/*** V5 Prompted Roll Macro (Vampire: The Masquerade 5th Edition)** This script displays a dialog box prompting the user for the number of* regular 'Vampire Dice' (dv) and 'Hunger Dice' (dg).* It then constructs the V5-specific roll formula (e.g., 4dv + 2dg) and* executes it by directly passing the command string to Foundry's chat processor,* ensuring the V5 system module correctly processes the roll result.*/(async () => {// --- 1. Define the HTML for the Dialog Form (Keeping accessibility improvements) ---const dialogContent = `<style>.v5-dialog-form .form-group {display: flex;flex-direction: column;margin-bottom: 10px;}.v5-dialog-form label {font-weight: bold;margin-bottom: 5px;}.v5-dialog-form input[type="number"] {padding: 5px;border: 1px solid #7a0000; /* V5 Theme Color */background: rgba(0,0,0,0.05);border-radius: 4px;text-align: center;/* Add a visual focus indicator for accessibility */transition: box-shadow 0.2s ease-in-out;}.v5-dialog-form input[type="number"]:focus {/* High-contrast focus ring for keyboard navigation */box-shadow: 0 0 0 2px #7a0000, 0 0 0 4px #ccc;outline: none;}</style><form class="v5-dialog-form"><p>Enter the number of dice for your V5 roll:</p><div class="form-group"><label for="vampire-dice">Vampire Dice (Normal Dice):</label><input type="number" id="vampire-dice" name="vampire-dice" value="4" min="0" data-dtype="Number"title="The number of standard dice (dv) for the roll." aria-label="Vampire Dice"></div><div class="form-group"><label for="hunger-dice">Hunger Dice (Blood Dice):</label><input type="number" id="hunger-dice" name="hunger-dice" value="2" min="0" data-dtype="Number"title="The number of Hunger Dice (dg) for the roll." aria-label="Hunger Dice"></div></form>`;// --- 2. Create and Render the Dialog ---new Dialog({title: "V5 Custom Roll Prompt",content: dialogContent,buttons: {roll: {icon: '<i class="fas fa-dice-d10"></i>',label: "Execute Roll",callback: (html) => {// Extract values from the rendered dialog HTMLconst vampireDice = parseInt(html.find('#vampire-dice').val()) || 0;const hungerDice = parseInt(html.find('#hunger-dice').val()) || 0;// Validation checkif ((vampireDice + hungerDice) <= 0) {return ui.notifications.warn("Roll canceled: You must enter at least one die.");}// --- 3. Construct the Roll Formula ---// The system uses 'dv' for Vampire Dice and 'dg' for Hunger Dice.const formula = `${vampireDice}dv + ${hungerDice}dg`;// --- 4. Directly Execute the Roll Command via Chat UI Processor (The most reliable fix) ---// This method is functionally equivalent to typing "/roll 4dv + 2dg" into the chat input// and hitting enter, ensuring all necessary Foundry and V5 system hooks are triggered.const commandString = `/roll ${formula} # V5 Custom Roll: ${vampireDice}V + ${hungerDice}H`;// ui.chat.processMessage is a dedicated method for executing chat commands.ui.chat.processMessage(commandString);}},cancel: {icon: '<i class="fas fa-times"></i>',label: "Cancel"}},default: "roll"}).render(true);})();
Storytelling in the World of Darkness
Thoughts about successfully telling stories and creating chronicles in the World of Darkness V5 systems, especially Vampire the Masquerade V5 as published by Paradox.
Wednesday, July 22, 2026
Foundry Arbitrary Pool Dice Roller
Monday, July 20, 2026
I want to run a Chronicle - Where Do I Start?
For ages, I've said "Play The Monsters as your first story for Vampire the Masquerade V5." But that's out of date. There's many better options now. I've solicited opinions on Reddit and dug into Reddit posts over the past few years to help you determine the best place for you to start - for you.
I started this article intending to go through all the various paths that you could possibly try. I'm not going to do that. Instead, I'm going to give you an opinionated path to start V5. I'm assuming sessions will be around 3 hours long - adjust based on the length of your sessions.
