Vampire: The Masquerade

Announcing MET: Vampire The Masquerade Volume 2!



Get ready to be a better vampire! 

By Night Studios proudly announces: Mind's Eye Theatre: Vampire The Masquerade Volume 2

This sequel to the groundbreaking MET: Vampire is designed to support and expand the base game with additional settings, new powers, enhanced status and influence rules

Watch for our Kickstarter campaign this fall. Following the By Night tradition, we’ll release slices for playtesting throughout the development process, and we’ll preview the first slice as part of Blood & Betrayal 4 at Tampa by Night in September! MET: Vampire 2 is expected to ship in the spring of 2018

Just some of the things you will find in the pages of this book: 

  • Updated Status System
  • New Merits for Clans and Sects
  • Alternate Clan Merits 
  • New Techniques and Elder Powers
  • Luminary Powers and Rare Disciplines
  • New Thaumaturgy and Necromancy (including new rituals)
  • Abyss Mysticism
  • New Sabbat Ritae
  • Updated Influences to work with
  • New Stock Location Rules
  • Updated Elysium Rules
  • New Historical Settings, including Dark Ages and Victorian Age
  • Storyteller Essays
  • New Art
  • Updated Core Rules and Errata

The Grand Masquerade returns Labor Day weekend!

The Grand Masquerade returns to New Orleans from September 1st – 5th, 2016! Celebrate 25 years of the World of Darkness with White Wolf and By Night Studios at the Astor Crowne Plaza in the historic French Quarter. We are taking advantage of Labor Day weekend to provide an extra FULL day of event programming on 9/4, culminating in a Succubus Club event you won’t want to miss. Join us this September for the event of your unlife.

RSVP to stay in the know

2015 Reflections – What the Hell Did We Learn Anyway?

Hello backers, friends, fans, passionate gamers, lifelong LARPers, newbies, and the rest of our vibrant community!

While we are winding down the year and the VtM Kickstarter, as well as gearing up for 2016 and Werewolf, we wanted to reflect on what we’ve done and learned. It’s been a long and sometimes painful process publishing our first core book and supplements. We want to say again how thankful we are for everyone’s support and patience. We really could not have done all this without you!

What we’ve done together

With the support of our backers and our wonderful community, we have:

  • published over 6500 copies of MET: Vampire and shipped them to 22 countries
  • listed over 150 games on our website in 17 countries from 13 different international fanclubs and 78 individual troupes that are all using MET: Vampire
  • published a quick-start guide to get new players gaming faster, an ST Secrets book to help Storytellers run better games, a module version of our popular Blood & Betrayal scenario, and the first ever period setting book for VtM LARP – Pickering Lythe
  • Released 47 individual clan pins, including pins for clans, sects, and bloodlines that have never been seen before
  • Run 3 massive playtests in Los Angeles and Las Vegas, where upwards of 300 people per game helped us develop not just the mechanics but the actual story of the World of Darkness.
  • Received and read over 1000 pieces of feedback from the community. Thank you!
  • Grown from 5 people on Skype talking about publishing Mind’s Eye Theatre products again to a vibrant community of players all across the world. There are almost 10,000 people on the By Night Studios Facebook page alone! Thank you!


What we have learned and how we are changing

Doing all of this was only possible through the passion of our community and support of the backers that funded us. While our products are intended for eventual consumer publication, we simply would not be able to print them without the funding of our Kickstarter backers. You helped us realize our crazy dream of revitalizing a game we love. And now we have the chance to do it again with another beloved game line – but not without some reflection.

DO LESS – With MET: Vampire, we tried to do way too much and it delayed our publication schedule – especially with the unforeseen setbacks, medical emergencies, printer meltdowns, and other associated problems that come with publishing a book. This time around, we have scaled back the number of things we are going to offer during our MET: Werewolf kickstarter to only what we know we can publish in 2016. We will not be doing two separate art styles nor will there be a deluxe version of the book. We are working in a new way with international translators and publishers to complete the translations of MET: Vampire, and to bring future products to international customers more efficiently. The Portuguese and Italian version of MET: Vampire will be the first products of this new publication process. We are only publishing one supplement for MET: Werewolf instead of three. Our stretch goals mostly tackle additional development for the core book instead of additional, separate books. All of these changes ensure we can hit our deadlines. MET: Vampire was our first product, which meant we guesstimated delivery times. Now, we have solid data that we can plan from and allow us to be effective and efficient in our process.

COMMUNICATE MORE – When we first kicked off the project, we planned bi-weekly developer diary videos, daily email updates, and previews of the work raining from the sky at all hours. Needless to say, that was far too ambitious. This time, we have worked out ways to communicate with our backers and customers that aren’t so labor intensive. Instead of trying to do video diaries, we plan to use blogs to talk about our work. Instead of a flood of email updates and then silence, we planned a more regular cadence so we always have something new and interesting to talk about. Our preview slices have been worked into our development process now more than ever. Our previews are meant to help us ‘playtest with the whole world‘. Our community is a part of our development process in the most meaningful way we can possibly ensure, allowing us to make a better product based on your feedback.

START SOONER – With MET: Vampire, we went from zero to Kickstarter in about five months. This time around, there is no secret tomb we are emerging from. We have been howling loudly and proudly about our intentions to tackle Werewolf: The Apocalypse almost since we published the first run of Vampire books. We have published 3 playtest slices since we started development. This has allowed us much more time to work and to interact with our community. Our book is much closer to publication ready than it was during the Vampire kickstarter, which has given us more time to release preview slices for community feedback. We also have MET: Vampire out in the wild, with two years of troupe and club play to help inform our process this time around. When you tell us what you love (and hate) about our products, we listen. Then we take that feedback and strive to get better.

2016 and Beyond

Okay, everyone get their obligatory Buzz Lightyear jokes in… Ready?

With Paradox Interactive’s acquisition of White Wolf and their intentions to build White Wolf and the World of Darkness into one unified world, the time could not be better to be a WoD fan! We are honored to be working closely with White Wolf’s lead Storyteller Martin Ericsson on key elements of the story and metaplot for Mind’s Eye Theatre: Werewolf The Apocalypse. This book is the first step into that dark and thrilling night.

MET: Vampire was our firstborn, with all the uncertainty that any new parent can tell you about. MET: Werewolf has all the benefits of that hard-won knowledge but it is its own unique beast. We are treating it with the reverence it deserves as we work to bring about the return of the World of Darkness. We are going to take what we learned from MET: Vampire and publish smarter, faster, and more efficiently. Now is the time for the Garou to stand tall and proud.

Join us, won’t you? Night is rising…

Roleplaying by the Numbers

This essay appeared originally in Mind’s Eye Theatre: Vampire The Masquerade Storyteller Secrets, a collection of original essays, guidance, design notes, advice, how-tos, recommendations and, yes, secrets to help Storytellers of Mind’s Eye Theatre. But it’s not specifically about VTM—the essay discusses a core philosophy, the Economy of Cool, that underpins all By Night Studios game development, including our newest effort, MET: Werewolf the Apocalypse.


Roleplaying by the Numbers

By Kevin Millard

Roleplaying and rules are often thought of as diametrically opposed forces. Some players hate it when their roleplay is interrupted for the purpose of throwing tests or using mechanical effects. Others feel that the mathematical and tactical challenge of rules is more exciting (and more “fair”) than relying on dramatics. A great LARP must strike a balance between the two.

The best game systems are those in which rules support and reinforce roleplaying and the story of the setting. This theory can be seen in the mechanical composition of the Mind’s Eye Theatre: Vampire The Masquerade (MET:VTM) system. . Imagine that the rules are a glass of water. The glass provides structure and organization. Story is the liquid that fills the glass. It is the reason the glass exists, and yet it is shaped and formed by it. Rules should support roleplay; roleplay should build from (not be hampered by) the rules.

This essay covers how we designed the rules and the story to work together to produce the best possible game system and personal roleplaying opportunities.

Why Rules Are Important to Story

So, why are rules important? If a chronicle is run by a good Storyteller, the game will be fun even if the system is terrible. On its surface, this is a fine argument, but in truth, a poorly created rules set causes a number of subtle problems. These issues wear down even the best Storytellers, deeply affect player trust, and can eventually ruin a chronicle.

  • Storyteller Workload: Every time the rules fail, a Storyteller must solve the initial problem, create a rules-fix, maintain any precedents created, and keep careful track of adjudications and systems additions. This burden becomes exponentially difficult in a large or long-running chronicle. If a Storyteller is constantly dealing with such issues, it is difficult to allocate time to devising plots, encouraging character development, or running stories.
  • Limited Game Size: A poorly written or badly balanced system requires a large number of Storytellers per capita. These volunteers are needed to judge ongoing issues or educate new players about “house rules.” This situation requires more and more players to volunteer their time shepherding the rules rather than playing the game.
  • Player Trust: Even if a Storyteller works diligently to maintain rules balance, it is inevitable that difficulties, arguments, and simple errors will occur. With an unbalanced core system, Storytellers must constantly put a strain on player trust, hoping that each new change or addition to the rules will be seen as impartial and fair. Even if the Storyteller has the best motives, constant mechanical alterations will cause accusations of bias or cronyism, driving players away from the game.

