The Beast Within
Night has fallen. You are no longer human, yet not powerful—just hungry, afraid, and desperate to survive. "A Beast I am, lest a Beast I Become."
TYPE
SYSTEM
LANGUAGE
EXPERIENCE
AGE
$30.00
/ Session
Details
2 players following this game
Weekly / Thursday - 6:00 PM UTC
Session Duration / 3–3.5 hours
Campaign Length / 10+ Sessions
1 / 5 Seats Filled
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One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
"I still recall the taste of your tears Echoing your voice just like the ringing in my ears My favorite dreams of you still wash ashore Scraping through my head 'til I don't wanna sleep anymore... ...This thing is slowly taking me apart Grey would be the color if I had a heart..." ~ Nine Inch Nails It’s 1992. The world feels like it’s spinning out of control; neon lights, back-alley deals, and the pulse of grunge and decay echo through the cities of America. And tonight, you find yourself dead. Or something close to it. You are a newly Embraced vampire; a fledgling cast into the night with no guide, no clan support, and no idea how deep the darkness really goes. The first nights will be chaos: hunger, confusion, and the horrifying realization that the world you once knew no longer belongs to you. As you struggle to survive the streets of Denver, whispers of ancient power and dangerous politics begin to surface. Sooner or later, you’ll have to flee… and the road to Chicago will be paved with blood. Thematically the chronicle draws heavy inspiration from movies like The Lost Boys or The Crow, & from music like Sisters of Mercy, Type O Negative or Nine Inch Nails; stylized, urban, and grim. It’s about personal horror: holding onto your humanity in a world that wants to strip it away. Expect a focus on character-driven storytelling, moral tension, and the haunting beauty of the World of Darkness... one night at a time.
Game style
Puzzle / Mystery Focused
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Theater of the Mind
Meet the Game Master
Less than a year on StartPlaying
43 games hosted
Highly rated for: Rule of Cool, Inclusive, Creativity
Average response time: Under 1 hour
Response rate: 100%
About me
I’ve been playing and running tabletop RPGs and LARPs since 1992, with deep roots in both classic and modern systems. My experience spans Basic D&D (BECMI), AD&D 2nd Edition, and the entire Classic World of Darkness line from White Wolf — especially Vampire: The Masquerade and Werewolf: The Apocalypse. Over the years, I’ve played in and organized numerous Vampire: The Masquerade LARPs, including one that I ran successfully for six years, reaching as many as 24 active players at its peak. That experience taught me how to balance story arcs, manage player dynamics, and keep long-running campaigns engaging and fair. As a storyteller, I focus on narrative depth, character growth, and meaningful choices. While I enjoy a good battle map or dice roll as much as anyone, I treat combat and mechanics as tools that serve the story — not the other way around. My tastes run toward traditional fantasy, modern/urban fantasy, science fiction, and character-driven narratives. I draw creative inspiration from a lifetime of enjoying literature, cinema, anime, western animation, and rich world-building across genres.
View Profile →Character creation
Creating your character
Character creation follows the standard Vampire: The Masquerade 2nd Edition rules, listed in the character creation guide on the game's Foundry VTT server. • Character Concept: You may create a character of any age, background, or nationality. However, all characters will experience the Embrace during the opening session — no ancient vampires here. Players joining after Session 1 will begin either as mortals or as very recently Embraced neonates (less than one year old). • Core Rule Focus: Character creation is streamlined to use only the Clans, Attributes, Abilities, and Disciplines found in the Vampire: The Masquerade 2nd Edition core rulebook. • Pre-made characters are also available to choose from if you want to skip character creation entirely! If you’re new to Vampire: The Masquerade or returning after time away, don’t worry — I’m happy to help you craft a concept that fits both your interests and the story’s tone. There will be a Session 0 to discuss character ideas, clan options, or questions about the setting. The night is vast, and there’s always room for another soul trying to find their place in the darkness.
What to expect
Preparing for the session
Before play begins, please make sure you have the following ready: • This game will primarily use the style and rule-set of Vampire the Masquerade 2nd Edition. All character creation material will be provided and built into Foundry VTT. • Discord account: all sessions are run via Discord video & audio. You’ll be invited to a private Discord server with all players and the GM after joining. • forge-vtt account (free for players) • Headphones, headset or earbuds recommended to avoid audio feedback • Webcam and microphone required (computer/device default is fine, headset/earbuds recommended). That’s all you need to get started, everything else will be handled together in Session Zero!
What Sunchaser Stories brings to the table
I’ve been running tabletop RPGs for over three decades, and Vampire: The Masquerade has always held a special place in my heart. I focus on storytelling that blends atmosphere, emotion, and player agency — giving you the freedom to shape your own fate while exploring the darker corners of the World of Darkness. My tables lean toward character-driven, narrative-first play with a strong sense of immersion. You won’t find endless dice rolling or mechanical grind here — instead, expect intense roleplay, moral dilemmas, and moments that make you think about what it truly means to be human… or to lose that humanity piece by piece. We will be using Foundry VTT (hosted via The Forge) that has been customized to make the game mechanics as simple as possible to interact with. The server Compendium will also have entries on both in-game lore as well as game mechanics. It will not be required to own any books to play in this game! If you’re looking for a campaign that feels like a ‘90s gothic fever dream — equal parts The Lost Boys and The Crow — where survival and self-discovery are the real battles, then you’ll fit right in at my table.
Homebrew rules
Not so much Homebrew, but as I know many people might be familiar with 20th Anniversary, here are the primary differences between V20 and 2nd Edition: Tone: More gothic-punk, street-level, “personal horror,” less emphasis on sectarian warfare and large, globe-spanning elder driven plots. Combat: Fast, bloody, and personal; less emphasis on crunchy, tactical back & forth. • Each level of Celerity gives an extra action per turn in combat. • Each level of Potence gives an automatic success on any Strength based challenge (including Melee damage) • Some available skills changed, all detailed in character creation FAQ linked in welcome email. Gangrel Clan Weakness (House Rule) • When a Gangrel Frenzies, they gain 1 animal feature (as normal in 2e). • The first animal feature gained is permanent and can never be removed (though its appearance may change at Storyteller discretion). • For every dot of Humanity purchased with Experience Points, the Gangrel may remove 1 previously gained animal feature. • The Storyteller chooses which feature is removed. • New Frenzies still add new features as normal.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Sunchaser Stories creates a safe table
How Sean creates a safe table: Player safety and comfort are a top priority in my games. We’ll always start with a Session Zero to set expectations, establish tone, and review safety tools together. The tools I use include: • Lines & Veils + Monte Cook Consent Checklist - Completed before play; • X, N, and O Cards • Open Door Policy - Players may step away at any time, no explanation required; • Breaks - To keep everyone comfortable we take one long break in the middle of the session and several short breaks throughout and when needed; • Aftercare - We ALWAYS close with Aftercare and Debriefing (15–30 minutes after each session). This space allows us to cool down from intense scenes, talk about highlights, and check in with each other as people, not just characters. The goal is for everyone to feel safe exploring heavy themes and surreal storylines while knowing there’s a strong safety net in place. Special Note: Vampire the Masquerade is itself written as a mature themed RPG and this game will occasionally confront mature themes with as much empathy and care as possible. While the content warning list below is very long for a game like Vampire the Masquerade, it will be negotiated as best as possible for all players to find the game a safe way of engaging with horrors both internal and external.
Content warnings
Safety tools used