Start with New Blood (but don't play all of it)
New Blood
Get it: DriveThruRPG - $7.50 USDLength: 4-8 hours (1-3 sessions)Pros: Fantastic introduction to Vampire; starts with a bang; trickles out mechanics as they are neededCons: Drags towards the end; very thin pre-made characters
Description (from Renegade Game Studios)
Reddit User Quote:
My Thoughts
Then Start Your Chronicle with Something Premade
"Let the Streets Run Red" - "Power Prey"
Get it: In the Source Book "Let The Streets Run Red"Length: 10-12 hours (3-4 sessions)Pros: Interesting, original story; introduction to Kindred politics and relationships; good starting story for a new Chronicle, whether custom or pre-written; has follow on stories in Let the Streets Run Red or can feed into Chicago by Night or a custom ChronicleCons: Requires the V5 Core Book and Let the Streets Run Red; intended to be set in Chicago, would require changes to set it elsewhere; does not gradually introduce mechanics; minimal guidance for character creation
Description (from Renegade Game Studios)
Reddit User Quote
My Thoughts
"The Crimson Gutter" - "First Steps"
Get it: In the Source Book "The Crimson Gutter"Length: 28-35 hours (9-11 sessions)Pros: City independent - fairly clearly intended to be North American, but could probably be run most places; a lot of detail on character creation and potential sires, allies, rivals; a long, defined Chronicle that continues on; some story beats that will really set up character choices; very adaptable to the Coterie the players buildCons: Requires more Storyteller work than either New Blood or Power Prey as the city and the player character's place in it are less defined; the Storyteller will need to bring the inhabitants of the city to life as they are a little cliched and limited, with small stat blocks and short backgrounds
Description (from Renegade Game Studios)
Reddit User Quote
My Thoughts
And Then Continue On
Tuesday, July 14, 2026
Playing Vampire the Masquerade V5 In Other Eras (1800-2020s)
The default experience of Vampire the Masquerade V5 is present day - that is, the 2020s. The tidal wave of Lore has moved forward - clans have shifted and changed, things have happened since previous versions set in earlier decades. The books lay out the Clans and the Sects as they exist now, which is fantastic if you want to play that default experience, but what if you want to play in an earlier time period?
You could solve this problem in a few ways. There are third party add-ons that have some of this information. One of these is In Darker Ages - https://www.storytellersvault.com/en/product/394339/in-darker-ages - this seems to cover the needed material. Another option would be to get the old books, look at the timelines and try to cobble something together.
This is intended to be another option. I opened up the old Wiki, grabbed my Second Edition (WW2002) and Revised (WW2300) books, and a few other sources. I'm going to slide back down the timeline and try to mention some changes that would need to happen to run in a game before a specific time. It will absolutely not be complete, conclusive, or definitive. I will suggest alternate banes for Clans, note changes to Sects, hit the high points of major Lore changes, which will hopefully provide enough information for a Grunge 90s, a Punk 80s, a Hippy 60s, a Flapper 20s, or a Victorian 1800s Chronicle from a mechanical point of view.
I'm going from present day back to the 1800s - if you want to go earlier than that, there's some fantastic third party work in the Storyteller's Vault. Like most of the work on which it is based, this timeline is heavily biased towards North American and Western European Kindred happenings.
Alternate Banes presented here are my work, based on the previous editions and my understanding of the intended flavour combined with modern sensibilities and intended to be mechanically compatible with V5. They are not in any way official.
Read this timeline from the top down to the year/decade you want to set your game, adjusting the rules/sects/banes as you pass each milestone.
2026
2020-2021
GiovanniIn the Family Reunion, all the Death Clans received the Giovanni curse of Excruciating Bite. Giovanni should just continue to use the Hecata V5 Clan Bane.CappadociansCorpse-Like - The Cappadocians develop a Corpse-like appearance, with ashen pallor. They take their Bane Severity penalty to all social rolls with mortals.SamediDecaying - The Samedi is a rotting zombie, with its flesh soft, sloughing off, and disgusting. All Samedi have the Repulsive Flaw (-2), can never improve their appearance, and in bright light can be a Masquerade violation.Harbingers of SkullsDesiccated - The Harbinger is a withered mummy like figure. All Harbingers have the Repulsive Flaw (-2), can never improve their appearance, and in bright light can be a Masquerade violation.NagarajaFlesh-Eater - All Nagaraja have the Organovore Flaw (-2). They must consume human - or Kindred - flesh with their blood in order to feed.LamiaePlague-Bearer - Lamiae are deeply connected with the Dark Mother and bear a toxic curse. All Mortals fed on by Lamiae fall ill with the plague and are likely to die without modern medical intervention. The mortal suffers a penalty equal to the Bane Severity of the Lamiae on all physical pools until healed. Kindred who feed on Lamiae also become a plague bearer until their Hunger increases to 5.
