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Miami Live Action RPG Pages

Basic Information
Domain - FL-040-D
Venue – Blood Rights
VST – Robert Clark /

The Venue

As the sun sets, Miami’s towering buildings reflect the soul of the city. The outsides glisten like the beads of water and sweat intermixed on the variety of beautiful beach goers, the colors of twilight reflect the colors of the vivid night scene, and the fine exteriors mask the corrupt goings on within.
English is the lingua franca of the city, but Spanish is spoken in every corner of the city, especially the least civilized. All sorts are attracted to the city as the rich and powerful live in multimillion dollar homes on coastal inlets, while the poor work for less than minimum wage because of troubled immigration status and the most destitute, to include the endless stream of homeless, sell bottled water and roses at intersections in an attempt to survive.

Under the shadow of the towers, the Magic City is dead and it has been for over 80 years. The metaphor of reflection easily extends to include a clean facade on a corrupt interior. The vampires of Miami control many facets of mortal society towards their own damnable existence. They are ruled over by a Ventrue, one of Kindred society’s royalty, who demonstrates a love of order, stricture, hierarchy, and belief in the pride of place. Miami, within the context of vampiric society, is a city where one’s blood is perhaps one’s most important feature. It’s a nearly antique ideal, and those who hold it may have to defend themselves from egalitarian forces in the mortal and immortal realms alike. Mathias Arpad von Hagen, known by some as the Iron Prince, might think his Ventrue blood and good human stock gives him a right to his throne. But chances are, not everyone in the Magic City agrees.

Style Summary

The primary style of the game is one of extreme contrasts, while the game is focused on political intrigue and inter-personal relationships. The primary city area, particularly downtown Miami and Miami Beach, is held by the Camarilla who destroyed the previous Independent Prince after chaos reigned briefly. The outlying area is known as the Quarantine Zone and includes those areas not well maintained by the Praxis. Kindred living in these areas will be NPCs and include the unsavory aspects of the venue (Anarchs, Independents, etc.). Players are expected to dress in sharp attire with various monochromatic shades to help visualize this contrast.

Styles of Play

Intrigue (politics and negotiation): 5
Action (combat and challenges): 2
Mystery (enigmas and investigation): 3
Manners: (social etiquette & peer pressure): 5
Drama (ceremony and characterization): 3
Darkness (probability of player character death or corruption): 4
Character Development (personal interplay): 3


The game will be characterized by institutional oppression, corruption, and perversion. The game will focus on maintaining and gaining power, within the constructs of the institutions impacting social interaction, such as Praxis, Clan, and Camarilla.While the Camarilla enjoys the relative safety of the city, the outskirts clamor for scraps from the proverbial table of its rulers. Outside of the Camarilla’s holdings, the characters run extreme risk of interacting with the more unsavory elements of society.


The general mood of the game is imagined to be dark in comparison to other Camarilla games. The Praxis maintains a firm grip, which impacts social interaction. While the Camarilla firmly controls and imposes order on the city, high walls restrict the view from the highway focusing attention on the city proper and hiding the corruption that has run rampant through the untended areas. Quarantine Zones restrict the movement of individuals into these outlying areas and contact with its inhabitants is punishable under the current laws. These totalitarian checks are imagined necessary by the Elders less the city once more devolve into the chaos that marred the city’s past. Meanwhile, the disconnected city inhabitants (the PC’s) easily lose touch with their respective humanities after a decade or two of attempting to acclimate to the current political construct.

Appendix I - Rules

Proxy Rules

Proxy rules are outlined by the Camarilla addendum. Please understand that proxies can easily result in improper play of a character. As such, any and all proxies will require an extensive write-up on the PCs goals and motives, as well as a copy of the character sheet, XP log, background, and proof of MC. Also, a proxy should be sent for approval to the VST at least 48 hours prior to the start of the proxy. This is to give the VST sufficient time to review the sheet and motivations. Failure to do so may result in the proxy being denied. It is understood that some events might cause a last minute proxy. Such proxies will be considered on a case by case basis.


Miami can be reached by boat, car or plane. Travel by automobile requires multiple hours depending on the location, making it difficult for travelers to make a simple day trip to the city without fear of sunlight. Miami International Airport is available for Charter Flights with proper preparation, but as all air strips reside in the Quarantine Zone this can prove difficult. Also, characters traveling will have to provide the storyteller with how they are arriving in Miami, where they are havening, and how they will be feeding.

Visiting Characters

It is possible because of actions of PCs or NPCs that visitors may have difficulty finding and arriving safely at an event. Visiting players are encouraged to contact local PCs or the VST at least 24 hours before any game to ensure that they can safely locate and gain entrance to any event taking place. Visiting players are also expected to add to the theme and mood of the local venue. If a PC is deemed inappropriate for any reason, the VST may ask that player to play a different character, an NPC, or to avoid certain plot elements while visiting. Characters that belong to a VSS type other than Cam/Anarch must notify the VST of their intent to attend game at least 24 hours prior, and must receive approval to do so. Failure to comply will result in the PC being turned away and the player advised to play a different PC, or an NPC.


Players must have copy of their character sheet in order to enter play. Players without sheets may be denied entrance, or asked to relent to all challenges. All players must either have the VST check-in an item card for any possessions or equipment they wish to bring into play, or must have these items listed on the character sheet. All players should have a copy of their updated experience log. Visiting players should also provide their direct Storyteller name and contact information. Where possible, visitors are encouraged to have their direct ST sign their sheets before visiting.

