TEXT: A NEW YEARS EVE STORY
  
  Auld Sanguine
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  A U L D  S A N G U I N E
  3
  A story for Vampire: The Masquerade:
  Auld SAnguine
  New Year’s Eve. You’ve been invited to a party to talk to Isabella, a 
  friend of a friend. She’s being harassed by someone who knows too 
  much about vampires. Can you deal with this last piece of business 
  before the ball drops at midnight?
  Auld Sanguine is a story for Vampire: The Mas-
  querade. It is best suited to a coterie of about four 
  to six neonate Camarilla vampires, although it can 
  be adjusted to use in an Anarch chronicle. The en-
  tire story takes place within a few hours from dusk 
  to midnight on December 31st, making it a good 
  game to play during a holiday or as a small side story 
  between larger chronicle events. We can’t know 
  the specifics of your gaming group, so we highly 
  encourage you to modify Auld Sanguine to work 
  better within your chronicle.
  Before beginning play, you should review the 
  relationship map and find a suitable mortal Ally, 
  Contact, or Touchstone that is aware of vampires 
  and would have a friendly relationship with Isabella, 
  a young (and minorly famous) online streamer who 
  talks about paganism, kitchen magic, and other 
  self-described “witchy shit.” That mortal could be 
  a personal friend, a fan of the stream, a concerned 
  relative, or even a coworker at Isabella’s day job. If 
  there isn’t a suitable connection, feel free to adjust 
  Isabella to create a better connection. Don’t forget 
  to add Isabella to the relationship map, should she 
  survive the events of Auld Sanguine.
  The Righteous  
  Supremacy of the 
  What’s Going On
  Content Warning
  Vampire: The Masquerade addresses the 
  darkness in the real world through hor-
  ror stories. This Story includes in-world 
  references and expressions of the fol-
  lowing: violence, stalking, torture, and 
  death. Vampire: The Masquerade is only 
  a game. Don’t use it as an excuse to be a 
  monster yourself.
  Jumping Right In
  If you’re not running this as part of an es-
  tablished chronicle and the players don’t 
  have time to make their own characters, 
  we’ve provided a coterie of six vam-
  pires for you, ready to play. They are all 
  neonate Camarilla vampires comprising 
  a newly established Vehme coterie (see 
  Vampire, p. 199), tasked with investigat-
  ing and preserving the Masquerade in 
  the city. Most of the characters have a 
  suitable Ally or Touchstone to use for the 
  Prologue.
  
  A U L D  S A N G U I N E
  4
  It is the evening of December 31st. The Kindred 
  characters awaken as normal, but one of them dis-
  covers that a mortal connection is desperately trying 
  to get in touch. It can be a series of text messages 
  left with the character’s ghoul, a written letter slid 
  under their haven door, or word of mouth left at the 
  character’s usual haunts. The gist of the message is 
  as follows:
  “Get in touch NOW. Friend of mine is getting 
  threatening text messages that mention “bloodsuck-
  ers.” This is time sensitive.”
  The character in question can choose to ignore 
  it, but the messages will continue and get increas-
  ingly frantic until the character contacts them 
  back. Once the vampire gets in touch, their contact 
  explains the situation. Read or paraphrase the fol-
  lowing:
  “Thanks for getting back to me. My friend 
  Isabella has been getting their weird threatening 
  texts from some kind of anonymous texting app. At 
  first, I told her to ignore and block them, but they’ve 
  been getting steadily worse and more explicit. Now 
  they’re calling her a bloodsucker and a murderer, 
  and she’s really freaked out. She’s throwing a New 
  Year’s Eve party tonight, so I thought you could 
  swing by, see what’s up, and have a little fun while 
  doing it.”
  If asked, the contact doesn’t know much beyond 
  what they’ve already said, but feel free to embellish 
  the relationship between them and Isabella. If the 
  Kindred agrees to investigate, their contact will give 
  a picture of Isabella (a Latina woman with dark 
  eyeshadow and a black dress), as well as the address 
  for the party. 
  They’ll mention the party is formal dress, so 
  they should at least try to look nice. If the players 
  think it would be fun to try and find appropriate 
  party clothes, feel free to spend some time on this. 
  Alternatively, you can just declare that appropri-
  ate clothes have been found, or the characters can 
  refuse to dress up. 
  Once the characters are ready to go to the party, 
  move on to Chapter One.
  Prologue:
  loSe My
  nuMber
  
  A U L D  S A N G U I N E
  5
  What’s Going On
  Here’s what’s going on behind the scenes. The 
  stalkers are mortal vampire hunters who stumbled 
  onto the existence of a vampire named Duke a few 
  weeks ago. They traced his connection to Isabella, 
  and since she’s able to be seen during the day, they 
  assume (correctly, as it happens) she’s a thrall or 
  minion to Duke. The harassment campaign is to 
  provoke a response from Duke into their clutches. 
  In case it doesn’t work, they originally planned to 
  kill Isabella to up the stakes, but now that won’t 
  work due to her presence at the party. Most of the 
  local police forces are focused downtown for the 
  New Year’s Eve celebrations, so they have a short 
  window to lure the vampire to their warehouse and 
  into their trap. However, they also think Duke is 
  the only vampire in town—they assume anyone else 
  with Duke is another mortal pawn. So they won’t 
  be expecting a large vampire party (more below in 
  Chapters Five and Six).
  In the end, this situation is a catch-22 for the 
  hunters: It’s a moment in time where they have the 
  greatest chance of success and the least likelihood of 
  police or the media interfering, but it’s also the one 
  time the vampires know where the hunters will be.
  I’m Not Feeling This
  It’s possible the vampire characters won’t have any interest in looking into what’s going 
  on with Isabella. There are a few things you can do to encourage your players:
  • Characters’ Convictions: If one character has a Conviction that’s relevant (such as “al-
  ways aid women in need”), that can be enough—from there, hopefully the other mem-
  bers of the coterie will tag along, even if only to help their colleague out.
  • Favors: If the contact has done a favor for a character in the past, this is a way to pay 
  that off. If not, the contact can owe the vampire a favor to use in future. On the other 
  hand, if the carrot isn’t enough, consider the stick: Ignoring the message might threaten 
  Advantages like Allies and Contacts, if the vampire doesn’t at least try to help.
  • Masquerade Breach: The word “bloodsucker” should raise concerns of a potential 
  Masquerade breach. There’s a chance it’s nothing, but Camarilla vampires should want 
  to investigate, just to make sure. Covering up a potential violation of the Masquerade 
  could gain favor in the eyes of the Prince or be used as blackmail against older vam-
  pires in positions of power.
  If none of those work, you can simply ask the players to participate, particularly if this 
  is a one-time game. Sometimes players need to bend on what they feel their characters 
  would do so everyone can have an engaging evening’s entertainment. Alternatively, you 
  can jump to the sidebar “The Story Moves On” in Chapter Three and see the advice 
  there on what happens if the vampires ignore the situation.
  Additional advice can be found in “Hooks and Hook Refusals,” Vampire Core Rule-
  book, p. 351.
  
  A U L D  S A N G U I N E
  6
  O
  nce the characters arrive at the address, 
  read the following to the players:
  The address leads you to an old 
  brownstone apartment building. The windows on 
  the bottom floors are dark, but you can see colored 
  lights strobing in several of the top floor windows. 
  You can also hear a cacophony of distorted, buzzing 
  music thumping coming from the building. It seems 
  like the whole building is in on this New Year’s Eve 
  party.
  The front doors to the building are unlocked, 
  and there are few people on the lower floors. The 
  elevator doors are closed with a sign that says, “Take 
  the Stairs.” The stairs themselves have sheets of 
  paper with hand-drawn arrows pointing up.
  As the characters reach the top floor, the stairs 
  are blocked by two large, muscular men wearing 
  black shirts with stickers that say “Security” on 
  them. Both are residents of the building who volun-
  teered to check invites to the party. The characters 
  are not on the list, and the guards are reluctant to 
  let them pass (even more so if the characters aren’t 
  dressed up). As antagonists, the guards are consid-
  ered Security •• (see “Simple Antagonists,” Vam-
  pire, p. 370).
  In the hallway behind the guards, the music gets 
  much louder. Most of the apartment doors are open, 
  and a few different songs are being loudly played si-
  multaneously. People are milling between the apart-
  ments, and several are standing in the hallway with 
  drinks. In one doorway, three people are all making 
  out with each other, and behind one closed door 
  the characters can hear the unmistakable sound of 
  sex. Characters with the Predator types of Siren may 
  find ample hunting opportunities here.
  Finding Isabella
  Isabella is in the last apartment in the corridor. 
  Here the party has the most people, the loudest 
  music, and the best alcohol. Every level surface 
  of the apartment has a drink, a plate of food, or 
  someone sitting on it. Many of the partygoers are 
  dancing. There are several screens—a flatscreen TV, 
  a couple of laptops, and even a tablet—all tuned to 
  the local television station showing the ball that will 
  drop at the stroke of midnight. Once the characters 
  make their way through the dense crowd, read the 
  following:
  Isabella looks much like she does in the picture, 
  a Latine Latina woman with dark makeup, black 
  lipstick, and a black party dress covered in lace 
  cobwebs. She has a glass of champagne in her hand 
  as she sits on the kitchen counter and talks loudly 
  with a few other similarly monochromatic friends. 
  As you approach, her eyes go wide, and she stiffens. 
  “Who invited you?” she yells over the noise of the 
  party.
  Isabella is a ghoul to the Anarch known as 
  Duke (see Chapter Two), and she thinks vampires 
  are out to kill her. She doesn’t know much about 
  Kindred society, but she knows that if she reveals 
  she’s a ghoul, she might die. Further, she’s been told 
  to avoid the Camarilla, so Duke ordered her to stay 
  Chapter One:
  PArty All night
  
