DevDiary #6: Deadlines and Words

Hello Deadcitizens,

We are announcing our official deadline for mini-pitches! They are due midnight August 12th! Full pitches will be due midnight September 9th!

We have already been in contact with many of you regarding your character concepts, and as such we do not need you to resend what we have already approved. We will be sending emails to those individuals letting them know that we feel that they have adequately communicated their mini-pitch. If you wish to send us more information, that is always fine.

The full rules for the game, as well as the information about our setting that have been released in Dev Diaries, will be on the website within the next few weeks and should be before the mini-pitch deadline. In the meantime, we want to let you know about how you will need to create your mini-pitches.

First, we would like to know what your character is. Are they a Vampire, a Ghoul, a Mortal, or something different? If they are not a Vampire or a Ghoul, you will need to submit a second mini-pitch that outlines a character that is one of those two types of creatures, so that you have a backup in mind in case it turns out your creature type does not work in our setting.

Second, we would like to know some of the vital characteristics of your character. What is their Clan/Covenant? If you are playing a Ghoul, who is their Regnant? If they are a Mortal, what is their Job?

Third, we would like a no more than 10 word concept of your character. Distill their vital description down to just a few words. Something shorter than 10 words is fine, but no more than 10.

As far as age for characters, the only hard limit on age will be based on having a Blood Potency no higher than 4 at character creation (with characters gaining at least 1 Blood Potency every 50 years). That really only relates to how long the Vampire has been awake since their last torpor, as some of you know. What is more important is why an older character would be in such a new city and why they would have submitted to the King’s rule.

Fourth, we would like an out of character goal that you have for this character. No longer than 1 sentence, but it should state why you wish to play this character or what you wish to experience in the game as them. We want to know how you have fun as a player, and not what your character would wish to do. Getting in over your head and dealing with the consequences can be fun!

When thinking of your character, please keep in mind the main themes of our Chronicle:

  • Humanity versus the Beast
  • Engaging in Vice versus Resistance
  • What is Morality and Immorality?
  • The Consequences of Violence

Most importantly, this should be a game about Vampires. So anyone who isn’t a vampire should have a reason to interact with Kindred beyond empowering them – it should play off of one of the above themes. Maybe they want to study the way the demon at the core of a vampire interacts with the human being it wears. Maybe they want to save Las Vegas and see the Kindred as a “toughest case” example, and they recognize their power. Maybe they want to use Kindred, or help Kindred be more Human, or study Kindred. They need to interact with Kindred for more than just mercenary reasons, but they can still have mercenary attitudes about it.

Mini-Pitch Template

  • Name: (Optional)
  • Creature Type: (Vampire/Ghoul/Space Octopus)
  • Vital Characteristics: (Clan/Covenant/Regnant/Job)
  • Concept: (No more than 10 words.)
  • Player Goal: (No more than 1 sentence)

A note about full pitches and backstories. We are doing those very differently this year. There will be a questionnaire released after mini-pitches are done of 10-12 questions that will contain all of the backstory and current life of your character. While you are more than welcome to send us a longer backstory writeup, we make no guarantee that we will read it.

The Second Edition Vampire the Requiem rules have changed some things about how Vampires function and how Humanity works. We wanted everybody to be aware of those at this stage, so that you all will be able to keep those in mind for your characters.


Left to their own devices, Kindred persist eternally. Unfed, they’ll fall to torpor, but without outside intervention they are unending. As well, vampires can easily withstand grievous wounds that would easily kill even the hardiest of humans. Kindred take only bashing damage from many sources that would normally cause lethal damage to humans. This includes most non-supernatural weapons. On Kindred bodies, bashing and lethal wounds look the way one might imagine the same injuries to a corpse. Gashes, contusions, and lacerations all still happen, but bruises appear blacker and blistered, cuts expose raw tissue but do not bleed. If the vampire invokes the blush of life (below), she bruises and bleeds like the living. Note that even with the blush of life, bleeding does not equate with a loss of Vitae. The lost blood is fully inert.

Those few terrible things that cause aggravated wounds to mortals cause only lethal harm to vampires. This mostly includes terrible harm from chemicals, certain supernatural punishment, and the skills of utmost masters in certain fighting styles meant to maximize debilitating bodily harm. Few rare perversions of nature — Disciplines, Devotions, and sorceries — cause aggravated wounds to Kindred. Some masters of the Protean Discipline hone their claws and fangs to such vicious ends; this breeds a healthy fear and respect of clan Gangrel within most courts. Aggravated wounds look completely unnatural. They are perversions of nature that tax the Masquerade. Each vampire wounds differently. Flesh may become brittle and burn like paper. Tissue may bubble and stink. Blackened veins may streak across the victim’s body. Foamy pustules may taint the area around the injury. Whatever the method, aggravated wounds appear as manifestations of the natural world violently eliminating something that does not belong.

Torpor and Final Death

Kindred have little to fear from bashing wounds. A vampire remains conscious when her last box is full of bashing damage. She still suffers wound penalties. However, when her last box is marked with lethal wounds, she falls to torpor. When her last box is marked with aggravated damage, she suffers Final Death.

Within a minute, her body reverts to its true age. For younger Kindred, this means decomposition, with a collapse of skeletal structure and soft tissues turning to liquids, ash, and minerals. For the oldest Kindred, this means a full disintegration into a pile of dust and ash, with only the tiniest fragments of bone remaining.

Tricks of the Damned

The Embrace comes with numerous advantages. Every vampire can use the following edges. Many of these advantages require Vitae. These expenditures are reflexive, and are subject to the vampire’s Vitae per turn limit as determined by her Blood Potency.

Blush of Life

Normally, a vampire looks like a corpse. He’s pale. He registers no pulse. He exists at slightly below room temperature. Food and drink taste terrible, and immediately cause violent, bloody vomiting. However, with a bit of Vitae, he can fake life temporarily. By spending a point of Vitae, Kindred may invoke the blush of life for a scene. This makes them functionally human. They become warm to the touch, with a full, hearty pulse. They produce natural bodily fluids. They function sexually in the way a human can. They can keep food and drink down, ejecting it later in the night. They’ll pass medical inspection while the blush remains active.

Kindred Senses

Kindred exist in the dark. Not only can they see better than humans in the dark, their other senses are sharper to facilitate their predatory needs. Kindred do not suffer normal vision penalties for being in the dark, and can compensate with hearing. In full darkness, they only suffer a –2 penalty to draws that require vision. If they encounter traces of blood, even if dried or hidden (in a carpet, for example), they immediately see even very small quantities. Vampire hearing becomes similarly enhanced. They can hear heartbeats at three yards per dot of Blood Potency. A vampire can smell the presence of blood from about ten yards per dot of Blood Potency without rolling. Multiply this range by her Auspex dots. If she’s tasted a particular human’s blood, she can add her Blood Potency to any draws to track him by scent. Kindred blood does not offer this advantage, since it’s mostly old, dead, and its smell is a blend of all the vampire’s recent victims. If any of her Kindred senses apply, add her Blood Potency to any draws to detect hidden people or details by the traces of blood.

Kindred also automatically detect the predatory aura of their kind. The pale skin and yellowing eyes, the smell of a fresh kill, and the knowledge of the Beast straining to be free allows Vampires to recognize each other for what they are immediately upon meeting. It is still polite to exchange names.

Physical Intensity

Vampire tales speak of creatures stronger and faster than anything human. With Vitae, any Kindred can accomplish massive bursts of physical prowess. By spending a point of Vitae, she may add two to draws involving her choice of Strength, Dexterity, or Stamina for the turn. This does not increase traits derived from these Attributes. However, it will increase relevant resistances.


Kindred blood seeks to return a vampire to the state of her Embrace. Her hair and fingernails regrow as she sleeps. More importantly, Vitae can force her injured body to reconstruct. In dramatic instances, severed limbs regenerate or even simply reattach (if she’s able to heal the entire injury in a turn). A single point of Vitae heals two points of bashing damage, or one point of lethal damage. A single aggravated wound requires five Vitae and a full day’s sleep. Aggravated damage is the only type of wound that leaves a scar on Kindred. The scar appears natural, unlike the original damage.