A good Storyteller can build a fun game on an unstable foundation, but imagine how amazing that chronicle could be if that Storyteller built the chronicle on a solid and balanced set of rules! A strong mechanical base allows a Storyteller to keep her focus on stories, rather than bureaucratic minutia, accusations of mistrust, or constant rules arguments.

Balancing the Rules with Story

Although no rules system is perfect, the MET: VTM mechanics are designed to be as reliable and balanced as possible. It was playtested in massively populous, interconnected chronicles and also by smaller, independent troupe games. Design choices were made to facilitate Storytelling and to make the game easy to learn and easy to run. To understand the game’s mechanical design, it’s important to explain a few of the design pillars inherent to the system.

  • Merits vs. Experience: A character’s power level in MET: VTM is represented by experience points, used to purchase powers, abilities, and other advantages that give the character an “edge.” In this manner, characters that have survived many games have more experience points and are more powerful than newly created characters. Merits, on the other hand, are universally limited to seven points, no matter how new or how senior the character in question. This double-pronged system of advancement rewards older characters by assuring them a breadth of purchased items, while allowing new characters the opportunity to be useful and distinct from their first night in game by purchasing an unusual merit. A player whose character has navigated many dangers and seen many victories is rewarded for those accomplishments. However, a recently made character must not feel entirely outgunned, otherwise new players (and experienced players replacing initial characters) will have no incentive to join a game in media res. Both systems, and their limitations, are necessary.
  • Only Important Tests: With very few exceptions, tests to activate powers or rituals are only necessary if the mechanic targets another character. If a player spends hard-earned experience to purchase a power or ritual, she should to be able to rely on that item’s basic functionality. Performing tests every time a character wants to use a power on herself is needlessly time consuming, and wasting resources (Blood or otherwise) on an item that randomly fails to activate simply isn’t fun.
  • Don’t Waste the Storyteller’s Time: The MET: VTM rules are designed to be self-sufficient and not require the constant attention of a Storyteller. Storytellers have a lot to do at game and cannot constantly pay attention to every power activation or ability use. A Storyteller can roleplay a character’s Nightmare flaw if it is a plot point or creates an important character moment, but merits, flaws, and powers she should impactful even if the Storyteller doesn’t have time to throw pre-game challenges with everyone.
  • Rules Enforce Theme: Brujah are described in story as being very loyal to one another; therefore, their clan’s 1-point merit offers an advantage when they fight as a group. Nosferatu are described as information-gatherers and spies; therefore, Nosferatu merits and powers help them perform such functions in game. Offering advantages to characters that reinforce story-based themes will encourage players to portray those archetypes, while still allowing non-stereotypical characters to exist (though they may be less efficient) for the purposes of roleplay.

Every Game is Different

Whether handling an independent troupe game or a massive international chronicle, every Storyteller runs things a little differently, and every game has unique requirements. The MET: VTM system provides a mechanical base, but it is also designed to allow Storyteller customization to meet the needs of her specific chronicle. You can see this flexibility in the various settings described in the core book (Anarch, Camarilla, and Sabbat), which add custom items and limited systems additions or changes. Through creating a setting document, Storytellers can tailor the base systems of MET: VTM to the needs of their chronicles.

The settings in the base book flesh out the traditional Vampire: The Masquerade environments and provide templates for Storytellers who want to integrate custom systems appropriate to a chronicle’s theme and storyline. Still, before adding new mechanics or changing inherent systems, a Storyteller should carefully consider the possible pitfalls.

  • Game Balance: Each time a Storyteller adds, subtracts, or changes the rules, she alters the fundamental game balance and impacts the play environment. If diablerie becomes easier or more rewarding, more players will choose to diablerize. Therefore, the game’s player-versus-player conflicts will potentially increase, as players seek to exploit those new rules. Like water rolling downhill, players will typically follow the course of least resistance (or greatest efficiency). Be sure to plan for the storyline and roleplay consequences of any mechanical change.
  • Barrier to Entry: Most new players learn a new system by reading the published books. When they arrive at a game, they expect the rules to be familiar. It is difficult for players to remember custom rules, particularly when they must memorize an entire compendium of changes or additions. With each alteration, the Storyteller makes it more difficult for new players to join her chronicle. If changes are truly necessary for your story, make sure that each one is well thought out and easy to understand, and be sure new players are made aware of these changes (and are given a printed copy).
  • Perception and Trust: Player perception can be as important as game balance. By allowing some players access to an item, but disallowing others from buying it, a Storyteller can be perceived as having a bias even if her motives are pure. It is better to raise costs, but keep the item available for purchase by all players, if you wish to limit an item’s rarity in your game.

Custom Rules

Custom rules can be powerful tools to make a chronicle feel distinct, but used unwisely, such items can raise the barrier to entry and create serious game imbalances. Before you create custom systems, make sure they are necessary and impactful. If possible, Storytellers should rename or add distinct story changes to existing systems and items, rather than creating something entirely new. Perhaps the Black Hand in your game is an order of Seraphim; perhaps all vampires take aggravated damage from gold. Such changes have minimal impact on the rules, but can provide a distinctly unique feel to a chronicle.

Mechanics that are restricted to a particular group (such as clan or setting-specific merits) are intended to define the stereotypes of that group. Allowing characters outside that group to possess such items will cause significant imbalances, especially if only a few characters (Sabbat refugees, perhaps) are allowed to purchase those mechanics. No matter how compelling a character’s background or history, this kind of unequal access will imbalance the game and create a strong perception of Storyteller favoritism.

That said, we can offer a few suggestions for Storytellers who find customization necessary. Once you understand the pillars of rules design, you’ll be much more confident tweaking things for your chronicle’s needs!


The MET:VTM system of attribute dots allows characters to begin with an equal foundation. As the character spends experience (initial or earned), the system offers the player concrete choices that will specialize the character, making it better at certain tests or in distinct situations. Bonus attribute dots are granted with the purchase of Generation, providing a tangible benefit to that background, which are carefully balanced against the experience cost of techniques, skills, and elder powers (among other things). This system touches every opposed test between two characters, determining victory and offering advantage if one character has a significantly higher attribute.

Current System Design

  • Choice: By allowing players to decide where to place bonus attributes, the system allows for a Neonate to potentially defeat an Elder in an attribute comparison—depending on the relative allocations. Players can choose for their characters to be utterly focused in a single attribute, or to create a well-rounded attribute set.
  • Alliances: MET: VTM utilizes a thematic rock-paper-scissors randomizer for more than just throwing and resolving challenges. Different character types (and different powers) work better against some targets and less well against others, giving items both strengths and weaknesses. Attributes figure into this balance strongly. Because a single character cannot have a completely maximized attribute in all three categories, alliances are necessary in order to “cover all the bases.” Creating (and betraying) alliances is a critical part of a MET:VTM game; no character should be able to stand alone or the game loses a critical aspect of interpersonal connection and reliance.

Simple Customizations

  • Additional Attribute Bonuses: A Storyteller could provide a different number of bonus dots per Generation. For example, a Storyteller might give two bonus attributes instead of one. This change would create a play environment where Elders are significantly more powerful than Neonates. Before you make this change, plan for a larger percentage of your player base to gravitate towards the Elder generation in order to capitalize on this mechanical advantage.
  • Removing Attribute Bonuses: Another potential setting option is to remove all attribute bonuses, so that all vampires (regardless of Generation) have a maximum of 10 in each attribute category. In this scenario, merits like Skill Aptitude become much more powerful, and players will be more inclined to portray Neonates or Ancilla.

Merits and Flaws

The merit system may be Mind’s Eye Theatre: Vampire The Masquerade’s most important cornerstone. Altering the cost of merits and flaws (or creating new ones) can provide a great deal of customization, defining a setting’s unique distinctions. However, because the merit system is so integral to the balance of the rules, altering the system itself or raising the merit cap can cause significant problems. Merits are carefully balanced in cost, ensuring that no character can possess two 4-point items. Further, the merit cap of seven points is built into the system to ensure that characters must make choices and that no single individual can possess all of a clan’s stereotypical advantages (thus letting everyone be distinct and useful). Lastly, maintaining a strict merit cap helps new players feel that they can contribute in a unique manner from their very first game, providing small advantages not possessed by even the most long-played characters in the chronicle.

Caveat nuntius.

