New York By Night - V:TM world illustration - Vampire theme
Vampire

New York By Night - V:TM

D
Dremidus

A modern gothic city where vampires—Kindred—rule the night from the shadows. The Camarilla clings to control in Manhattan while Anarchs rise in Brooklyn. Power is traded through blood, favors, and fear. The Masquerade must be maintained at all costs. Every Kindred walks a knife’s edge between politics, personal horror, and the Beast within.


Author's Note: This is a political, street-level game focused on secrecy, seduction, and survival. Think noir meets horror. Keep the Masquerade. Feed discreetly. Trust no one.
Played3 times
Cloned0 times
Created
15 days ago
Last Updated
14 days ago
VisibilityPublic
13th Precinct Station NYPD

13th Precinct Station NYPD

A gray, weathered NYPD station struggling with budget cuts and burnout, filled with the tension of unsolved cases. Marla's cluttered office holds files and red string mapping out cold cases.

Church of Saint Elijah

Church of Saint Elijah

Church of Saint Elijah — Hunter Surveillance Site Secretly operated by a Firstlight hunter cell posing as a humanitarian outreach mission. Kindred who wander too close often vanish. Faction: Hunter / Second Inquisition Use: Surveillance, ambushes, infiltration danger.

Club Sable

Club Sable

Club Sable — Jazz Bar & Toreador Haven A vintage jazz club with deep Kindred roots, run by a Toreador elder who remembers Prohibition. Performers are often ghouls or lured mortal artists. Faction: Camarilla (loosely held) Use: Social zone, haven, cultural scenes.

Club Succubus

Club Succubus

A smoky, pulsating nightclub in Williamsburg, Brooklyn, serving as the epicenter of Anarch rebellion, filled with music, blood, and defiant energy. Baron Kerensa oversees the chaos from a private balcony above the dancefloor.

Fort Van Brunt

Fort Van Brunt

Fort Van Brunt — Anarch Safehouse & Armory Heavily fortified and hidden behind false security fences, this stronghold stocks weapons, feeding bags, and rebel propaganda. Faction: Anarch Use: HQ, supply run, defense scenarios.

Goldman Black & Vein LLP

Goldman Black & Vein LLP

A front for Kindred legal manipulation. Mortals who work here unknowingly draft supernatural contracts, boons, and Masquerade cover-ups. Faction: Camarilla / Lasombra infiltration Use: Intrigue, investigation, possible Lasombra influence node.

Grime Factory Studios

Grime Factory Studios

A warehouse converted into a creative hub filled with cameras, protest art, and exposed wiring, buzzing with artistic energy. The basement serves as a screening room for underground films and activist documentaries.

House of Spiritual Whispers

House of Spiritual Whispers

A dusty botanica and spiritual shop nestled tightly between two shuttered nail salons, known for its eerily accurate readings and mystical ambiance.

Midtown Medical Supplies

Midtown Medical Supplies

A quiet storefront supplying medical goods connected to a hospital's supply chain. At night, the back room transforms into a black-market hub dealing in stolen blood.

Pentex Consulting HQ

Pentex Consulting HQ

A sleek, seemingly mundane consultancy firm. Unknown to most Kindred, it’s being used to monitor vampiric financial movements. Faction: Hunter threat Use: Danger, espionage, Inquisition plotting.

Precinct 114 Patrol Division NYPD

Precinct 114 Patrol Division NYPD

A small, clean patrol outpost wedged tightly between a laundromat and a bodega in a bustling urban neighborhood. Rivera, a dedicated officer, parks his patrol car across the street every night, vigilantly watching the area for any signs of trouble.

Radio Mirage

Radio Mirage

📻 Radio Mirage — Pirate Broadcast Station A hidden basement station transmitting coded messages for Independent Kindred. Sometimes spreads misinformation. Sometimes the truth. Faction: Lasombra / Banu Haqim-aligned Use: Quest drops, misinformation plots, meeting initiates.

Russo Salvage

Russo Salvage

Russo Salvage — Masked Ghoul Operation A mortal-run junkyard that disposes of Kindred messes—bloodied cars, bodies, evidence. Operated by a ghoul family loyal to “no one but cash.” Faction: Independent / Criminal Use: Resource hub, cleanup jobs, coverup dilemmas.