  A U L D  S A N G U I N E
  7
  
  A U L D  S A N G U I N E
  8
  around people, since it’s unlikely the Camarilla 
  would cause a scene around mortals. Isabella doesn’t 
  know everyone at the party by sight, but she’ll suspi-
  cious of anyone who seems out of place that comes 
  up to her during a night-time party.
  Talking to Isabella
  She’ll be willing to go into a side room (her 
  bedroom) to talk in private, but not so far away as 
  to remove herself from the party. Roll Charisma + 
  Persuasion: It’s Difficulty 1 to talk to her in relative 
  privacy, but Difficulty 4 to ask her to leave the party 
  entirely.
  If the mutual acquaintance is mentioned, she’ll 
  be inclined to explain the situation without refer-
  encing Kindred society. Here are the details she’ll 
  mention (no roll needed):
  ●  Her name is Isabella (“just Isabella”), but she 
  goes by the name “Bruja” online.
  ●  Bruja (no “h”) is the name she uses as online 
  streamer who talks about paganism, kitchen magic, 
  and other self-described “witchy shit.” Charac-
  ters can make a Intelligence + Occult roll to see if 
  they’ve heard of her (she has one dot of Fame). 
  ●  She’s been getting anonymous texts recently. 
  At first she ignored them, as she’s used to a certain 
  amount of harassment and stalking (“just called 
  being a woman on the Internet”), but these specific 
  texts have gotten more specific and disturbing.
  ●  In particular, the texts have called her a 
  “bloodsucker” and implied that she’s either killed 
  someone or covered up a murder.
  ●  The harasser has mentioned that something 
  will happen tonight, and “if you know what’s good 
  for you, have your phone ready.”
  ●  She did go to the police, but they couldn’t 
  do much about it. They gave some non-advice 
  like “block the number” or “maybe don’t stream 
  anymore.”
  If the characters reveal they are vampires, she’ll 
  get nervous and clam up (particularly if they men-
  tion being Camarilla vampires). It is a Charisma + 
  Persuasion or Intimidation roll (Difficulty 4) for 
  her to admit her own connections to the Kindred. 
  However, success reveals one piece of information, 
  with each additional success revealing an additional 
  fact:
  ●  She is a ghoul, and a recent one (only a few 
  months).
  ●  She was made a ghoul before she got the 
  harassing texts.
  ●  She knows about the Camarilla and has been 
  told they’re bad news.
  ●  Her sire is an Anarch.
  ●  His name is Duke. (Characters with local 
  knowledge of the Anarchs can make an Intelligence 
  + Politics roll to see if they know Duke—if success-
  ful, he is described as a minor white gang leader 
  with a paranoid stance on Camarilla Kindred.)
  ●  He is a Toreador, but Isabella doesn’t know 
  what that means. She also doesn’t know that “Bru-
  jah” means anything more than “witch” in Spanish. 
  It’s just a coincidence she came up with the name.
  Let's Go
  Isabella is extremely reluctant to abandon the 
  party: whether due to Kindred machinations or 
  just mortal stalking, she doesn’t see the benefit of 
  leaving, particularly with a group of strangers. She 
  feels she’s safer around a large group of friends and 
  potential witnesses. Convincing her to leave will 
  be a Charisma + Persuasion or Intimidation roll 
  (Difficulty 5; lower if the characters reveal they are 
  Kindred and have the capacity to protect her, higher 
  if they mention being Camarilla vampires or if they 
  threaten her in some way).
  She is much more likely to ask her nearby friends 
  for help. The nearby mortals are an eclectic mix of 
  
  A U L D  S A N G U I N E
  9
  young professionals, artists, and athletes. Most will 
  happily help Isabella or her friends with reasonable 
  requests, especially if they don’t have to leave the 
  party to do it. If Isabella is threatened or attacked, 
  however, they won’t necessarily jump to her defense, 
  opting instead to call the police or live-stream the 
  altercation.
  Isabella will text Duke once the characters leave 
  her apartment (unless she is specifically forced not 
  to). Even if she’s positively inclined towards the 
  characters and tells Duke they want to help, the 
  Anarch will assume she’s had her mind controlled. 
  Events pick up in Chapter Two.
  Isabella/”Bruja”, Terrified Ghoul (Difficulty ••) 
  Attributes: Strength 1, Dexterity 1, Stamina 1; Charisma 3,  
  Manipulation 2, Composure 3; Intelligence 1, Wits 2, Resolve 2 
  Secondary Attributes: Health 4, Willpower 5 
  Skills: Athletics 1, Craft 1, Melee 1; Animal Ken 1, Etiquette 2, Insight 
  3, Leadership 1, Performance 3, Persuasion 3; Awareness 2, Occult 2, 
  Technology 2 
  Advantages: Fame 1, Resources 2 
  Disciplines: Presence 1 (Awe)
   
  Flaws: Stalkers 1
  
  A U L D  S A N G U I N E
  1 0
  O
  nce the characters leave the building, 
  read the following:
  The frosty night air caresses your face as you step 
  back out into the street. Nobody seems to be on the 
  street, until a figure steps out of the shadowy alley 
  next to you. He’s wearing a torn leather jacket and 
  a black shirt printed with the front of a tuxedo, a 
  parody of the fancy house party you just left. His 
  face is nondescript, but his voice is distinctly hoarse, 
  as if he gargles with pebbles. “You licks gonna tell 
  me why you’ve been threatening Isabella?” he says, 
  taking a threatening stance.
  This is Duke, an Anarch Toreador and Isabella’s 
  vampire master. He believes the characters are the 
  ones threatening Isabella, so his question is just to 
  stall the Kindred while his fellow gang members get 
  into position to surround the characters. There’s 
  one additional Anarch for every three characters in 
  the coterie (use the statistics for an Anarch Revolu-
  tionary in Vampire, p. 374). 
  Characters can attempt to try and talk Duke 
  down, especially since this confrontation takes 
  place in the street. Balancing the Masquerade and 
  the screaming demands of an irate Anarch will 
  be tricky—a straight Charisma + Persuasion roll 
  will be Difficulty 5, but it’s best backed up with 
  something more substantial, like Presence. If the 
  characters manage to talk him down, go to Chapter 
  Three, “Confrontation.” Otherwise, Duke ignores 
  what they say and attacks.
  Anarch Beatdown
  The Anarchs are assuming the characters are 
  Kindred. Due to his paranoia, Duke has reached 
  the (incorrect) conclusion that another vampire 
  is sending the texts—and as people Duke doesn’t 
  recognize, he’s put two and two together to equal 
  five. If for some reason the characters try to bluff 
  and pretend they’re just mortals, Duke won’t buy it, 
  but it’s not due to any specific insight he has—he’s 
  assuming the characters are Camarilla vampires due 
  to his personal paranoia—so it would take some 
  significant effort to convince him of that.
  Duke and his fellow Anarchs will attempt to 
  drag the characters back into the alley, so they can 
  more easily use Disciplines. As such, the easiest 
  tactic to avoid the Anarchs is to stay on the street 
  while not using Disciplines, to keep the situation 
  out of Kindred attention. If the characters end up 
  doing something obviously vampiric in the street, 
  however, the Anarchs will give up on that tactic 
  and use Disciplines as needed. This is a significant 
  potential violation of the Masquerade, so don’t be 
  afraid to have the characters pay the consequences 
  of this act in future, such as a hidden mortal hiding 
  in fear while the fight escalates, or a local Camarilla 
  Kindred witnessing the conflict from secret while 
  Chapter Two:
  blood And 
  ConCrete
  
  A U L D  S A N G U I N E
  1 1
  
  A U L D  S A N G U I N E
  1 2
  out hunting.
  The Anarchs want to try and capture the 
  characters, not destroy them. As such, if a character 
  falls unconscious or appears to, they’ll be left alone 
  as the Anarchs focus on the remaining characters. 
  If the characters are captured, they’ll be taken into 
  one of the empty apartments on the first floor and 
  questioned—go to Chapter Three.
  More likely, the Anarchs will end up captured 
  or destroyed themselves. If any Anarch is destroyed, 
  Duke will immediately surrender to avoid more 
  bloodshed. He’ll also surrender if the characters 
  threaten to kill one of his gang members. 
  Any other Anarchs will attempt to flee in such 
  situations. Once Duke or any of the other Anarchs 
  are captured, go to Chapter Three.
  Duke, Pissed-off Anarch (Difficulty ••••) 
  Clan: Toreador
  Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 3, 
  Manipulation 3, Composure 2; Intelligence 2, Wits 4, Resolve 4
  Secondary Attributes: Health 6, Willpower 6
  Skills: Athletics 4, Brawl 4, Drive 3, Firearms 3, Larceny 4, Melee 3, 
  Stealth 2, Survival 3; Animal Ken 2, Etiquette 1, Insight 2, Intimidation 
  2, Leadership 3, Persuasion 1, Streetwise 4, Subterfuge 1; Academics 1, 
  Awareness 3, Investigation 1, Occult 1, Politics 3, Science 2, Technology 3
  Disciplines: Auspex 1 (Heightened Senses), Celerity 2 (Cat’s Grace, 
  Fleetness), Fortitude 3 (Unswayable Mind, Toughness, Fortify the Inner 
  Facade), Potence 2 (Lethal Body, Prowess), Presence 2 (Daunt, Lingering 
  Kiss)
  Humanity: 7
  Blood Potency: 2
  