2019
2014
2013
2012
2008
TremereHierarchical - All Tremere are forced to drink of the blood of the elders as they are accepted into the Clan. Tremere take one fewer drink to be bonded to a Tremere of lower Generation and take a two dice penalty to any attempt to resist Dominate from a lower Generation Tremere.
2007
LasombraShadowy - Lasombra are creatures of Shadow and deny light. Their image does not reflect in mirrors and they take a Bane Severity penalty to all dice pools in bright light, including sunlight.
2005
2004
1999
RavnosHubris - The Ravnos are obsessed with pushing their luck, bargaining with Fate, and rolling the dice. If given two options - a safe path and a risky but flamboyant path - the Ravnos must take the risky path or suffer a penalty on their dice rolls equal to their Bane Severity until the end of the scene or until they choose the path of derring-do.
1998
Banu HaqimBlood-Cursed - The Banu Haqim are cursed by the Tremere to be unable to consume Vitae. A Banu Haqim that consumes Vampire Blood takes one unhalved Superficial Damage per Bane Severity per Hunger Slaked.
1944
1829
1803
1800
Thursday, December 18, 2025
Player Driven Games vs Game Master Driven Games
Player Driven vs Game Master Driven. Sandbox vs Mission-based. Freeform vs Railroaded. People separate types of campaigns or types of adventures in different language, but I think the first language set is probably most useful. We are determining who is driving the particular story beats that are central to a given setting - is this an adventure that a party is going down (a la traditional D&D)? Or is this a open world where players choose what is interesting to them to explore.
I intend to argue that most campaigns have a default state - one or the other - but most are best served by combining both. I think Vampire the Masquerade V5 tends towards Player Driven play, but I believe that Chronicles can be well served by mixing in Game Master driven play as well.
Let's describe what each style really means.
In Player-Driven play, the Story Teller often takes a reactionary role. The Players understand their characters' motivations, missions, and intentions, and use those to drive the plot forward, making decisions about how those players affect the world. They move to interact with the world, with Storyteller Player Characters, and with plot points and stories from their backgrounds or from previous experiences. They make the decisions about what is important to them, from information agreed with the Story Teller previously. The Story Teller presents obstacles and complications and responds for the Story Teller characters. Preparation for sessions driven by players involves considering motivations for SPCs, complications from anticipated actions, story beats that might emerge from characters moving and plotting "off-screen", and considering events that come from other sources.
In Game Master-Driven play, the Story Teller takes the driver's seat. They lay out plot hooks, paths, and adventures. They offer adventures or dungeons or defined paths forward for players to follow. Story tends to be more linear, with defined story beats and an expected series of events that will occur. While players still have agency, there is an expectation they will bite on the plot hooks and grab the adventure offered. Preparation for Game Master-Driven play includes more traditional adventures, maps, scenes, specific new SPCs or adversaries, and new information.
While I consider Vampire the Masquerade V5 to be well-served by Player-Driven play, I have realized I often start a Chronicle with Game Master-Driven play. I have found that it is an excellent way to introduce players (and their characters) to the world of the Chronicle. A mission can give reasons to interact with SPCs, with specific locations, with particular adversaries or allies. For example, in my current Chronicle, Session 1 started with each character's Sire charging their Childe with making a good impression at Elysium, as each character was introduced to the Court. This gave players a reason to go to Elysium, to interact with members of the Court, to introduce themselves to the Prince, and to acquit themselves well. From that interaction, a second mission was provided - this time from the Prince, to investigate a series of murders that seemed caused by vampires. This gave reason to interact with SPCs, to gather information, and to make themselves known at Court. Beyond the first session, it gave a reason to interact with the world, to explore new areas of the city that would become important later, and to meet new characters. This mission based gameplay gradually transitioned to player-driven play, as the characters worked to solve the mystery and as their backgrounds and back-stories began to surface.
