The Masquerade (5e)
What motivates an undead body to go on walking¸ talking¸ plotting¸ and biting?
The Hunger is an obvious motivation. It drives all vampires to commit foul acts in the name of sustenance.
The Beast¸ too¸ gives a Kindred drive. Whether in fear of the Beast within or in attempts to master it¸ that constant nagging growl makes an undead monster march on.
Touchstones - those throbbing links to mortality so many vampires hold dear - might drive a vampire to kill just to protect someone none the wiser to their guardian's bestial nature.
Politics. Philosophy. War. Brinkmanship. They make a vampire think¸ feel¸ and fight for something¸ whether it be tangible or ethereal. These things give a Kindred meaning.
Whether letting the Beast rage in the gun-happy South Side of Chicago¸ chasing prey around the Loop¸ plotting out in Gary¸ or fleeing the Inquisition into the murky swamps of rural Illinois¸ Chicago always gives a Kindred an activity or two to fill up their nights.
The one certainty is that blood will flow. It will flow¸ and the streets will turn red by the dawn.
Let the Streets Run Red includes:
- Four full stories for play over multiple game sessions¸ each handling a different core theme from Vampire: The Masquerade. These chronicles can be played independently of each other or in sequence.
- Deep coverage of the vampire domains of Chicago¸ Milwaukee¸ Indianapolis¸ and Gary and some of those cities' undead inhabitants.
- A cast of Kindred with biographies¸ ambitions¸ intrigues¸ links to other characters¸ and ways to include them in any chronicle¸ whether as antagonists¸ a supporting cast¸ or inspiration for playable characters.
- New Loresheets for inclusion in your game¸ allowing player characters to start with a foot¸ claw¸ or fang already planted in the roots of the chronicles within this book¸ and beyond.
- Nine ready-made characters so you can start playing any of the chronicles in this book immediately.