  A U L D  S A N G U I N E
  1 3
  A
  fter the fight, the Anarchs and the char-
  acters confront their assumptions.
  Confrontation
  If Duke has surrendered or agreed to talk instead 
  of fighting, read the following:
  The Anarch puts his hands in the air. “Okay, 
  okay. Look, I just wanted to keep you sick fucks away 
  from my girl, but I’m not willing to stake my unlife 
  on it. Why have you been stalking her, anyway? Or 
  were you just trying to get to me?”
  If, however, the characters have been captured, 
  read the following instead:
  You find yourself in an empty apartment, bereft 
  of furniture. The distorted thumping of music can 
  be heard coming from upstairs. The Anarch smiles 
  and pokes you in the chest. “Maybe that’ll teach 
  you sick fucks to stay away from my ghoul. Not so 
  powerful when you’re not behind an anonymous 
  text message, huh? Why have you been stalking her, 
  anyway? Or were you just trying to get to me?”
  As mentioned in Chapter Two, Duke believes 
  the characters to be Kindred who are stalking 
  Isabella. If the characters couldn’t discern Isabella’s 
  state as a ghoul, the above may come as a complete 
  surprise to them. Otherwise, Duke’s assumption 
  that the characters are the ones sending the texts 
  should make it clear there’s a miscommunication 
  somewhere. If the characters are captured, he’ll give 
  the characters an opportunity to explain.
  Chapter Three:
  your VAMPire 
  MASter
  What If All the Anarchs are Destroyed?
  It’s entirely possible the characters will 
  kill the Anarchs for attacking them. If 
  Duke is killed but another Anarch is 
  alive, you can cheat a little and make that 
  Anarch Isabella’s master. Just assume 
  any information Duke would have refers 
  to that character instead. If that’s not 
  possible (such as the characters learn-
  ing Duke’s name from Isabella), then the 
  other Anarchs at least know what’s going 
  on, even if they don’t have as much of a 
  stake in the situation.
  If every Anarch is killed, the story 
  doesn’t stop, but it goes in a different 
  direction. Go to the sidebar “The Story 
  Moves On” for suggestions on how to 
  get things moving again.
  
  A U L D  S A N G U I N E
  1 4
  Comparing Notes
  The characters can reveal as much or as little of 
  their mission as they like. If they’re captured, Duke 
  will attempt to intimidate them (such as by using 
  the Presence power Daunt or getting another ghoul 
  to threaten them with fire) to get them to volunteer 
  more information. If characters use Manipulation 
  + Subterfuge to lie their way out of it, he’ll use the 
  Insight skill to see if the characters are telling the 
  truth.
  Depending on how honest the characters are (or 
  if Duke falls for any dishonesty), he’ll be forthcom-
  ing with his own information. Attempts to force 
  him to talk will be challenging, particularly due to 
  his Fortitude powers such as Unswayable Mind and 
  Fortify the Inner Facade. Some information he will 
  reveal easily:
  ●  He is a Toreador Anarch named Duke. 
  (Characters with local knowledge of the Anarchs 
  can make an Intelligence + Politics roll to see if they 
  know Duke—if successful, he is a minor gang leader 
  with a paranoid stance on Camarilla Kindred.)
  ●  He made Isabella into a ghoul because he 
  needed someone good with technology and the 
  occult.
  ●  He believes the harassment is coming from 
  Camarilla vampires.
  ●  If the Second Inquisition comes up, he’ll 
  brush it off, believing it to be an urban myth.
  Beyond that, Charisma or Manipulation rolls 
  may be necessary to get him to talk. Difficulty is 2, 
  lower if he believes the characters to be trustworthy, 
  higher if they reveal they’re loyal Camarilla Kindred 
  or attempt to force him to talk. Success reveals one 
  piece of information below, with each additional 
  success revealing another one.
  ●  He’s known about the text harassment since 
  the beginning, but he discounted it early on. It’s 
  only been the past few days that the harassment has 
  gotten more specific.
  ●  He doesn’t have any evidence that the texts 
  are coming from a Camarilla vampire. “You’re not 
  paranoid if they’re really out to get you, you know.”
  ●  His grasp of the Masquerade is a little sloppy. 
  More than once he’s hunted for blood, only to 
  either leave his prey alive with knowledge of who he 
  is, or with clues that point to him. He brushes it off, 
  being more concerned with bigger violations like 
  cellphone videos or flashy displays of Disciplines.
  ●  He’s actually good with technology (he has 
  three dots in the Technology skill), but he pre-
  tends like he isn’t. He has done a little looking into 
  the texts, but aside from some “vampire-feeling” 
  phrases, he hasn’t found much. He really made 
  Isabella into a ghoul because he wanted to stay up to 
  date on modern technology and its applications in 
  the social sphere.
  Once the characters have exchanged informa-
  tion, Duke gets a call from Isabella. She’s gotten 
  another text, and this one is time sensitive. She is 
  to bring her “master” to a specific warehouse in 
  a nearby industrial park by midnight tonight. If 
  he doesn’t show up, everything the stalkers know 
  about her will be posted online. The text, like the 
  others, is sent via an anonymous texting website, 
  making it exceedingly difficult to trace.
  Duke may be an Anarch, but he still values 
  the Masquerade—just not the extremes that the 
  Camarilla are prone to, nor does he use it to justify 
  horrible actions like he believes they do. This is 
  obviously a trap, but he’s inclined to go, if he’s able 
  to. He’ll tell Isabella to stay where she is, where she’s 
  safest. If the characters offer to go with him, he’ll 
  give them the address, but it will be challenging to 
  convince him to stay behind or ignore the threat. If 
  the characters insist, he’ll pretend to acquiesce, and 
  then go as soon as they leave. If Duke does accom-
  pany the characters, remember to use his stats from 
  the sidebar above.
  
  A U L D  S A N G U I N E
  1 5
  The Story Moves On
  Isabella and Duke have laid everything out there, and the characters just aren’t interest-
  ed. Or maybe the Anarchs are killed. Luckily, the story doesn’t just stop here, even if this 
  particular session comes to an abrupt stopping point. Feel free to call the game to a halt 
  early while you plan for the next game, and maybe run a different story before diving 
  into the repercussions of this one. 
  If Duke doesn’t go, or their bluff is otherwise called, the hunters don’t have much. They 
  will dump all the information they have online, but they mostly have surveillance videos 
  and intercepted phone calls—enough to ruin Isabella’s career and maybe attract Cama-
  rilla attention formally, but not the massive rallying call for humanity the hunters expect 
  it will be.
  After that, the hunters will end up killing Isabella and Duke. Before they die, however, 
  Isabella is tortured, and she reveals information about the characters. 
  A few weeks into the new year, the mutual contact between the vampires and Isabella 
  starts getting harassing messages similar to Isabella’s. You can use the information in the 
  previous chapters to play through similar events, before a text is sent like the one above, 
  and a new time is set up. You can then move to Chapter Four, adjusting slightly for the 
  new events.
  This reshuffling of events has an added benefit: it shows that the World of Darkness 
  doesn’t just stop when the players aren’t interacting with it. It demonstrates that action 
  (and inaction) leads to consequences, and old problems have a habit of popping back up 
  when you least expect it.
  
  A U L D  S A N G U I N E
  1 6
  T
  he characters might want to investigate 
  things before they walk into the obvious 
  trap. Here are a few things they might 
  to do beforehand. The clock is ticking, 
  however—unless the previous events took much 
  longer or much shorter than anticipated, assume the 
  characters have two hours until midnight. The ad-
  dress is decent drive—not so far that they’re outside 
  of the local police’s jurisdiction, but far enough 
  away that a 911 call won’t get a prompt response.
  To keep things easy, assume each character 
  can do or help with one of the actions below, or 
  an equivalent action. Ask each character what 
  they want to do, group characters together that 
  are working on a similar task, have them roll some 
  dice, and move on to the next chapter. Don’t count 
  each minute—the goal isn’t to micromanage your 
  players, but to get across the feeling of not having 
  enough time so that the characters are forced to use 
  what time they have wisely.
  Investigate
  Characters might choose to search computer 
  records (public and private) on the warehouse in 
  question, try and trace the texts to Isabella’s phone, 
  or use their contacts to get information. The hunt-
  ers have reasonably covered their tracks—consider 
  most Wits + Investigation rolls to be around Dif-
  ficulty 3, but feel free to change the Difficulty based 
  on the circumstances in your game. Below are some 
  potential pieces of information to find, and what 
  avenues might be best to find it.
  ●  Computer records: The warehouse used 
  to be owned by a local shipping company, but the 
  recent shipping crisis caused them to go out of busi-
  ness, so now they rent the space out for short-term 
  storage, as well as private functions. A private party 
  paid cash to rent the space for a week.
  ●  Industrial Park employees: The entire 
  industrial park is closed for the holiday, but if the 
  vampires or their contacts manage to track someone 
  down (or be someone who works there), they’ll 
  know that a bunch of locals rented the warehouse 
  for a private function for a week. They paid cash, 
  and the shipping company was so strapped for cash 
  they didn’t ask questions. If the roll is particularly 
  successful, the character might get a description of 
  the renter and a name (Steve Meyer).
  ●  Gun dealers: Gun sales have been steady for 
  the past year, but there was a recent uptick in sales 
  of not only high-power automatic weapons, but also 
  a small amount of army surplus explosives (hand 
  grenades and old land mines, mostly). If the roll is 
  particularly successful, the character might get a 
  description of the buyer and a name (Larry Hamil-
  ton).
  Chapter Four:
  hunting the 
  hunterS
  