Current System Design

  • Balance: Merits are specifically designed to be more powerful than an ability or discipline with a similar point-cost. A 4-point merit may provide an advantage equal to the expenditure of 20-30 experience. Raising the merit cap allows players to buy even more of the most efficient mechanics in game, and that can significantly skew game balance.
  • Clan Archetype: Clan and setting-specific merits outline that clan’s major story themes and stereotypes. Ventrue merits encourage those characters to interact with the mortal world of influences and retainers, and so forth. These merits support the stereotypical image of that clan.
  • Sense of Fair Play: Portraying a member of a rare clan or unusual bloodline is innately powerful. Such a character has access to unique disciplines and merits, and even if those abilities are not overpowering in themselves, their rarity will create tactical advantages. Rarity merits ensure that other players know that anyone could play the same character type, provided they were willing to spend their limited merit points in the same way.

Simple Customizations

  • Unilateral: Providing all characters a single flavorful merit for free (all vampires in this chronicle have one Acute Sense), or requiring that all characters take certain flaws (all vampires in this chronicle have catlike eyes, and must take the Eerie Presence), can be a very good tool to alter the feel of a chronicle. By utilizing the merit system in this way, a Storyteller can promote unusual aspects of her setting without unbalancing the game’s mechanics.
  • Sub-Organizations: Some merits define subgroups like the Black Hand, Josian Archons, or legendary Anarch heroes. These sub-organization merits provide special background items with minimal mechanics. Merits can indicate that a character participated in a decisive battle, manipulated or mentored a famous kine, or performed some unique duty for her sect. Because players must choose to spend their limited merit points on these background highlights, story items such as these can be fairly rare (and very prestigious).
  • Flavor: A Storyteller could use the preexisting cost and mechanics for a merit, rewriting only the flavor of that item to make it feel more appropriate for her chronicle. This can allow a significant amount of customization without impacting game balance.
  • Custom Mechanical Merits: If the Storyteller wishes to create merits unique to her chronicle, these new merits must be made available to all players at character creation, or there will be the perception of bias. The best way to point-cost a merit is to overestimate; if players look at the merit and say dubiously, “I’m not sure if that merit is really worth X points,” then you’ve correctly estimated the cost. Players should feel as if they’re making a difficult choice, and it’s better to adjust a merit’s cost downwards rather than upwards if you later feel you have incorrectly evaluated the item’s capacity.

Skills and Backgrounds

Skills and backgrounds provide a great deal of flavor, helping players flesh out character histories as well as prodigal talents a character possesses. Fields of study further reveal a character’s interests and occupations. Backgrounds detail a great many aspects of a character’s interaction with the mortal world, and these items can help a Storyteller can flesh out the environment of her game.

Current System Design

  • Limited in Number: VTM’s skill list is deliberately limited. This is to ensure that players and Storytellers don’t have to memorize long lists of obscure items, and also because each skill now provides minor mechanical benefits—benefits that can add up very quickly! Rather than creating a new skill, try offering new uses for existing ones, expanding the scope without increasing the overall number.
  • Breadth vs. Specialization: A character with many skills at low levels will have access to a significant number of minor mechanics, providing a great deal of utility. A character that instead specializes in a few skills and purchases them to maximum levels will have an advantage when using those skills in static and opposed challenges (both offensively and defensively).

Simple Customizations

  • Fields of Study: Creating a list of specific fields of study for preexisting skills can help a Storyteller portray the scope of her game. For a chronicle set in Rome or the Dark Ages, a list of fields of study such as Herbalism (under Medicine) or Cavalry Tactics (under Leadership) might help players grasp the feel of the chronicle and tune their characters to that theme.
  • Specialized Backgrounds: Storytellers can highlight a particular background by allowing players to choose from a list of minor bonuses each time they purchase a dot. The Haven background is a good template for this type of enhancement.

Powers and Techniques

Elder powers are static things, created by ancient and powerful vampires over centuries of research. Techniques, on the other hand, are idiosyncrasies, formulated (or stumbled upon) by thin-blooded vampires (usually Caitiff). Players commonly ask the Storyteller to allow custom powers, justifying an item’s creation with a character’s “long history of study” or “strange mix of disciplines.” Storytellers should be aware that custom powers and techniques can significantly imbalance a chronicle, both because of the new item’s power level and simply because the item is tactically unusual. Further, custom powers can become cartoonish and feel out of place within the gothic-punk theme of the game, harming immersion and roleplay. Lastly, allowing some players to create custom powers can make a Storyteller appear biased, providing one player access to an item that others cannot purchase (even if they otherwise meet the requirements). It is better for a Storyteller to give the power a visual or theme-based customization without changing the mechanics, if there is a genuine need.

Current System Design

  • Too Much Shiny: Don’t allow players to make custom powers involving the disciplines of rare clans and bloodlines. Those unusual character types already have an advantage. If the chronicle is genuinely in need of a unique item, that item should be accessible to the largest majority of characters.
  • Transparency: Publish any custom rules in your settings document, and make sure that all players are aware of the item’s capabilities out-of-character. This may lessen the feeling that the item is a “neat surprise” for the creator, but it will go far toward ensuring that other players understand the item’s limits (though their characters do not), and maintaining Storyteller trust from the rest of the player base.

Simple Customizations

  • Change the Feel: Storytellers can give already-existing powers a visual or theme-based customization without changing the mechanics, if there is a genuine need. A character or NPC that is intended to be “spooky” may use the mechanics of the Thaumaturgical Path of Weather Control, but the visuals may depict the effects of haunted house rather than environmental anomalies.
  • Requirements: A Storyteller who wishes to incorporate a certain technique or elder power more broadly in her campaign might alter the requirements of the preexisting power. If your chronicle requires all vampires to potentially teleport through shadows, the Storyteller might give the elder power Shadowstep an appropriate experience cost and make it available for purchase by all characters. So long as the power is openly accessible, game balance will be generally maintained.

Sect Status

The status system is specifically designed to promote the ideals and tenets of a specific sect of vampires within the setting, providing in-character punishments to characters who do not properly adhere to the sect’s social doctrines (even the hypocritical ones), and rewarding those who are willing to promote those ideals or support the sect hierarchy. Giving status (or imposing a new status ban) allows a Storyteller to communicate and enforce vampire society’s ideal of “appropriate” and “inappropriate” behavior.

Current System Design

  • Discourage Collectors: The core of the status system is in the flow of earning and spending status. Characters should be encouraged to maintain a fairly constant flow of temporary status, not to hoard an accumulation in order to have “the most.” A character’s number is not important; it’s the use of status, and how it alters political situations, which makes these mechanics meaningful. Spending and regaining status is an important tool to encourage players to roleplay, making them actively create and maintain alliances. Storytellers should avoid giving weight to the number of status traits a character possesses, because this will cause the status system to stagnate.

Simple Customizations

  • Status Bans: A sect’s status bans help enforce a sect’s views in the social setting of a chronicle. If a sect places a ban on the possession of certain merits, disciplines, or backgrounds, it sends a strong statement about that sect’s ideals, values, and fears. Adding or removing status bans during the course of a chronicle is a way to show that leadership is changing hands or to indicate that powerful vampiric authorities are paying attention.
  • In-Character Prejudice: Many of Vampire: The Masquerade’s themes revolve around prejudices and bigotry (such a hatred of Caitiff in the Camarilla setting), but responsible players have difficulty portraying these prejudices, especially if it means avoiding fun roleplay or treating a friend’s character badly. To help with this, Storytellers can build setting-appropriate bigotry into a chronicle’s status system. Such bans might include limiting certain status traits to “acceptable” character types or allowing the expenditure of other traits to only affect “disreputable” clans or bloodlines. This kind of customization helps players portray the setting’s bigotry and prejudice, supporting players who are trying to play to these biases without actually asking them to be mean to their friends.

Custom Rewards

When players provide exceptional roleplay, solve extremely difficult tangles in creative ways, mentor new visitors or otherwise provide a tangible service to a chronicle, it’s a wonderful idea to reward them for that effort. However, giving extra experience (or allowing a character’s experience total for the month to go over the game’s general cap) can cause an imbalance in the game’s power scale.

There are ways to reward individuals without giving a permanent mechanical advantage. By doing so, the Storyteller provides all players an opportunity to learn from and emulate the positive actions of an individual being rewarded. Ideas for exceptional player rewards could include:

  • A free downtime action
  • A feeding chip, useable for one immediate refresh of the character’s Blood pool during game
  • An information chip, exchangeable for one piece of unique or advanced plot information (ask the Storyteller one question)
  • An involvement chip, useable to insert your character into one scene that she would not otherwise have access to (assuming that scene has no possibility of player vs. player conflict).
  • A “gold star player” spotlight each month on the chronicle’s web or wiki page
  • A free influence specialization, useable for the next month


The ability to make customizations to a game system is the privilege of the chronicle’s Storyteller. A Storyteller can alter the flavor description of items, increase or decrease cost, or otherwise modify the systems in her Setting Style Document as is appropriate for her chronicle. However, altering foundational mechanics can cause a game system to fail, resulting in more work for the Storyteller or in significant player discontent. Be cautious about such alterations, and always keep in mind what’s best for your entire game, not just the interests of a few players. Good luck!