While Kindred sleep, they return to the time of their Embrace. Anything that wouldn’t constitute a Health level of damage heals automatically and returns to its original state. For this reason, many sires recommend their childer groom for the Embrace, as part of the ritual of entering the Danse. If an injury would require Vitae to heal (represented by Health levels), the vampire will unconsciously heal it during daysleep. Sometimes, this means the vampire will not have the Vitae necessary to wake. As she falls to slumber, she may spend Willpower points to “preserve” wounds through her rest, to keep herself from healing them and spending excessive Vitae. This cost is one Willpower per wound, and makes the wound permanent.

Sometimes, Kindred force other marks to remain. For example, vampires often keep scars, tattoos, and piercings for spiritual reasons or just to fit in with the flock. Many Kindred remove long hair, in favor of wigs or cleaner, more modern styles. The vampire spends Willpower to fight the healing process while she sleeps. After a day’s rest, any damage heals as normal, but her body remains changed.


The Embrace is the process of becoming a vampire, and entering the Requiem. On the surface, it’s quite easy. The sire drains a mortal completely of his lifeblood, then feeds him a bit of her own Vitae to rouse him back to the land of the living. However, with all things in the Requiem, it’s not always straightforward.

The act of the Embrace is a willful action; Vitae alone is not enough to wake the victim, a sire must choose to commit the Embrace. This choice comes at the price of a Humanity dot. This means that the traditional Embrace is never accidental.

Vampires can also perform the embrace posthumously, or accidentally. If a mortal has fed from a vampire in at any point in her lifetime, she is a candidate for the posthumous Embrace regardless of her cause of death. Within a week of her death, before significant decomposition sets in, contact with Kindred Vitae could mean she awakens as Kindred. The donor rolls his Blood Potency. If the roll is successful, the corpse rises in seven nights, minus one for every success on the Blood Potency roll. This costs the donor a Humanity dot only if he makes a deliberate choice to attempt an Embrace.

Generally, Kindred deride and mock the posthumous Embrace. Known posthumous sires are branded “grave robbers,” and their childer are seen as dirty and incomplete. Functionally, they’re identical to any other Kindred. Some Mekhet favor the posthumous method for spiritual reasons; they believe it helps the vampire transition into the Requiem quicker.

Sometimes, those contaminated by the Kindred bite or Kindred blood die, but don’t stay dead. Victims of violent feedings and ghouls will sometimes rise as Revenants shortly after their deaths. The possibility of revenants, like other mutations of the Embrace, is widely rumored but not widely known or understood. The action of creating a revenant from a corpse is more likely when the vampire themselves has a lower Humanity score.


Vampires have two traditional avenues of feeding. They can feed aggressively, or subtly. Each has its advantages and disadvantages. Normally, a vampire’s fangs retract, only looking barely sharper than normal canines. At will, a vampire can unsheathe them to bite, and to feed.

When feeding violently, a vampire’s fangs act as 0L weapons that use the Brawl Skill. On a successful attack, they cause lethal damage equal to their successes, even to Kindred. The attacker also takes one Vitae (which causes an additional point of lethal damage to mortals). The drawback is that a bite must be performed as a Damage move in part of a grapple. This is referred to as The Assault.

The Kiss is a more subtle way to feed and the vampire’s fangs cause an enticing, invigorating sensation that distracts the victim, to draw attention away from the reality of the feeding. Many Kindred use this method as part of a seduction. A mortal bitten subtly goes limp with ecstasy, ignoring anything else around them. With a subtle bite, the vampire can take one Vitae per turn, and may lick the wound afterwards, leaving no trace of her feeding.




Humanity no longer represents how moral of a person you are. It now represents how well you have remained in contact with your humanity and resisted giving in to the Beast. Below is a list of breaking points for each level of humanity, and the bonus for Detachment rolls is listed in parenthesis. When you experience a breaking point, you must test for Detachment or take a Bane (see below Humanity). If you fail the draw, you lose one point of Humanity as you become more comfortable with your Beast. If you succeed the draw, you are reminded of your Human-self and strive to do better with self-control in the future. There is nothing special to having an exceptional success or failure on a Detachment draw.

Watching someone else do an action that would be a breaking point for you, but not necessarily for the person responsible, is considered to be at 2 levels higher. There is no mitigation for attempting to stop them, only successfully stopping them will prevent the breaking point.

Below is the list of Humanity breaking points.

Humanity 10 (+5)

  • One night without human contact.
  • Lying in defense of the Masquerade.
  • Spending more than one Vitae in a night.

Humanity 9 (+5)

  • Watching humans eat a meal.
  • Committing a superhuman feat of physical prowess.
  • Feeding from the unwilling or unknowing.
  • Urging another’s behavior with a Discipline.
  • Spending an hour in the sun.

Humanity 8 (+4)

  • Rejected by a human.
  • Depriving another of consent with a Discipline or the Vinculum.
  • Spending most of a day in the sun.
  • Watching someone experience Final Death

Humanity 7 (+4)

  • Creating a Ghoul.
  • One week active without human contact.
  • Surviving something that would hospitalize a human.
  • Injuring someone over blood.

Humanity 6 (+3)

  • Falling into torpor.
  • Feeding from a child or the elderly.
  • Reading your own obituary or seeing your own gravestone.
  • Experiencing a car crash or other immense physical trauma.

Humanity 5 (+3)

  • Two weeks active without human contact.
  • Reaching Blood Potency 3.
  • Death of a mortal family member or close friend.
  • Joining a covenant to the point of gaining Status in it.
  • Impassioned violence.

Humanity 4 (+2)

  • Learning a dot of Crúac.
  • Riding the wave of frenzy.
  • Spending a year or more in torpor.
  • Surviving a century.
  • Killing for blood or through feeding.

Humanity 3 (+2)

  • One month active without human contact.
  • Reaching Blood Potency 6.
  • Death of a mortal partner or child.
  • Killing in defense of the Masquerade.

Humanity 2 (+1)

  • One year active without human contact.
  • Premeditated killing of a mortal.
  • Seeing a culture that didn’t exist when you were alive.
  • Surviving 500 years.
  • Creating a revenant.

Humanity 1 (+0)

  • One decade active without human contact.
  • Heinous, spree, or mass murder of mortals.
  • Diablerie.


When Kindred hit certain points in their Detachment, they can turn their monstrosity inward, growing spiritual scars over their emotional wounds. Instead of testing for Detachment, a character can take a Bane. If they do so, they become unable to lose Humanity from that particular breaking point again for the rest of the life of that character. However, each Bane causes a –1 penalty to further Detachment draws, which hastens the Requiem’s downward spiral.

A character may only have three Banes. You may choose from the Banes below, or petition to create your own. As a rule, most Banes use Humanity as part of their mechanics, and can affect Vitae or cause aggravated damage. Sometimes, they use the inverse of Humanity, expressed as (10 – Humanity). Many Banes provoke frenzy. To resist a Bane-provoked frenzy, a vampire cannot use a pool larger than she has Humanity dots. Banes are a player choice, but vampire characters themselves do not choose them or the transgressions they affect. Vampires can start the game with some Banes, which will be explained in the full character creation rules.

Arithmomania: Your character is compelled to count the objects in their path, forcing you to take more time in all of your actions as you mentally catalogue the world around you. Your Speed is penalized by an amount equal to (10-Humanity) if there are small objects in your vicinity.

Beast in the Mirror: Your character’s reflection in mirrors appears to you as that of a contorted beastly version of themselves, as your inner Beast strains to look you in the eye. If you are forced to look at your reflection for more than a fleeting glance, you take a number of aggravated damage equal to (10-Humanity).

Bells: Your character cannot stand the sound of bells, and it causes intense pain. This only happens in the presence of actual bells; recordings will not cause pain. Each minute she’s exposed to the sound of bells, she takes (10 – Humanity) worth of aggravated damage, and is provoked to frenzy. Some vampires manifest this Bane in response to hymns instead of bells.

Blood of the Unwilling: Your character takes no sustenance from the blood of the unwilling or the unknowing. When feeding from an unwilling vessel, she gains no nourishment from the first few Vitae taken. This amount is equal to (10 – Humanity).

