Vampire 20th: Beckett's Jyhad Diaries (Learn to play V20)

The Book of the Grave War has resurfaced, a Noddist Book that speaks of Gehenna. Young Neonate Vampires find themselves caught in a dance of Ancients.

TYPE

Campaign

SYSTEM

Vampire: The Masquerade 20th Anniversary Edition

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
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Details

1 player following this game

Weekly / Friday - 11:30 AM UTC

Session Duration / 3–4 hours

Campaign Length / 11+ Sessions

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About the adventure

Milwaukee has always been a quiet city for the dead. That quiet is over. Sabbat packs gather in the docklands and along the lake. The Camarilla fortifies its havens and counts its allies, and the count keeps coming up short. The Tremere chantry already stands empty, stripped bare by strange women no one in the city can name. At the center of it all is a book. Das Buch vom Grabkrieg, the Book of the Grave-War, a Noddist text that speaks of Gehenna and of Methuselahs waking in the dark. The Warlock who read it walked away from her clan and never looked back. Now scholars and zealots are hurrying into a city about to burn, hungry for its pages. None of them are looking at you. You are neonates, a handful of years into the Embrace, still learning the rules of a society that considers you expendable. Your elders do not explain themselves. They send you out into the rain with instructions and expect you to come back, or not. Somewhere in the chaos walks Beckett, the Gangrel scholar who has spent centuries chasing the truth behind the Jyhad. He is always a step ahead of everyone else, and he may be the only Kindred in Milwaukee who will tell you anything true. This is a Vampire story about the youngest caught in a war between the oldest. The Ancients move their pieces across the board, and you are some of those pieces. What you do with the little time and power you have decides whether you stay that way. This runs on Vampire: The Masquerade 20th Anniversary Edition, following the events of Beckett's Jyhad Diary. Neonate Camarilla coterie. All clans welcome. This is an integrated Classic World of Darkness at the Storyteller's end. The world is whole and the things beyond the Kindred's reckoning are real, but you are Kindred and see the world through a vampire's eyes. You never need to have read anything but V20 to take your seat. I have decades at the table and run the World of Darkness as one connected world. New players welcome. I teach the system during play. Learn to play Vampire as neonates in the opening moves of a war that runs from Milwaukee to the end of the world.

Meet the Game Master

4.9

(25)

TOP GM
LGBTQ+
Asian
Voice Actor
Game Designer
No Gen AI

Less than a year on StartPlaying

135 games hosted

Highly rated for: Storytelling, Inclusive, Beginner Friendly

Average response time: Under 1 hour

Response rate: 100%

About me

Hi! I'm Yuthika, but most people at the table call me Fey. I have been a Storyguide for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream, but through Call of Cthulhu and Sword World. I am now a full-time SPG GM/ST. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, quietly relentless in its immersion. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and a personality to match. I am happy to say I am back in the industry after the decade long sojourn into education! I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems over the years to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. The games that stay with me, and with my players, tend to be the deeply personal ones. The stories that go somewhere emotionally real and are not afraid to sit and let that breathe. Professionally I hold a PhD in Psychology and worked as an educator until I retired recently this year after a decade in Post-Secondary Education. Whether managing a classroom or a VTT, I always bring a teacher's patience and a designer's eye to each and every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, and restored a sailboat from the hull up before sailing it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace slow-rising tension the way you pace a night watch in open water. Different trades and different media, all feeding the same craft of bringing a moment alive through timing and reading the room. I do not generally run D&D 5e or Pathfinder 2e. The exceptions are the odd Planescape or Dark Sun campaign, and now Neon Odyssey, the Legends of Avantris space opera I backed early precisely because it does not feel like standard 5.5e. Starship combat and a whole new species lineup put it somewhere else entirely. Likewise you will find the Cosmere RPGs in my portfolio. Otherwise, I would rather run systems that feed the feel of the story being told, to the point where the system gets out of the way of the group. I have a special place in my heart for the Classic World of Darkness. I grew up in Japanese Tabletalk culture, so collaborative worldbuilding matters to me. I am also a TTRPG designer and co-creator of Visions of Suaykalpa https://VisionaryWheel.Games