  A U L D  S A N G U I N E
  1 7
  ●  Phone trace: Tracing the texts is extremely 
  difficult. They were sent from a website that sends 
  anonymous texts to a specific phone. About the 
  only thing that can be discovered is that a specific 
  (and extremely cheap) cellphone connected to the 
  website at the times in question, which was pur-
  chased from a local cell phone dealer a couple of 
  weeks ago. If the roll is particularly successful, the 
  character might get a description of the buyer and a 
  name (Andy Rice).
  If the characters get a description, they can at-
  tempt to track the person down. If successful, the 
  man who bought the weapons and cellphone, as 
  well as rented the warehouse, is Moses Gardner—
  the other names were pseudonyms. See the sidebar 
  for more information.
  Call for Backup
  Given the potentially dangerous situation, char-
  acters might call for backup or support before going 
  to the warehouse in question. However, odds are 
  low of getting fast support.
  ●  Duke and his Anarchs: Duke will come if 
  asked (“try and keep me away”). If not asked, he’ll 
  come anyway, although whether that’s openly and 
  as an ally or privately and as a potential threat de-
  pends on how chapters two and three were resolved. 
  Any Anarchs from Chapter Two who are still in 
  good shape will also accompany him.
  ●  Allies: Any Allies (Vampire, pp. 184-185) a 
  character wants to call in are available as normal.
  ●  Camarilla: Any Camarilla response will 
  depend on the characters and their standing in the 
  local court. Any ghoul with knowledge of vampire 
  that is revealed to be harassed by someone who 
  seems to know that the ghoul knows will prompt an 
  immediate (and very likely fatal, for the ghoul and 
  her master) response. Characters should think care-
  fully before letting the court take matters into their 
  own hands. They will need to call in favors (or offer 
  some) avoid a disproportionate response.
   
  ●  Other Anarchs: Duke isn’t on great terms with 
  the local baron. His hot-headedness and inflexible 
  stance on the Camarilla make him a dangerous ally 
  at the best of time. Most Anarchs will either drag 
  their feet to help or simply let him deal with his 
  own problems, especially if he’s in the company of 
  known Camarilla Kindred.
  Moses Gardner
  If characters investigate Moses Gardner, 
  they can find the following information. 
  Offer it out based on successful dice rolls, 
  the methods of investigation used, and 
  the needs of your story.
  ●  Moses Gardner, aged 42, white man. 
  Single, with no children or living rela-
  tives.
  ●  His brother died in what was ruled 
  an animal attack a year ago. (Moses has 
  since learned was a vampire attack.)
  ●  Moses was in the Army Corps of En-
  gineers for a few years, but was given a 
  dishonorable discharge due to his alco-
  holism.
  ●  Moses owns a local auto repair shop: 
  Gardner Bros. He lives above the shop, 
  which is empty and locked up. He has no 
  other employees, and the shop doesn’t 
  have much business—in fact, he doesn’t 
  have any customers at the moment.
  ●  His bank account is nearly empty, 
  especially after he made a massive 
  withdrawal several weeks ago. (This is 
  the money he used to pay for a variety of 
  things in cash.)
  
  A U L D  S A N G U I N E
  1 8
  Gear Up
  If characters want to prepare themselves, they 
  have some options available to them, but not many.
  ●  Legal equipment: All stores are closed, either 
  due to the holiday or the time of night. Of course, 
  breaking in and stealing something is on the table—
  the slow police response time could work in such a 
  thief’s favor.
  ●  Illegal equipment: Using Advantages to get 
  illegal equipment works as detailed in Vampire, al-
  though Difficulty for any rolls should be one higher 
  due to the holiday (key people are at parties, went 
  on vacation, are drunk, and so on).
  ●  Hunting: Vampires can hunt before the 
  event. Use zoomed-out hunting rolls (Vampire, pp. 
  306-307). Since time is a factor, hunting takes up 
  the characters preparation time before Chapter Five.
  Damage Control
  Finally, particularly forward-thinking characters 
  might want to spend their time preparing for bad 
  outcomes.
  ●  Police: Sending the police to arrest poten-
  tial killers won’t work well. Most of the police are 
  focused on making sure the celebrations happening 
  downtown are orderly or have taken the day off as 
  a holiday themselves. A 911 call will be responded 
  to, but response time will be slow (fifteen minutes), 
  giving the hunters plenty of time to vacate once they 
  hear the call on their police radio. Off-duty police 
  officers might be called upon, but again, they’re go-
  ing to be slow to respond. That said, this also means 
  that police will be slow to respond to any gunfire or 
  other violent incident, giving characters time to flee.
  ●  Media: Trying to expose the hunters on the 
  news likewise won’t work well. Like the police, most 
  of the media will be busy: working to cover the cel-
  ebrations downtown, getting slice of life interviews, 
  covering petty crimes during said celebrations, and 
  so on. Most cold calls will be treated as pranks or 
  low priority, although they are more likely to come 
  if paired with a 911 call. That said, anonymous tips 
  left will be picked up the following morning, giving 
  characters time to craft a cover story, should it be 
  necessary.
  ●  Move Isabella: Duke won’t let the characters 
  move Isabella from the party, which is planned to 
  last until dawn. Isabella is also reluctant to leave but 
  can be coerced away from the party (particularly 
  with the use of Presence or Dominate). That said, 
  unless she is taken to an off-the-grid safehouse or 
  other similar location, odds are she will eventually 
  be discovered if the hunters survive. Further, Isabel-
  la will leave of her own accord if allowed to recover 
  from any coercion. That said, killing her solves a 
  lot of problems, but it creates others. Aside from 
  risking retribution from Duke and his Anarchs, 
  their Humanity will likely tumble as a result, not to 
  mention the more immediate concerns of covering 
  up a murder.
  
  A U L D  S A N G U I N E
  1 9
  O
  nce the characters arrive at the indus-
  trial park, read the following:
  The industrial park seems eerily quiet as you 
  pull up to the entrance. There’s a tall iron fence with 
  a barred gate at the front across a concrete road that 
  rolls downhill to a variety of squat brick buildings. 
  On the fence is a large sign that says WARNING: 
  ELECTRIFIED FENCE. Each building has a 
  large number painted on the side, each correspond-
  ing to a large, laminated map hanging next to the 
  gate. 
  Alongside the road that leads into the complex, 
  there are patches of brown, dead grass. From the 
  grass sprouts tall lamp posts, blazing yellow in the 
  frigid night and barely illuminating the road. 
  More lamps hang over the doors of the various 
  buildings, although most are unlit. 
  Mounted on each lamp post and on most of the 
  building corners you make out a CCTV camera. 
  Each camera has a red light burning on it. You 
  don’t see a single person milling around, and no 
  cars parked in front of any of the buildings. It looks 
  like everyone’s gone home for the holidays.
  According to the map, the warehouse the char-
  acters want is building 17. However, there are several 
  obstacles for the characters to overcome before they 
  reach the warehouse in question.
  The Fence and Gate
  The fence is not actually electrified (the sign was 
  just put up to detract casual thieves), but it requires 
  a Difficulty 2 Dexterity + Athletics roll to scale. 
  However, there’s a chance that such activity will 
  attract the attention of the security cameras (see 
  below for more).
  The gate is closed with a magnetic lock. It can 
  be opened via a passcard or by using a built-in 
  keypad. An appropriate Contact or Ally might 
  have a passcard, but a web search using a successful 
  Intelligence + Technology roll (Difficulty 2) will dig 
  up a visitor’s passcode to open the gate. Three failed 
  attempts to open the gate will sound an alarm (see 
  sidebar).
  The gate itself is made of reinforced steel. It 
  would require a Strength rating of at least 6 (likely 
  using Prowess) to be able to bend or tear it, or a 
  lot of weight and velocity to knock it down (such 
  as, say, hitting it with a large vehicle at top speed). 
  However, any destruction of the fence or gate will 
  sound an alarm (see sidebar).
  Cameras and the Security 
  Office
  There are a total of ten CCTV cameras around 
  the industrial park. They each have a sturdy metal 
  Chapter Five:
  breAking And 
  entering
  