Crossroads: Your character is confused when she knowingly passes through a crossroads or major transportation hub (such as an airport or bus station, not an intersection of side-streets). For the remainder of the scene, all her pools are capped by her Humanity dots.

Face of Hunger: When your character finds herself hungry, it shows on her face and on her skin. Her eyes grow red, and her skin pulled tight over her visage. She looks every bit the corpse. When she has less than five Vitae, her Humanity dots act as a cap on all her Social actions. Humanity also caps all pools to resist frenzy inspired by hunger.

Grave Soil: Your character is tied to the soil of her place of death. If she does not sleep with at least a handful of dirt from her region of death, all her pools are capped by her Humanity for the next night.

Hated by Beasts: Animals despise your character. They’ll put their backs up defensively, growl, hiss, or boast. Any attempts to deal with animals through Animal Ken or Animalism suffer a (10 – Humanity) penalty.

Invitation: Your character cannot enter a private dwelling uninvited. If she does, she suffers aggravated damage equal to (10 – Humanity). She cannot heal the damage as long as she remains inside.

Open Wounds: Your character’s wounds stay open until she sleeps. She can heal Health levels with Vitae, but the wounds do not close until she’s undergone daysleep.

Plague of Purity: Your character finds the pure of heart to be utterly repulsive. Any touch by a human with Integrity 8 or higher causes (10 – Humanity) aggravated damage.

Rat King/Queen: Your character attracts vermin. She’s always surrounded by rats, flies, cockroaches, or other creatures of plague. This causes discomfort and disgust in most mortals, causing her to fail any Social roll not related to the Intimidation Skill. She can send the vermin away for a number of minutes equal to her Humanity score with a Willpower point.

Repulsion: Your character finds a certain substance abhorrent. Choose this when taking the bane, but it should be something that is likely to appear in many homes. For example, garlic, salt, roses, or silver are all valid repulsions. She cannot come closer than (10 – Humanity) feet from the item without spending a point of Willpower. As well, the object of repulsion is treated as a weapon of +(10 – Humanity)A damage.

Running Water: Your character is unable to cross the metaphysical barrier of streams and rivers. She cannot come closer than (10 – Humanity) feet from running water without spending a point of Willpower. Being forced to cross the threshold created by running water robs the vampire of some of her spiritual power, losing (10-Humanity) vitae.

Symbol of the Divine: Your character feels judgement through a certain religion. Choose this when taking the bane, but it should be a modern faith. For example, Islam, Christianity, or Wicca are all valid repulsions. She cannot come closer than (10 – Humanity) feet from an earnest symbol of that faith without spending a point of Willpower. As well, if an object of repulsion is used as a weapon, it is treated as a weapon of  +(10 – Humanity)A damage.


Common Banes

While Kindred carry many gifts and advantages, their Requiems are far from blessed. Collectively, Kindred all suffer from the “great Banes”: fire, sunlight, and stakes through the heart. Vampires also suffer the Banes of their clans.

Sunlight, while it isn’t always immediately deadly, burns Kindred flesh to a crisp. Damage inflicted by the wrath of day quickly looks like a normal burn; the flesh chars, sears, and smokes. The Lancea et Sanctum attributes this to the judgment of God, as potent Kindred and particularly monstrous vampires burn hotter and faster than young, humane vampires. When sunlight strikes Kindred, the rays begin to decay and burn their flesh. Their Humanity dots determine the intensity of the damage, and their Blood Potency dots determine how quickly they disintegrate. See the tables below for details. Find where the vampire falls on the Humanity scale to determine what type and how much damage they take, and use their Blood Potency to determine at what interval they suffer the damage. For example, a Humanity 5, Blood Potency 3 vampire suffers three levels of lethal damage every minute of exposure. Resilience does not affect sunlight damage.

7 – 101 lethal
62 lethal
53 lethal
41 aggravated
32 aggravated
23 aggravated
14 aggravated
05 aggravated


Blood PotencyDamage Frequency
1 – 2Ten minutes
3One minute
4 – 5One Turn
6 – 7Twice Per Turn
8 – 9Three Times Per Turn
10Five Time Per Turn


Fire destroys Kindred flesh like nothing else. The Circle of the Crone believes fire burns as a lesson to Kindred, reminding them from whence they came, and can never return. Most Kindred just acknowledge that it could mean Final Death within moments, and avoid it at all costs.

Fire automatically inflicts aggravated damage per turn of exposure (no attack roll is required). The larger the flame, the more harm that’s inflicted. The hotter the flame, the greater the injury. Non-Vampires take only lethal damage. Each turn, a vampire may turn a number of aggravated damage levels to lethal levels equal to his dots in Resilience.

The size of a fire correlates to the amount of damage it deals. A handheld Torch deals 1 per round, while small bonfires and large infernos deal 2 and 3 damage respectively. Hotter fires can inflict more damage, and many chemicals burn much hotter than wood.


Clan Banes

Below are the five clan banes.

Daeva: The Wanton Curse

Daeva immerse themselves in the mortal world; it not only feeds them, it compels them. When Daeva choose vessels, they must choose ones that have experienced sin. Each Daeva chooses a Vice. When they drink from a mortal the vice must be present. They must either be in the act of experiencing the Vice themselves or the mortal be an exemplar of the Vice themselves.

Gangrel: The Feral Curse

Gangrel Beasts boil close to the surface. A Gangrel can run with the devil inside her, but has difficulty fighting it. All her pools to resist frenzy are limited by her Humanity dots. This weakness does not affect pools to ride the wave.

Mekhet: The Tenebrous Curse

Mekhet blood is the blood of shadows. Their Requiem is one of secrecy and symbolism. For this reason, Mekhet each suffer a single Bane that is not tied to a breaking point. This Bane counts toward the three Banes a vampire is allowed, so a Mekhet is less able to mitigate detachment. It still gives them a -1 penalty to detachment rolls, and incurs all of the penalties it usually would.

Nosferatu: The Lonely Curse

Nosferatu embody fear, disgust, and all manner of uncomfortable feelings. Some are inhumanly ugly. Some have a gaze that makes a person feel violated. Every Nosferatu has something that stands in the way of normal relationships. When dealing with humans, treat the Nosferatu’s Humanity as two dots lower for the purpose of Social penalties, and treat any Presence and Manipulation failures as dramatic failures. This bane does not apply to interactions with other supernatural creatures.

Ventrue: The Prideful Curse

The Ventrue are confident. Why wouldn’t they be? They’re clearly superior. This attitude frequently causes Lords conflict, as they treat all those around them as lesser beings. When a Ventrue is faced with a true challenge of their abilities, they must spend a Willpower in order to back down from showing just how good they truly are. If they do not they are forced to act, humbling those who would challenge their authority.


Dev Diary #5: Hitting the Supernatural Jackpot

In Las Vegas, the dangers do not end with the familiar temptations of vice and excess. What lies below the city’s surface is no less real and all the more deadly, to both body and soul. Creatures lurk in the shadows, and not all of them are vampires. The local term is “cryptid,” a catch-all name for the unknown, and they are decidedly not friendly. Cryptids come in a variety of forms, and to those concerned with maintaining the Masquerade, their existence is troubling. If the common man believes that there are giant hairy monsters out in the desert, it is only a matter of time before he suspects that there are vampires lurking in his very city.

The two main varieties of cryptids are “human-like” and “other.” Human-like cryptids remind the vampires of themselves, and will often profess to be a part of a larger cryptid society with names like “Sin-Eaters.” Some of them are allowed to mingle in Las Vegas, at the sufferance of the King. King Cole keeps a close eye on these individuals, making sure that they do not threaten his domain.

“Other” cryptid defy classification, varying from 14 foot tall scaly red wolves to bodiless apparitions. While human-like cryptids are easy to negotiate with, these creatures are monsters through and through.

If they so chose, players can pitch a kind of “cryptid” that they want to play. If you pitch a non-Kindred or Ghoul, you must submit a backup mini-pitch of a Kindred or a Ghoul along with your other pitch. All of the rules on formal mini-pitch and full mechanical pitches, including deadlines, will be available in a forthcoming Dev Diary.