Storyteller Secrets is available as a downloadable PDF here.

Epilogue: Blood & Betrayal 2 (Draft Chapter)

We had an amazing Blood & Betrayal 2 game at Las Vegas by Night. What our players did changed the very fabric of the World of Darkness. How? You’ll have to wait for the Blood & Betrayal 2 supplement for the full story. To tide you over, here is a taste of a draft chapter from Blood & Betrayal 2.

Chapter Nine: Epilogue

A New Beginning

“There is no real ending. It’s just the place where you stop the story.”

― Frank Herbert

Blood & Betrayal 2: Dark Alliance is an open-ended scenario, designed to allow players to directly influence the story continuity of Mind’s Eye Theatre: Vampire: The Masquerade. When the scenario debuted at Las Vegas by Night, participants responded with spirited enthusiasm, seizing this opportunity earnestly and giving it the dedication that it deserved. Character-driven schemes, feints, counter-feints, and political negotiations continued until the very last second, with lasting effects.

By Night Studios would like to thank the original players who committed themselves completely to the scenario’s drama, roleplaying their black hearts out. We salute you and we couldn’t do this without your support!

Many Blood & Betrayal 2 players demonstrated their love for the Independent Alliance during the original scenario. This chapter contains a brief summary of the night’s events and updated setting mechanics featuring adjusted rarities for chronicles that include the Independent Alliance.

As a bonus, we’ve included the Archivist Report—a detailed, personal, and in-character account from the designated record-keeper for the event. This document contains a number of speculations, observations, and personal theories about the events of that night, a secret security briefing as delivered world-wide to the Elders of the Independent Alliance. Truth is a rare commodity in the World of Darkness, and Archivist Renenet Ankhesenpasutekh almost certainly has her own agenda; even if that was not the case, she is trapped by her own limited perspective, and cannot hope to see the big picture. Canny observers may be able to ferret out clues regarding future MET:VTM stories.

Integrating Blood & Betrayal 2 into Local Stories

Storytellers have the option to leverage the events of Blood & Betrayal 2 as a springboard for plots and scenarios in their local chronicles. The quickest method of integrating these stories into your game is to introduce the Archivist Report as a prop delivered to your local Envoy to keep her updated as to the events that occurred in Vegas, the unofficial capital of the Independent Alliance. Or you could run your troupe through the plots and scenarios as detailed in this book, modifying them as needed. Rumors and speculation about these events might be spread through character backgrounds and historical ties. As always, storytellers should use what works best for their chronicles and the needs of the story.

Here are some of the potential plot seeds a storyteller might spin out of this story:

  • What if the courier delivering the report is intercepted (perhaps because somebody doesn’t want news of the Symposium to reach the Kindred in your city)? What will the local Independent Alliance do to retrieve it? How will the Camarilla and Anarchs react if they read the report?
  • The tension between the delegates at the Sacred Symposium has spread beyond Vegas. A new separatist faction is forming and wants to sabotage the new sect before it’s too late, keeping the Alliance for Giovanni and Setites only.
  • The Lasombra and the Carpathians emerged as rivals during Sacred Symposium and now they are occupying the same space as potential partners and guests. Will they continue to oppose each other?
  • The Camarilla caught the Anarch Movement openly negotiating with a member of the Red List during the Symposium. Surely, this open aggression against the Ivory Tower will not pass unanswered for….

Sacred Symposium

During the Sacred Symposium, chosen delegates of the Independent Alliance were tasked with determining the future of their nascent group by debating several questions and then voting on behalf of their cities. The results are as follows:

Topic #1: Status of the Independent Alliance

Should the Independent Alliance declare itself a sect of vampires? If so, how should it govern itself? If not, should its members leave each city to their own preferences for handling internal conflict?

The delegates voted unanimously to approve the Independent Alliance’s status as a sect and suggested a future symposium to work out the details of sect governance.

Topic #2: Crime and Punishment

What should happen if a member of the Independent Alliance betrays the Treaty? Who has the authority to sit in judgment in such a case, and what are fitting and appropriate punishments for those found guilty? Should the Independent Alliance admit one of the petitioning bloodlines to join as a third clan? If so, which one?

The delegates had some disagreement on this point, but agreed that until there was a formal system in place that this duty should fall to the local Emissaries.

Topic #3: A New Bloodline

The delegates voted unanimously that one of the bloodlines should be allowed to join the Independent Alliance, but tabled the subject of which one until after the trials.

Topic #4: Individual Memberships

Should the Independent Alliance admit individual members from clans that have not yet signed the Treaty of Alliance? If so, do they hold the same rights as the members of the founding clans?

On the subject of individual membership, the delegates voted that cities may allow for membership in the Independent Alliance. (This vote passed 17 against 5.) The delegation came to no conclusion about the rights of individual members of non-pillar clans.

Updated Setting Mechanics: The Independent Alliance

The Independent Alliance setting encourages a blend of subtle politics, elegant social maneuvering, quick bursts of horrible violence, and the slow degradation of Humanity, as a monster tries to cling to what once made her human.

The Storyteller’s job is to maintain those themes and keep the chronicle focused on the things that truly make the Independent Alliance setting so incredibly interesting and rich.

Rarity Adjustments: Clans

The clan rarity system is designed to reflect the population numbers of various clans in the Independent Alliance setting on a chronicle scale. The appearance of a clan on this list does not mean that said clan can be a member of the Independent Alliance, but that it can appear in the setting. For example, Tremere are listed as an uncommon clan in this setting, but this does not mean that a Tremere would be a member of the Independent Alliance.

The following clans of the Independent Alliance are considered pillar clans: Followers of Set and the Giovanni.

Common Clans (Available at No Cost):

A setting’s common clans are the most appropriate for play in this setting. There is no additional cost for playing these clans in the Independent Alliance setting.

  • Caitiff, Followers of Set, Gangrel, Giovanni, Malkavian, Nosferatu, and Toreador

Uncommon Clans (2 point merit):

Uncommon clans are considered a minority clan on the outskirts of politic and social power within the setting. These are the outsiders who enjoy fewer benefits than those clans that are considered proper members of society.

  • Brujah (Brujah or Sages), Lasombra antitribu, Tremere, Tzimisce (Old Clan/Carpathians Only), Ventrue

Brujah Bloodline Alteration for the Independent Alliance setting: The Independent Alliance setting allows for both the Brujah and the Sages (a Brujah bloodline once known as the True Brujah) to be played as an uncommon clan. A large number of the Sage bloodline visited Las Vegas for the Sacred Symposium to petition the Independent Alliance for membership. The Sages completed their trial (see Chapter Six: Sages Trial, page xx), but not a single delegate from the Independent Alliance championed their cause during the Sacred Symposium. Some speculate that the Sages were insulted by this rejection. Reports suggest that the destruction of Queen Sybil’s personal haven is linked to the Sages—a sign of more trouble to come. Others argue that the historically stoic Sages have some sort of larger purpose for remaining in Independent Alliance cities. Thus, Brujah and the Sage bloodline may both be played as an uncommon clan without the purchase of an additional merit.

Tzimisce Alteration for the Independent Alliance Symposium Setting: The delegates of the Sacred Symposium deadlocked four times in attempting to decide between the Carpathians and the Lasombra. The Giovanni remained united in their steadfast support for this proud bloodline, and this support has blossomed into a new comradery and exchange of occult knowledge. Thus, the Carpathian bloodline is the default for the Tzimisce within the Independent Alliance setting.

Lasombra antitribu Alteration for the Independent Alliance Symposium Setting: The delegates of the Sacred Symposium deadlocked four times in attempting to decide between the Carpathians and the Lasombra. The Setites refused to budge away from their allies, costing them a tome of ancient sorcery of great religious significance. This has endeared the Followers of Set to the Magisters and a number of cities held by the Independent Alliance has seen significant Lasombra refugees seek asylum from the Sabbat.

Rare Clans (4 point merit):

Rare clans represent vampires that are unique or a member of a clan with low population numbers within this setting. They may be treated poorly or shunned by the rest of the characters in play. Such characters may be loners, outcasts, or solitary observers of society. Storytellers should carefully consider the impact these characters will have in their chronicle before approving them.

• Cappadocians (Samedi), Daughters of Cacophony, Gargoyles, Ravnos, and Salubri


The Archivist’s Report

To the Consiglieres of the Independent Alliance,

It has been my privilege to witness your machinations and the culmination of your efforts to secure the foundation of this alliance. The facts have been reported widely, but the truth is much more than a simple recounting of events. It would wound me if my reluctance to put my personal observations and speculations onto the empty page caused your umbrage. To put thoughts into print is the ultimate revelation, and what Follower of Set would do this without some reservation?