  A U L D  S A N G U I N E
  2 0
  housing to keep people from throwing rocks and 
  breaking them, but a gunshot, baseball bat, or rock 
  thrown at supernatural speed can disable them. 
  Due to the holiday, there aren’t any mortal security 
  guards monitoring them, but they are recording 
  everything and saving it to a computer in the secu-
  rity office in building 1.
  Most of the cameras cover the gate and key 
  points of the fence. A Wits + Technology or 
  Larceny roll (Difficulty 2) may be able to find gaps 
  in the coverage to avoid them, but any car driving 
  down the road will definitely be seen.
  The security office is locked (Dexterity + Lar-
  ceny, Difficulty 2 to unlock) and there is an alarm if 
  the door is kicked in or damaged. If the characters 
  get into the security computer (no roll needed—the 
  password for the computer is on a nearby sticky 
  note), they can find footage of the hunters arriv-
  ing at the warehouse, including Moses Gardner. 
  They enter the gate using the keypad and walk to 
  warehouse 17, carrying several pistols and baseball 
  bats, while Moses has a sub-machine gun. One of 
  the hunters will take time to place something under 
  some pallets outside warehouse 17 (these are the 
  landmines, below).
  Roof Sniper
  If the alarm goes off, a hunter goes to the roof of 
  warehouse 17 and attempts to shoot any characters 
  that look suspicious. Consider him to be one of the 
  crew (see sidebar): his dice pool is 5, and the sniper 
  rifle has a damage value of +3. He knows all the 
  crew by sight, but when in doubt, he’ll shoot. (This 
  does mean that he may end up shooting media or 
  police officers if they don’t identify themselves as 
  such).
  Landmines
  Outside building 17, there are huge stacks of 
  wooden pallets in front of the large delivery door. 
  If the characters disturb the pallets, the landmines 
  set underneath them will explode. The explo-
  sion counts as an eight-dice ranged attack against 
  everyone within ten feet, with a damage value of 
  +3. After that, the pallets will be on fire, which do 
  Aggravated damage (as per Vampire, p. 221). The 
  landmines will also set off the alarm (as per the 
  sidebar above).
  Once the pallets are either triggered or bypassed, 
  the character can enter warehouse 17. Go to Chap-
  ter Six.
  Alarm!
  Various actions might cause the alarms in 
  the industrial park to go off. If they do, a 
  few things happen immediately:
  ●  A loud ringing echoes through the 
  entire industrial park
  ●  The hunters in warehouse 17 are in-
  stantly alerted, which changes the details 
  in Chapter Six
  ●  One of the hunters goes to the roof 
  with a sniper rifle (see below)
  ●  An automated call is sent in to the lo-
  cal police
  The police will arrive in fifteen minutes 
  if called. If the characters manage to shut 
  the alarm off (building 1 contains the 
  administrative offices), roll a die: If the 
  number is higher than the number of min-
  utes that have elapsed before the alarm is 
  shut off, the police cancel the call and go 
  back to their original beat. This means, 
  after ten minutes, they will check out the 
  industrial park no matter what. Use the 
  stats for a Police Detective from Vam-
  pire, p. 371.
  
  A U L D  S A N G U I N E
  2 1
  The Crew (Difficulty •••)
  The crew know about Duke, and that he’s been feeding off their friends and 
  family, and they’ve decided to do something about it. 
  There are five hunters: one sniper, and four in the warehouse. The stats below 
  are for the ones in the warehouse—for the sniper, replace the large pistol with 
  a sniper rifle, but it still has the same damage value (+3).
  Standard Dice Pools: Physical 4, Social 3, Mental 3
  Secondary Attributes: Health 6, Willpower 4
  Exceptional Dice Pools: Firearms 5, Intimidation 5, Larceny 7, Melee 5, Oc-
  cult 4
  Special: Kevlar vest (armor value 4), large pistol (damage value +3), baseball 
  bat with silver spikes (damage value +2), three stakes
  
  A U L D  S A N G U I N E
  2 2
  
  A U L D  S A N G U I N E
  2 3
  O
  nce the characters enter the warehouse, 
  read the following:
  The warehouse is shrouded in darkness. None 
  of the lights are on, although you can hear the faint 
  whine of a generator somewhere. Once your eyes 
  adjust to the darkness, you can see the warehouse 
  itself is empty of packages or crates. Instead, cobwebs 
  cling to rows upon rows of empty shelves. Near the 
  large shipping doors, you see thick, rubber conveyer 
  belts coated in dust and dirt. Above them lurks 
  an ancient mechanical crane, dripping with rusty 
  chains and cables. Against one wall you see a set of 
  metal stairs that lead up to a glassed-in office that 
  overlooks the floor.
  If the alarm has gone off (see above) or the char-
  acters were seen entering the warehouse, read the 
  following:
  Suddenly, you hear a heavy switch being thrown, 
  and all the lights pop on. From somewhere in the 
  maze of shelving, you hear the hum of an ancient 
  speaker come to life. “We only want the vampire 
  known as Duke. Leave him, and the rest of you can 
  go.”
  The trap has been sprung.
  The Lights
  All the lights in the warehouse have been re-
  placed with ultraviolet bulbs. Most characters will 
  only feel a strange tingling on their skin, unless they 
  have Fortitude or are wearing completely concealing 
  clothing. Characters who have a specific Folkloric 
  Bane Flaw against ultraviolet light treat the lights as 
  sunlight (Vampire, p. 221).
  The lights are controlled by two large switches. 
  One is by the large shipping doors where the con-
  veyer belts are, while the other is in the office. Both 
  have a member of Moses’ crew guarding it. The 
  hunters believe the UVC lights will burn the vam-
  pires, causing them either flee (where they can be 
  shot by the sniper) or run for one of the switches to 
  shut them off. The fact that the lights have little-to-
  no effect on the vampires will surprise the hunters, 
  and if none of the vampires seem to be effected, the 
  hunters guarding the switches will leave and make 
  their way to the characters after a round.
  Aside from the power switch, the office only has 
  a beat-up desk (which the hunter hides behind) and 
  an office chair with a broken wheel and torn cush-
  ions. All of the drawers of the desk are empty.
  The Shelves
  The shelves were at one point well organized, 
  but the hunters have moved some shelves and 
  knocked others over, making them into a maze. The 
  shelves are tall enough that a character can crouch 
  or crawl between them, but the sheer amount of 
  them makes it hard to find many lines of sight for 
  firearms.
  Two hunters are hidden among the shelves, wait-
  ing to ambush the characters. One is hidden behind 
  a toppled set of shelves, while another is crouched 
  Chapter Six:
  the bAll droPS
  
  A U L D  S A N G U I N E
  2 4
  on top of a set of shelves. Both will attempt to shoot 
  at any lone or seemingly weak character they can 
  before trying to disappear into the maze again. 
  However, the open nature of the shelf maze makes it 
  easy to find them once they attack, requiring only a 
  Difficulty 1 Wits + Investigation roll to track them 
  down.
  The Crane and 
  Moses Gardener
  Moses Gardner, the leader of the hunters, is in 
  the operator’s seat on the crane, using the radio in 
  the crane to communicate through the warehouse 
  speakers. The crane is damaged and doesn’t work, 
  but he’s using it as a kind of crow’s nest, able to see 
  characters in the shelf maze and the glassed-in office. 
  If the characters attempt to talk to him, he will use 
  the radio to respond, but will abandon his post if he 
  thinks the characters have learned his location.
  If he sees Duke, he’ll shoot his sub-machine gun 
  at him (see sidebar). At that point, all planning will 
  go out the window, and Moses will do whatever 
  he can to kill Duke. The rest of the crew aren’t as 
  invested as Moses, but they’ll prioritize attacking 
  Duke unless the other characters reveal their vam-
  piric nature.
  If Duke isn’t visible, Moses will continue to 
  verbally harass the characters. He’ll assume they’re 
  more mortal lackeys of Duke, and try to appeal to 
  their sensibilities, but he and his crew aren’t afraid 
  to try and kill them if necessary (seeing it as a mercy 
  killing).
  Beat on the Brat
  If a hunter loses their gun or otherwise is forced 
  into melee combat, they’ll use a baseball bat they 
  have strapped to their backs. Each bat has a large 
  spike made of roughly molten silver stuck through 
  it. Unless the character has the Folkloric Bane 
  (silver) Flaw, the bat only does normal damage. 
  Those with the Flaw take Aggravated damage (see 
  Vampire, p. 182).
  Moses Gardner (Difficulty ••••) 
  Most of what Moses Gardner knows was picked up from old vampire films 
  and some shady websites, but a little bit of psychological manipulation and 
  a few trips to the local army surplus store more than make up for his lack of 
  knowledge. 
  Standard Dice Pools: Physical 5, Social 4, Mental 4
  Secondary Attributes: Health 7, Willpower 6
  Exceptional Dice Pools: Firearms 8, Intimidation 6, Investigation 7, Melee 
  8, Occult 5
  Special: Kevlar vest (armor value 4), SMG (damage value +4), baseball bat 
  with spikes (damage value +2), three stakes
  