Sanctuary Row

Sanctuary Row

An abandoned church turned community shelter, dimly lit by candles, with creaking wooden floors and a persistent chill in the air. The old confessional booth remains in use by those seeking solace or secrets.

St. Lazarus Clinic

St. Lazarus Clinic

An unofficial clinic operating out of a crumbling brownstone, offering discreet medical aid with no questions asked. The back room is sterile but carries the sharp scent of bleach and blood, hinting at urgent and sometimes grim treatments.

St. Nicholas Crypt

St. Nicholas Crypt

St. Nicholas Crypt — Brujah Archive & Rally Point Hidden beneath a repurposed church, this Brujah hideout stores revolutionary texts, weapons, and protest plans. It also serves as a meeting point for Anarch-leaning Kindred. Faction: Anarch/Brujah Use: Tension zone, revolution planning, lore/recruitment hub.

Temple of Echoes

Temple of Echoes

Temple of Echoes — Ghost-Scarred Shrine Rumored to be cursed after Kindred used it to seal away something unnatural. Tremere avoid it. Setites are drawn to it. Faction: Mystical Wildcard Use: Haunted investigation site, arcane encounters.

The Bleeding Word

The Bleeding Word

he Bleeding Word — Occult Bookshop & Haven An arcane bookstore dealing in cursed texts and Kindred lore. Operated by a quiet Malkavian oracle named Juniper. Faction: Independent Use: Lore delivery, ritual preparation, hints to future threats.

The Bone Line

The Bone Line

— Underground Sabbat Track A converted subway line used to move Sabbat packs in secret. Lined with bones, graffiti sigils, and feral guardians. Faction: Sabbat Use: Travel, ambush, horror zone.

The Book of Ashes

The Book of Ashes

The Book of Ashes — Hidden Archive Maintained by a recluse Kindred scholar, this collection of Kindred and mortal protest history is invaluable—and heavily warded. Faction: Anarch (Toreador / Malkavian-adjacent) Use: Lore dump, guarded secrets, potential heist.

The Canal Crossings

The Canal Crossings

Below street level lies a web of ancient tunnels guarded by Nosferatu. Only those with permission—or purpose—are allowed in. Some say it connects to Sabbat remnants deeper in the earth.

The Cathedral of St. John the Divine

The Cathedral of St. John the Divine

An official Camarilla Elysium with strictly enforced peace. Prince-held courts, blood boons, and status disputes are handled under its gothic arches. Faction: Camarilla Use: Court scenes, declarations, trials, formal Masquerade judgments.

The Cracked Canvas

The Cracked Canvas

The Cracked Canvas — Anarch Art Collective A sprawling warehouse home to rebellious Toreador, Brujah, and Nosferatu. Half rave-space, half graffiti commune, all boiling tension. Faction: Anarch Use: Cultural hub, dramatic scenes, power plays.

The Drowned Yard

The Drowned Yard

The Drowned Yard — Smuggler's Dock A secret Sabbat-run port hidden beneath an abandoned fish cannery. Criminals, defectors, and monsters move through here under the radar. Faction: Sabbat (Rumored) Use: Black market, forbidden crossing, infiltration point.

The Fifth Pillar

The Fifth Pillar

A bustling co-working café in Harlem that serves as a hub for journalists. The back room is covered with newspaper clippings, redacted documents, and burner phones, making it a secretive base of operations.

The Gin Lamp

The Gin Lamp

A greasy dive bar in Midtown Manhattan frequented by paparazzi, city rats, and washed-up club promoters. The atmosphere is gritty and dimly lit, with sticky floors and a haze of cigarette smoke.

The Graffiti Altar

The Graffiti Altar

🩸 The Graffiti Altar — Blood Rite Wall A hidden wall tagged only by Kindred using vitae in spray cans. Each symbol is part of a growing ritual or prophecy. Faction: Nosferatu / Malkavian Use: Cryptic lore, occult foreshadowing, mission clues.

The Hollow Grove

The Hollow Grove

Deep in the trees, a circle of moss-covered stones forms a quiet meeting place. Traditionally respected by all factions as neutral territory—until someone breaks the rule. Faction: Neutral (All/None) Use: Secret meetings, tense negotiations, ambush risk.