Opening Speech

The twin holders of the Janus Seats opened Sacred Symposium with great verve. The mood of the room seemed cheerful, if measured. I can only imagine that it felt strange to the Camarilla delegation, strangers in a strange land, surrounded by those they deemed outsiders and hooligans. The delegates representing the Anarch Movement seemed content merely to be invited and to have at long last a vampire organization newer than themselves.

Don Michael Giovanni delivered the opening speech from the heights of the V.I.P room with a surprisingly warm, classic Vegas charm — referencing his own presence at the very meeting held at the Moon Nightclub just a few years ago that sparked the foundations of the alliance. He stressed the importance of vigilance in security for the Independent Alliance as a means to encourage business to grow.

Queen Sybil spoke next, taking advantage of her forum to encourage diplomacy as the way to ensure the prosperity of all of the vampires present. She argued that it will be the ability to influence others from a position of ally that will ensure the future of the Independent Alliance. The priestess ended the ceremony with a ritual prayer to Sutekh, joined by a chorus of acolytes, and at the climax, the roof of Moon opened to the night sky and stars.

Sacred Symposium

The results of the Sacred Symposium are already known far and wide, but I felt that it was important to record the names of those august vampires that served the Independent Alliance during the Sacred Symposium:

  • Followers of Set Delegates: Montgomery Caulwell, Ice, Casimir Kafka, Etianna Le Fleur, Lysandra, Nakhti Pharoneus, Evelyn Tanis, Lucious Tannas, Ezer Thombstone, and Semira.
  • Giovanni Delegates: Don Anastagio Giovanni, Brandon Giovanni di Milliner, Constiantino “Tino” Giovani, Franceska Giovanni, Francis Giovanni, Josphine “Jo” Giovanni, Nicodiomus Giovanni, Donna Nicolia Giovanni, Santiago Giovanni, Rothstein, and Don Victor Giovanni.
  • Leader of the Janus Guards: Massimo Luciano Michael Giovanni
  • Archivist: Renenet Ankhesenpasutekh
  • Assistant Archivist: Marco Giovanni



The twin holders of the Janus Seats realized that time would be short during Sacred Symposium and thus they decided to merge their meetings with the Camarilla and Anarch delegates at the same time, hoping that perhaps some sort of accord could be reached for the common good.

Camarilla Delegates: Lemuria Agharti, Domingos Belini (Prince of São Paulo), Charles Blackwell (Prince of Chicago), Augustin Deschamp, Lorelei, Marcelle Marrit (Prince of Phoenix), Matthew Tennant (Prince of Houston), Chey Walking Rivers (Archon to Her Grace Madame Guil), and the inscrutable Professor George Stuart.

Anarch Movement Delegates: Aligheri (Advocate of 8 Mile), Eduard Morel (First Consul of the Portland Commune), Michael Broadway, and Tony Morandi (President of Seattle).

The Camarilla delegates were deeply offended by this maneuver and turned hostile immediately. The Ivory Tower refused to see the benefits of collaboration. Their meddlesome bickering and dissent caused them to miss the opportunity for information about the whereabouts of Ferox the Anathema and his cult of gargoyles. The oddly congenial Professor George Stuart’s mere presence in any conversation seemed to ratchet the level of tension. Remember well this name, as it appears a number of times in this report. If there is a hidden villain that has yet to be revealed, I well suspect it to be represented by this subtle vampire.

Strangely, the Anarch Movement sensed opportunity and somehow learned of this information, and later attempted to use it to their advantage. I have come to suspect that we might have miscalculated the value of this gift and perhaps should have considered the offer presented by Ferox. Or at the least collected the bounty ourselves.

The Anarchs made a number of surprising offers that reached beyond the scope of this Sacred Symposium. They offered a limited treaty that would guaranteed mutual respect and protection over the other’s territory and the agreement of safe travel and the right to do business. As a bonus, they implied that they had secret intelligence over the new wave of hunter activities and would share this with us. One delegate even suggested a possible merger, if the Independent Alliance would be willing to adopt the Anarchs’ iconic Status Perfectus.

The Appearance of Beckett and the Lupines

Sightings of the noted Gangrel scholar Beckett have been rare since his acquisition of the Ankaran Sarcophagus near the end of the Time of Turmoil. Rumor has it that Beckett was instrumental in convincing the Gangrel to rejoin the Camarilla, due to a hoary discovery in the few badlands that exist beyond human civilization. When Beckett sought permission from the Independent Alliance to hold a clan meeting within our territory during Sacred Symposium, even the most suspicious amongst us was curious. And when he offered a sizeable boon for the privilege, if we were able to ensure that it was mystically protected against scrying, so that what happened here remained here; it was, in the parlance of Vegas, an offer we couldn’t refuse.

We held true to our word and the place we provided was protected with the great magics gifted to us by Sutekh. We felt no need to break our word — our people would seize any opportunity this presented without damaging our reputation. Much to our surprise, a number of the Gangrel (coordinated by Morgan Salishbjor and Crow) left said meeting protecting two lupine ambassadors — Constantine and Dragonsbane. The lupines sought to strike a bargain; they wished for the El Dorado Silver Mine to be cleansed of wraiths in exchange for a tome of magic thought forever lost during the fire that burned the Library of Alexandria. Upon closer inspection, the priests of Sutekh determined that this book somehow contained the lost secrets of the legendary temple of Ombros, which had been razed more than a thousand years ago.

This unexpected complication would later cost the Independent Alliance dearly in terms of unity and prestige. More on this later.

Once Beckett charged the Gangrel with their task, he seemed content to wander around Moon, dropping hints of hidden lore and knowledge. It is rumored that he spoke with a number of members of the Camarilla, including Prince Blackwell of Chicago. Interestingly, the Malkavians seemed quite disturbed by his mere presence. One cried out that merely looking at him was like gazing into a mirror that showed what might have been the very moment it was shattered.

The sole exception to this behavior from the Malkavians was the mysterious elder, Professor George Stuart. He had already disrupted the meeting of the delegates and afterwards, he seemed to revel in following Beckett throughout the gathering, adding his own personal commentary on whatever was said.

A spy overheard the prince of São Paulo, Domingos Belini, claim to be on direct assignment from Her Grace Dona Manuela Bolívar for the express purpose of monitoring this vampire’s movements. Little is known about the Malkavian Justicar, save that her claimed age is quite young for a being of such incredible power. The Sabbat refer to her as La Llorona, or the Weeping Woman. The Tlacique recall well the memory of the Aztec goddess of death, Xochiquetzal. If such is true, then the resources of the Independent Alliance should look into this kindly gentlewoman.


Ferox and the Alliance That Never Was

Two weeks before Sacred Symposium, Ferox—the self-proclaimed Rock Lord himself—appeared atop the Temple to Sutekh, where he left a parchment requesting that the Independent Alliance aid his clan in arranging for a second Promise, but this time for the Gargoyles only. While we considered this request, Ferox and his cult of Gargoyles murdered a number of Nosferatu visiting Las Vegas under the protection of the Independent Alliance.

The twin holders of the Janus seats came to the conclusion that these fanatical, faux-vampires could never be steady allies. They offered this information directly to the Justicars of the Camarilla, their agents, and then also to select delegates. To our surprise, the Ivory Tower seemed more interested in whom we might admit into the Independent Alliance—that is, until they discovered that the Anarch Movement were reaching out to Ferox with the intention of forming a compact.

Our spies have revealed that a sizeable mob of the Anarchs reached out to the so-named “vampire Jesus” to parlay through his lieutenant Mère de la Basillique. Their contingent consisted of: Delegate Tony Morandi, Ivan Draganovic, the infamous gang Devil’s Due, and a number of unknown rabble that managed to hid their identities.

We initially believed that they were attempting to seize the trophy for Ferox and use it as leverage over the Camarilla to gain territory or some other advantage. To our amazement, they brought a copy of their Status Perfectus to Ferox and attempted to convert him and his followers to their political movement, if only the Gargoyles would swear to adopt the Status Perfectus.

The Anarchs’ plan was discovered by Professor George Stuart, and he passed this information to a number of the Camarilla’s august luminaries. Led by Archon Chey Walking Rivers and Augustin Deschamps, the Camarilla strike force included: Benedict Wilshire, Konstantin Anselm, Lorelei, and Odin Black.

The Anarchs attempted to appeal to Ferox’s humanity and were met with a speech about faith and real freedom. The Camarilla crept into the location, hidden by Lorelei’s Obfuscate, and upon discovering this secret, confronted him. At first, Ferox listened to the Camarilla until the subject of the Nosferatu was brought up. He turned himself into stone, which lead to a jumbled melee of chaos. Ferox disappeared with a flash of light, fleeing all of the factions.

Naturally, this incident has escalated tensions between the Camarilla and the Anarchs. The Independent Alliance has also not escaped unscathed, as smaller cities have reported possible Gargoyle attacks on more Nosferatu and Carpathians.