As in many Kindred communities, the vampires of Las Vegas have developed their own local flavor. There are three uniquely Nevadan bloodlines that call the city home: The Sangmellier, the Psuho-wurv, and the Showmen.

The Psuho-wurv are both a bloodline and political group within Clark County, but many in Las Vegas do not make a distinction between Mardugar the Snake’s followers and the irradiated Kindred. Any clan can find their blood muddled by radiation, warping it’s effects.

The Sangmellier migrated to Las Vegas with the arrival of King Darius Cole. His decadent relatives have developed a reputation for devouring the city with their endless appetites, throwing some of the best parties on the Strip.

The Showmen had their start with the development of Las Vegas as a city of vice. The brightly-lit casinos and showrooms are their natural habitat, and they have found safety through organization. King Cole likes to travel in style; he wouldn’t deign to be seen without at least a few scantily-clad showgirls of this bloodline at his side.  Elsewhere, Nosferatu magicians and other entertainers can be found putting on mesmerizing shows at a variety of Kindred functions.

Bloodlines Mechanics:

Kindred may join bloodlines as allowed by their Blood Potency dots. A character may join her sire’s bloodline at Blood Potency 1. At Blood Potency 2, a vampire with which she shares a blood tie may act as Avus. At Blood Potency 4, any vampire of her clan may act as an Avus. An Avus is a sort of mentor. Acting as an Avus into a bloodline requires feeding the prospect at least one point of Vitae. This carries all normal risk of addiction and blood bonds. At Blood Potency 6, vampires may create their own, unique bloodlines. This is to say, all bloodlines were founded by Kindred of Blood Potency 6 or greater. A character may only be part of one bloodline, and cannot leave a bloodline once joined.

Joining a Bloodline is a 2-dot Merit.

SANGMELLIER – The Gluttons

Clans: Ventrue

Disciplines: Vigor, Animalism, Dominate, and Resilience

Prominent Members: King Darius Cole

Drawback: The Sangmellier treat their Blood Potency as 3 points higher when determining whom they can gain Vitae from. At Blood Potency 6 or higher, the Sangmellier also has a -2 penalty to resist Vitae addiction.

This bloodline gives access to the following Devotions and Merits:


Consume the Living

Vigor ●

Cost: None

Roll: None

Action: None

The Sangmellier can now eat flesh for sustenance, deriving Vitae from it. Every 5 pounds of raw flesh she consumes gives her 1 Vitae. This Flesh must come from a kind of creature that the Vampire can receive Vitae from by drinking its Blood. If her Blood Potency would be too high, she must consume 30 pounds of flesh to gain 1 Vitae. Kindred flesh never provides any sustenance with this power, as it just turns to ash in the Sangmellier’s mouth.

One hour after death, flesh does not have the necessary blood flow to continue to provide sustenance in this way. Preservatives of any kind also make the flesh inedible.

This Devotion costs 1 Experience to learn, and the Vampire must be a part of the Sangmellier bloodline.


Hungry Maw

Resilience ● , Vigor ●●

Cost: 2 Blood

Roll: None

Action: Instant

Duration: 1 scene

This allows the vampire to unhinge and distend her jaw, creating a terrifying weapon with which to harm her foes. The Sangmellier’s bite is now a +2L weapon. And whenever she deals damage, she automatically drinks that many traits of Vitae from her victim if possible. This does not protect her against Blood addiction or Blood bonds when gaining vitae from vampires.

This Devotion costs 2 Experience to learn, and the Vampire must be a part of the Sangmellier bloodline.


Large Appetites

Animalism ●, Dominate ●●, Vigor ●

Cost: 1 Blood

Requirement: The victim must be under the Mesmerism Condition.

Roll: Wits + Subterfuge + Dominate

Action: Instant

Duration: 1 hour per Blood Potency.

The Sangmellier can instill a yearning and growing need in her victim, compelling them to attempt to fulfill the hole that has been created in their heart.

Dramatic Failure: The vampire suffers from the Vice instead of the Victim, and are compelled to follow it in the same ways.

Failure: Nothing happens.

Success: The victim suffers from a Vice, and is drawn to follow it. Whenever presented with an opportunity to fulfill this Vice, the victim must make a Resolve + Composure draw with a penalty equal to the Sangmellier’s number of successes. If they fail, the victim must attempt to act in line with their newfound Vice.

Exceptional Success: The victim suffers from the Vice as above and the vampire regains 1 Willpower as she revels in her victim’s new hunger.

This Devotion costs 2 Experience to learn, and the Vampire must be a part of the Sangmellier bloodline.


Blood Wine

Animalism ●●, Vigor ●

Cost: None.

Requirement: An incapacitated and still living animal/human or a torpid kindred.

Roll: None

Action: Extended

Duration: A number of weeks equal to the Sangmellier’s Blood Potency

Sangmellier can make Blood Wine, a thick liquid preservation of Blood. This process takes 2 hours to perform on an animal or a human, as the vampire presses the blood out of a body with her bare hands. She can preserve a number of traits of Vitae at one time equal to the sum of her Animalism and Vigor dots. The blood wine is effective for a number of weeks equal to her Blood Potency.

Performing this process on torpid kindred takes 2 hours per BP of the vampire.

Using Taste of Blood to detect things about the blood preserved in Blood Wine is at a -2 penalty.

This Devotion costs 1 Experience to learn, and the Vampire must be a part of the Sangmellier bloodline.


Feast of Ages

Animalism ●●●●●, Resilience ●●, Vigor ●

Cost: 6-12 Vitae, 1 Willpower

Requirement: The Feast of Ages cannot be performed alone. There must be at least one other willing participant in the Sangmellier’s feast for it to be truly grand.

Roll: None.

Action: Extended.

Duration: A number of hours equal to the Sangmellier’s Blood Potency

Spending 3 Vitae for each willing participant (including themselves) in the Feast of Ages, as the Sangmellier and her guests all engorge with power. For a number of hours equal to the vampire’s Blood Potency, all the participants in the Feast gain the 8-again quality on all biting attacks and each time they would drink blood and transform it into Vitae, double the amount of Vitae they would receive. The participants also ignore wound penalties and may activate Blush of Health without having to spend Vitae for the duration of this power.

This Devotion costs 4 Experience to learn, and the Vampire must be a part of the Sangmellier bloodline.


Discerning Tastes

Dominate ●●●●, Animalism ●

Cost: None.

Requirement: Must be eating flesh with the Consume the Living devotion.

Roll: Wits + Empathy + Dominate

Action: Instant

Duration: None.

When Sangmellier use Consume the Living to eat the brain of a person or animal, they can learn their victim’s memories. This devotion has no effect on eating the brains of Kindred, as they just turn to ash in the vampire’s mouth.

Dramatic Failure: The Sangmellier is overwhelmed by the influx of memories, stunning her briefly. For the next hour, she must attempt to fulfill one wish of her victim. For humans, this is usually their Vice. For animals, it can get a bit weirder. The ST will tell you each individual effect.

Failure: Nothing happens, aside from the usual effects of Consume the Living.

Success: The victim’s mind flows into the vampire’s mouth, and she is able to ask one question.

Exceptional Success: The victim opens their mind to the Sangmellier as above and she is able to ask two questions instead of one.

List of Questions…

Who killed you?

What was your biggest regret?

What was your biggest secret?

What was your greatest hope?

What did you love or hate the most?

This Devotion costs 2 Experience to learn, and the Vampire must be a part of the Sangmellier bloodline.


Gardener ●●●

Prerequisite: Blood Wine, Of Rose and Thorn ●●●●

The Sangmellier can create “plant Ghouls” called mandrakes or mandragora that produce lacrima. They can use this lacrima to infuse into Blood Wine, giving it the taste of the plant and possibly infusing it with hallucinogenic or poisonous properties. A single mandrake produces enough lacrima to affect one use Blood Wine every 2 weeks. Each time the vampire uses the Blood Wine devotion in this way, choose one of the effects bellow:

Fragrant: Using Taste of Blood to detect things about the blood in this Blood Wine is at a cumulative -4 penalty.