You can also transition from one to the other repeatedly - start mission-based, for instance, to give the players a reason to interact with elements of the city and to build relationships (positive and negative) with characters in the Chronicle. Once the players have done some things, they've probably messed some things up and have some problems to solve; they've probably met some folks, and have reasons to go after some or help others; and they are able to see how their back stories will interact with the city and how they will drive more actions. Once in that mode, you are in 'sandbox' or relationship based play and very player driven.
Vampire has a 'boon economy' - which is a great reason to interject a new mission into a primarily sandbox Chronicle, to bring in new elements of the story when the ST wants to throw some wrenches in. Additionally, SPCs are plotting in the background, and events are ticking. When the players are getting too comfortable, a powerful SPC can call in a favour - or offer one - and push them in a particular direction where they will encounter something interesting to drive back to mission-focussed play. Or the City can change in ways that are not anticipated by the characters that necessitate response. Or important SPCs can plot against the players or against their allies or against their enemies. These elements present a mission for the players to accept and to drive to completion, positively or negatively. When that mission ends, the Chronicle can transition back to relationship, player-focussed play for a time, now with those new elements from that completed mission in play and changing the circumstances around the players.
Back and forth - Game Master-Driven to Player-Driven and back to Game Master-Driven. When players are comfortable or when they are uncertain of their next course of action, the Game Master can step in and provide a more focussed session of game play. When the players have a plan, the Game Master can step back and respond to those actions. To me, in Vampire the Masquerade V5, the Chronicle succeeds best when the Players drive most sessions, but the Story Teller should keep Game Master-Driven options in their toolbox to add complexity, uncertainty, interest, characters, locations, and lore to the story.
Hopefully, this perspective will help you make decisions about how to run your games and sessions for Vampire the Masquerade V5.
Tuesday, December 9, 2025
Introduction to Vampire the Masquerade V5 for Dungeons and Dragons Players and Dungeon Masters
Dungeons and Dragons is the most popular table top roleplaying game in the world and that's been true as long as there has been TTRPGs. It is where most of us started. And most of us still love to play D&D. But there's a lot of other games out there - FATE, GURPS, Powered by the Apocalypse based games - and, of course, the World of Darkness.
Assuming you're a D&D 5e (2014 or 2024) interested in trying other systems, let's explore whether or not the World of Darkness - and specifically Vampire The Masquerade V5 - is the right game for you. And I'll give you some tips about making that transition, too. I've played in the World of Darkness off and on since the 1990s - and started my Dungeons and Dragons journey in the 1980s - so I'm reasonably well set up to be your guide here.
This isn't a 'how to play' - I have other articles for that - I'm trying to share some basic information and help you understand how playing Vampire feels compared with Dungeons and Dragons, so you can decide if it is a game you want to play.
The Elevator Pitch for Vampire the Masquerade V5
What Is the World of Darkness?
- "Old" World of Darkness - the first book of the first version of the World of Darkness came out in 1991 and has gone through multiple versions. The most recent "old" version is the 20th anniversary edition, which is commonly known as V20. This version was published roughly between 2011 and 2015. This is a solid, complete version of the World of Darkness, covering most of the splats, including Changeling, Vampire, Hunter, Mage, and Werewolf. It covers play of all power levels. From a mechanics point of view, you could call it a 'resource-management' based game, in that powers use up a pool of points which the player fills up and spends. It is reasonably "crunchy", with mechanics supporting a lot of different styles of play. It has a very large collection of lore about the world and many supporting books.
- Chronicles of Darkness - published in various versions from 2004 until 2022, Chronicles of Darkness was a reboot of the World of Darkness, with different splats (including playable monsters that you could not play in any other version of the World of Darkness). It had different lore than the original World of Darkness. It is very much its own game, but provided inspiration for the new World of Darkness versions in various ways, including some mechanics.
- World of Darkness x5 - The "fifth" version of the World of Darkness is the most current (first published in 2018) and active (with books being published on a regular basis as of 2025), with three splats currently published - Vampire, Hunter, and Werewolf, with Mage and Changeling being currently teased. Splats in the this version are typically referred to as the initial and 5 - that is V5, H5, W5. Play in this version is aimed at "street-level" - newer, younger vampires, hunters, or werewolves, though later books in this edition support playing more powerful werewolves or vampires that are centuries old. Mechanics promote a 'risk-management' style of play - or 'push-your-luck', where using powers can increase the risk of allowing your Beast to temporarily take over, reinforcing the personal horror theme of Vampire V5. Lore largely continues from previous versions of the World of Darkness, with some changes and some considerable extension, bringing the world up to modern day.