  A U L D  S A N G U I N E
  2 5
  T
  he end of the story is up to the charac-
  ters. However, there are a few possible 
  ways it could end. 
  ●  Leave Duke to his fate. The Anarch made his 
  bed, and now he can lie in it. If the characters agree 
  to leave him behind, Duke will immediately turn 
  and attack the characters. The hunters will stand 
  back and wait until the fight is over, only interven-
  ing if it seems like Duke will escape. Otherwise, the 
  hunters will let the characters leave, but any that 
  appear obviously vampiric will be marked for future 
  hunting.
  ●  Kill the hunters. Aside from the traps the 
  hunters set, they aren’t very experienced. Most vam-
  pires will have little trouble killing them, although 
  they’ll likely reveal that they are Kindred in the pro-
  cess. There aren’t any other hunters aside from the 
  ones in the warehouse and the sniper on the roof, 
  so if they’re all killed, that’s the end of this hunt. Of 
  course, several people being murdered in an out-of-
  the-way warehouse at midnight on New Year’s Eve 
  will raise plenty of other questions.
  ●  Flee the scene. The character might decide to 
  simply flee the scene. The hunters will do what they 
  can to follow them, but once the characters have left 
  the industrial park, they won’t follow. If there was 
  a gun battle outside and there are any hunters left, 
  they will break into the security office and delete the 
  footage, but the lack of footage will raise questions 
  in any subsequent investigation.
  ●  Interrogate them. If the characters capture 
  Moses or any of the other hunters, they’ll spill eve-
  rything. Moses Gardner discovered that his brother 
  was killed by a vampire known only as “Duke.” 
  Through careful advertisement and word of mouth, 
  he’s built up a private support group with other 
  locals which he just calls “the crew”, who have also 
  had family or friends terrorized by Duke.
  If the hunters are captured, they will be terri-
  fied. They thought they understood what they were 
  hunting, but confronted with the reality of it and 
  being defeated by a Kindred, they’ll realize they’re 
  powerless to stop them. They will beg and plead for 
  their lives. If they are allowed to live, however, this 
  may just embolden them (see below).
  What's Next?
  The story may be over, but there are still several 
  plot threads that characters may choose to follow, 
  leading to potential future stories.
  ●  If any of the hunters survive, they now know 
  there’s more than one vampire in the world. This 
  may embolden them to expand their operations and 
  become full-fledged hunters. However, they’ve also 
  learned that taking on a group of vampires is risky. 
  They’ll attempt what Moses did with Duke: track 
  down a single vampire and lead them into a trap, 
  isolating them from their allies.
  ●  It’s possible that Moses got his information 
  Epilogue:
  After the hunt
  
  A U L D  S A N G U I N E
  2 6
  and supplies from someone else. Perhaps athe Sec-
  ond Inquisition agency used Moses and his friends 
  as catspaws to draw out the local Kindred popula-
  tion for their own purposes. What appears to be a 
  conflict between a single vampire and a surviving 
  mortal may be the first stage in a long-term opera-
  tion to wipe out the local Kindred.
  ●  Even if all the hunters are wiped out, none 
  of this would have happened if it weren’t for Duke’s 
  sloppy feeding habits. The situation escalates as 
  local media outlets get an anonymous email about 
  Isabella’s activities with Duke. The Camarilla might 
  use this situation as a reason to come down hard on 
  the Anarchs, which will just reinforce Duke’s para-
  noia about them. The local Anarchs will be caught 
  in the middle: do they support one of their more 
  extreme brethren, or cooperate with their enemies 
  and be seen as selling out?
  ●  Although Moses and his crew were careful to 
  keep their activities quiet, it’s possible that someone 
  might have been investigating him, assuming him 
  to be a serial killer. A freelancer reporter might 
  get video footage of the confrontation in Chapter 
  Six, leading to another potential violation of the 
  Masquerade.
  ●  If the characters kill Isabella, Duke will do 
  everything he can to hunt them down and kill them 
  himself, even if it means having the other An-
  archs come after him. If Duke dies, Isabella might 
  similarly want revenge on the characters, although 
  she will need to find a new ally to help her. She may 
  cozy up to another Anarch to act as her supply of 
  Kindred blood, or she may end up falling into the 
  role of hunter herself. Especially if Moses and his 
  crew leave a large supply of weapons behind.
  
  A U L D  S A N G U I N E
  2 7
  W
  hile Auld Anguine may be played 
  by any group, either as a one-
  shot Story or as part of a larger 
  Chronicle, the following pages give 
  player character options for those who do not have 
  prepared characters and wish to jump right into the 
  game.
  Nate Dempsey (Frustrated Investigator)
  Nate Dempsey wanted to change the world. But 
  even though his father and brothers all went into 
  the police force, Nate couldn’t stomach the cor-
  ruption he saw every day. So he became a private 
  investigator, and ended up having the stomach the 
  corruption that came into his office every day. Since 
  becoming a Brujah, he channels his passion into 
  protecting innocents from learning just how terrible 
  the world really is. He’s particularly fond of Nikki 
  Meza, the great-granddaughter of his old partner 
  who works as a defense lawyer.
  Clan: Brujah
  Embraced: 1961 (Born 1930)
  Ambition: I want to truly save someone from all the 
  shit I see around me.
  Predator: Alleycat
  Convictions: Protect the innocent from harm.
  Touchstones: Nikki Meza, a pro bono lawyer 
  swamped in case work.
  Humanity: 6
  Generation: 12th
  Blood Potency: 1
  Attributes: Strength 2, Dexterity 3, Stamina 2; 
  Charisma 2, Manipulation 3, Composure 1;  
  Intelligence 2, Wits 4, Resolve 3
  Secondary Attributes: Health 5, Willpower 4
  Skills: Athletics 1, Brawl (grappling) 3, Drive 1, 
  Firearms 3, Larceny 1; Insight 2, Intimidation 2, 
  Persuasion 1, Streetwise 3; Awareness 2,  
  Investigation (deduction) 4
  Disciplines: Celerity 1 (Rapid Reflexes), Potence 2 
  (Lethal Body, Prowess), Presence 2 (Daunt,  
  Lingering Kiss)
  Advantages: Contacts 3, Iron Gullet 3, Influence 
  (local police) 1, Mask 2, Resources 1
  Flaws: Obvious Predator 2
  Appendix:
  PlAyer
  ChArACter
  Coterie
  
  A U L D  S A N G U I N E
  2 8
  “Stormklara” Klara Larson (Fading 
  Influencer)
  A few years ago, Klara Larson had her fifteen 
  minutes of fame. Using the name “Stormklara,” 
  she became a popular exercise influencer, quickly 
  gaining followers and endorsement deals to show-
  case her distinct brand of entertaining exercise. 
  Unfortunately, she gained too much attention, and 
  became a Kindred after a feeding gone wrong. Now 
  she’s desperately trying to chase the high of fame 
  while keeping a low profile as a vampire. Using her 
  family as her herd helps for now, until her secret as a 
  Cleaver gets out.
  Clan: Caitiff
  Embraced: 2019 (Born 1999)
  Ambition: Leave a lasting legacy, so I will always be 
  remembered.
  Predator: Cleaver
  Convictions: Thou shalt not kill.
  Touchstones: James Larson, my kid brother.
  Humanity: 7
  Generation: 13th
  Blood Potency: 1
  Attributes: Strength 3, Dexterity 2, Stamina 3;  
  Charisma 4, Manipulation 3, Composure 3; Intel-
  ligence 2, Wits 1, Resolve 2
  Secondary Attributes: Health 6, Willpower 5
  Skills: Athletics 2, Craft 1, Drive 1, Larceny 1; 
  Etiquette 2, Insight 2, Leadership 1, Performance 
  (speaking) 3, Persuasion (gaslighting) 3, Subterfuge 
  (the long con) 3; Awareness 2, Finance 1, Occult 1, 
  Politics 2, Technology 1
  Disciplines: Auspex 1 (Sense the Unseen),  
  Dominate 3 (Cloud Memory, Mesmerize, The 
  Forgetful Mind)
  Advantages: Fame (social media) 2, Haven 1, Herd 
  2, Looks 2, Resources 2
  Flaws: Dark Secret (Cleaver) 2, Folkloric Bane (holy 
  water) 1, Stalkers 1, Suspect 1
  Scarlet Doherty (Struggling Murderer)
  Scarlet Doherty always believed in doing the right 
  thing. Even while training as a martial artist, she 
  tried to control her strength, making sure not to 
  hurt others. When she accidentally injured her 
  sparring partner, she went into a depressive spiral. 
  Becoming a Gangrel didn’t help, nor did acciden-
  tally murdering the victim of her first feeding. Now 
  she wants to push other monsters, and her work for 
  the Camarilla gives her the focus she needs. Hope-
  fully it’ll keep her from going over the edge.
  Clan: Gangrel
  Embraced: 1999 (Born 1971)
  Ambition: Become a good person, not a monster.
  Predator: Farmer
  Convictions: Obey authority; the guilty must be 
  punished.
  Touchstones: Aisling Cole, a corrupt police officer; 
  Zahraa Mercer, wife of the first person you mur-
  dered.
  Humanity: 8
  Generation: 12th
  Blood Potency: 1
  Attributes: Strength 4, Dexterity 3, Stamina 3; 
  Charisma 1, Manipulation 2, Composure 2;  
  Intelligence 2, Wits 2, Resolve 3
  Secondary Attributes: Health 7 (with Resilience), 
  Willpower 5
  Skills: Athletics 2, Brawl (armed mortals) 4, Melee 
  3, Survival (hunting) 2; Animal Ken 1, Intimida-
  tion 3, Streetwise 3; Awareness 2
  Disciplines: Animalism 3 (Sense the Beast, Feral 
  Whispers, Quell the Beast), Fortitude 1 (Resilience), 
  Protean 1 (Eyes of the Beast)
  Advantages: Allies (Frank Conroy, injured sparring 
  partner) 1, Bloodhound 1, Mask 2 (Zeroed 1), Short 
  Bond 2
  Flaws: Destitute 1, Ugly 1, Vegan 2
  
