Herencia | California & Nevada Sandbox | Organized Crime Drama
The deck has been reshuffled. Ancient powers hidden within Clan Hecata exert their revenge and wage war on their rivals for total control.
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$29.99
/ Session
Details
Weekly / Wednesday - 12:00 AM UTC
Jul 1 / Session 0
Session Duration / 3–4 hours
3 / 7 Seats Filled
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About the adventure
Set in California and Nevada and takes place within the same continuity as BÉLICO. The chronicle focuses on La Nueva Alianza and the political, criminal, and occult struggles that followed the reorganization of power within Clan Hecata. The events of recent years have significantly altered the internal structure of both Clan Hecata and La Nueva Alianza. A combination of internal disputes, sectarian conflict, pressure from the Second Inquisition, and prolonged struggles with rival organizations has weakened some of the institutions and bloodlines that previously dominated the alliance. The result has not been the collapse of the organization, but its transformation. The deck has been reshuffled. The Giovanni and their closest affiliated families remain important members of Clan Hecata, but they no longer occupy the uncontested position they once held. Their influence has diminished due to both external attacks and internal political defeats. Some Giovanni families have entered into arrangements with the Camarilla. Others have become increasingly isolated. Many continue to compete for influence within a political landscape that no longer guarantees them primacy. Several factions have emerged from this period considerably strengthened. The Milliners have become one of the most influential financial powers within La Nueva Alianza. Through extensive holdings in banking, investment, real estate, and corporate finance, they provide access to institutions and resources that few other members of the alliance can replicate. Their influence extends throughout the United States' Empire and increasingly shapes the strategic direction of the organization. Morte Sacra has likewise emerged as one of the dominant powers within the modern alliance. Descended from an ancient Cappadocian bloodline rooted in Mexico, Morte Sacra maintains extensive influence throughout criminal organizations, occult networks, and necromantic traditions. Their authority is reinforced by longstanding cultural, spiritual, and historical connections that predate the modern political landscape of North America. The Harbingers of Skulls and the Samedi occupy a more prominent position within the alliance than at any point in recent memory. While neither faction possesses the political influence of the Milliners or Morte Sacra, both have become essential participants in the alliance’s operations and enjoy levels of respect and autonomy previously denied to them. Player characters enter this environment as participants rather than observers. They may serve as enforcers, negotiators, occult specialists, financiers, political operatives, or smugglers, Regardless of background, every character occupies a position within larger systems of obligation, loyalty, and conflict. Their decisions affect not only themselves but the organizations and communities connected to them. PLAYABLE CLANS HECATA (Grudge Masters, Morte Sacra, Samedi, Harbingers, Gorgons) MINISTRY LASOMBRA RED NOSFERATU BRUJAH
Game style
Roleplay Heavy
Theater of the Mind
Sandbox / Open World
Game themes
Meet the Game Master
About me
Storyteller specializing in grounded, character-driven narratives set in hostile, morally complex worlds. My campaigns draw from organized crime dramas and psychological thrillers, set against the Western states and Northern Mexico, regions I know firsthand and build with real geographic and cultural accuracy. I primarily run Vampire: The Masquerade 5th Edition. The system rewards moral ambiguity and factional tension, and that's exactly where I like to live as a GM: long campaigns where political maneuvering matters, every choice carries weight, and the cities, families, and factions you interact with keep evolving whether you're paying attention or not. I also score my own games. Original music, in-world songs, atmospheric audio, built specifically for each table, to make the setting feel less like a backdrop and more like something with a pulse. My chronicles center on cartel politics and mafia rule across the borderlands, spanning California, Baja, Nevada, Arizona, Sonora, Texas, and Tamaulipas, with every city and rural stretch in between treated as real, lived-in territory rather than a backdrop. I've also taken the Ashirra into the spiritual battlegrounds of the Sahara and Sahel, and run Tremere-focused chronicles of esoteric mage-mafia intrigue stretching across Southern Europe and the North African Mediterranean. For players who want something faster and louder, my Cyberpunk Red campaigns pull from classic sci-fi and underground rock and roll, scored with analog modular synths and distorted guitars driving every session. Whatever the setting, I run the kind of table where your decisions actually move the story. Sessions are immersive and character-first, built for players who want a world that pushes back.
View Profile →Character creation
Creating your character
Players can either pick a pre-made character or build an original one using standard VTM 5E rules, whichever fits how they want to start the campaign. Character sheets are built directly in Alchemy, so everything's ready to go in the VTT from session one. You don't need to buy the Core Rulebook or Player's Guide. A clear, detailed character creation guide is posted in the Discord, covering everything you need to build a character from scratch. Beyond that, I'm there to help, whether you need a hand shaping the initial concept or just want a few finishing touches to make sure your character fits the campaign's themes.
What to expect
Preparing for the session
Players will need an Alchemy VTT account and a Discord account. Both are free, no purchases required on either platform. You also don't need to buy the Core Rulebook or Player's Guide, every rule relevant to this campaign is already built into Alchemy and accessible for free once you've joined. Session zero covers everything else you need before play begins: campaign tone, house rules, and expectations for the table. I'll walk through anything that isn't immediately clear once we're underway.
What D'Antonio brings to the table
I run grounded, mature crime stories built around characters players don't forget, the kind of people whose motives, families, and loyalties stay with you long after the session ends. As an audio engineer, I score every game personally: original music, field recordings, and sound design built specifically for each scene rather than pulled from a generic playlist. Every location is supported by custom photography and artwork, so the world isn't just something you're told about, there plenty of visual and audio aids to make the atmosphere easy to imagine and see! Factions have real internal politics. Characters have real stakes. I put significant work into cultural accuracy and representation across every setting I run, because the world only feels tangible if it's built with care rather than shorthand. My goal is a table where the line between the fiction and the experience starts to blur, and where every session leaves you with something to think about after it's over.
Homebrew rules
Combat runs on modified damage and weapon rules, including an overhauled autofire system, built to make firefights feel weightier and more dangerous than the standard ruleset allows. Conflict resolution is also adjusted in places. Where the standard rules default to a clean defender wins outcome, I'll sometimes rule that both participants take damage instead, reflecting how messy real violence actually is. Diablerie and Hunger also run on homebrew rules, designed to make the cost of losing control feel real at the table. As Hunger climbs, your character's grip on ego and emotion erodes with it, and social scenes carry the same stakes as combat: every decision your character makes while hungry has consequences that follow them. Full details on all homebrew systems are provided before play begins.
Equipment needed to play
Computer
Internet
Microphone
Platforms used
Safety
How D'Antonio creates a safe table
Session 0 is where all of this gets handled. I walk through the setting, the system, and the mature themes the campaign is going to lean on, and players bring their character concepts and any boundaries they want the table to know about going in. We also cover scheduling, play style, and general table etiquette, so everyone's working from the same expectations before the first real session starts.
Content warnings
Safety tools used