Getting Started Playing Vampire
The Vibe Playing Vampire vs D&D
In D&D, there tends to be more focussed adventures (go here and do find this thing, go there and slay that creature, climb the mad wizard's tower and learn this lore). While there are certainly NPCs, the web of relationships isn't nearly as central or generally well developed. Player character arcs tend to be side quests to a main quest. Combat is a common event, potentially multiple combats per session. The tone tends to be high fantasy, with epic quests and heroes and villains.
Examples of Vampire Sessions
Next Steps
Friday, October 17, 2025
Creating Stat Sheets for your SPCs - When, Why, How
I am on record as to saying that Storyteller's should not stat all their SPCs, including very important SPCs. I talk in my article about Populating a City about how many stat blocks a Storyteller would have to come up with. I think that's a lot of busy work that will largely never come up, a lot of wasted time that could be better used creating interesting relationships, plots, personalities, twists, and problems for your players. But I still like rolling dice! So let's talk about what I do instead.
This is a frustrating article to write. I am certain I had better resources than this, but I think that the system I use is a weird amalgam of the official books, Reddit advice threads, previous systems, and homebrew, and I haven't actually formalized it until this point. In particular, I'm going to shout out this thread on Reddit by u/CharsOwnRX-78-2 which catalyzed a lot of how I do this.
I first want to say that this method - and any method I use - will violate rules in character creation. I don't care. Character creation rules are for PLAYERS - the purpose, in my opinion, of a mechanical character creation method is to balance player characters within the Coterie. That is not your priority when creating antagonists. So I don't mind pulling pools out of a very simplified system.
To be clear - I'm not saying don't stat ANY SPCs. When you start rolling a lot for a given SPC (or when you know they will be actively opposing the PCs in a session), when they start being a key antagonist or very active ally, that's a great time to stat them. You rarely know who the players will focus on as their real rival or foe, or who will be their favourite. Do the work when you have to do the work and not before. My recommendation is, even then, to stat to the level of the simplified stat blocks, such as on page 370 (Antagonists) of the Vampire the Masquerade V5 Core Book, not to write up a full player character sheet.
But, by default, I use a quick statting system, that characterizes the SPC, and lets us build up something of a stat sheet for them without doing any work. We evolve the SPC as our needs for them change. Let's look in depth at the steps we'll take and I'll break this down into a nice, easy chart at the end of the article. There feels like lots of steps here, but using this I can choose a dice pool in real time, with no break in the game at all.
1. Classify this SPC
Ok, so we're rolling for this SPC that we didn't anticipate rolling a lot for and we need a dice pool. Who is this person? Let's rank their threat level, essentially by giving them a base dice pool for their normal activities. How good are they at most things in their day-to-day, whatever that looks like. Rank them from 1-5, with some examples for each:
- Not a threat - average mortal, just some random person
- A bit more - a newish ghoul; a trained, capable mortal
- Average threat - a neonate Kindred; other baseline supernaturals; Hunters; and trained SI agents
- High threat - ancillae; newer werewolves
- Extreme threat - elders; experienced werewolves
2. Choose tracker values
- Consider reducing trackers by 1 total point
- Likely should remain 5/5
- Consider increasing trackers by 1 total point
- Consider increasing trackers by 2 total points
- Consider increasing trackers by 4 total points
3. Choose exceptional pools
4. Special Powers
5. Vibe Check
6. Make a note
7. Roll Those Dice
Summary Chart
| Threat Level | Base Dice Pool | Tracker Tweak | Exceptional Pools | Maximum Dots |
|---|---|---|---|---|
| 1 | 2 | -1 to 0 | 1 good, 1 bad | 0 |
| 2 | 4 | 0 | 2 good, 1 bad | 4 |
| 3 | 6 | 0 to 1 | 3 good, 1 bad | 7 |
| 4 | 8 | 0 to 2 | 4 good, 2 bad | 12 |
| 5 | 10 | 0 to 4 | 5 good, 2 bad | 20 |
Thursday, October 16, 2025
Using Kumu for World of Darkness Relationship Maps
Relationships and Characters are the critical data for a World of Darkness Chronicle. They are the engine that makes the story run. But they are hard to keep track of at scale - Chronicles rapidly grow to dozens of SPCs when you've got a whole city to run.