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Character creation

Creating your character

Before you sit down at this table, I want to have a conversation with you. Not a gatekeeping interview. A conversation. Beckett's Jyhad Diaries begins in Milwaukee, a Camarilla city about to learn how fragile it is, and it begins with you as someone who has only just died. You are a neonate, months or a few years into the Embrace. The person you were is still close enough to touch. You still remember your phone number and the way your mother says your name. So I am not asking you to pick a clan and build backwards from a Discipline spread. I am asking you to build the person who was alive until very recently, and then tell me about the night that ended. Bring me a life, not a build. Who were you before someone decided you were worth keeping forever? A night-shift nurse who saw too much. A bartender who knew everyone's secrets but her own. The smaller and more specific the better. Then tell me about your sire. Why you were chosen, what they taught you, and what they very carefully did not. In this city your sire's name opens doors and closes others. I love long backstories, so do not hold back. Give me three things in particular. One thing the Embrace took from you. Not tragic, just true. Sunlight on a Sunday morning. A person you can no longer safely stand close to. One thing you still hold onto from mortal life. A sister you check on from across the street, or a job you keep pretending to have. Neonates cling to the living, and that is where both their Humanity and their danger live. One thing you want now, without irony. Survival counts, but reach further. Freedom from your sire, a place nobody can take away, or the truth about what you have become. A neonate who wants something takes risks, and in Milwaukee right now, risks get you noticed. Clan is open and you do not need a mechanical plan. If you are new to Vampire, we build your sheet together and I teach the rules as we play. Camarilla clans are the default seat. Your elders expect obedience, and what they give in return is mostly the privilege of not being destroyed. This is an integrated Classic World of Darkness. There are powers in and around this city that are not Kindred, and you do not need to know a single thing about them to play. This table runs on intrigue and slow discovery, with a war building at the edges of every scene. Combat is genuinely deadly for a neonate. The smartest thing a young vampire can learn is when to run. To start, send a message here or find me at saithefae on Discord. Friend me with one line about the mortal you used to be, or the thing you are becoming. The game is forming I hope you join us.

What to expect

Preparing for the session

Players need a Foundry VTT account and a Discord account. I pay for all Foundry hosting and provide every other material you will need. You do not need to own or have read the Vampire: The Masquerade 20th Anniversary corebook. After our one-on-one conversation I will send a campaign primer built for this table that covers the world, the system basics, and what you need to know about Milwaukee to start playing. It will not overwhelm you. A word about the book this chronicle is named for. I would ask you not to read Beckett's Jyhad Diary before or during play unless you are happy to be spoiled. That said, the Diary is full of twists, forks, and stories that run in more than one direction, and I run my own world on top of it. Even if you have read every page, it cannot tell you where this table is going. Vampire 20th Anniversary is a dice pool system. You roll d10s equal to an Attribute plus an Ability, count successes against a difficulty, and narrate what happens. Story and character drive the resolution, and the mechanics support them. Your Kindred manages three core resources: your blood, your Willpower, and your Humanity. Blood powers your Disciplines, pushes your body past mortal limits, and keeps the Hunger at bay, and you take it from the living, gently or cruelly. Humanity is what is left of the person you were, and for a neonate that person is still painfully close. When the blood runs low the Beast rises to take what it wants, and the easy way to sate it is the unkind way. Most of the ache in Vampire comes from what you are willing to do to keep going, and what it costs you to have done it. New to Vampire? Welcome. This is the right table to start at. I teach the system at the pace of the table, and your character is learning the rules of the night right alongside you. Veteran of the World of Darkness? Bring what you know, but hold it loosely. You are the young and the expendable, in a city where Ancients have started to move. Your elders keep secrets from you, and some of what you think you know about this setting is exactly what they would like you to believe. The blood here is mechanics, not flavour. Feeding is a scene, not a footnote. Frenzy can take your character out of your hands at the worst possible moment, and sunlight and fire deal wounds that do not simply heal. The Sabbat is coming, but in a city this afraid, the knife is just as likely to come from your own side. Bring your curiosity. You will find more than you came looking for.