Potent: The Blood Wine creates a euphoric sensation in Kindred, almost like drinking regular alcohol. The Vampire needs to make a reflexive Stamina + Resolve – 5 roll or be affected by it, suffering from minor hallucinations and drunkenness for 1 hour.

Deadly: The Blood Wine is treated as poison with a Toxicity of 5. It deals damage every hour, for a total number of hours equal to the Sangmellier’s Blood Potency.

Drawback: A Sangmellier’s mandrakes cost at least 1 Vitae per month to upkeep.


Clans: Any Clan

Disciplines: Parent Clan and Atomics (Edi Bawu)

Prominent Members: Madrugar the Snake (Deceased)

Drawback: The Psuho-wurv are unable to create Ghouls, violently killing those who feed from their vitae for an extended period. They also are naturally radioactive, with an atomic signature that grows larger as they increase in Blood Potency.

This bloodline gives access to the following Discipline, Devotions, Merit, and Crúac Rituals:


The bombs fell and forever changed the blood of Kindred. This Discipline is available to members of the Psuho-wurv bloodline.


Tolerance ●

Cost: None

Pool: None

Action: None

Duration: Continuous

The Psuho-wurv is immune to lethal damage and loss of Vitae from radiation sources, such as the Grasp of Decay ability or an open container of nuclear waste, and has a +3 bonus to resist the effects of this Discipline.


Grasp of Decay ●●

Cost: 1 Vitae

Pool: None

Action: Instant

Duration: Instant

The vampire charges her hands with radiation, dealing radiation damage with her next Brawl based attack this round. This Discipline can be used in conjunction with Physical and Combat merits, or other Disciplines, as normal.


Disrupt the Flow ●●●

Cost: 1 Vitae

Requirement: An electronic object you can see

Pool: Wits + Crafts + Atomics – Durability

Action: Instant

Duration: Scene

Dramatic Failure: The vampire shorts out an unintended electronic item in her vicinity for the scene instead.

Failure: The object is not affected by the electromagnetic pulse.

Success: The Psuho-wurv is able to short out the electronics in an object, rendering those parts useless for a scene. The object does not take any lasting damage, but suffers as if under the effect of an electromagnetic pulse.

Exceptional Success: The object is not just shorted out for this scene, but for the rest of the night instead.


Thermal Bath ●●●●

Cost: 2 Vitae

Requirement: The victim must be within 30 yards of the Psuho-wurv.

Pool: Int + Survival + Atomics – Stamina + Blood Potency

Action: Instant

Duration: Scene

Dramatic Failure: The vampire is unable to control the hot energy, dealing herself two lethal damage from the feedback.

Failure: The Psuho-wurv is unable to coalesce a sufficient amount of heat in her victim.

Success: The vampire deals a number of radiation damage equal to her successes. If the victim is a vampire, she also loses 1 point of Vitae for each level of damage they take as usual for radiation.

Exceptional Success: The Psuho-wurv is invigorated by the glow of radiation, regaining one Willpower.


I Am Become Death… ●●●●●

Cost: 4-12 Vitae, 1 Willpower

Pool: None

Action: Special

Duration: Instant

The Psuho-wurv explodes, dealing aggravated damage in an area around her by shredding apart her own body. Four Vitae is enough to fill a room, eight can fill a small house, while twelve is enough to fill an entire large building. Everyone within the area makes a reflexive draw of Stamina + Blood Potency – the Psuho-wurv’s Intelligence + Atomics. Every success the victims get on this draw lowers the aggravated damage dealt by this Discipline by one level, with victims taking five aggravated damage if they get no successes on the draw and no damage with an exceptional success on their draw.

Objects in the area are also similarly damaged, and more than one Psuho-wurv has had to contend with a house falling on them after contending with an explosion.

The Psuho-wurv takes three aggravated damage when using this Discipline as they shred their own body to fuel the explosion. Such damage cannot be reduced or resisted in any way, including downgrading from Resilience.


Geiger Counter

Auspex ●●●, Atomics ●

Cost: 1 Vitae

Pool: None

Action: Instant

Duration: Instant

The Psuho-wurv pings the area around them, detecting for radiation within 1 mile of them. Using this discipline gives them a single snapshot in time of where every radiation source is located and their relative strengths, regardless of radiation. The vampire can detect other members of the Bloodline.

This Devotion costs 2 Experience to learn, and the Vampire must be a part of the Psuho-wurv bloodline.


Salt the Earth

Protean ●, Atomics ●●

Cost: 1 Vitae

Requirement: A touched plant

Pool: Wits + Survival + Discipline

Action: Instant

Duration: Instant

Dramatic Failure: The vampire invigorates the plant instead, causing it to grow in inconvenient ways.

Failure: The plant resists the radiation entirely undamaged.

Success: The vampire utterly destroys the plant-life they are touching. This also works on non-living plant matter: such as paper, chairs, or ropes. It takes a number of damage each round equal to the Psuho-wurv’s number of successes until it is utterly destroyed.

Exceptional Success: The Psuho-wurv is invigorated by the glow of radiation, regaining one Willpower.

This Devotion costs 1 Experience to learn, and the Vampire must be a part of the Psuho-wurv bloodline.

More Devotions with Atomics might be possible, but these are the most common ones. It was rumored that Madrugar herself could disperse into a cloud of radioactive particles.


Irradiated Blood ●●●

Requires: Atomics ●, Psuho-wurv

If another vampire drinks the Psuho-wurv’s blood, they take 1 lethal for each trait of Vitae they consume. They still have to test for Vitae addiction as usual.


Corpse Mask ●

Target number of successes: 4

The ritualist can appear as a true corpse for a scene later that night, appearing to have died from radiation sickness. Inspecting the ritualist prompts a reflexive Wits + Composure vs. ritualist’s Crúac + Blood Potency to see through the effect. If the ritualist moves themselves after invoking this ritual, the effect ends immediately. Activating the effect of this ritual is an instant action. The caster can only store 1 use of this ritual at a time.


The Mother’s Embrace ●●●●

Target number of successes: 9

The target is brought into the loving arms of the Mother Bomb, and is immune to lethal damage and Vitae loss from radiation for the rest of the night.


Clan: Nosferatu

Disciplines: Obfuscate, Vigor, Nightmare, Majesty

Prominent Members: The Showgirls

Drawback: Showmen are addicted to the lights of the stage and the roar of a crowd, forever compelled to perform for others enjoyment. When given the opportunity to perform or showoff their abilties, the Showmen must make a reflexive Resolve + Composure draw or be forced to draw attention to themselves.

This bloodline gives access to the following Devotions and Merits:



Adoring Fans

Majesty ●●, Nightmare ●●●

Cost: 2 Vitae, 1 Willpower

Requires: The victims must be affected by the Showman’s Awe, and must watch the Showman put an a performance of at least 5 minutes. This discipline has no effects on other supernaturals.

Roll: Presence + Expression + Majesty vs. Composure + Blood Potency

Action: Extended

Duration: Scene

The vampire is able to charm an entire crowd of mortals, as opposed to just 1 person at a time. After a performance of at least 5 minutes, she is able to attempt to charm the entire crowd.

Dramatic Failure: The crowd turns on the Showman, boo-ing and hissing her performance. They are immune to the effects of her Majesty for the rest of the night.

Failure: No effect.

Success: The vampire successfully charms his victims. All mortals effected by his Awe gain the Charmed Condition (See Majesty ●●) for the rest of the scene.

Exceptional Success: The Showman basks in the loving eyes of his new fans, and regains 1 Willpower.

This Devotion costs 3 Experience to learn, the vampire must be a part of the Showmen bloodline.


Special Effects

Obfuscate ●●●, Nightmare ●

Cost: 1 Vitae

Roll: Manipulation + Crafts + Nightmare – Composure + Blood Potency

Action: Instant

Duration: Rounds

The Showman is able to create illusionary objects, things that exist only in their victim’s minds.

Dramatic Failure: The vampire overwhelms their own mind, losing 1 Willpower.

Failure: Nothing happens.

