Playing Vampire Solo

No Storyteller and no coterie: an oracle built from the game's own d10s and Hunger dice, and the tools to survive the night alone.

Why Vampire Works Alone

Vampire: The Masquerade is already a game about being alone. The Kindred hide among the living, trust no one, and wrestle with the Beast in private. Playing solo, you take the part of one vampire and let the dice answer the questions a Storyteller would. The tool for that is the one you already use: a pool of ten-sided dice where 6 or higher is a success, and where your Hunger dice can turn any answer ugly.

Everything on this page except the rules of Vampire itself is a house rule. The oracle, the scene check, the Suspicion clock, the attitude roll and the sparks are tools for solo play, not part of the 5th Edition rulebook.

What you need

The Oracle

When you want to know something a Storyteller would tell you ("Is my haven still safe?"), phrase it as a yes-or-no question, decide how likely a "yes" is, and roll that many dice against Difficulty 3. As many of those dice as your character's current Hunger are Hunger dice, just as in a real test. Your Hunger never changes the odds of a yes, only how ugly the answer can get.

How likely is "yes"?Dice
Nearly impossible3
Unlikely4
Even odds5
Likely7
Almost certain9

Don't spend Willpower on oracle rolls, and don't make Rouse checks for them. Those belong to your character; the oracle is the night.

Exact odds

Worked out from every way the dice can land. Choose your Hunger to see how often the Beast gets into the answer. Messy criticals are part of "Yes, and"; bestial failures are part of the two "No" columns.

LikelihoodNoNo, butYesYes, andMessyBestial

Scenes, People and Sparks

Scene check and the Suspicion clock

A lone vampire's worst enemy is attention: from hunters, from the Second Inquisition, from rival Kindred who notice too much. Track it as Suspicion, a clock from 0 to 6. Add 1 whenever the oracle gives a messy critical or a bestial failure, and 1 by hand whenever your character does something that could break the Masquerade: feeding where you might be seen, a body left behind, a messy critical or bestial failure on a real test, a Discipline used in front of witnesses.

At the start of each scene, say in one line what you expect to find, then roll one d10. If it is equal to or under the Suspicion, the scene is interrupted by the attention you've drawn. Play it out, then clear Suspicion to 0. Otherwise a 10 means the scene is altered: one important detail is different. Anything else and the scene is as you expected. With Suspicion 0 that is 1 in 10 altered and 9 in 10 as expected; every point of Suspicion adds a 1-in-10 chance of interruption.

NPC attitude

When you meet someone and their mood matters, roll 3 dice and count successes. If they are one of your own Advantages (a Contact, an Ally, your Herd, a Retainer), roll 5 instead.

Dice0: hostile1: wary2: helpful3+: eager

Attitude is a starting point, not a verdict. A wary bartender can still be talked round, or Dominated: that is a real test, with a Difficulty you set first.

Sparks

When the oracle says "but" or "and", or a scene is interrupted, and nothing comes to mind, roll two dice and read them together: an action and a subject. Roll a d6 for each.

DieActionSubject
1Hunta Touchstone
2Betraya rival Kindred
3Protecta hunter
4Exposethe Prince's court
5Seducea mortal institution
6Bargain witha secret from your past

Playing the Storyteller's Part

Tests and Hunger

Anything your character does that could fail is a real test: Attribute + Skill against a Difficulty you set before you roll, with Hunger dice as usual. Make every Rouse check the rules ask for, and wake each night with one. Hunger is the clock that drives a solo chronicle: let it climb, and let it force you out to hunt. The Dice Roller handles tests, Willpower rerolls, Rouse checks, frenzy and Remorse.

Humanity alone

With no Storyteller to call it, you have to be honest about Stains. Write your Convictions and the Chronicle Tenets you're playing under at the top of your journal, mark a Stain whenever you break one, and make the Remorse roll at the end of each session. Your Touchstones are the best story engine you have: when the oracle needs a subject, reach for them first.

A coterie of one

A single vampire can't do everything a coterie can, so lean on the Advantages you bought: Contacts, Allies, Herd, a Retainer, a Mawla. Roll their attitude, then decide what they will do for you, and what they will want in return. Kindred society runs on boons; keep a list of who owes whom.

Solo Tool

Suspicion: 0 of 6

Session log

    The log and the Suspicion clock are kept in this browser only.

    Your First Solo Night

    1. Make a vampire and a want. One character, their Touchstones, and one thing they want tonight.
    2. Wake. Make the waking Rouse check. Your Hunger now is the number of Hunger dice in every roll tonight.
    3. Frame each scene. One line of what you expect, then a scene check.
    4. Play it. Ask the oracle what a Storyteller would tell you. Make real tests, with the Difficulty set first, for anything your character does that could fail.
    5. Feed, carefully. When Hunger gets high, hunt with your Predator type's pool, and remember who might be watching.
    6. End before dawn. Make the Remorse roll if you took Stains, and write one line about who your character is becoming.

    An Example of Play

    Noor Haddad is a Brujah neonate with Strength 3, Brawl 2, Humanity 7 and Hunger 2. Her sire vanished a month ago, and tonight she wants to know why. Suspicion 0.

    Scene 1: her sire's street. I expect a quiet street and a dark house. Scene check: the d10 shows 10, and Suspicion is 0, so the scene is altered: there's a light on in the house.

    Oracle: "Is anyone inside?" With a light on, likely: 7 dice, and her Hunger of 2 makes two of them Hunger dice. They show [7] [3] 6 2 9 1 5, Hunger dice in brackets: 7, 6 and 9 are three successes, so Yes.

    Oracle: "Is it her sire?" Unlikely: 4 dice. [1] [8] 4 6: 8 and 6 are two successes, one short, so No, but…, and the 1 on a Hunger die makes it a bestial failure too: a twist against her, and Suspicion goes to 1. It isn't her sire, but someone who knew him, and he smells of fresh blood that isn't his.

    A real test. He's a ghoul, and he runs. Noor tackles him: Strength 3 + Brawl 2 = 5 dice, two of them Hunger dice, against a Difficulty of 3 that I set before rolling. She rolls [10] [4] 10 7 2. The two 10s make a pair worth four successes, plus the 7: five successes, a critical win. But one of the 10s is on a Hunger die, so it is a messy critical: she pins him, and her fangs are in his neck before she decides to bite. Suspicion goes to 2, and feeding on him is a Stain against her Conviction "Never feed on the helpless".

    Rouse. She mends her bruises before going on: a Rouse check, and the d10 shows 3. Hunger rises to 3.

    Scene 2: the drive home. Scene check: the die shows 2, equal to the Suspicion, so the scene is interrupted. Spark: 3 and 3, "Protect a hunter". A car has followed her from the house, and the woman driving it is the ghoul's sister. After that scene, Suspicion clears to 0.

    Remorse. At dawn Noor has Humanity 7 and 1 Stain, so she rolls the 2 empty boxes: 4 8. The 8 is a success; she feels remorse, and the Stain clears.

    That's the loop: ask, roll, interpret, write a line, move on. Whether Noor lets the sister live is a question only you can answer.

    Where to Go Next