Bread and Circuses: The Bloodline Trials

The wise Consiglieres of the Independent Alliance determined that only one bloodline would be allowed to join at this time. Each congregation of delegates promised great things and friendship, but how best do you determine how a group shall fit into a known dynamic? The bloodlines were each given a puzzle to be solved at the Sacred Symposium that would show their determination, their savoir faire, ability to blend into the ecosystem of the Independent Alliance, and most importantly reveal their unknown intentions.

The Sages

A little-known bloodline of the Brujah—the stoic Sages—offered their considerable lore and unique powers to the Independent Alliance. The Independent Alliance understands little of their former cult the Tal’made’Ra, and cares less about their agenda. Rather, they wished to pick through the bones of their fallen organization. If the stories are to be believed, the Sages once boasted a considerable information network, with informants in both the Camarilla and Sabbat. And perhaps most importantly, the group is believed to have spent centuries amassing research and weapons to arm themselves during Gehenna. The Independent Alliance believed that by working to appropriate their legacy, they could quickly achieve parity with other vampire sects.

The twin holders of the Janus Seats were naturally quite skeptical as to these so-called legends. To test the Sages, they devised a trial that would require them to convince several notable vampires to allow themselves to be mystically measured by their known oracles—the Fates.

Honestly, this was thought to be an impossible task. What vampire in their right mind would volunteer for such an ordeal? And yet, the Sages succeeded to proceed to the final round.

Notable Sages: Aldith of Winchester, Gustav Fuller, Burgen the Ostrogoth, Ahsraf the Learned, and Bryce Val



Carpathians have lived in self-imposed isolation since before the advent of the sects, lording over their crumbling castles and diminishing territories nestled in the heart of the remote, eerie, and mountainous region of Eastern Europe from which they take their name. Following the Nights of Turmoil, they began to emerge, seeking allies or new homes with very little explanation. Their elders revealed part of this reason in their petition to join the Independent Alliance.

A growing sickness in the Carpathian homelands has infected the very soil, turning the land they desperately cling to against its former masters. The scholars and Koldun believe they know the source of these troubles, and whisper a name from times long past: Kupala. Some call it a demon, others insist that it is a primordial spirit of the land itself—they point to the fact that the entity is referenced by name, if not invoked directly, by some Kolduns in a number of rituals. A few suspect that it might be the very source of the foul practice of Vicissitude or the Vaulderie. Once there existed an occult grimoire, the Incunabulum Kupalam, that collected all known information about this enemy, but all known copies were lost in the fires of the Inquisition, and the scholars of tonight must piece together what few clues they can.

Desperate, they looked outward for answers and perhaps found them in the Independent Alliance. Don Michael Giovanni managed to acquire pages of the Incunabulum Kupalam and the means perhaps to resolve this problem via a sacred Canopic vessel. The Carpathian contingent worked the crowd to determine who possessed the pages and then had to resolve the mechanism of the ritual.

They passed because they proved their wisdom was equal to their knowledge. It was not easy. Clan Ventrue rallied against this trial, while the Camarilla in general seemed to prevent the Carpathians from locating the missing pages to figure out the ritual.

Notable Carpathians: Milosh De Omu, Iulian Jurat, Alan Jefferson, Nicolai Palade, Sorina Cantacuzino, Eleina Lupescu, and Komosh Tzokor


Lasombra Antitribu

The Lasombra antitribu were the first to petition for admittance to the nascent Independent Alliance, in numbers far beyond those that have joined the Camarilla, leading to widespread speculation that there may be a rift in the heart of the greater clan. The years following the Time of Turmoil have not been kind to the Lasombra. Weakened to the point of disaster by hunters, defections, betrayals, and internecine conflicts, the Sword of Caine struggles to regain its edge. Arguably the Lasombra have suffered more than the other Cainites of the Sabbat, since the sect’s failures are often conflated with their own. Since the rise of a new Regent, Temoch the Jackal—who seems to bear no love for the Magisters—a fervor of religious fanaticism has swept the Sword of Caine. Many Lasombra, found the entire affair bitterly distasteful and entirely too much of a bother to keep up appearances for the mass of shovelheads and loyalists.

This petition has its roots in an attempt by a handful of influential antitribu to contact their Sabbat cousins shortly after the Assamites formalized their entry into the Camarilla, seeking to learn the truth behind the current détente. The loyalists, ever faithful to the Sword of Caine, rejected any and all overtures of alliance, forcing the antitribu to accept that the old adage is true: one cannot ever go home again. Instead, some of their Sabbat kin approached the antitribu in turn, encouraged clandestinely by a surprising figure: Lucita of Aragon, Archbishop of Madrid. Evidently she, too, could see the writing on the wall, and had no wish to serve in heaven if there was a genuine opportunity to reign in hell. The coalition met in secret to debate their options, deciding in the end that a bold throw of the dice was in order: they would petition the Independent Alliance for admission, becoming the deadliest sharks in a much smaller ocean.

The Lasombra quickly found support with a major player in the Independent Alliance. Queen Sybil of Las Vegas had long held clandestine relationships with the Magisters and valued their political acumen and indomitable will. Queen Sybil has long suspected that the signature discipline of the Lasombra, Obtenebration, might be the key to achieving their goals in the shadowlands and accessing the power of oblivion. To smooth the way for the Lasombra, Queen Sybil offered one of her greatest treasures for the trial—Dimma Skák Mađur. These tainted chess pieces are infused with the essence of death and Don Michael Giovanni has long coveted them.

The Lasombra needed to recover four of the six Dimma Skák Mađur. It was said to be an easy task, but the Camarilla and the Anarchs seemed to act against them. A faction of the Magisters, led by Victor de Montejo, protested this trial and attempted to sabotage the bid. They attempted to make a compact with all of the petitioning bloodlines to form their own alliance.

Romero de la Salle attempted to rally the Lasombra wishing to join the Independent Alliance, but his own enemies from Detroit followed him. The Anarch Movement, on behalf of Advocate Aligheri, blocked their attempts to recover the Dimma Skák Mađur. Just when it appeared that the Lasombra would be defeated, Professor George Stuart offered to sell him the final required piece to win the trial. The price? “A favor. A single task to be completed for my masters. Whatever they want.” It would seem that a Faustian bargain was struck. Perhaps this has something to do with the rumored ancient enemies of the Ventrue whispered about in the dark halls of Moon, the so-called Master of Secrets?

Notable Lasombra: Le Chevalier Lord Imriel de Aragon, Evony De Aragon, Miles Carrick, Cipriano, Francesca de la Cruz, Victor de Montejo, Romero de la Salle, Saint John McDonough, Victoria Santiago, Mr. Smith, and the Whisperer in Darkness


Secrets and Shenanigans: The Presentation

Aldith of Winchester presented for the Sages, revealing that his faction had located all five of the threads and offered a bonus artifact known as the Hourglass of Fate. He claimed that it held the ashes of Carthage and would be a potent weapon in the final days. It is rumored to have the power to force an antediluvian back into slumber for a short while.

Don Romero Romero de la Salle presented for the Lasombra. He offered the Dimma Skák Mađur and then read a letter from Lucita of Aragon, offering to bring a larger than expected portion of the clan over to the Independent Alliance from the Sabbat. Here is where the unity of the Independent Alliance started to crack. Don Michael and Queen Sybil argued fiercely and then the floor was opened to question. Some expressed concerns that the Lasombra were offering to betray one sect, so why would they not betray another?

Milosh de Omu spoke for the Carpathians. They completed their assigned task, but were very hesitant to show proof. They spoke against the Lasombra, claiming that they would only offer treachery, while their friendship was “true”. They offered sacred lore and to help the alliance find and kill our enemies, but again were not willing to show their evidence. They turned the Follower of Set delegation against them when the subject of their blood sorcery came up, and they insulted the entire Follower of Set religion. Further, when asked about sharing territory, they were immediately resistant to the idea, claiming only they could hope to contain the monster within their lands. (It was also brought up that said land was home to dangerous creatures they could not control.) As a note, by the end of the presentation, only the four speaking still wished the clan to join. The rest of the delegates were dead-set against the idea, a fact the Giovanni seemed bent on willfully ignoring in light of the deal the delegates had struck with Don Michael.


Stars and Destiny

The delegates of the Independent Alliance remained deadlocked between the Lasombra and the Carpathians through two votes, splitting evenly among clan lines. The Sages were highly offended that not a single delegate voted for them, and they left silently.

Secrets long hidden were revealed before the third vote. The Giovanni revealed their belief that the ritual fueled by the demon Kupala could help them locate their missing Antediluvian. In exchange for the Followers of Set abandoning the Lasombra, the Giovanni offered the magical tome purchased from the Lupines. That their allies would so blackmail them outraged the Followers of Set.

Savino Giovanni acquired the book from the lupines, and then Don Michael gave it to Marlena Giovanni to keep it safe. The delegation decided to recess for a time to bargain and consider the options.

During this pause, there was a scuffle between Marlena Giovanni and Ice of the Followers of Set. Ice was torpored and given to the care of Fat Tony of the Giovanni. Meanwhile several delegates from the Followers of Set whispered that Ice’s attack on Marlena, a favorite childe of Don Michael, was due to the interference of the Camarilla as evidenced by Professor George Stuart’s laughter during the attack. During a moment of distraction, two Camarilla delegates, Lorelei and Augustin Deschamps, snatched Ice’s torpid body for questioning to see what caused the attack. Pleased with Ice’s answers, they let her go back to the Sacred Symposium and reported to Queen Sybil that the scuffle was a misunderstanding, because Ice thought Marlena smelled of Setite Sorcery.

The twin holders of the Janus seats managed to keep the Symposium together to hold one more vote. Once again the delegates were deadlocked along clan factions. One last recess was called. Plots and schemes were hatched in the shadows. The petitioners were allowed one last chance to speak to the delegates.

And again, the delegates were deadlocked. There was for a brief moment of hope that one of the Giovanni would break ranks. Delegate Santiago Giovanni begun to rise his hand, struggle for a moment, and then lowered it.


The first Sacred Symposium of the Independent Alliance was not the success we craved. Laughter could be heard in the Moon nightclub when the twin holders of the Janus Seat made their announcement that no one would be joining the Independent Alliance. And yet, we endured the test. Our bonds were forged in fire, securing our place amongst the new sects.

However, the Camarilla and the Anarchs scored a major victory against us during the Sacred Sympsoium. The Ivory Tower convinced Don Michael that they did not oppose the Carpathians joining the Independent Alliance and then worked quietly from the sidelines to distrupt the trial and the presentation. Conversely, the Anarch Movement subtly sabotaged the Magister’s trial and tainted their efforts to join us. Professor George Stuart leaked information about the lupine’s book to ensure that there would be a fight between factions, galvanizing their votes. This single vampire proved to be exceptionally dangerous. His masters are unknown, but clearly their intent is hostile to our purposes.

Prince Domingos Belini of the Brujah secured the Hourglass of Fate and proceeded to throw it out the window, hoping that the fall would destroy it. It disappeared, and the Fates reported that it would return when the Sages needed it the most, striking revenge upon the Independent Alliance. Queen Sybil has already reported a fire in her haven at the presidential suite at the top of the Luxor pyramid. Many suspect the Sages of this dark deed.

We survived the test, even if we have yet to excel, there is always the future. Those who can survive interesting times can do better the next time.

Renenet Ankhesenpasutekh, Archivist

MET: Vampire FAQ updated

You’ve got questions, we’ve got answers! We updated our MET: Vampire FAQ page with some of the questions that have hit our inbox since we first published our book. Check it out for some insights about our rules. If you have a question, please send it to for FAQ consideration. Thanks!

The Economy of Cool – from ST Secrets

This essay appeared originally in Mind’s Eye Theatre: Vampire The Masquerade Storyteller Secrets, a collection of original essays, guidance, design notes, advice, how-tos, recommendations and, yes, secrets to help Storytellers of Mind’s Eye Theatre. But it’s not specifically about VTM—the essay discusses a core philosophy, the Economy of Cool, that underpins all By Night Studios game development, including our newest effort, MET: Werewolf the Apocalypse. You can purchase your copy of the full book here.


The Economy of Cool

by Jason Andrew

“The only true currency in this bankrupt world is what we share with someone else when we’re uncool.” — Lester Bangs, Almost Famous

A thriving economy revolves round the tension between the scarcity of goods and services versus the demand for them. Many LARPs share a common fallacy—assuming that game economy is based on the earning and spending of XP and the gaining of additional power.

This misconception is shaped by an unconscious acceptance of the Hero’s Journey trope. Coined by Joseph Campbell in his legendary book “The Hero with a Thousand Faces,” the theory of the Monomyth opines that important myths from around the worldhave shared a common default structure for thousands of years. Traditional roleplaying games tend to strictly follow this narrative structure.

Imagine a thrilling gaming session about a callow youth who unexpectedly receives a strange call to adventure from a wise mentor who will show him the wonders of the universe. The hero endures increasingly dangerous tasks and trials to prove his worth, until he masters his destiny to achieve a decisive victory against evil. Should the hero survive, he is offered a choice to return to the mortal world with special insight or to improve the world with what he has learned.

This archetypical story could have been inspired by the tragic tale of King Arthur, the cunning legend of Odysseus, or perhaps the adventure of Sinbad the Sailor. Or from a modern perspective, this story can be seen reflected in many recent classics, such as Star Wars, Lord of the Rings, or the Matrix.

The perspective of the Hero’s Journey presumes the fundamental story is about the adventure and evolution of the title character. This narrow focus unconsciously encourages selfish, and sometimes destructive, behavior from players as they begin to see their own character as the most important and all other characters as less important. This mentality results in hyper-aggressive behavior and an obsession with XP as the metric by which the game measures progress and success.

Players in a Mind’s Eye Theatre: Vampire The Masquerade game do not directly compete with each other to earn XP. Earning XP is not a zero-sum game; the XP gained by one player does not detract from other players’ earnings. All players who attend a game have the innate potential to earn the maximum XP. Characters in networked games may have a cap to balance out monthly XP earnings across multiple games. However, clever players can earn extra XP for games that they have missed via downtime scenes, background reports, or email roleplaying, with Storyteller approval.

A LARP is an organized social contract designed to provide enjoyment to every player involved. If the LARP is a stage, then the hidden economy of the game environment is time on center-stage. In this system, all of the LARP’s players are consumers and producers of that unknowable quality known as cool.

Some players with natural charisma and force of personality seem to always create interesting characters that become magnets for the spotlight. Other players discover that their characters fizzle stillborn despite an extensive history and powerful character sheet. The answer lies within the subtle dance of the Economy of Cool.

The basic principle of the Economy of Cool is that there is a finite level of cool in any given moment in a game. Players naturally accrue social cool points over time, and the investment of said cool points can determine how well they do in the game and, more importantly, how much fun they have.

The Metrics of Cool: The Merit System

Poets have argued and debated for centuries about two aspects of the human condition: love and the ephemeral nature of cool. For the purpose of this essay, cool is defined as the ability to partake and share in the story of the LARP in such a way that it is fun and interesting for the people involved.

Mind’s Eye Theatre: Vampire The Masquerade provides the Storyteller with an easy means of moderating the Economy of Cool via the merit system. Previous editions of Mind’s Eye Theatre used merits as simple advantages that a player could purchase to add flavor to a character. By limiting players to only 7 points total in merits, MET: VTM leverages the Economy of Cool, forcing players to make fundamental decisions about the nature of their characters.

Let’s imagine that a troupe decides to create a chronicle based on the Knights of the Round Table as Ventrue. Some of the characters might take the following merits:

  • Prince Arthur: Paragon (3 point merit) and Regal Bearing (4 point merit)
  • Lancelot: Path of Chivalry (3 point merit), Unyielding (4 point merit)
  • Percival: Golconda Seeker (5 point merit), Code of Honor (2 point merit)
  • Gawain: Ambidextrous (2 point merit), Calm Heart (1 point merit), Daredevil (2 point merit), Lucky (2 point merit)
  • Merlin: Loremaster (1 point merit), Oracular Ability (2 point merit), Thaumaturgic Training (4 point merit)

The limitation on merits forces the players to make essential choices about their characters that forge memorable experiences and force them into the Economy of Cool.

Prince Arthur is primed for leadership with his merits, but he will certainly need to lean on Merlin for advice and insight. This partnership will create opportunities for roleplaying and an economy of weaknesses and strengths. If Arthur’s player could simply buy those merits when he had the appropriate amount of XP, why would he need Merlin? By limiting the amount of cool in the game, the importance of both characters increases when the spotlight turns towards their individual strengths.

The differentiation of merits allows characters to explore many different iterations of the same general concept. Many consider Lancelot to be the archetypical knight who eventually fails for daring to endulge in love. Percival seeks to use the framework of being a noble knight to pursue enlightenment, whereas Gawain seeks out adventure to test himself. Each of these knight concepts allow the players a unique means to roleplay together without overstepping onto each other’s concepts.

For more information about the mechanics behind the costs of merits, see the essay “Roleplaying by the Numbers” in Storyteller Secrets.

Jumping the Shark: When the Economy is Broken

The expression “jumping the shark” describes the moment in a story when the original concept has been so diluted that it effectively becomes a parody of itself. The trope’s name was inspired by the ultimate King of Cool from my childhood. Can you guess who? Did you guess the Fonz from Happy Days? Correctamundo!