Success: The victim sees an object, believing it to be real. The object looks and behaves in whatever way the vampire states when the power is first activated, such as “A sword that spins clockwise over my head” or “a chair that move realistically when touched.” The object can be of a Size equal to or less than Showman’s Blood Potency. It will not inflict any lasting damage, and passes through other objects harmlessly unless otherwise stated in it’s original description. The object lasts for a number of rounds equal to the Showman’s successes.

Exceptional Success: The vampire is able to reflexively control their created object, changing how it behaves on the fly.


Guild Membership ● – ●●●●

Requires: Fame ●, Expression ●, Showmen Bloodline

Showmen find that there is safety in numbers and organization, and have migrated the familial nature of clan Nosferatu out into the public eye. They form a Guild in any city with there is a Showmen population, and actively recruit.

This merit gives the following benefits:

● – The Showman gains a number of free dots of Fame (Kindred Society) equal to her dots in this merit.

●● – The Showman treats all other members of their Guild as having at least 1 level of blood sympathy towards her, and gain +1 blood sympathy if they are already related.

●●● – The Showman gains the 9-again quality on all Social challenges when performing for a crowd of at least 4 people.

●●●● – The Showman is now a high ranking member of their Guild, and is able to call in favors from other Showmen. They can perform 1 downtime action for the vampire, being treated as Allies 3.

Drawback: Other members of the Guild will expect to be treated with respect and might ask the vampire for favors.


Confident Performer ●●

Requires: Expression ●●●, Majesty ●, Showmen Bloodline

When the Showman is performing for a crowd crowd of at least 4 people, she does not suffer the Nosferatu clan flaw.


How Do They Do It? ●●●●

Requires: Subterfuge ●●●, Larceny ●●●, Guild Membership ●

The Showman is able to couch their unnatural abilities in stage magic, causing mortal onlookers with the Showman’s Fame to rationalize what would otherwise be a breach of the Masquerade.

When other people observe the vampire using a discipline, the Showman can cause them to make a reflexive Wits + Composure – Showman’s applicable Fame. If the onlookers fail, they do not to recognize the vampire’s actions to be supernatural in origin.


Chorus Line ●●●

Requires: Empathy ●, Guild Membership ●●

The Showmen is able to blend in with other of her bloodline, creating a synchronized performance. When assisting other members of the bloodline on an action, the vampire doubles the benefit she gives.


Dev Diary #4: People to See and Places to Go

Las Vegas can be said to be a city of cities. The city of Vegas itself is a thriving metropolis, but when most people say “Las Vegas” they think of the glitz and glamour that is present in its surrounding unincorporated areas. “Census-designated places” is the official term for these locations, which includes “Paradise” that the Las Vegas Strip calls home. Aside from the central hub of the Las Vegas Valley itself, the majority of Clark County is desert.

Las Vegas has been built this way because of big business and the time honored tradition of tax evasion. While the desert town first started as a stop on the Union Pacific Railroad and a settlement of Mormons, the legalization of Nevada’s gambling in 1931 was a pivotal page. This is what lead to the casinos escaping paying taxes to the mayor of Las Vegas, by building in unincorporated areas. This is what lead to their supreme financial power “persuading” Clark county into it’s current system of “census-designated places.”

This mess of tax havens, designated nature preserves, military bases, and Native American reservations make for a tangled county government. The seat of the mortal government is in Vegas proper and the council of seven county commissioners meets in town at the Clark County Commission. Their staggered election cycle and the nature of politics makes them willing pawns for the Kindred or criminal elements of the area, with none of them really making waves.

The Las Vegas Metropolitan Police Department provides law-keeping services to the entirety of Clark county. Overseeing the LVMPD is an elected Sheriff, a man by the name of Rojas Relampago. No Kindred has explicitly come out to the Vampiric public as controlling him, with most everyone in town giving the disgruntled lawman a wide berth. In many parts of Vegas, private security firms make up for the stretched nature of the police. Most of these security firms are just nicely dressed goons for the Abramovich, Orisini, or de la Cruz and provide the “protection” that their organizations offer to the public.

The vampiric history of the area is a bit more complicated than the mortal one. When Darius Cole arrived, he immediately realized the potential of the area. Raising the flag for the Invictus, he loudly proclaimed a challenge to any who would hear him. The only vampires in the area at the time were few and far between, but Cole’s call echoed into the chambers of the Invictus and Lancea et Sanctum throughout the country and enterprising Kindred came at his call. When the local Kindred, led by Madrugar the Snake opposed his newly declared Kingdom, a war broke out. Called “Cole’s Glorious Conquest” by his most ardent supporters, this war was fought on almost strict lines of Invictus and Lancea et Sanctum vs. the Circle of the Crone and the Ordo Dracul. Fighting was forbidden on both sides within civilized confines, and relegated to skirmishes out in the desert. The local Defiant fought to continue their dominance over the Nuclear Testing in the area, but the Sworn of the Axe suffered a crushing defeat when it seemed their Crone allies were unable to come to their aid. This lead to large remains of the covenant scrambling to Cole’s side, leaving Madrugar the Snake and her mostly Crone supporters to lick their wounds outside city limits to this day. With the Snake’s recently publicized final death, King Cole has been in his best mood of recent memory.


Below is a brief statement on how each covenant now exists in the setting of Las Vegas…

Invictus – The Invictus have been dominant in Las Vegas for a long time. Clark County has created an Invictus paradise, where the dollar is the only real friend you need to get ahead. Some would say they have grown complacent in their rule, but they would prefer to term it stable. Why mess with a good thing?

Lance et Sanctum- The Judges have done well for themselves. What they lack in ambition and membership, they more than make up for in power and wealth. Many both within and without the covenant have intimated that the Bishop acts more as a lapdog than a true leader of the covenant, but such rumours are discouraged by the King.

Circle of the Crone – The Mother’s Army were the original settlers of Las Vegas and her surrounding areas, but their many losses to King Cole have greatly decreased their power. They are fractured, with many trading in their loyalty to the Psuho’wurv for amnesty in King Cole’s dominion.

Ordo Dracul – Arguably the D suffered the greatest in their war with King Cole, having lost their control over the neighboring military facilities, but the covenant has gone out of its way to ensure its own place among the city of Las Vegas. Members of the Ordo Dracul have even found their way into Cole’s privy council – proof positive that even old rivalries can be forgiven.

Carthians – The Carthians’ place in Las Vegas is as firm and stable as it is anywhere, beneath the bootheels of the Invictus. They did not involve themselves with Cole’s Conquest, and have mostly focused on grabbing what little power they can. Many of the more contentious firebrands have not found much favor in King Cole’s court. They are more likely to be found on the outskirts, helping those who would oppose him.



We welcome player locations, and have developed a framework for submitting player locations below. This framework is mandatory. Please submit your pitches for player locations before August 1st, so that we can have adequate time to approve of the locations, and effectively make other players aware of them and tie them into the setting.

Please remember that if you want to be involved with the city Government, please submit your ideas to the storytellers before July 3rd.

So that you are aware of deadlines: Minipitches and formal pitches will have frameworks that are released in a forthcoming dev diary, along with the full rules of the game. We will be using a version of Vampire the Requiem 2nd Edition, modified to fit a LARP setting.


Framework for Player Locations:

Subject line of Email: [DCP][Locations] – Name of Player – Name of Location

Name of Location:


Description: One to two paragraph description of the location, including how the owner uses it, its feel, and its place in Kindred and/or mortal society.


Special Features: Any particularly important or interesting features of the place. Please organize this in a list format.


Example Location:


[DCP][Locations] – NPC – The Dollhouse

Name of Location: The Dollhouse

Owner: Sebastian LaCroix


Nestled at the end of a dark alley lined with abandoned buildings near the airport lies a red door that leads to a land of fantasy and temptation. A team of ghouled footmen awaits at the door to restrict access to vampires. Down the spiral staircase lies a parlor filled with pliant mortals and sumptuous couches lit by the soft light of silver chandeliers. The staff here is prepared to cater to every taste and need, as no effort is spared in curating the finest collection of blood dolls. With a gentle touch or word, the glassy-eyed dolls follow the client to a private room beyond the preying eyes of their peers. The only rule here is to not kill or permanently maim the vessels with their play, unless the client is willing to submit to Sebastian’s wishes for the inconvenience of replacement.