  A U L D  S A N G U I N E
  2 9
  Kacey Baxter (Confused Infiltrator)
  Kacey has been so many people since their Embrace. 
  They don’t remember much about their life as a 
  mortal—just strange dreams about a woman who 
  said she loved them—but the only thing that really 
  matters is making sure the Masquerade is preserved. 
  Kacey loves insinuating themself into new environ-
  ments during their missions. Some whisper that 
  their Malkavian Bane causes them to get lost in the 
  role, but Kacey sees that as a gift, a form of extreme 
  method acting. Nothing to worry about, because 
  they always make it back out of the role. Eventually. 
  Clan: Malkavian
  Embraced: 2009 (Born 1982)
  Ambition: Find a place where I can just be myself.
  Predator: Sandman
  Convictions: The guilty must be punished.
  Touchstones: Melinda Baxter, my spouse who still 
  thinks I’m alive and is looking for me.
  Humanity: 7
  Generation: 12th
  Blood Potency: 1
  Attributes: Strength 2, Dexterity 2, Stamina 2; 
  Charisma 3, Manipulation 4, Composure 3;  
  Intelligence 2, Wits 3, Resolve 1
  Secondary Attributes: Health 5, Willpower 4
  Skills: Athletics 1, Larceny 1, Stealth (break-in) 1; 
  Etiquette 2, Insight 3, Leadership 1, Performance 
  (singing) 2, Persuasion 3, Streetwise 2, Subterfuge 
  (impeccable lies) 3; Academics (research) 1,  
  Awareness 2, Investigation 2, Occult 1, Technology 
  1
  Disciplines: Auspex 2 (Heightened Senses,  
  Premonition), Obfuscate 3 (Cloak of Shadows, 
  Unseen Presence, Mask of a Thousand Faces)
  Advantages: Contacts 3, Eat Food 2, Mask 2 
  (Cobbler 1), Resources 1
  Flaws: Folkloric Block (cannot cross a threshold 
  uninvited) 1, Long Bond 1
  Emma Preston (Obsessive Occultist)
  Emma always loved knowledge. Her obsession with 
  reading whatever she could get her hands on led her 
  into a wide variety of ever-changing interests, but 
  she became most fascinated with parapsychology. 
  Even though her theories were derided, she gained 
  a small measure of fame, which drew the attention 
  of the Kindred. Now she works to cover up the very 
  knowledge she used to seek as a mortal, although 
  she still keeps her finger in academic circles. Just in 
  case.
  Clan: Toreador
  Embraced: 2000 (Born 1969)
  Ambition: Pass on my accumulated knowledge 
  without arousing suspicion
  Predator: Scene Queen (academia)
  Convictions: The truth is sacred; thou shalt not lie
  Touchstones: Noa Fernandez, a former student that 
  streams “ghost hunts”
  Humanity: 7
  Generation: 13th
  Blood Potency: 1
  Attributes: Strength 2, Dexterity 2, Stamina 1; 
  Charisma 2, Manipulation 2, Composure 3;  
  Intelligence 4, Wits 3, Resolve 3
  Secondary Attributes: Health 4, Willpower 6
  Skills: Etiquette (academia) 2, Insight 2, Persuasion 
  1; Academics (teaching) 3, Awareness 3,  
  Investigation 2, Occult (parapsychology) 4, Science 
  (mathematics) 3
  Disciplines: Auspex 3 (Sense the Unseen,  
  Premonition, Scry the Soul), Celerity 1 (Rapid 
  Reflexes), Dominate 1 (Cloud Memory)
  Advantages: Fame (academia) 1, Contacts 2, Eat 
  Food 2, Influence (academia) 2, Herd 2
  Flaws: Folkloric Bane (silver) 1, Prey Exclusion (non-
  academics) 1
  
  A U L D  S A N G U I N E
  3 0
  Sasha Morozov (Ambitious Legbreaker)
  Sasha Morozov was a punk, in every sense of the 
  word. Growing up as a first-generation American to 
  two alcoholic parents who barely spoke English drove 
  him out of the house and into the growing punk 
  scene. He quickly fell in with a gang of straightedge 
  punks—even getting Xs tattooed on his hands to 
  signify his refusal to take drugs and alcohol—but 
  soon he was working small jobs for organized crime. 
  His intensity as a fighter drew the attention of his sire, 
  and since then Sasha’s been working his way up one 
  broken leg at a time.
  Clan: Ventrue (Clan Bane: can only feed from blood 
  laced with adrenaline)
  Embraced: 1982 (Born 1961)
  Ambition: Make a name for myself, whatever the cost
  Predator: Siren
  Convictions: Never do drugs or alcohol
  Touchstones: Nails, former straightedge punk friend
  Humanity: 7
  Generation: 12th
  Blood Potency: 1
  Attributes: Strength 4, Dexterity 3, Stamina 3; 
  Charisma 1, Manipulation 2, Composure 2;  
  Intelligence 2, Wits 2, Resolve 3
  Secondary Attributes: Health 9 (Resilience 
  included), Willpower 5
  Skills: Athletics 2, Brawl (unarmed mortals) 3, Drive 
  1, Firearms 2, Larceny 2, Melee 2, Stealth 2, Survival 
  2; Etiquette 1, Insight 1, Intimidation 2, Leadership 
  2, Persuasion 1, Streetwise 2, Subterfuge (seduction) 
  1; Awareness 1, Finance 1, Investigation 1, Technol-
  ogy 1
  Disciplines: Dominate 1 (Compel), Fortitude 3 (Resil-
  ience, Toughness, Defy Bane)
  Advantages: Herd 1, Influence (organized crime) 2, 
  Looks 2, Mask 1, Resources 3
  Flaws: Bond Junkie 1, Enemy (ex-lover) 1, Stigmata 1
  
  Name
  Concept
  Predator
  Chronicle
  Ambition
  Clan
  Sire
  Desire
  Generation
  Physical
  Social
  Mental
  Strength
  
  Charisma
  
  Intelligence
  
  Dexterity
  
  Manipulation
  
  Wits
  
  Stamina
  
  Composure
  
  Resolve
  
  ATTRIBUTES
  Health
  Willpower
   
   
  SKILLS
  Athletics
  
  Animal Ken
  
  Academics
  
  Brawl
  
  Etiquette
  
  Awareness
  
  Craft 
  
  Insight
  
  Finance
  
  Drive
  
  Intimidation
  
  Investigation
  
  Firearms
  
  Leadership
  
  Medicine
  
  Larceny
  
  Performance
  
  Occult
  
  Melee
  
  Persuasion
  
  Politics
  
  Stealth
  
  Streetwise
  
  Science
  
  Survival
  
  Subterfuge
  
  Technology
  
  DISCIPLINES
  
  
  
  
  
  
  Resonance
  Hunger  
    Humanity   
  "Stormklara" Klara Larson
  Fading Influencer
  Catiff
  13th
  Cleaver
  Leaving a lasting legacy so I will always
  be remembered.
  Speaking
  Gaslighting
  The long con
  Animalism
  Sense the Unseen
  Dominate
  Cloud Memory
  Mesmerize
  The Forgetful Mind
  
  Chronicle Tenets
  Touchstones & Convictions
  Clan Bane
  Advantages & Flaws
  
  
  
  
  
  
  
  
  
  
  
  Notes
  Blood Potency  
  Blood Surge
  Mend Amount
  Power Bonus
  Rouse Re-Roll
  Feeding Penalty
  Bane Severity
  Total Experience
  Spent Experience
  True age
  Apparent age
  Date of birth
  Date of death
  Appearance
  Distinguishing features
  History
  Resources
  Flaws:
  Thou shalt not kill
  James Larson, my kid brother.
  Fame (social media)
  Haven
  Herd
  Looks
  Dark Secret (Cleaver)
  Folklord Bane (holy water)
  Stalkers
  Suspect
  
  Name
  Concept
  Predator
  Chronicle
  Ambition
  Clan
  Sire
  Desire
  Generation
  Physical
  Social
  Mental
  Strength
  
  Charisma
  
  Intelligence
  
  Dexterity
  
  Manipulation
  
  Wits
  
  Stamina
  
  Composure
  
  Resolve
  
  ATTRIBUTES
  Health
  Willpower
   
   
  SKILLS
  Athletics
  
  Animal Ken
  
  Academics
  
  Brawl
  
  Etiquette
  
  Awareness
  
  Craft 
  
  Insight
  
  Finance
  
  Drive
  
  Intimidation
  
  Investigation
  
  Firearms
  
  Leadership
  
  Medicine
  
  Larceny
  
  Performance
  
  Occult
  
  Melee
  
  Persuasion
  
  Politics
  
  Stealth
  
  Streetwise
  
  Science
  
  Survival
  
  Subterfuge
  
  Technology
  
  DISCIPLINES
  
  
  
  
  
  
  Resonance
  Hunger  
    Humanity   
  Animalism
  Confused Infiltrator
  Kacey Baxter
  Sandman
  Malkavian
  12th
  Find a place where I can just 
  be myself
  Break-in
  Singing
  Impeccable lies
  Research
  Hightened Senses
  Cloak of Shadows
  Unseen Presence
  Mask of a Thousand Faces
  Obfuscate
  Premonition
  