In the early seasons of the television show “Happy Days,” the Fonz was part of the ensemble cast. This cat was cool. He defined cool. He could start a jukebox by punching it and summon forth hot girls by snapping his fingers. And yet, a good portion of his time was spent helping or being helped by the rest of the cast. Richie and his friends mingled with the cool guy. If this show was a LARP, you could argue that these characters went along on each other’s adventures.

But, alas, the Fonz undermined the show when he jumped the shark. Suddenly, he could do everything all of the other characters could do, but better. He became a mechanic, a businessman, a school teacher, and family man. The other characters shrank away, and the economy of cool died.

Why? The Fonz quit investing his cool. Richie was a nerd who owned his funky pre-hipster geekness. When the Fonz cared about his friend’s adventures, he invested cool points into his friend. This investiment was paid back, and the cool factor magnified both of them. The Fonz only became a joke later, when he forgot the first principle of the Economy of Cool: cool shared is cool magnified.

Imagine that Prince Arthur from the previous example was able to keep purchasing merits with XP. He would quickly surpass the need for knights or mystical advisors. The rest of the troupe would eventually sit around and wait for Arthur to resolve every problem without getting involved.

Investing in Cool: A Technique to Prime the Cool Economy

A Storyteller can leverage the existing rules to encourage her players to prime the well for the Economy of Cool. The accumulation of XP sometimes can be a problem when encouraging players to actively participate in the Economy of Cool. Aside from merits, a character can eventually acquire anything she wants via spending XP. Once she has attended a few games, she can spend her points on purchased like a pimped-out G-5, influences that control the police, or mastery of the Computer skill.

If allowed to proceed unchecked, players can buy whatever they need at that moment, killing the Economy of Cool. Encourage your players to trade with other players in ways that acknowledge and share the cool, allowing others to shine.

Imagine that a player wants her character to build and open a hot new nightclub during her downtime. She spends her saved XP on the Haven and Resources backgrounds, expends some influence and downtime actions, and then writes an interesting downtime report. Bam! The player created an instant nightclub, which failed to include anyone else and will likely be ignored by the rest of the troupe, because it isn’t real to them.

How much fun was that?

Now imagine that the Storyteller decided instead to make this alteration to the common sandbox of the city into a challenge for the player. Some of the possibilities include:

  • What if the property was owned by the Ventrue primogen?
  • What if the local Goodfellas needed to be properly motivated to ensure that there weren’t any “accidents?” What if the local underworld were controlled by the Giovanni?
  • You can build a nightclub, but you can’t presume that the mortals will automatically attend it. What if the local Toreador have a lockdown on the hipster crowd within the city, and their blessing is required to build buzz for the club and help book the hip acts?
  • Are there musician characters in the troupe? Imagine the synergetic relationship that could develop between the two characters as they form connections that share the spotlight.
  • Is there an architect character in the troupe? Imagine how strong of a tie that player would feel to that club if he designed the building.
  • What if the club owner hired some of the street- thug characters to make sure that criminals didn’t harass the patrons attending the club?

A simple background story can entertain the entire troupe by encouraging a single player to include her fellow players. These players invest their own cool points into the story of their fellow players, making all of their characters feel more real and connected to the chronicle’s story. These players are going to remember and have an interest in that nightclub, and it will eventually become a common set piece for the chronicle. Slowly, that nightclub becomes a little bit more real as characters have meetings there and start to include it in their history and their roleplaying.

(For more information about this sort of technique, see the essay “ ‘Yes, and…’: How to Improve Your Storytelling Through Application of the Rules of Improv in Storyteller Secrets.)

Cool is a Dangerous Game

Players often forget this important secret after they have experienced the thrill of Mind’s Eye Theatre: Vampire The Masquerade for a while. New players want to risk their sheets to experience the visceral danger of the game. They don’t want to be excluded from an adventure because their sheets may be more fragile than the veterans’.

The worst thing that a Storyteller or a player can do to halt the Economy of Cool is to exclude new players to protect their characters. A coterie of combat ninjas might want to protect a new player from being horribly murdered by a Sabbat raid, but that really only isolates and disappoints players seeking to participate. Encourage your veteran combat players to bring new players along and to teach them the rules. By helping the new players, Storytellers and players help create and share stories.

Find out what the new players want to do with their characters, and search for a way to include them in the current scenario or partner with existing character concepts. Here are some examples:

  • If a new player wants to be a poet or socialite, encourage a veteran to hire him to be a herald.
  • If a new player wants to be a bodyguard, encourage a veteran to hire her, even if she doesn’t really need protection.
  • If a veteran is planning an important meeting, encourage her to take along a new player. Imagine a hoary elder teaching a neonate the art of politics and war. Allow the new player to witness and understand the dynamics of the moment. Explain your complex political and social games to the new player, so that he might understand that level of the game. Occasionally, this method will backfire, and said new player will betray the veteran, but that’s good for the drama of the game.

Storytellers set the vision for the chronicle, and if they believe in the Economy of Cool then the players will strive to achieve these goals. Here are a couple of methods to help you spread the cool around your chronicle:

  • Help place new players into the thick of the story by encouraging them to create neonate pawns for one of the local elders. Ask the elder players to pit their neonate pawns against their rival’s neonates. This scenario allows new players to test themselves against other players of similar experience. Encouraging the veteran players to recruit new players into their lineages invests in new players and injects more cool points in the future of the chronicle.
  • Elder and veteran players have a responsibility to watch out for the health of the game. Storytellers should monitor the flow of the Economy of Cool, and if a single player is hoarding the cool and abusing new players, you have a responsibility to get involved and stop it. Every situation is going to be unique. Don’t be afraid to talk to players and see how they feel.

Selling the Cool

Viewed from a certain perspective, professional wrestling may be considered a type of LARP. Wrestlers take on personas and maintain the story by strictly staying in character. This method-acting is known as kayfabe, and a big component of it is selling the cool of the other wrestlers.

Players and Storytellers must sell the cool of the other characters. Here are a couple of examples of selling the cool from a character sheet:

  • If a wrestler’s story is that he was burned horribly and has returned from Hell to defeat his enemies, his opponents will flinch with fear when faux-hellfire fireworks light the arena. In MET: VTM, if a vampire has the flaw Eerie Presence, other characters should react to that flaw with fear and trepidation. Failing to sell this flaw will disappoint the flawed character’s player and discourage him from selling the interesting things about other characters.
  • When a wrestler strikes another wrestler, it is expected that the faux-injured party will sell the strike to the audience, especially if it is a signature or finishing maneuver. In MET: VTM, if a vampire possesses Puissance (Potence 5), her targets should sell suffering through her attacks. This helps both players feel the intensity of the scene and makes the both of them experience the cool.
  • Wrestlers generate interest, known as heat, via their feuds against their rivals. When a storyline has enthralled the audience, the wrestler strives to keep the heat alive for as long as possible to benefit both sides of the conflict. In MET: VTM, the trick is to capture the mindset of an immortal monster while fulfilling the needs of an excited gamer. Killing your enemies is a waste of an interesting story. This balance requires that both players agree to certain ground rules and maintain good conversation outside of play. It is hardly fair if one player is out for blood and the other player is seeking to extend the story.
  • Wrestlers are expected to sell their feuds while avoiding the disruption of kayfabe. This involves attacking each other with violence, clever insults, and political dirty deeds while battling over a championship belt. Off stage, they are coworkers and collaborators trying to tell the best story they can for the audience. In MET: VTM, players should actively sell the pains of maneuvers in the jyhad. When the harpy tags a rival with the negative status Warned, both characters should play the scene to the hilt. Ignoring the power of status kills the scene’s energy and downplays the players’ contributions. Once the scene is over, the players should meet together and break kayfabe to congratulate each other. Occasionally, players might suffer through bleed, where the emotions of the scene and their characters linger in the consciousness. It is important to have a clean break, celebrate the story, and remind everyone that a game is a team effort and that in the end the health of the chronicle greatly depends upon a mosaic of characters.


The Economy of Cool depends upon a spirit of cooperativeness and the players’ willingness to leverage their own self-enlightened interest to put the health of the game ahead of their own short term gains.

When players freely share their personal cool with their fellows, they lift the spirits of everyone involved and increase the total fun of the entire chronicle. The return on the initial investment of effort and cooperation is infinite in terms of goodwill, chronicle growth, and the potential of future stories.

The urge to win is strong in the gamer perspective. Our culture encourages us to master the game and achieve victory over our rivals. Society has trained us to think of excluding others as a form of control and power.

The truth is that winning pales in comparison to sharing experiences. A short-term victory is a gilded cage that offers no real satisfaction.

The real immortality is becoming part of a story that is told with bated breath by a player sharing her first experiences with Mind’s Eye Theatre: Vampire The Masquerade. Imagine your name spoken in whispers and your tale told at local greasy spoons for decades as an example of fun. In the end, isn’t that what we’re all looking for?


Storyteller Secrets is available as a downloadable PDF here.