I am a big proponent of Storyteller tools - I have a whole article on what I use. I started my most recent Chronicle with World Anvil, but I found keeping Storyteller Player Characters (SPCs) in World Anvil very difficult. The thing that matters most is the relationships between characters and that was hard to do in World Anvil.
So, I poked around and discovered that the standard tool people use is Kumu - https://kumu.io/ - it is free. The only thing on the paid tiers you might want is private projects, but if you don't want your players seeing your chart, just sign up with an account that isn't obviously you and name the project something you know but they don't - use a codeword or something. Then they can't accidentally run across it. I use private projects, but I don't feel they are necessary for most people.
Kumu is pretty awesome, but not exactly intuitive. It took me quite awhile to get things like I wanted them, so I'm sharing here. Let's set up a fake city's relationship chart - I'm making things up off the cuff here, so focus on the tool, not the level of creativity.
My settings are aimed at a Vampire Chronicle, but include some non-Vampire SPCs - if your Chronicle is a different splat or system, you can change or supplement this settings file to support your specific story.
Setting up your Kumu Account and a Kumu Chart
Go to Kumu.io and click Join for Free
- Register a new account - choose a Username that your players won't know. Use something like a code name generator if you want - https://www.fantasynamegenerators.com/code-names.php - this is a lot cheaper than a private account. I'm using 'FormalHercules' for this
- Create a new project - again, give it a non-obvious name - I'm using CuddlyLurker
- Choose "Public (FREE)" and create in your workspace
- Give your map a name - I just used the same one as the project - CuddlyLurker
- Choose Stakeholder as your template
- Go through the basic help popups to get to know Kumu
Installing My Map Settings
Press the Copy button at the end of the code below and paste it into the Advanced Editor, removing the boilerplate code that exists already. Make sure that Automatically apply changes is clicked and click Save on the You've made changes to this view.
@controls {
top {
filter {
target: element;
by: "tags";
as: dropdown;
placeholder: "Filter by Tags";
multiple: true;
default: show-all;
}
showcase {
target: element;
by: "tags";
as: dropdown;
placeholder: "Showcase by Tags";
multiple: true;
default: select-none;
mode: normal;
}
}
}
@settings {
template: custom;
layout-gravity: 0.0003;
layout-particle-charge: 350;
connection-length: 150;
connection-strength: 0.5;
layout: force;
}
element {
label: "{{label}}";
size: 40;
border-width: 4;
shape: circle;
}
connection {
direction: undirected;
strength: 0.5;
}
.minor {
size: 20;
}
.kindred {
border-color: red;
}
.pc {
border-color: #ff9999;
}
.mortal {
border-color: green;
}
.warlock {
border-color: purple;
shape: square;
}
.werewolf {
border-color: blue;
shape: square;
}
.ghoul {
border-color: #90ee90;
}
.dead {
bullseye-color: #8B0000;
}
.ghost {
bullseye-color: purple;
}
.camarilla {
shape: octagon;
}
.anarch {
shape: pentagon;
}
.sabbat {
shape: hexagon;
}
.independent {
shape: diamond;
}
.hunter {
shape: square;
}
connection["label"*="Ghoul"] {
color: #90ee90;
strength: 0.8;
}
connection["label"*="Investig"] {
strength: 0.2;
}
connection["label"="Coterie"] {
color: #ff9999;
strength: 1;
}
connection["label"*="Sire"] {
color: #540304;
}
connection["label"*="Touchstone"] {
color: #cc0eb9;
strength: 1;
}
connection["label"*="Court Oath"] {
color: #888c07;
}
If you see any red Syntax Errors, make sure that you have properly copy and pasted everything from the code - it should start with controls { and end with }. If everything worked correctly, you can close the Settings (by clicking the Settings button a second time) and you should see two new dropdowns at the top of the main map - "Filter by Tags" and "Showcase by Tags". Neither will do anything (until we have some data) but their presence shows that we're ready to enter some characters!Entering Characters into our Map
