Malandro | California - Arizona | Malkavian Assassin Thriller
You kill for the mob. You do the job. You don’t get out. That's what it's about.
TYPE
LEVELS
LANGUAGE
EXPERIENCE
AGE
$27.99
/ Session
Details
Weekly / Tuesday - 12:00 AM UTC
Session Duration / 3–4 hours
0 / 7 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
About the adventure
You work for the mob. You’ve been working for the mob. You’ll keep working for the mob. You’re a killer. That’s the job. You don’t get to make it personal. You don’t get to make it clean. You don’t get to make it meaningful. You get paid, you do the work, you stay alive. You kill people who need killing. You kill people who don’t. It’s not your business. It’s their business. Your business is the kill. You work in California and Arizona. Los Angeles, Phoenix, the border. The desert. The offices. The places where people don’t ask questions because they know the answer. You don’t talk about it. You don’t talk about who you work for. You don’t talk about what you saw. You don’t talk about what you did. You do the next job. And you keep your mouth shut because that’s how you stay alive. This world has rules. The rules aren’t fair. They aren’t meant to be. You’re not free. You’re not in charge. You’re not special. You’re just a good killer. And that’s enough. In Malandro you are Camarilla assets — Malkavian assassins kept on a short leash and pointed at problems the Ivory Tower doesn’t want seen, named, or remembered. The work is simple: contracts, investigations, clean ups, cover ups, executions, disappearances. You operate through the mafia’s arteries and the Camarilla’s shadow economy, taking orders through intermediaries, safehouses, and neutral Red Lounges where killers sit quietly and wait for their next assignment. California and Arizona are your hunting ground: city sprawl, unknown corridors, desert highways. The violence is real, the politics are ruthless, and the people who hire you do not forgive mistakes. But MALANDRO is not just a crime story. This chronicle is assassin noir through Malkavian fracture: professional violence, Camarilla control, and a dream-logic nightmare that never resolves. You belong to a lineage under Warren Baker, a handler who does not raise his voice or offer explanations. He gives orders. You execute them. That is the arrangement. That is the only way you stay useful. THIS CAMPAIGN IS 13TH GEN MALKAVIAN ONLY As your GM, I’m a sound engineer and musician—each session is scored with original tracks and supported by custom photography to make the world feel real, dangerous, and alive.
Game style
Roleplay Heavy
Sandbox / Open World
Theater of the Mind
Game themes
Meet the Game Master
About me
I’m a storyteller focused on grounded, character-driven narratives that explore power, loyalty, and survival in hostile, complex worlds. My campaigns draw heavy inspiration from organized crime dramas, psychological thrillers, and the harsh beauty of the Western states and Northern Mexico—regions I know intimately and build into my worlds with care and accuracy. I mainly run Vampire: The Masquerade 5th Edition, a game system that thrives on moral ambiguity, factional tension, and the constant push-and-pull between survival and control. My games emphasize cultural depth, political nuance, and long-form arcs where every action has weight. I spend a great deal of time developing living, reactive settings—cities, factions, and families that grow, fracture, or fall based on your choices. As an audio professional, I create original music and sound effects tailored to each campaign. That includes in-world songs, atmospheric scores, and dynamic sound effects—all crafted to elevate the mood and immerse players more deeply in the story. When you play at my table, you’re stepping into a world with a heartbeat. Whether you’re surviving the brutal heat of the Mojave or maneuvering through the shadowy politics of undead Los Angeles, my games deliver a grounded, story-first experience where your choices drive the world forward. Sessions are immersive, character-focused, and built to reflect the weight of your actions. I aim to create narratives that feel lived-in, dangerous, and meaningful—perfect for players who want to lose themselves in a setting that challenges them at every turn.
View Profile →Character creation
Creating your character
Character creation will be handled during session 0. Players are free to either choose a pre-made character, or make a original character by the vanilla HTR 5E rules. Character sheet will be created within Alchemy for easy use within the VTT. The VTM Player's Guide and HTR Core Rulebook is enough for the players, I can provide information on anything from the other books.
What to expect
Preparing for the session
Players will need to make a Alchemy VTT account, and a Discord Account. No purchases are necessary on either website. Once a player has joined the Alchemy room, they will be able to easily choose a premade character or make an original one. During session zero, or when a player first joins, I will make sure to go over the essential rules, however everything they need to know will be mostly within Hunter: The Reckoning 5E Core Rulebook. Campaign rules and guidelines will be sent in a pdf file.
What D'Antonio brings to the table
As your Game Master, I deliver a cinematic, theatre-of-the-mind experience crafted for players who want more than just dice and dialogue. Every session is supported by custom artwork, photographed backgrounds, and immersive audio that goes far beyond ambient noise. Gunfire has weight (sound effects), voices echo in abandoned urban buildings, and night clubs crank with punk rock and modular techno, and original songs that reflect your the mentality of characters in the world—sometimes even telling your story. I voice every NPC with care and personality, making conversations feel grounded and alive. With my background in sound engineering, I shape each scene with a level of audio detail rarely seen in TTRPGs. This is storytelling with a pulse—built to pull you in and not let go.
Homebrew rules
Players may only choose from Underground Creed of Hunters, ask GM for more information. Weapon and Damage Values have been adjusted for improved Realism. Combat and Driving house rules have been adjust for more satisfying encounters.
Equipment needed to play
Computer
Internet
Microphone
Platforms used
Safety
How D'Antonio creates a safe table
During Session 0, the Game Master and Players come together to discuss the campaign’s rules, expectations, and tone. The GM explains the setting, system mechanics, themes and concepts, while players share their character ideas and establish boundaries. This session also covers the group’s play style, scheduling, and etiquette, setting the foundation for a smooth, respectful, and immersive campaign experience.
Content warnings
Safety tools used