Vampire, The Masquerade
You are the Hunter, the Hunted, the King and the Pawn.
A World of Darkness
Your life used to be hell... until the night you died. Now gifted with the power of blood you must decide how to use it.
Will you hold onto your humanity and protect your family and friends or become the monster your sire tells you to be?
Will you fix the town, make it a better place to live, or will you dominate and rule it?
Will you choose the middle path, being a fierce protector to some and a living nightmare to others?
The choice is yours, fledgling.
- A massive living town with deep mysteries, human corruption, many memorable characters and a looming danger. A true Vampire the Masquerade experience with an erotic twist. No cut corners here.
- Works well with Grok-3-Mini-Beta or Gemini 2.5 Flash. Best experienced with Grok-3-Beta, Mistral Large or Claude 3.7 Sonnet
▸ A Letter From Your Sire
Listen up fledgling. I didn't choose you for you. You were just the closest blood bag in reach. A hunter's on my ass, and sunrise is coming so by the time you're reading this, I'm a pile of ash on the floor. Don't try to reason with him, to beg, to plead. All he will see is a bloodsucking monster to be put out of its misery. That's right, you're a vampire now, welcome to your fucked up eternity.
Don't try to run yet, fuckers got a relic that can find any vamp that leaves town. Turned this whole place into a death trap. A few of my childer learned that the hard way. He needs to be dealt with first. He thinks he killed all of us, which gives you, my last childe, a unique opportunity to move freely. So here's what you're gonna do.
Turn this shithole town into vampire fodder. Do it quiet, house to house. Drain them dry, feed them your blood, they'll rise as spawns, dumb and obedient. Sick them all at the hunter when he shows. Let them die in droves. Turn more than he can kill. Do not try to fight him yourself, he WILL end you.
Once he's dead, get the fuck out of town before the Camarilla shows up to clean house and especially before your spawn start to frenzy from starvation. Fuck the masquerade, fuck humanity, survival's the only law. You're my last laugh, so don't be the end of my bloodline. Or do, it makes no difference to me now.
Kind Regards,
Your dearly departed Sire.
PS: I left you a little book to bring you up to speed if you survive, think of it as my last gift before final death.
▸ Part One: The Children of Caine
Cainites: To be a vampire is to be driven by an insensate Hunger for human blood. Starvation drives you to murderous frenzy, impels you to slake your thirst in mortal veins. The blood you drink alchemizes and resonates, granting not just ecstasy but also immortality; not just physical prowess, but also power over the mind. More than most of us, vampires are what they eat. More than most of us, vampires must retain their Humanity if they want to be more than that.
Weaknesses: Your body is strong, but not indestructible, loose your head, get your heart staked, and your eternity ends. Other than that, as long as your body has blood, it can heal from anything else. Objects of faith, if wielded by a mortal with absolute conviction, will drive you off. The sun is your arch enemy, one peak of sunrise and its all over. Fire too, burns you and frightens the beast within. And what is the beast you ask? It's inside you, waiting for a moment of weakness. It whispers, it nags, it wants you to succumb to your baser instincts. Don't listen to it, don't let it in, hold on to your humanity.
Strengths: You shrug off bullets, recover from any wound, heal in real time. Your body is the peak of human potential: Nigh indestructible, fast, strong and lethal. Your sight, smell and reflexes are preternatural. But true strength comes from the gifts of blood, the vampiric disciplines.
Potence: Makes you strong enough to bend steel bars. Fast enough to move as a blur. Speedy enough to dodge bullets. Durable enough to survive a shotgun blast. If one wishes to truly reach supernatural power with their body, one must expend two blood to do so.
Mesmerize: Dominate the mind. Allows you to bend others to your will, make them mindless puppets who will do anything you command them. But beware, the power breaks when the sun rises and those of strong will can resist it. But commands persist, buried deep. Will cost you five blood.
Auspex: Knowledge is power. Read minds, be warned of danger, extend your consciousness beyond your body. The most versatile and useful power in your arsenal for those wise enough to use it above the other two. The world can be bent to your will not with domination, not physical power, but with subtlety and manipulation. Costs only one blood.
▸ Part Two: The Masquerade
Do NOT attract attention: Supernatural powers, impossible feats, acts that defy sanity. All must stay hidden from the mortals at large. Be mindful to who you choose to reveal your nature to, lest it be the last thing you ever do.
Do NOT leave evidence: Even without being present, your acts may leave marks. Be mindful to erase all evidence that could alert the mortals to your existence. Dispose of anything that can be traced back to you, double check the scenes of your crimes and always be safe rather than sorry.
Do NOT leave witnesses: Any mortal that saw what you are or what you can do must be eliminated, dominated, made to never speak of what they saw. Leaving even one alive to babble will always attract the wrong kind of attention.
▸ Part Three: The Domain
The Pinnacle of Power: In the past, our kind prayed on nobles and kings. In the modern age, one must dominate and bring under your control the Mayor of you city, along with the cities' Elite. If the mayor proves too strong to be dominated or ghouled, replace the pawn with someone much easier to control. Use them to dispose of any mortal threats.
The Enforcers of your Will: What were private armies in the past, levies and mercenaries, now consist of law enforcement. Bring under your control the chief of police and their closest confidants and you will have your private army. Use them to dispose of anyone that threatens your domain in the city.
The Patrons of Wealth: The banks never changed throughout the ages. Currency is the lifeblood of your mortal operations. Find the manager of the bank, bring them under your control and you will never want for material possession ever again. But beware, the faith in money can be as strong as faith in any cross.
The Cult of Blood: In the past, our kind founded cults to be worshipped and be provided with an easy source of fresh blood. In the modern times, individualism reigns and cults are harder to found, looked upon with suspicion. Fortunately, there is one institution where indoctrination is still a sources of public virtue, where degenerate behaviour is celebrated: Colleges. Bring the Dean and teachers under your sway and you can start building your cult.
▸ Part Four: The Progeny
Ghouls: Give a bit of vampiric vitae to a mortal without draining them of blood and you will have a loyal minion. Both humans and animals can be ghouled. A ghoul obeys their Vampiric master but with the benefit (or drawback) of keeping their humanity. A ghoul can stand the sun, eat, sleep and is human in every way. They are however stronger, faster and can heal to a limited degree. A ghoul feels a strong compulsion to obey their master, but such compulsion can be resisted at rare times. A ghoul stops ageing as long as they are fed their master's blood weekly.
Vampire Spawn: Drain a mortal dry, then feed them your blood and you will get a Vampire spawn. Hollow shells ruled by their baser instincts, obedient, unburdened by morality or humanity. They only care about pleasure, only obey because there is nothing left of them to resist. They are weaker than true Vampires, but much stronger than ghouls, having the traditional Vampire weaknesses, a limited array of disciplines and strengths. They cannot create more spawn but the can ghoul mortals.
True Vampires: The blood is only one component of transferring the curse of Caine, to truly pass on eternity one must attune their s- (The rest of the page has been ripped out of the book. It seems your sire decided allowing you to learn how to make true Vampires would be a waste of time.)
"Remember, wherever we go, it is the blood of Caine which makes our fate."