How it works
An AI Storyteller runs the table. You play alone.
Most people looking for this call it an AI dungeon master. Vampire: The Masquerade calls that seat the Storyteller, and Vampiro Life fills it with one that knows the 5th Edition rules, builds your dice pool off your own sheet, and is awake whenever you are.
- V5 rules, resolved on real dice pools
- One player, and no table to schedule
- A chronicle that remembers between nights
One turn, from your sentence to the consequence
Play is a conversation that costs something. You write what your character does; the system works out what it takes and what it changes.
You describe the action
Write it the way you would say it at a table. There are no commands to learn and no syntax to get right. "I follow her into the alley and ask who sent her."
The pool is built from your sheet
The server reads the Attribute and Skill the action calls for, adds the modifiers that apply, then splits your Hunger out of the total. A pool of seven at Hunger three is four ordinary dice and three Hunger dice, never ten. The pool is derived from your stored character, not from anything the browser claims.
The dice are read against a difficulty
Every die showing 6 or better counts as a success. Each pair of tens is a critical, worth two more successes on top of the ones it already scored. The difficulty comes from what you are attempting, and the result is settled before a single line of narration exists.
The Storyteller narrates what it cost
The outcome comes back as scene rather than as a number: who noticed, what broke, what the Beast did with the opening. Then the turn is written into the chronicle.
What the dice actually decide
There are five outcomes, and which one you get depends as much on your Hunger as on your competence.
- Critical Success
- Two or more tens, none of them on a Hunger die. It works, and it works better than you meant it to.
- Messy Critical
- Two or more tens with at least one on a Hunger die. You still get what you wanted. The Beast decides how.
- Success
- Enough dice at 6 or better to clear the difficulty. What you intended is what happens.
- Failure
- Not enough successes, and no Hunger die came up a one. You miss, and the night carries on without you.
- Bestial Failure
- You miss and a Hunger die shows a one. The failure stops being only a failure; the Beast takes the opening.
Hunger changes the odds. Humanity keeps the score.
Hunger runs from zero to five, and every point of it turns one of your ordinary dice into a Hunger die. The pool never gets bigger. It just stops being entirely yours. Feeding brings it back down, and what you feed on decides by how much: a sip from a stranger is worth one point, draining someone is worth five.
Humanity is a ten point conscience, and the Storyteller is the one holding the pen. Act against a Conviction, feed cruelly, betray a Touchstone, and it marks a Stain. Stains are not a fine you pay and forget. They sit on the sheet until a moment of Remorse clears them, and if that moment goes badly you come out of it one point of Humanity lighter, with fewer dice to resist the next one.
Playing Vampire: The Masquerade solo
Solo play has usually meant a journalling game or a very patient friend. Here the table is one seat. You make a character, choose a city, and the chronicle begins when you open it. There is nothing to schedule and no session to miss.
The city is not empty for it. NPCs keep their own agendas, remember how you have treated them, and reappear when it is least convenient. The Storyteller plays every one of them.
It remembers the last night
A chronicle is not one long prompt. Recent events are kept close at hand, older arcs are compressed into digests, and the deep history stays available to the Storyteller while it writes. That is why an NPC can still be holding a grudge twenty sessions later.
How memory works, in more depth
Start a chronicle
Make a character, choose a city, and take the first night.