Special Features:

  • Lots of people to eat
  • “No” risk feeding
  • Confidentiality
  • Manned ghoul security galore



Example Location:

[DCP][Locations] – NPC – The Labyrinth

Name of Location: The Garden Casino, affectionately known as The Labyrinth

Owner: Don Nero Orsini

Description: The Garden Casino is a towering monument to the grandiosity of Las Vegas. A shining column of lights and copious indoor gardens reminiscent of Victorian wealth. The main floor has everything you have come to know and love about the casinos of Vegas, but the main attraction are the private lounges. Opulence knows no bounds behind the golden curtains of Nero Orsini’s most extravagant offerings. Many of the private lounges connect only to other private lounges, lending to the name – the Labyrinth.

Special Features:

  • Lots of secluded, private nooks
  • Lots of plants
  • The wealthiest of the wealthy are frequent clients
  • A little something extra in the usual perfumes pumped into the air, for that maze-like consistency


Dev Diary #3: The Movers and Shakers

Below are a few of the powerful Kindred and mortals who hold sway throughout Las Vegas. Players are encouraged to pitch characters with ties and rivalries with any/all of these people.

The King (Ventrue)

“If an injury has to be done to a man it should be so severe that his vengeance need not be feared.”

The only thing larger than King Darius Cole himself is his ego. You might call Him prideful, but pride implies other people have opinions. The King has ruthlessly orchestrated His rise to power, leaving a trail of broken lives in His wake. He rules over Las Vegas with an iron fist – all must bow before Him, and all must swear fealty to Him personally. He is capricious and cruel, often changing His mind about previous laws and rulings. You would think someone would have risen up against Him, but His cronies benefit immeasurably from His rule and will do anything to protect their lord. His enemies are left only to sup on a banquet of tears and ash.


The Bishop (Nosferatu)

“The rich man in his castle, the poor man at his gate. God made them high and lowly, and ordered their estate.”

Bishop Giacomo Borgia of the Lancea et Sanctum sits snugly in the palm of the old King. He has long since delegated his duties as the leader of the Judges to his priests, preferring to laze about in splendor alongside his King. On the rare nights that he is seen leading Midnight Mass, the Bishop cuts an old and wizened figure as he advances through rows of empty pews. His sermons castigate the Damned for failing to attend to God, or the King’s, will. Some say this is a show at piety, that he has grown complacent in his ways trading the moral authority of the Church for the temporal power of the state but those voices are soon silenced, either by a stern word or the first rays of dawn. They have been returning quicker and quicker.


The Groom (Daeva)

“There is no pleasure without pain, and no meaning without pleasure.”

Sebastian LaCroix is the proprietor of the Doll House, Las Vegas’ premier blood den. Visitors are welcome to enter and sample his fine wares. For the discerning Kindred palate, there await vessels of every shape and size. LaCroix ensures that they appear willing. Tonight’s special is a young vegan fresh home from college. She has been fattened up on grapes this past week. A tear wells up in her eye as a silent ghoul forces another grape down her throat, sweetening her blood to perfection. Behind her is a gaunt man shooting something into his veins to chase his next high. The stress hormones released by an overdose are simply delectable. The unending flow of travelers seeking to make their fortune in Las Vegas means that LaCroix has something to slake any thirst.


Ana Abramovich (Human)

“I don’t leave orphans.”

Some gangsters rise to the top through shrewd cunning and patient scheming, others through charisma and a commanding personality. But Ana Abramovich gained a foothold in Las Vegas through sheer force. Ruthless and deadly, she cuts through all obstacles in the most direct way possible. Under Ana’s newly established rule, the Abramovich family has established itself as Las Vegas’s go-to for contract killing, arms-dealing, human trafficking, and body disposal. The Abramovich family also provides security services for the discerning entrepreneur whose business assets require particularly sensitive protection. Her enforcers make regular check ups, patrolling the streets and thrashing trouble makers. Those who are late to pay or who cause problems do not last long on those harsh streets.


Don Nero Orsini (Human)

“There is no temple so sacred that money cannot profane, no fortress so unassailable that money cannot take by storm.”

Nero Orsini is well known among the criminal element of Las Vegas. While others entertained themselves with drug running, human trafficking, and violence, he knew that the real power was in finance. Nero “owns” most of the casinos in Las Vegas – at least, the high end ones. The aging Don can be found in VIP areas, wearing a fine Italian suit, entertaining high rollers and Wall Street Bankers at the baccarat tables. It serves his interests that many of his clients end up in compromising positions. But of course, “What happens in Vegas, stays in Vegas” – at least, for a price.


Felix de la Cruz (Human)

“You can never have too much of a good thing.”

Felix, or Fifi as he is affectionately referred to, is head of the de la Cruz Cartel in Las Vegas. Tall, dark, handsome, and extremely charismatic, he cuts a sharp figure in his exquisitely tailored suits. He sees Las Vegas as a city for those with big dreams, boundless appetite, and deep pockets and has transformed his organization to take the biggest slice of the pie. The cartel specializes in the traditional vices and then some–whatever you want can be supplied in abundance. Be it drugs, prostitutes, liquor, children, or blood sports, everything can be provided for the right price… with complete discretion of course.


The Mortal Sheriff (Human)

“I am the law. You may not respect me but you will respect the law, and I am the law.”

Sheriff Rojas Relampago has spent the better part of his tenure as Sheriff bitter about how little power he has over the matters of the county he was elected to protect. He knows full well that the criminal underworld is truly in charge. He walks the streets, jealous over the power that the mafia flaunts in his face and straining at his inability to bring them to justice. The Sheriff seeks ways around the leash that corrupt politicians have placed him under, knowing full well he has to limit himself to the rules of the law, unable to truly protect the town. If he had his way he would get some of those new toys that the cops in Reno have (armored personnel carriers, bayonets, and drones) and show the criminal underworld who the real power in Vegas is.


If you wish to pitch a character in a position of high esteem in the city of Las Vegas, such as those detailed in the previous Dev Diary, you must send an email to saying which position and write a general sketch of the character you want to pitch to us for that position by July 3, 2015.

Dev Diary #2: All the King’s Men

The Invictus led by King Cole are the dominant political and economic force in the city. The members of House Cole are a bold lot, with none so bold as the Royal Bastard, the King’s favored childe. The motto of this House is “Only God can judge us,” and its members embody this motto in their pursuit of power. Church and State are unified in purpose, as the Lancea Sanctum have thrown in their lot with the Invictus to monopolize power. The rest of the covenants wield too little power individually to stand up against this powerhouse, but that does not stop constant assassination attempts against the King that have only become bolder as time has gone on.

Besides the hunter threat, the Psuho’wurv are the chief opposition to the Kingdom. Derogatorily called the Sand Snakes, they are comprised mostly of Gangrel and Mekhet. Their vitae has become mixed and warped during their exile, some say through the influence of nuclear testing. Their founder, Madrugar the Snake, sired many childer in the shifting sands of the Nevada Testing Site before her demise and they have taken up her crusade to oppose the King and his rule. The Psuho’wurv lurk on the edges of the city–well out of sight of the Eye–and peck at the King’s holdings, hoping to one day overthrow his government and return Las Vegas to an ideal long since lost to time.

The King has reforged the city government to suit his interests and it works differently from other domains. The King does not recognize a Priscus or Primogen council in his domain and the only council that he sees comes from a collection of advisors and officials that he hands off small matters to. The members of thePrivy Council include:

The Seneschal executes the King’s power when the King cannot be bothered, and is often tasked with running the day to day activities in Kindred society. Indeed, the Seneschal often executes so much of the King’s power in the day to day rule of the Kingdom, that many Kindred refer to them as the Hand. Of course, no one would ever communicate this to either of them – the King would be incensed and a good Seneschal would never offend their King.

Royal Harpy
The King’s Harpy enjoys a special privilege of both speaking on behalf of the King, and exercising his position as diplomat to other powers in the region. When the Harpy speaks, they do so with the King’s Voice – a title that many are eager to use. The Harpy also plays the Game of Status, a ruthless competition of kill or be killed in the salons of the Damned.