Let's add some characters. Let's consider a small Chronicle (this tool supports quite large Chronicles - my current story with this tool has nearly 100 PCs and SPCs included, but this is just a sample):
PCs (all Kindred):- Mary, Anarch, Brujah
- Priya, Anarch, Tremere
- Bob, Anarch,Toreador
- Fred, Anarch, Malkavian
- Rocco, Camarilla Brujah, Emissary, Mary's Sire
- Silas, Anarch Malkavian, Neonate, Fred's Sire
- Jeremiah, Anarch Ventrue, Sweeper
- Lil, Anarch Toreador, Baron, Bob's Sire
- Elijah, Anarch Ministry, Cult Priest
- Gutter, Anarch Nosferatu, Neonate
- Bart, Anarch Banu Haqim, Neonate
- Samael, Sabbat Tzimisce, Infiltrator, Targeting to assassinate Jeremiah
- Saskia, Shadow Lords, Pack member, Killed by Elijah
- Alistair, Bone Gnawers, Pack member
- Zeke, Mary's Touchstone and Ghoul
- Lisa, Bob's Touchstone
- Arnold, Bob's Ghoul
We will give her a picture (here I've taken it from a free use image from pexels.com). We will add a description (I normally include physical descriptions, backgrounds, etc - for PCs I include all sorts of things, including their provided background.) I do not include a character sheet - I store that in Foundry, for those characters that are fully statted out. For SPCs, I will include catch phrases, things that might help bring them alive, but I don't include all their plots - I run a separate plot document for that.
- Minor - Indicates this is a minor character, makes the character smaller in the map
- Kindred - Indicates a Kindred, makes their outline red
- PC - Indicates this is a PC, makes their outline a salmon colour
- Mortal - Indicates this is a Mortal, makes their outline green
- Warlock - Indicates a Mage or a Sorcerer, makes their outline purple and the shape a square
- Werewolf - Indicates a Werewolf or Garou, makes their outline blue and the shape a square
- Ghoul - Indicates a Ghoul, makes their outline light green
- Dead - Indicates the character is dead, puts a dark red 'bullseye' on the middle of their shape
- Ghost - Indicates the character is dead, but is a ghost or Wraith, puts a purple 'bullseye' on the middle of their shape
- Camarilla - Indicates the character is aligned with the Camarilla, makes their shape an octagon
- Anarch - Indicates the character is aligned with the Anarchs, makes their shape a pentagon
- Sabbat - Indicates the character is aligned with the Sabbat, makes their shape a hexagon
- Independent - Indicates the character is unaligned, makes their shape a diamond
- Hunter - Indicates the character is a Hunter, makes their shape a square
She has 'Kindred', which marks her as a Vampire and makes her border colour red. This is overridden by her 'PC' tag, which turns it Salmon, instead, marking the PCs in the Chronicle as different than the other vampires. She has Anarch, which changes her shape to a Pentagon, and Brujah, which has no effect on her visually, but makes it available for filtering and makes it visible on the character information.
- Ghoul - makes the connection colour light green and makes it stronger than default, which tends to keep ghouls closer to their regent
- Coterie - makes the connection colour salmon and keeps the Coterie mates close together
- Sire - makes the connection colour dark red
- Touchstone - makes the connection colour purple and makes it even stronger, which tends to keep touchstones close to the characters they are touchstones for
We can see two members of the Coterie - whose Relationship is coloured salmon because of the Coterie name. We can see they are PCs because of their salmon coloured border. We can see that Alistair and Saskia are Werewolves, because of their blue square borders. That Zeke is a Ghoul, and that his relationship with Mary is one that is a Touchstone shown in purple (which is more important than the Ghoul relationship) that is also indicated. We see that Priya, Mary, Jememiah, Elijah are all Anarch Kindred, with Samael Sabbat and Rocco Camarilla. We see the dark red Sire relationships - Lil being Bob's sire and Rocco being Mary's. We see Saskia is dead - her face obscured by a bullseye. And we see all the other relationships between the characters that we might want to add.
The Relationship Map In Action
We can focus on specific characters, by long clicking on that character. Here is a search for Lil, followed by a long click on her: