a mansion’s gates.          and penalties you come up with for     minds. But both sides venerate
Residential areas tend to be large,     a particular place don’t have to be    the Sacré-Cœur atop Montmar-
but also uniform. They also tend to     realistic. These tools exist to shape  tre; all rolls related to diplomacy
shut down at night. Just use what       the game in a certain configura-       between Kindred get a two-dice
you need, and leave the mortals         tion. It’s all about the specific      bonus, and it’s a respected long-
to slumber in the rest. Play into       needs of your chronicle.               standing Elysium ■
                                        335
336
CHRONICLES
chronicles
              I could a tale unfold whose lightest word
   Would harrow up thy soul, freeze thy young blood,
Make thy two eyes, like stars, start from their spheres,
               Thy knotted and combined locks to part
             And each particular hair to stand on end,
                 Like quills upon the fretful porpentine.
                                   – WILLIAM SHAKESPEARE, THE TRAGEDY OF HAMLET
Everybody in a game of Vampire shares the                     Planning a Chronicle
           same goal: to play a good, interesting game
           together. The players and the Storyteller          The first thing you need is a concept. What is your
           collaborate in creating a shared experience.       chronicle about? Who are the characters and what do
The Storyteller provides the world, the supporting            they do? What is the experience you wish to build?
characters, and external events. The players each por-
tray a character who lives in this world and interacts            For example, your concept could be a group of An-
with the Storyteller’s creations and the other player         archs seeking to depose a corrupt baron who secretly
characters.                                                   serves the Camarilla. The chronicle is about creating
                                                              political change. The characters can be created very
    While the player has to create a character, the           differently, but the important thing is that they should
Storyteller has a much more daunting task: to create an       want to do this. The experience of the chronicle is
entire chronicle. And then run it.                            about the danger, hope, excitement, and the ambition
                                                              of deposing a ruler.
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COREBOOK 	
                Concepts can vary wildly in       THE DEFAULT                   interpersonal relationships. This
            style and substance. There is no      CHRONICLE                     co-created cast of characters is a
            right or wrong way to play Vam-       This is your first Vampire    great resource to make sure you all
            pire. If the chronicle works for you  game, or maybe you just       care about the chronicle from the
            and the players, all is good.         want to get on with it.       get-go. The players helped create
                                                  Here is a basic concept for   these people, and their Kindred
                Another example of a con-         what a chronicle can be:      have strong relationships to them,
            cept would be a chronicle about                                     so they are already invested in
            the slow erosion of humanity as           The characters are        them.
            the characters go deeper into the     young vampires in your
            inhuman world of the Camarilla.       home city. Maybe they             When planning a chronicle
            They start young and hopeful,         are already undead when       before character creation begins, it
            traumatized by the Embrace but        the game starts, or they      is a smart move to use some place-
            seemingly fitting in at the Elysium.  could be Embraced in the      holder names and descriptions
            As the game proceeds, they find       first session. The city has   for several of your key characters
            that success and dehumanization       a Camarilla elite and an An-  and then later switch them out for
            often go hand in hand. Their pow-     arch underclass into which    characters from the relationship
            ers grow, and their connections to    the characters automati-      map. This method is also easily
            their old lives wither away. A game   cally belong.                 applicable to customize published
            like this can be contemplative                                      stories.
            and deliberately paced, with long         The first sessions are
            conversational scenes about the       all about acclimatizing to      EXAMPLE:
            characters’ various circumstances.    vampiric existence. The
                                                  characters hunt, deal with     You’re planning a noir-style
                As a very different kind of       the remnants of the mortal     murder mystery chronicle set in the
            a Vampire game, the characters        lives they left behind,        Camarilla city of St. Petersburg,
            could also be a team of archons       and try to survive simple      an ancient domain full of betrayal
            sent to the Middle East to try        challenges presented by        and hidden agendas. The inciting
            to navigate the Gehenna War in        Camarilla authorities and      incident is the destruction of an in-
            search of an elder who disappeared    the Second Inquisition.        fluential Camarilla Kindred by her
            with essential information about                                     close friend – another Primogen.
            the Camarilla’s political and fi-         As the game progress-      The crime is covered up as a Second
            nancial assets. Without the elders,   es, the focus increasingly     Inquisition attack, leading the
            nobody knows how the machine is       turns to finding a place for   player characters on a dangerous
            supposed to work, dealing a blow      themselves in the world of     chase for clues until they discover
            to the sect's power and influence.    the dead. Do the charac-       the identity of the killer, just before
                                                  ters want to ascend to the     they strike again.
            Using the                             Camarilla or foment rebel-
            Relationship Map                      lion with the Anarchs?              As you run character creation,
                                                                                 you inform the players that St. Pe-
            During character creation you                                        tersburg is the setting and for your
            create a custom Relationship Map                                     chronicle to work, they need to be a
            that features the player char-                                       Camarilla coterie based in the city.
            acters, their sires, touchstones,                                    They then progress to create their
            allies, enemies, and their various                                   roles and the relationship map.
                                                                                 After character creation is done,
                                                                                 you switch out the first victim from
                                                  338
CHRONICLES
 your story with one of the player       for stories will inevitably occur to  unknown Kindred commander who
 characters’ sires, the killer with      you. Write them down and base         communicates with them by possess-
 another’s mentor, and during the        your pre-chronicle work on these      ing a ghoul singer-songwriter when-
 chronicle the killer will threaten the  notes. This method makes for a        ever he goes on stage. The Storyteller
 lives of a third player character’s     truly emergent chronicle, where       has no idea where this is going, but
 Touchstone.                             almost all the characters involved    since the players seem fired up by
                                         are drawn directly from the rela-     the idea, she goes with it.
If you wait with detailed chroni-        tionship map and the coterie and
cle and story creation until after       background choices the players            One player gives their character
“session zero,” the table will have      have made.                            the Bahari lore sheet merit Ritual
done a lot of your work for you.                                               Scarification, another picks a three
You might even want to tell the            EXAMPLE:                            dot Camarilla adversary and names
players this is what you are doing                                             her “Akalia.” The Storyteller sees an
– the sense of feeling included in        A group of players create a nomadic  opportunity to get some structure and
chronicle creation is empowering          Anarch gang roaming from town        a core conflict into this potentially
and exciting to many groups of            to town in the American Midwest,     free-floating chronicle. She decides
players. As the table co-creates the      masquerading as a country music      that the commander is a Bahari her-
social (and perhaps also the physi-       festival. After some bickering, the  etic and freedom fighter, imprisoned
cal) setting, ideas and possibilities     players decide they are a unbound    by Akalia, who becomes an old-school
                                          “commando coterie,” working for an   Cainite preacher in San Jose.
                                                                                   During the first few sessions, the
                                                                               singer instructs the coterie to strike
                                                                               against patriarchal Camarilla oppres-
                                                                               sors and secret worshippers of Caine,
                                                                               but then the Storyteller has the singer
                                                                               kidnapped by one of Akalia’s congre-
                                                                               gations in Kentucky. After a daring
                                                                               rescue from the Creationist Museum,
                                                                               he comes back different. The targets
                                                                               have changed. After a few strikes
                                                                               against Anarch bands, the player
                                                                               characters realize that it is no longer
                                                                               the commander who communicates
                                                                               through the singer. Only when he en-
                                                                               gages in self-harm (a Bahari practice)
                                                                               is the commander able to reach com-
                                                                               municate through him. The coterie
                                                                               now has their work cut out for them
                                                                               trying to trick Akalia into revealing
                                                                               her location, probably by interacting
                                                                               with her while she possesses the singer,
                                                                               until they finally get to the climactic
                                                                               showdown where they free the Bahari
                                                                               heretic and destroy Akalia.
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COREBOOK 	
            Styles of Play                                                   CHRONICLE: INHERITORS
                                                                             OF THE ILLUMINATI
            So, Vampire is a roleplaying game in which joyless               The coterie has been chosen, or even created,
            monsters wrestle with morality in the shadows of suit-           to guard the legacy of an elder of the Camarilla
            ably gothic architecture. Right?                                 as she is called into the Middle East by the
                                                                             Beckoning. On her travels she will meet the
                Well, it can be. But it can be fun too.                      Ancients and learn untold secrets, at least if
                Past editions described Vampire: The Masquerade              she makes it through the crucible of the Sab-
            as a “Gothic-Punk” game. Punk is still as good a word            bat’s Gehenna Crusade. While she is gone the
            as any to describe the sordid, transgressive joy of play-        coterie has been empowered to claim her vote
            ing in a good Vampire game. But Vampire can accom-               in the Primogen Council, and they may choose
            modate many different play styles, and they are all              to run her empire as they see fit. They have
            valid, as long as everyone in the game has a good time.          vast resources at their disposal but all of Kin-
                You can explore lots of interesting things in a role-        dred society is envious of them, waiting for the
            playing game, even if – especially if – you would never          smallest mistake to tear them to shreds. What
            in a million years want to do them in real life. Do you          the elder never told them is that they are
            want to hit on that intense, unbalanced psycho dude,             inheriting her enemies as well as her influence.
            crash a wedding to hunt for blood, and end up hiding in          They will have to use all of their combined
            a dumpster to escape the deadly rays of the sun? Those           smarts and powers to survive their inheritance.
            things can be great fun in a Vampire game, especially as
            your character suffers the consequences and not you.                 The coterie’s mortal cover is likely to be a
                Miserable premises for a coterie of vampires                 major company, an estate, a hospital, a univer-
            can act as springboards for action-oriented games.               sity, or a hotel.
            The characters are hoodies, thugs, and drug dealers
            Embraced in a series of sordid accidents. They know                  This is the chronicle for those who want to
            nothing about the World of Darkness and must learn               begin near the top and (probably) have to fight
            to deal with their new vampiric nature, fight against            tooth and nail to not come crashing down as
            mortal rivals, and try to navigate the lethal night of the       their empire is besieged.
            Camarilla. Or perhaps they are the progeny of ancient,
            immensely powerful vampire lords and ladies, inducted
            straight into the royalty of Kindred society. Stuck with
            overprotective, controlling sires, they can act out to
            their hearts' content, taking crazy risks to assert their
            independence.
                At an extreme, a Vampire game can resemble
            cyberpunk or even splatterpunk. The characters oper-
            ate in a city defined by monolithic shadows, walking
            the border between moral and supernatural law in
            a neo-feudal society of humanoid monsters increas-
            ingly influenced by technological advances and mass
            hysteria. You could do worse than watch Blade Runner
            as inspiration for a game like this. And if you want to
            crack skulls, there will be plenty of opportunity to do
            that when the Second Inquisition calls a SWAT team
            on a Brujah hideout, and the characters have to fight to
            extricate themselves before sunrise.
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CHRONICLE: JUDGEMENT NIGHT                              Secrets Within Secrets
You play the Sheriff’s brood, the scourge’s elite
anti-Anarch troops, Ventrue enforcers, or any           The World of Darkness is a world of secrets. As a
other self-styled or official group of Camarilla        mortal, the first inkling of the true nature of the world
soldiers. Your characters could be a task force         comes when you start to grasp that everything is not as
created to oppose the Second Inquisition in the         you once believed. This is not just a question of para-
field or through infiltration of mortal intel-          sitic monsters infesting human institutions. Human
ligence agencies or even an elder’s personal            society has its own hidden agendas, and sometimes
squad of bodyguards fighting in the Gehenna             there is not much difference between a secret society
War.                                                    of humans and one of vampires.
    Whatever the history, the coterie’s role is             A Vampire game of secrets is a game where
that of an undead intelligence or para-military         the truth is always a little different than you first
operation, and the stories you tell will test the       expected. The elders who hate each other are actu-
characters against both monstrous creatures             ally lovers. The kindly old man who lives across the
and innocents who are just trying to get by.            street from your childhood home is alone because he
Will they be protectors or oppressors? Heroes           suffocated his wife and children 40 years ago, and no
or villains?                                            one ever found out. The Ventrue proudly exclaim-
                                                        ing that they control the inner workings of Parlia-
    The key to this kind of chronicle lies in           ment fail to rival the influence exerted by massive
moral ambiguity and hard choices. The char-             corporations like Amazon.
acters’ mortal cover could be very similar to
what they really are – a paramilitary group,                There is always more to every story, and when
security company, or even a police department           you play in a Vampire game, you are invited to join
(for hiding in plain sight), but Kindred law is         secret societies within secret societies. The first
not mortal law and a criminal gang, terrorist           and most obvious of these is the world of vampires.
group, or even a night-open church could just           When you have been Embraced into a clan, you are
as well be the front for this coterie.                  introduced to an unknown and convoluted world
                                                        nestled deep within the one you once knew. Many
                                                        other revelations follow.
                                                            Navigating this landscape is part of the joy of
                                                        playing Vampire. During the first session of your
                                                        game, the characters may be Embraced into the
                                                        Brujah and the Gangrel. They experience the world
                                                        of vampires as squatting in warehouses, dilapidated
                                                        buildings, raves, and dodgy bars. As they discover
                                                        more of the World of Darkness, they are inducted
                                                        into another level of Kindred society: the elysiums
                                                        of the Camarilla. They see vampires in boardrooms
                                                        and fashion shows. Suddenly power does not mean
                                                        the strength to rip off the head of your enemy but
                                                        the ability to make sure your financial holdings
                                                        remain exempt from taxation.
                                                            Of course, you can flip this. If the characters start
                                                        in the lap of luxury, the energetic and transgressive
                                                        world of the Anarchs can be exciting and fresh, a secret
                                                        they can become part of.
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Irreconcilable Differences                                         of balanced moral reflection. If they get a little space
                                                                   to breathe, they can think about the consequences of
The World of Darkness can be expressed as irreconcil-              their actions.
able tensions between forces tearing into different
directions. Human morality and intellect striving to                   Say one of the characters murders a human in a back
control the basic violent urges of the Blood inside                alley behind a bar one night while feeding. The characters
define the personality of a vampire. This tension can              dispose of the corpse but you as the Storyteller feel the
never truly be resolved, and it guides the vampire’s ac-           death should have more heft. The characters have not
tions throughout their existence.                                  killed so far, so it should feel like something.
    The conflicting interests of humans and vam-                       So, a couple of nights later, the characters are hunt-
pires create further tension. Perhaps a character is an            ing at the same bar when the dead man’s sister comes
idealistic Brujah, a political activist in their human             in. She chats up the characters and finally asks about
days. They seek to use their vampiric powers to further            her brother. It is clear she poses no danger to the char-
the goals they fought for in life, but after a few initial         acters. She is not going to become a hunter and try to
successes, they realize that the things that are good for          kill them. She will not even find out what happened to
humans are not necessarily good for vampires. Desper-
ate and harried humans are easier to hunt, while a                     FUN WITH EVIL
functional society is better at detecting the invisible                Maybe you are making a game where the idea
threats within.                                                        is just to have fun playing terrible monsters.
                                                                       The characters are selfish, murderous assholes
    It is good to keep tension in mind when planning                   who damage and degrade everything around
your own World of Darkness. It cannot be unrelenting-                  them. In a game like this, you have to pay at-
ly grim, with no light whatsoever. Pure horror means                   tention to how you present the consequences
that evil starts to lose its significance. When everybody              of the characters’ actions.
is a monster, nobody is a monster.
                                                                            It is pointless to start guilt tripping the
 example:                                                              players for playing the game you set up. It’s not
 A junkie enslaved by a character to be a Blood                        fun to play a monster if you have to keep look-
 addicted servant does his best to take care of the                    ing your victims in the eye. The simplest way
 people around him, despite his circumstances. A vindic-               to avoid unnecessary guilt trips is to make the
 tive Anarch revolutionary spares the life of the Prince’s             victims of your characters really unsympathet-
 childe because she realizes that the childe is a victim               ic. Perhaps they are wealthy Ventrue neonates
 too. A Camarilla functionary tries to assuage her guilty              who sneer and belittle the characters at every
 conscience by secretly diverting the Prince’s funds into              turn, only to start a tantrum when things fail to
 urban renewal projects.                                               go their way.
    The job of a Storyteller or a player is not to morally                  However, maybe you do want to home in
judge the characters in the game. Vampire works best in a              to the consequences of the characters’ actions
world where everything is in shades of grey and there is a             every now and then. If the characters are un-
little bit of a sinner in everyone. While the characters can           repentant monsters, you can highlight this by
have moral opinions inside the story, you get more play                making some of their victims act like heroes.
from them if you let them act according to their person-               They can dedicate their lives to good or for-
alities, motivations, and personal logic.                              give the characters for their actions, revealing
                                                                       them to be the sordid creeps they are.
