The Masquerade

America in 1994, after dark

You died and did not leave. The cities are divided among the Kindred: the Prince holds the Camarilla, primogen bargain over blocks, anarchs recognise neither, and the Sabbat comes in from the edges. One law matters — mortals must not learn that you exist.

Create a hero

What kind of world it is

Night here is politics. Someone watches for breaches of the Masquerade, someone owns the block, and you need somewhere to feed and someone to deal with: nobody survives this city alone. A clan is not a profession but a family, and it comes with debts you did not take on.

Hunger is not a bar on the screen but the reason everything goes wrong. Blood pays for disciplines and for looking alive; when it runs out the beast decides for you, and in the morning you get to explain the body.

How it plays

Eleven attributes, Blood Potency and Appearance among them: in a world where half the scenes are conversation, looks count for as much as strength. Thirty skills, from brawl and stealth to law, politics and the occult.

Blood is a resource. It is spent, refilled by hunting and capped by generation, and the disciplines are laid out by school — auspex, obfuscate, potence, thaumaturgy and the rest. Each costs blood, not some abstract mana.

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