Vampire the Masquerade - Feuds of Miami | Underground Anarch War

Vampire the Masquerade - Feuds of Miami | Underground Anarch War

A Methuselah shattered Miami’s court. Anarch Barons battle for the city and you, newly Embraced, fight to survive.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
4 NEEDED TO START
$30.00

/ Session

Details

Weekly / Sunday - 5:00 PM UTC

Session Duration / 4–6 hours

Campaign Length / 6–9 Sessions

0 / 6 Seats Filled

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This game will begin once 4 players have joined
About the adventure

Miami is bleeding. A year ago a passing Methuselah shattered the Camarilla court, leaving the city in ruins. Now Anarch Barons carve up neighborhoods in a ruthless street war, each desperate to claim what remains. You were not Embraced for glory. You were chosen for utility. In life you were criminals, law enforcement, military, people who understood violence and survival. You were turned into Kindred to serve as shock troops in a conflict you did not start and may not survive. This chronicle is a grimdark crime drama set in a city spiraling out of control. Turf wars erupt overnight. Alliances fracture. Combat is fast, brutal, and decisive. Meanwhile, a dangerous new trend spreads through Miami’s nightlife: the vampiric Kiss is being sold as the ultimate high. Mortal addicts line up for a taste of ecstasy they do not understand, fueling exploitation, trafficking, and chaos in the streets. And the Second Inquisition is already circling. This is a story about power, coercion, loyalty, and the cost of survival. Your Convictions will be tested. Your humanity will erode. You may rise in status, seize territory, or even reshape the war itself. But every victory will demand something from you. Expect morally difficult choices, political maneuvering, sudden violence, and consequences that echo. Miami is unstable. The war is escalating. The hunters are coming. The question is not whether you will be changed. The question is what you will become. (Content Warning: This chronicle includes violence, drug use, human trafficking, exploitation, and other mature themes consistent with a grimdark World of Darkness setting.)

Game style

Combat Heavy

Roleplay Heavy

Rule of Cool (RoC)

Theater of the Mind

Sandbox / Open World

Meet the Game Master
Hispanic/Latinx
Multi-lingual

Less than a year on StartPlaying

Highly rated for: Creativity, Storytelling, World Builder

About me

Hi I am William Feliciano. I've been a GM since 2003 and if you want to play a mature, challenging game with deep characters an intriguing story and shocking moments of horrific nightmare fuel then get in touch because my games are for you. I run games in Vampire the Masquerade and Werewolf the Apocalypse 5th Editions that are tailored to you, your character and the group. You will NOT be playing a generic off the shelf game where your character is interchangeable but instead a story where your character's personal story matters, where the stakes are very real and moments are impactful and often terrifying. These games are NOT for the faint of heart which is why, before the game begins, I'll work closely with you and the other players to establish the right tone, boundaries and expectations so that we can create an awesome experience for everyone at the table. The kind of experience you have when you see a really good horror movie, or deeply dramatic show except this time your character gets to be in it and you get to make the choices that matter. Now go ahead take a look at some of my games and I'll see you at the table!

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Character creation

Creating your character

We will build your characters together during Session 0. Before sheets are written, we will define the Chronicle Tenets, set the moral boundaries of the story, and decide what kind of monsters this coterie is willing to become. We’ll dig into who you were in life and how that past drags behind you like a shadow. You were not chosen at random. All player characters must have had a criminal, law enforcement, or military background. You were Embraced because you were useful in a war. That does not mean you must be a frontline killer. Support roles are absolutely viable: investigators, forensic specialists, lawyers, tacticians, logistics coordinators, smugglers, intelligence analysts. Wars are not won by muscle alone. But understand this: Your Baron does not keep associates he cannot control. Each character must define the leverage the Baron holds over them. A blood bond. Blackmail. A protected loved one. Shared guilt. Financial dependence. Ideological loyalty. A secret that would destroy you. Whether carrot, stick or blood, there must be something that keeps you in line, for now. Due to this leverage you do not require a mechanical Flaw. You are not punished for being coerced into undeath. However, you may choose to take an additional Flaw for extra background points if it strengthens your concept. Although we will finalize characters together to ensure cohesion and shared tone, you are strongly encouraged to arrive with ideas. Bring your ex-detective who crossed a line. Your disgraced marine. Your cartel accountant. Your internal affairs officer who knew too much. We will weave those threads into the larger conflict so that every character has deep ties to the coterie and the city. This is a grimdark, character-driven chronicle. Your past will matter. Your chains will matter. Your choices will reshape the war. You were Embraced to be a weapon. The question is whether you remain one.