    If you want to give the characters a chance to
reflect, you can adjust how vulnerable their circum-
stances make them. If they are constantly cornered
and fighting for their lives, they do not have the luxury
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            her brother if the characters do not       CHRONICLE: HUNTING PARTY
            tell her. She is just an ordinary hu-      In the age of the Second Inquisition, hunting is complicated. Many
            man being, hurting from a tragedy          Kindred have discovered that hunting in a group, approaching
            caused by a player character.              scoring blood like a confidence trick, a heist, or a kidnapping
                                                       makes things a whole lot safer. Crews who master a variety of
            Symbolism                                  methods of hunting are even hired by elders and other Kindred to
                                                       bring them specific prey or set up a safe feeding that inspires the
            Vampires are fictional monsters cre-       correct Resonance in the victim.
            ated to tell stories about different
            themes. In Bram Stoker’s Dracula,               Some hunting parties include a Tremere Blood Sorcerer or a
            the vampire represents the seduc-          duped or enslaved thin-blood blood-cooker who can preserve the
            tive allure of something dangerous         resonance of the blood long after it has been drained and enter
            and foreign. You could even say the        the cut-throat world of the blood trade. Hunting parties inspire
            vampire is about sex. In the classic       stories of daring heists and high-stakes seductions in the search for
            movie Nosferatu, the vampire is a          the perfect blood, but also messy, fucked up stories of dehuman-
            metaphor for infectious disease,           izing treatment of mortals.
            infesting a town like the plague.
                                                            A hunting-focused chronicle will involve heavy interactions
                It helps to bring your                 with mortal society.
            chronicle to focus if you consider
            what the vampire means in your         able men and women in far-away
            game. Vampire: The Masquerade          rooms directing their drone
            provides a framework for a wide        fleets to bomb weddings and
            variety of interpretations:            funerals. They can be fascism,
                                                   the imposition of order through
                If you want to make a politi-      pure will.
            cal game, the vampire is a simple
            and effective metaphor. They               History in general can be your
            can represent capitalism, the          theme, and the vampire the tool
            super-rich, political corruption,      you use to explore it. Vampires
            and private interests controlling      live forever, so you can start in
            society from the shadows.              the Middle Ages and work your
                                                   way towards modernity.
                You can make the vampire
            a metaphor for conservatism,               If you choose to make the
            describing the old Kindred as rel-     vampire about sex, you will
            ics still clinging to their medieval   also have plenty of angles of
            worldviews. This theme can also        approach. They can be a trans-
            be explored from the angle of          gressive object of desire or they
            intellectual history, underlining      can represent exploitation and
            how differently people used to         unequal power relationships, the
            see the world in the past.             loss of control in the face of lust,
                                                   the secret fantasies we can only
                The vampire can be a meta-         achieve with strangers.
            phor for colonialism, a foreign
            invader sucking the lifeblood
            out of a society and forcing its
            people to become servants. They
            can be war, the story of comfort-
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    The vampire – a transhuman       Motivation and Group                   their personal issues, your game
being, postmortal and postmoral      Dynamics                               will crash.
– can transcend gender and
socially imposed structures of       There is a couple of simple things         Another thing to consider is
society. They can be a perfect au-   you can keep an eye on when the        group dynamics. Simply put, all
tonomous agent, imposing their       players are creating characters to     the player characters should want
will and world-view on their         make sure that the chronicle will      to hang around with each other.
surroundings. They can represent     work. First, all characters should     If they do not, your game will
the need for redemption, perhaps     want to do the things they will be     constantly be pulling into sepa-
through Golconda. They can be        doing in the game. This may sound      rate individual directions. Maybe
a Satanist ideal, with no regrets.   simple, but experience suggests        they are friends or share a lot of
They can seek to regain their lost   that it may go wrong if you don’t      common history. They could have
humanity by engaging with sci-       pay attention.                         been Embraced at the same time.