The Iron Chapel

The Iron Chapel

The Iron Chapel — Sabbat Ritual Hall Once a slaughterhouse, now repurposed for brutal Sabbat rituals. Only those with ties to the Sword of Caine dare approach. Faction: Sabbat Use: Horror set piece, forbidden rite, escape mission.

The Jade Circle

The Jade Circle

The Jade Circle — Banu Haqim Court & Tea House This serene tea house doubles as a neutral meeting zone and informal court for Banu Haqim elders. Violence here would offend ancient tradition. Faction: Independent (Banu Haqim) Use: Diplomacy, lore exchange, faction tension.

The Laced Fang

The Laced Fang

A popular Anarch haunt, hidden beneath a ruined print shop. Neonates hold rants, raves, and informal “debates” here. If you hear bass, you’re close. Faction: Anarch Use: Safe zone for Anarch PCs, party-to-blood-feast transitions, mission starts.

The Mic Drop

The Mic Drop

The Mic Drop — Community Hub A repurposed community center hosting underground poetry slams, blood drives (yes, those), and neonate networking events. Faction: Anarch (Brujah stronghold) Use: Social RP, Anarch recruitment, ideological sparks.

The Moon Pool

The Moon Pool

A shallow pool hidden in the Ramble. The site of ancient Kindred rites tied to lunar cycles. Blood magic residue lingers here. Faction: Tremere, Banu Haqim (sometimes contested) Use: Supernatural events, rites, summoning, or forbidden rituals.

The Obscured

The Obscured

The Obscured — Nosferatu Commune A sealed-off storm drain system converted into a Nosferatu nest. Surveillance feeds, stolen tech, and encrypted boons are traded here. Faction: Nosferatu Use: Lore hub, spy contact point, access to deep city secrets.

The Pyramid

The Pyramid

A monolithic, glass-and-steel skyscraper controlled by the Ventrue elite. Behind its mirrored façade, Kindred elders meet in hushed, luxurious chambers under the guise of corporate dealings. Faction: Camarilla (Ventrue stronghold) Use: Political meetings, favor brokering, harpy circles, and feeding “safely” on executives.

The Rattle

The Rattle

An underground apothecary-turned-night bar hidden behind a locked steel door beneath an abandoned tattoo parlor in Williamsburg, Brooklyn. Known only through whispered referrals, it offers a secretive and intimate atmosphere with exotic drinks and rare ingredients.

The Reflection Room

The Reflection Room

This exclusive, ever-shifting gallery is curated by a Toreador Harpy known as Seraphine. Only those who appreciate “true suffering” are granted access. Faction: Camarilla (Toreador) Use: Social encounters, status games, dangerous flattery.

The Serpent’s Nest

The Serpent’s Nest

The Serpent’s Nest — Setite Safehouse & Temple Disguised as a Mediterranean spa, this low-key temple is run by a Setite priestess who trades in forbidden knowledge and emotional debt. Faction: Independent (Setite) Use: Occult bartering, dangerous rituals, social manipulation.

The Spire Pit

The Spire Pit

The Spire Pit — Brujah Fight Club Held in a flooded, bombed-out basement. No politics. No factions. Just fists and fangs. Winner gets blood and respect. Faction: Brujah / Neutral Use: Proving grounds, downtime scene, dangerous alliances.

The Thorned Font

The Thorned Font

The Thorned Font — Occult Tremere Node A collapsed synagogue converted into a warded Tremere lab. Blood sorcery experiments occasionally leak into the streets. Faction: Tremere Use: Ritual catalyst, magical mishap hub, arcane negotiation.

The Velvet Meridian

The Velvet Meridian

An upscale speakeasy-style bar in a renovated hotel basement in Midtown Manhattan, known for its unnaturally dancing shadows and a private back room with mirrored walls where Lucien meets clients and allegedly feeds.

The Warrens

The Warrens

A labyrinthine network of Nosferatu tunnels beneath Manhattan, home to the reclusive former Prince Calebros who offers cautious counsel and wields hidden power.

The Yard

The Yard

The Yard — Anarch Railyard Encampment A heavily tagged train depot turned into an Anarch gathering zone. Meeting spot for smuggling deals, movement planning, and bloodfests. Faction: Anarch Use: Staging area, mission board, gang violence risk.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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