The King demands the obedience of his subjects, and the Sheriff obliges by bringing the King’s Justice to every reach of the Kingdom. There is no corner of thecity that exists outside the Sheriff’s gaze, and their army of secret police are rumored to be ever watchful for signs of dissent. The Sheriff’s gaze is so wide that polite society has awarded the moniker of the King’s Eye.

The Hound
The Hounds are enforcers – not unlike the Mafia’s enforcers within the mortal-owned Casinos. When the King demands obedience, the Hounds ensure his demands are met. Any who oppose his commands and run afoul of the Hounds find themselves meeting their makers considerably earlier than they expected. Hounds do not often speak much in the King’s Council, but do form a powerful and mercenary voting bloc.

These are just the standard positions on the Privy Council. High ranking members of covenants can and do sit on it at times, at the King’s whim of course. PCs should feel free to pitch any of these positions.

Dev Diary #1: History of Las Vegas

Las Vegas began its life as an unassuming hole in the desert ground, a railroad stop on the way to California that bore little resemblance to the beacon of sin and splendor that we know it as today. In the 1930s, the construction of the Hoover Dam and, more importantly, the legalization of gambling spurred the city’s rapid growth. Organized crime took root in Vegas, bringing a steady stream of money to fund mob-controlled hotels and casinos during the post-war period. Gangsters easily took advantage of Nevada’s lax laws on prostitution and gambling, and were soon making and laundering money long into the neon-lit Vegas nights.

The gambling and entertainment industries grew as crowds from around the world arrived to taste what the city had to offer. The crime families continued to wage war against the police and with each other. Today, three primary mob families run the city as a triumvirate, each sharing a slice of the criminal underworld in an uneasy balance that leaves many parties less than satisfied. The Orsini, de la Cruz, and Abramovich families currently compete in an ever-shifting battle for control over the city’s riches. On the other side of the law, an aggressive sheriff watches them, ever-determined to bring them all down.

The city’s rapid rise offered an abundance of opportunity for more than just enterprising mortals, however. In the midst of the criminal infighting and political tensions, an ambitious Kindred came into town. Darius Cole arrived in a city still too young to harbor a sizable Kindred population, and those present were forced to kneel or be knelt. Through cunning, political maneuvering, and sheer force, he bent the city to his will and crowned himself King. Recruiting a loyal court to cement his authority, Cole reforged Kindred society in his image.

King Cole rules the Kindred of Las Vegas under the philosophy of “let them hate, as long as they fear.” However, his formidable power does not go unchallenged. The King has made many enemies in his relatively short reign. Hunters threaten his society from the outside; Kindred rivals challenge him from within. The Sand Snakes are a faction descended from one of the King’s old rivals. They lurk in the desert, waging a guerrilla war to topple the king and take what they believe is their rightful inheritance.

When not dealing with existential threats the King is fond of Blood Hunts, calling them not only against Kindred who violate the Traditions, but also those who challenge his supremacy. The Bishop of the Lancea Sanctum backs this effort, preaching against those who challenge the natural order. Cast in a less complimentary light, it is a church-sponsored death squad. Regardless of how one chooses to see it, it is extremely effective when properly executed. Believers go forth and eliminate the threat, and face no censure for their actions as long as the Masquerade is not broken. Those who abuse their peacekeeping authority quickly find themselves among the Blood Hunt’s next targets.
While the King’s rules may seem rigid and unforgiving,his reign has been secure and prosperous. Free from the chaos that marks lesser Domains, those who submit to his authority find that Las Vegas offers a unique opportunity to Kindred, for whom the party truly never ends.

DCP Mainstage 2015: Vice City

A vast, pulsating sprawl of casinos and distilled Americana. A shining, glittering example of all the excess and triumphs of man. An ode to hubris. Paradise, and paradise lost. Las Vegas is all these things and more. Fully and wholly artificial – a gleaming urban oasis sprung up out of the desert overnight. Las Vegas is a city of vice and a city of opportunity. Unnatural in every sense of the word, it nevertheless evokes very real desires. It is an oasis in a vast, empty desert filled to the bursting point with drugs, sex, glitterati, conmen, and mafiosi. No wonder vampires feel so at home…

Contrast is the beating heart of Las Vegas. A place where tourists go to empty their wallets and indulge in their vices, and where desperate people go to bet all they have left on black. The smoke-filled parlors and blood-splattered hotel rooms have allowed a different kind of Kindred to flourish. Those who indulge in gratuitous excess have found themselves a home among the flashing lights and bodies buried beneath the desert sand. There is little to reign in the appetites of these Kindred, as Las Vegas is a young and reckless city free of the weight of entrenched Elders. It has attracted both new and old blood, filled with desires that can only be met in a city dedicated to plumbing the depths of debauchery.

But what lurks behind the gold curtains and flashing lights, in the dance halls where ecstatic revelers test the boundaries of pleasure and pain? What lingers beyond the edge of propriety, when any desire can be instantly sated? In the long shadows of Las Vegas, what monsters lurk in the depths of man’s soul?

When creating characters for Las Vegas: Vice City players need to keep a few things in mind. The first is that the city of Las Vegas is very young; it has only been a large city since the 1950’s. Thus all of the Kindred present have either been embraced in Vegas since the 50’s, or came here from elsewhere. The influx of new residents, the growth of the gaming and entertainment industries, and the peculiar essence of the city have attracted a number of strange bloodlines to make Vegas their home.


The Court of Las Vegas is ruled over by no mere Prince, but a tyrannical King who seeks confident and capable officers to execute his laws. Pitches for city positions are highly encouraged, especially from those possessed of strong appetites or ruthless ambition. There are a number of Kindred who have risen in rank after the mysterious ‘disappearance’ of their immediate superior.


The world is a strange and mysterious place filled with hidden places and strange creatures that not even the finest scholars of the Ordo Dracul have completely catalogued. Players are allowed to pitch non vampiric characters, but only a small number of pitches that integrate into our metaplot will be accepted.


This chronicle is focused on the players, and as such the setting information will be updated based on your needs and desires. Player run organizations and locations will feature prominently in the setting and we will release a series of Dev Diaries going forward to fully flesh out the setting that we collectively imagine. As you develop your character please keep us included in the conversation. Our email is



-Team Next Generation

Fall Quarter Events!

Hey DCPers!

Are you ready for an awesome Fall Quarter? I hope so! The following is a list of some major upcoming DCP events for Fall 2014!:

Board Games Nights!
Mondays starting at 7pm!

We’ll be at Norris (In the Gathering Place, on the north side of the ground floor by the exit of the food court) hanging out and playing awesome board games! Games start at 7, but you can show up before midnight and join in! Bring some games and bring some friends!

Want a weekly reminder about board games? Join the board games listserv by following the instructions on the DCP website’s listserv page!

LARP Newbie Game!
Saturday, October 4th at 5pm!

The first LARP game of the year, designed to introduce new players to LARP! If you’re new to LARP and interested, this is a great way to start, and involves no RSVP, experience, or preparation! Just show up and have fun! Questions should be sent to the storytelling team at! (Returning players: if you plan to be at newbie game, please email the STs to let them know!) New players: please arrive around 4:45 pm so you have plenty of time to get a character sheet and settle in!

Interested in the year-long LARP and want to stay updated? Sign up for the Mainstage listserv by following the instructions on the DCP website’s listserv page!

Tabletop Night!
Saturday, October 25th at 1pm and 6pm!

A fun day full of tabletop RPGs run by awesome DCP GMs! A great way to learn a new system, play a fun game, and hang out with some super awesome people! Details on what games will be available will be announced later.

Do you wanna run a game at tabletop night? We still need GMs for this super-awesome day! If you’d like to run a game, send an email to the exec board at by Wednesday October 1st!

For future updates about Tabletop Night, subscribe to the Tabletop listserv by following the instructions on the DCP website’s listserv page!

That’s all, folks! If you have any questions, feel free to send them to the exec board at See you soon!

-DCP Exec

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