What Yuthika 'Fey' brings to the table

Voice acting across every NPC. I am a professional voice actress with anime and video game credits. Every Kindred elder, every clan envoy, every mortal ghoul, every informant you meet in this city has a distinct voice and cadence you will recognize from session to session. A teaching GM with thirty-four years behind the screen. I started at age twelve in Asia and have never stopped. I hold a PhD in Psychology and work professionally as an educator. That background is how I pace a conversation with an elder, how I hold a table's tension across a long campaign arc, and how I run a safety framework for a game this dark. New players are welcome here. Curiosity is the only prerequisite. A practical effects background applied to Kindred horror. I spent years as a costume designer and VFX artist on NBC's Grimm, and I taught foam latex and silicone prosthetic work, and stage makeup blending, on the convention circuit. When I describe a Nosferatu stepping out of shadow, a Tzimisce mid-Vicissitude, or a Cainite three nights past their last feeding, those descriptions come from someone who has built the real version with her own hands. Full Foundry VTT production. Custom maps of the streets you move through and the courts you enter, in-world handouts, evocative visual assets, and a soundscape that moves between the hum of the city, a candlelit Elysium, a haven torn apart, and whatever the scene calls for. Every court, every haven, and every feeding ground has its own prepared environment. Published in the World of Darkness. I hold a design credit in the W20 line, on the Changing Ways sourcebook. This is not a system I came to as a player. It is one I have helped put on the page. That credit is in Werewolf, but I have played Vampire since the nineties and love it no less.

Homebrew rules

No major house rules during play. What I adjust is character generation. V20 uses a priority system, where you rank Attributes and Abilities as primary, secondary, and tertiary, and that ranking locks the dots you can spend in each category. At this table, priorities are removed. You get the same total pools, but you decide where they go. Build template: 15 Attribute dots, distributed freely 27 Ability dots, distributed freely 6 Discipline dots 6 Background points 21 Freebie points: 6 over base Flaws cap raised to 10 points, up from the standard 7 The intent is creative range. A balanced generalist, a specialist who leans hard on one spread, and a concept-driven Kindred carrying heavy flaw baggage all have room to exist here. The V20 line holds more than enough official material to build what you want. If a mechanic or option exists in official V20 material, we can almost certainly make it work in Beckett's. The one exception is high-quality Storytellers Vault clans and bloodlines. I own most of them, but if you want one I do not have, bring it to me during session zero. Note that my V20 compendium has all the Laibon clans in it as well.

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How Yuthika 'Fey' creates a safe table

Your safety matters. Beckett's Jyhad Diaries is a horror campaign rooted in the World of Darkness. The darkness is central rather than decorative. You are playing the newly dead, still learning to be predators, in a city sliding into war, and the game takes seriously what that does to a person and to everyone within reach of them. Content Warnings: This campaign contains predatory feeding and the psychology of Kindred as hunters, the slow mechanical erosion of Humanity and what it costs your character to lose it, the loss of mortal family and friends, the treatment of mortals as property and as food, body horror including Vicissitude and fleshcrafting, war between the sects and the atrocities of the Sabbat, violence and its consequences, themes of addiction, coercion and compulsion through the Blood Bond and the ghoul relationship, cults and fanaticism, and the abuse of childer by their sires and elders. Playing neonates sharpens some of this. Your character is young and weak in a society built to use them, and the chronicle will ask what they are willing to become to survive. Some of the answers will be ugly. The supernatural horror and the human horror are not separate categories at this table. Both are taken seriously. Lines and Veils before we begin. You will set hard limits on content that must never appear at the table, and topics you would rather have kept off-screen. These are respected without question and without explanation required. If your Lines and Veils mean this chronicle is not right for you, I will talk with you honestly during the one-on-one about what can be adjusted, or accept your departure with grace. Open Door Policy. If at any point the content becomes too much, you are free to step away, take a break, or leave the session entirely. No judgement. Real people come before the game. Check-ins during play. Over our three to four hour sessions I run regular temperature checks, especially after intense scenes. If things get heavy, we pause. No pushing through. Roses and Thorns at session close. We end every session with a short debrief on what landed and what did not. This keeps the table collaborative and helps me run better. Private follow-up after the session. I send a personal message to each player to check in one-on-one. Some things hit differently once you are off the VTT, and I want you to have space to raise anything you did not want to bring up at the table. This is a dark game. It should never feel unsafe. When in doubt, say the word.

Content warnings

Abuse
Blood
Death
Drugs (addiction, use, withdrawal)
Execution
Extreme Violence
Forced Blood Draining
Gore
Human Trafficking (adult only)
Lifechanging Injury
Mind Control
Trauma

Safety tools used

Frequently asked questions