ence, fashion, and magic, looking                                           Whatever it is, if character motiva-
forward instead of backward. The         For example, you want to           tion is in line with the design of
vampire can be everything you        make a combat-focused game             your chronicle, your life will be
secretly long for and the fear that  where Anarch revolutionaries           much easier.
follows when you get it and real-    battle the forces of the Camarilla
ize it was not what you expected     in the streets. For this to work, all      You should also pay attention
at all.                              characters must be motivated and       to the individual goals characters
                                     able to fight in the streets. If they  come up with. For example, if a
                                     are non-combatants focused on          player decides that their character
                                                                            wants to take care of their sick
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            CHRONICLE: FANG GANG                                              CHRONICLE: NOMADS
            Whether your coterie rolls with MS-13 affili-                     No city is your home. Travel and Anarchs have
            ates, outlaws, Tottenham fans, or a black bloc                    a long history, and with the influx of many
            antifa group, they hide in plain sight. They are                  Gangrel into the movement, nomadic vampires
            members or even leaders of a group outside                        are more common than ever. Tonight over 23
            society and the law. By attaching themselves                      million people are fleeing war and persecu-
            to predators, their behavior is much harder                       tion in their home countries, and there are
            to spot for the Inquisition but if their gang                     many vampires moving across Europe and Asia
            includes mortals, they have their work cut out                    attached to these ever-growing throngs of
            for them. The player characters can choose                        web-designers and mothers and chefs look-
            to make their mortal allies Blood addicts, pay                    ing for a future, constantly shuffled between
            them off, or meticulously keep the Masquer-                       refugee camps and temporary solutions. In
            ade in front of them. No matter what they do,                     other parts of the world, subcultures like the
            there will be problems, drama, and tragedy.                       New Age Travellers and the Roma are on the
            Hopefully, the benefits outweigh the dangers.                     move constantly, as are bands, truckers, and
                                                                              backpackers. The coterie is disguised as one of
                A fang gang is a great coterie for taking a                   these moving social groups, or perhaps exists
            deep look into life on the outside using real                     within it.
            world source material. A wealth of information
            and even video interviews with gang members                           Nomad chronicles are good for telling sto-
            is available online.                                              ries about escaping something (perhaps one-
                                                                              self), xenophobia, and freedom and are useful
                A gang coterie does not have to be violent.                   for exploring many different cities and perhaps
            Perhaps the player characters are posing as                       nations and their varied and bizarre Kindred
            a group of card-skimmers, burglars, or quiet                      societies – kind of like a travel show where
            dealers working in gated communities or with                      every destination wants to kill and enslave you.
            the Burner scene.
            mother, that could be a problem leading the group to              broad outline which will then adapt to what happens
            have to go deep underground to infiltrate the Cama-               in the game.
            rilla of another city. Individual goals are great, but they
            should pull in the general direction of the chronicle,                Let’s say you are planning a ten-session chronicle
            not against it.                                                   about young neonates in a Camarilla city. The first
                                                                              three or four games can be about exploring the setting
            Structure                                                         and getting to know the different factions, as well as
                                                                              trying out the systems Vampire provides for play.
            No chronicle lasts forever. It can be three sessions,
            twenty, or a hundred, but eventually all things must                  When the chronicle is running comfortably, you
            end. When you are planning your chronicle consider                can up the stakes by introducing external threats,
            how long you wish it to run for and what the general              surprising power plays, important new supporting
            structure should look like. This does not mean that               characters, and other developments around the fourth
            you have to make an exact timetable of everything for             session. Maybe an elder departs for the Gehenna War
            the next twenty sessions. Rather, you can sketch out a            and inexplicably decides to make the haven of one of
                                                                              the characters into an Elysium, promoting the charac-
                                                                              ter into the Keeper.
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CHRONICLES
    This middle section of the chronicle will feature a         a very long chronicle will benefit from a broad idea
more active stance on the part of the characters. They          about how things will end. For example, your chronicle
now have some resources and influence and can start             is about characters who fight the dirty politics of the
making plans of their own. The players will also have           Camarilla to take over the city. The game ends when
gotten more used to how the game works and be more              one of them becomes the Prince, whether this takes
comfortable taking initiative.                                  five sessions or fifty.