What to expect

Preparing for the session

You don’t need to write a novel before we begin. You don’t need to memorize the entire World of Darkness. But you do need to show up ready to play. Make sure you: • Can use Discord comfortably for voice • Have access to the V5 rules • Understand your character’s abilities once we begin Combat in this chronicle is fast and brutal. When violence erupts, hesitation costs. Knowing your sheet keeps the pace sharp and the tension real. More important than mechanics is mindset. Come with a character concept that excites you. A past that has scars. Ambitions that could get you killed. Give me something with edges. Come ready to make hard choices without waiting to be told what to do. This is not a guided tour. It is a city at war. You do not need to be a lore expert. New players are welcome. Veterans are welcome. What matters is engagement. Initiative. A willingness to let your character be tested. If you invest in your character’s goals, relationships, and flaws, the world will push back with equal force. Show up prepared. Show up hungry. Miami is unstable. The streets are watching.

What William Feliciano brings to the table

I run intense, character-driven chronicles where your choices matter and the world responds. Roleplay is central. I stay in character as much as possible and treat NPCs as real, motivated people with memories and agendas. Conversations can start wars. One mistake in the wrong room can cost you territory, allies, or blood. Combat is tactical and consequential. Information matters. Preparation matters. Positioning matters. If you plan well, you feel the advantage. If you don’t, the enemy will exploit it. They think. They adapt. They hunt back. Not every fight is meant to be won. Retreat is viable. Negotiation is viable. Ambush is viable. Violence reshapes the city, and survival is never guaranteed. I respect the rules, but I prioritize tension, pacing, and emotional impact. If a moment deserves cinematic weight, it gets it. If realism demands consequences, those land too. The supernatural exists inside a grounded, believable world. Your character is not interchangeable. Your ambitions, loyalties, and flaws will drive the direction of the chronicle. I build around what you bring to the table. If you pursue power, revenge, or survival, the city reacts. Expect immersion. Expect pressure. Expect a world that pushes back intelligently. If you want a neon-lit street war where thinking matters, loyalty costs, and victory is earned, not handed to you— This is your table.

Homebrew rules

This chronicle runs on a tuned engine built for grimdark intensity. Vampires here are not restrained, fragile creatures counting actions. They are predators. • You may activate multiple Disciplines per turn. • Healing is not artificially capped, including aggravated damage. • Frenzy makes you terrifying, not inconvenient. • Several powers are enhanced to reflect true supernatural dominance. Combat escalates fast. Power feels real. Diablerie is not a trap option in this game. It is a temptation. The rewards are significant. The consequences are lasting. If you choose to devour another Kindred’s soul, it will matter. The Blood Bond is stronger, more psychologically invasive, and more dangerous. But it is not mindless control. It creates tension, dependency, obsession, and moral conflict. Humanity is not a slow, static decline. I use a custom system that allows meaningful growth, corruption, and, if your character walks that road, transition toward Paths of Enlightenment. Your moral evolution can reshape who you are. There is also an optional progression system that ties advancement directly to story and character choices. Power is not just purchased. It is earned through blood, ambition, and consequence. All homebrew rules are fully explained in Session 0 with complete transparency. If you want a version of V5 where power is intoxicating, frenzy is dangerous, diablerie is tempting, and your soul can actually change shape You will feel at home here.

Equipment needed to play

Internet

Computer

Microphone

Safety

How William Feliciano creates a safe table

This is a grimdark chronicle that deals with violence, coercion, exploitation, and moral corruption. Intensity is part of the experience, but it is always managed deliberately. When players sign up, I send a detailed RPG consent checklist covering common Lines and Veils. This allows each player to privately mark boundaries without having to publicly justify or disclose them. I review these individually and build the chronicle accordingly. No one at the table needs to know which boundary belongs to whom. Before play begins, we hold a structured Session 0 where we establish tone, Chronicle Tenets, and expectations. This is also where safety tools are clearly explained. During play: • Any player may call a Time Out at any time. • You may step away from a scene without explanation. • Scenes can fade to black immediately upon request. • Boundaries are respected without debate. We also establish Lines (hard limits) and Veils (fade-to-black elements) collectively in Session 0 so expectations are clear from the start. Aftercare matters. At the end of intense sessions, we decompress briefly out of character, check in, and clarify emotional tone. If something hits harder than expected, we address it directly. My goal is not shock for shock’s sake. It is controlled, consensual intensity. This is a dark setting. It works best when everyone feels secure enough to lean into it. You are never trapped in a scene. You are never required to justify a boundary. And you will always be treated with respect.

Content warnings

Safety tools used

Frequently asked questions