  Chronicle Tenets
  Touchstones & Convictions
  Clan Bane
  Advantages & Flaws
  
  
  
  
  
  
  
  
  
  
  
  Notes
  Blood Potency  
  Blood Surge
  Mend Amount
  Power Bonus
  Rouse Re-Roll
  Feeding Penalty
  Bane Severity
  Total Experience
  Spent Experience
  True age
  Apparent age
  Date of birth
  Date of death
  Appearance
  Distinguishing features
  History
  Flaws:
  Melinda Baxter, my spouse
  who still thinks I'm alive and is
  looking for me
  The guilty must be punished
  Contacts
  Eat Food
  Mask (Cobbler 1)
  Resources
  Folklord Block cannot cross a threshold uninvited
  Long bond
  
  Name
  Concept
  Predator
  Chronicle
  Ambition
  Clan
  Sire
  Desire
  Generation
  Physical
  Social
  Mental
  Strength
  
  Charisma
  
  Intelligence
  
  Dexterity
  
  Manipulation
  
  Wits
  
  Stamina
  
  Composure
  
  Resolve
  
  ATTRIBUTES
  Health
  Willpower
   
   
  SKILLS
  Athletics
  
  Animal Ken
  
  Academics
  
  Brawl
  
  Etiquette
  
  Awareness
  
  Craft 
  
  Insight
  
  Finance
  
  Drive
  
  Intimidation
  
  Investigation
  
  Firearms
  
  Leadership
  
  Medicine
  
  Larceny
  
  Performance
  
  Occult
  
  Melee
  
  Persuasion
  
  Politics
  
  Stealth
  
  Streetwise
  
  Science
  
  Survival
  
  Subterfuge
  
  Technology
  
  DISCIPLINES
  
  
  
  
  
  
  Resonance
  Hunger  
    Humanity   
  Auspex
  Research
  Emma Preston
  Obsessive Occultist
  Scene Queen academia
  Toreador
  Pass on my accumulated knowledge 
  without arousing suspicion
  13th
  Academia
  parapsychology
  mathematics
  Sense the Unseen
  Premonition
  Scry the Soul
  Rapid Reflexes
  Celerity
  Dominate
  Cloud Memory
  
  Chronicle Tenets
  Touchstones & Convictions
  Clan Bane
  Advantages & Flaws
  
  
  
  
  
  
  
  
  
  
  
  Notes
  Blood Potency  
  Blood Surge
  Mend Amount
  Power Bonus
  Rouse Re-Roll
  Feeding Penalty
  Bane Severity
  Total Experience
  Spent Experience
  True age
  Apparent age
  Date of birth
  Date of death
  Appearance
  Distinguishing features
  History
  Flaws:
  Noa Fernandez, a former
  student that streams
  "ghost hunts"
  The truth is sacred;
  thou shalt not lie
  Fame (academia)
  Contacts
  Eat Food
  Influence (academia)
  Herd
  Folklord Bane silver
  Prey Exclusion (non-academics)
  
  Name
  Concept
  Predator
  Chronicle
  Ambition
  Clan
  Sire
  Desire
  Generation
  Physical
  Social
  Mental
  Strength
  
  Charisma
  
  Intelligence
  
  Dexterity
  
  Manipulation
  
  Wits
  
  Stamina
  
  Composure
  
  Resolve
  
  ATTRIBUTES
  Health
  Willpower
   
   
  SKILLS
  Athletics
  
  Animal Ken
  
  Academics
  
  Brawl
  
  Etiquette
  
  Awareness
  
  Craft 
  
  Insight
  
  Finance
  
  Drive
  
  Intimidation
  
  Investigation
  
  Firearms
  
  Leadership
  
  Medicine
  
  Larceny
  
  Performance
  
  Occult
  
  Melee
  
  Persuasion
  
  Politics
  
  Stealth
  
  Streetwise
  
  Science
  
  Survival
  
  Subterfuge
  
  Technology
  
  DISCIPLINES
  
  
  
  
  
  
  Resonance
  Hunger  
    Humanity   
  Nate Dempsey
  I truly want to save someone from all
  the shit i see around me
  Brujah
  12th
  Alleycat
  Frustrated Investigator
  Grappling
  Deduction
  Daunt
  Lingering Kiss
  Presence
  Celerity
  Rapid Reflexes
  Potence
  Lethal Body
  Prowess
  
  Chronicle Tenets
  Touchstones & Convictions
  Clan Bane
  Advantages & Flaws
  
  
  
  
  
  
  
  
  
  
  
  Notes
  Blood Potency  
  Blood Surge
  Mend Amount
  Power Bonus
  Rouse Re-Roll
  Feeding Penalty
  Bane Severity
  Total Experience
  Spent Experience
  True age
  Apparent age
  Date of birth
  Date of death
  Appearance
  Distinguishing features
  History
  Nikki Meza, a pro bono lawyer 
  swamped in case work.
  Protect the Innocent from 
  harm
  Contacts
  Iron Gullet
  Influence (local police)
  Mask
  Resources
  Obvious Predator
  Flaws:
  
  Name
  Concept
  Predator
  Chronicle
  Ambition
  Clan
  Sire
  Desire
  Generation
  Physical
  Social
  Mental
  Strength
  
  Charisma
  
  Intelligence
  
  Dexterity
  
  Manipulation
  
  Wits
  
  Stamina
  
  Composure
  
  Resolve
  
  ATTRIBUTES
  Health
  Willpower
   
   
  SKILLS
  Athletics
  
  Animal Ken
  
  Academics
  
  Brawl
  
  Etiquette
  
  Awareness
  
  Craft 
  
  Insight
  
  Finance
  
  Drive
  
  Intimidation
  
  Investigation
  
  Firearms
  
  Leadership
  
  Medicine
  
  Larceny
  
  Performance
  
  Occult
  
  Melee
  
  Persuasion
  
  Politics
  
  Stealth
  
  Streetwise
  
  Science
  
  Survival
  
  Subterfuge
  
  Technology
  
  DISCIPLINES
  
  
  
  
  
  
  Resonance
  Hunger  
    Humanity   
  Siren
  Pass on my accumulated knowledge 
  without arousing suspicion
  Sasha Morozov
  Ambitious Legbreaker
  Ventrue
  12th
  unarmed mortals
  seduction
  Dominate
  Fortitude
  Compel
  Resilience
  Toughness
  Defy Bane
  
  Chronicle Tenets
  Touchstones & Convictions
  Clan Bane
  Advantages & Flaws
  
  
  
  
  
  
  
  
  
  
  
  Notes
  Blood Potency  
  Blood Surge
  Mend Amount
  Power Bonus
  Rouse Re-Roll
  Feeding Penalty
  Bane Severity
  Total Experience
  Spent Experience
  True age
  Apparent age
  Date of birth
  Date of death
  Appearance
  Distinguishing features
  History
  Flaws:
  Can only feed from blood laced with 
  adrenaline
  Nails, former straightedge
  punk friend
  Never do drugs or alcohol
  Herd
  Influence (organized crime)
  Looks
  Mask
  Resources
  Bond Junkie
  Enemy (ex-lover)
  Stigmata
  
  Name
  Concept
  Predator
  Chronicle
  Ambition
  Clan
  Sire
  Desire
  Generation
  Physical
  Social
  Mental
  Strength
  
  Charisma
  
  Intelligence
  
  Dexterity
  
  Manipulation
  
  Wits
  
  Stamina
  
  Composure
  
  Resolve
  
  ATTRIBUTES
  Health
  Willpower
   
   
  SKILLS
  Athletics
  
  Animal Ken
  
  Academics
  
  Brawl
  
  Etiquette
  
  Awareness
  
  Craft 
  
  Insight
  
  Finance
  
  Drive
  
  Intimidation
  
  Investigation
  
  Firearms
  
  Leadership
  
  Medicine
  
  Larceny
  
  Performance
  
  Occult
  
  Melee
  
  Persuasion
  
  Politics
  
  Stealth
  
  Streetwise
  
  Science
  
  Survival
  
  Subterfuge
  
  Technology
  
  DISCIPLINES
  
  
  
  
  
  
  Resonance
  Hunger  
    Humanity   
  Animalism
  Scarlet Doherty
  Struggling Murderer
  Farmer
  Become a good person, not a monster
  Gangrel
  12th
  Armed Mortals
  Hunting
  Sense the Beast
  Feral Whispers
  Quell the Beast
  Fortitude
  Protean
  Resiliance
  Eyes of the Beast
  
  Chronicle Tenets
  Touchstones & Convictions
  Clan Bane
  Advantages & Flaws
  
  
  
  
  
  
  
  
  
  
  
  Notes
  Blood Potency  
  Blood Surge
  Mend Amount
  Power Bonus
  Rouse Re-Roll
  Feeding Penalty
  Bane Severity
  Total Experience
  Spent Experience
  True age
  Apparent age
  Date of birth
  Date of death
  Appearance
  Distinguishing features
  History
  Flaws:
  Aisling Cole, a corrupt police
  officer
  Zahraa Mercer, wife of the first
  person you murdered
  Obey authority; the guilty must
  be punished
  Allies
  Frank Conroy, injured sparring partner
  Bloodhound
  Mask (Zeroed 1)
  Short Bond
  Destitute
  Ugly
  Vegan
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Auld Sanguine - A Vampire_ The Masquerade New Year's Eve Story.pdf