    The general rule about structure is that the                    Having an ending in mind will also help you avoid
longer the campaign, the vaguer your plans will                 making a chronicle which will just fizzle out. A chronicle
necessarily have to be. A ten-session chronicle can             is almost always more satisfying with a proper ending.
be sketched out, but if you are going to run the
game for years, it might be better to think about                   When you consider what kind of ending you want,
themes and subject matter rather than specific story            try to avoid ones that leave no agency for the char-
beats. The chaos of a good game will change so many             acters. If the chronicle ends the same way no matter
things that sticking to an original plan will probably          what the players do, something is wrong. For example,
not work.                                                       if your game is set to end when the elders come back
                                                                from the Gehenna War and kill everybody, the events
The End                                                         leading up to that ending will have been meaningless.
                                                                But if the elders come back and the characters get
You don’t have to plan a specific ending for it, but even       the opportunity to either welcome them or renounce
                                                                them, the ending will be much more meaningful.
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                Sometimes surprising develop-       CHRONICLE STARTER PACK
            ments during the chronicle invali-      Here are five quick things to consider and discuss with the players
            date your original ending. That’s       as you start a new chronicle.
            perfectly fine! Just re-evaluate the    1.	 The chronicle concept. Who are the player characters? What
            chronicle to see where it can devel-
            op a new ending. A good Storyteller         are the major themes and settings? Is everybody on board with
            needs to get used to implementing           the plan?
            the old adage of “kill your darlings,”  2.	 The scope of the commitment. Is this an open-ended chroni-
            and this applies to endings as well.        cle, or are you planning to run it for three, five, ten, or twenty
                                                        sessions?
            Talk To Each Other                      3.	 The style of play. Will focus be on social interactions, combat,
                                                        or political backstabbing? Will the players try to “beat” the
            Playing Vampire is a group activity.        game by playing smart, or is it okay to play to lose if that leads
            Maturing as a troupe, learning what         to something interesting?
            everyone – including the Storyteller    4.	 Food and location. Does everybody feed themselves? Is there
            – wants out of the game and what            a rotating cooking assignment? Are snacks shared? Who hosts
            they consider worthwhile, learning          the game?
            methods to minimize conflict and        5.	 Exit policy. How do you leave the chronicle? No game benefits
            ensuring smoothness of play – these         from having someone who does not want to be there, so we
            things all take time, practice, and         suggest an articulated policy where players can leave the game
            communication.                              with no hard feelings if it is not working for them.
                Don’t be afraid to actually talk        If there are problems in the       characters do and say, while the
            about what you are doing on a           group, good communication is key.      Storyteller takes care of every-
            meta level in coming to an agree-       If a player consistently acts in a     thing else. Other groups are more
            ment on how you want to play.           destructive way in the game, never     flexible, and allow the players to
            This can be especially important        punish them in-game. Instead, talk     improvise in the game world to a
            when sitting down with new play-        with them outside the game and see     greater extent, such as deciding the
            ers or player groups. It’s not about    if the issue can be resolved. If not,  contents of their bag, what their
            what is the right or wrong way to       you will have to ask if that player    home looks like, their friends and
            play, but rather about making sure      really wants to be in the game.        acquaintances, etc. Some groups go
            all players are on the same page.                                              even further, allowing the players
                                                    Narrative Control                      to control things far removed from
                A simple thing to talk about is                                            their characters, often guided by
            the logistics of play. Traditionally,   The question of narrative control      the character’s skills. For example,
            it often falls on a single individual,  is a sensitive topic in many groups,   a player rolls Wits + Streetwise and
            usually the Storyteller, to organ-      and one that can create great          declares that “everyone knows that
            ize play session logistics. This does   clashes between playstyles. Who        this turf is controlled by the Red
            not always have to be the case,         has the right to enter what into the   Ravens gang.” In this example, the
            and sharing the load of purchasing      game world?                            player assigns the turf to the Red
            books, coordinating the schedule,                                              Ravens, or even invents the entire
            and setting up a play area can              In some groups, players are        gang.
            actually increase engagement in the     strictly limited to what their
            game. It also makes the troupe less
            vulnerable to composition changes
            as members move, fall ill, have pe-
            riods of heavy workload, and so on.
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