Character Sheets

There is a large quantity of sanctioned source material. It is not reasonable to expect a Storyteller to remember how every power from every book works, or to carry the complete library of materials with him at all times. The ST will have Laws of the Night Revised, and the Laws of the Night Camarilla Guide on site. If you have a power that comes from a sanctioned source outside of these 2 books, then you are expected to have the printed mechanics with you as a part of your character record. Failure to have these mechanics may result in the ST refusing to allow the use of certain powers, or merits.

Players attaching their sheets to the VSS will also be required to include in their character background who their allies, contacts, retainers and influences are. They will also need to include how they contact these individuals and how they gained these relationships. Further, they will need to provide a description of how they obtained and maintained resources that they have and herds that they keep. Also, characters attached to the VSS should describe their haven, its location, and any special features of it. It is important that these elements are outlined ahead of time by players, as the Storyteller will not allow players to introduce or change details of their haven, influences, et cetera while in game, downtime or proxy.

Finally, characters attached to the VSS must provide a description of how their character feeds.


Feeding is handled per the book. A simple test is made. If you win, you begin at full. If you tie, you begin at half (rounded up). If you lose, you begin play with 4 blood traits.

Whether and how a character may retest will be determined by how the PC feeds, and will be judged on a case-by-case basis.

XP Guidelines

Players will typically receive 3XP for attending game. The VST may award fewer points to players who arrive very late, who do not stay in-character for extended periods, or other such things that detract from or disrupt the game. The VST may also award additional points for costuming or extraordinary role-play. Experience may also be awarded for downtimes sent to the VST, and scenes run in downtime, at the discretion of the VST.


Please note any and all xp expenditures in a downtime email sent to the VST. The VST must be notified of any and all spends in writing.


50% of the pc population will be elders.

Appendix II - City History

Supernatural History

* denotes the insert is not public knowledge

1819: The Sabbat loses control of Florida to the Camarilla and the Anarch Movement. Most members of the Sword of Caine fled, but a few neonates remained and joined with the Anarch Movement for the purposes of survival.

1826: The first group of Camarilla Kindred arrive in what is currently known as the Miami Plantation, and begin to build their city.

1829: Prince Quijote gives the Setite known as Don Bermudez free reign over a certain territory. The Anarchs and the Independents soon take a larger grip on the small settlement.

1836: Following the Second Seminole war, Prince Quijote is near powerless due to the loss of some of his influences and hands more power over to the Independents, believing that the spread of power would help in rebuilding the settlement.

1855: The lawlessness of the Anarchs worsens the extent of the Third Seminole War. Prince Quijote does nothing in response. Sheriff Von Hapsberg takes it upon herself, her childer, and other deputies to reestablish order.

1862: After putting out the fires nearly by herself, the Sheriff of the settlement, Abigail Von Hapsberg has had enough with the inept rule of the land, and seeks advice from within the Camarilla. She sends her childe outward to find Karl von Otto-Hagen who is a member of a prestigious line of Ventrue known for building cities.

1866: Abigail Von Hapsburg’s childe finds Karl and convinces him of the great opportunities that Miami can bring, under the right leadership.

1870: Karl begins calling in old friends and family, including his mentor, the elder Nicolas von Hagen.

1874: Nicolas is rumored to Haven in the wilds with a tribe of Native Americans.

1876: Karl finds and convinces Nathaniel Bouregard, a Brujah, to leave his plantation and journey with him to Miami.

1877: Mathias Arpad von Hagen, known as the Iron Prince, and well established elder in his own right, positions assets towards Miami in order to capitalize upon the opportunities the city provides. The future of the Magic City as a great pillar of the Ivory Tower is secured.

1880’s: Mathias encourages other Kindred, presumably allies of the von Hagens, to establish Havens in Miami.

1884: Prince Quijote is surprised and made nervous by an unexpected influx of Kindred.

1891: Julia Tuttle, a Seer of Clan Malkavian, prophesied that Miami would one day be a great city that would be a world trade center and a gateway to Latin America.

1895: Motivated by a vision of Miami’s future potential, Henry Flagler to brings his railroad to South Florida. Part of the labor force were Blacks from the Bahamas. They had remarkable hardiness, even for slaves.

1896: The railroads arrive in the city, along with Mathias and several other Ventrue. Mathias is granted an audience with Prince Don Quijote, where he pledges himself to the realization of Miami’s ascendancy. Mathias is granted position in Don Quijote’s court.

1900s: Due to pressure from the Ventrue, Prince Quijote gives the sheriff more free reign to act against the enemies of the Ivory Tower. Anarchs and Independents responsible for losses during the Third Seminole War are found and punished.

1903: The Ventrue fund a project started by the Army Corps of Engineers, which cut through the mangrove swamps, making the first openings to the Atlantic Ocean possible. It also allowed safer and more direct access to the Port of Miami.

*1905: Amaris builds the Tremere chantry.

1910: Miami’s population soared to 5,500 with Blacks holding a majority of 45%.

1920s: Miami was known as a “tropical paradise” for tourists.

1926: The Great Hurricane Strikes bursting the large economic bubble focused on housing. This is followed by the great depression. Miami’s Kindred suffer great losses and consider this to be a significant setback to development.

1928: Don Bermudez makes his move in the economic turmoil. The Independents and the Anarchs are rallied into attacking Prince Quijote and his court. The Primogen, Harpy, and Seneschal are destroyed along with Prince Quijote. The Camarilla is left reeling by this unexpected violence.

1929: Outright war has broken out, and the Masquerade is threatened seriously for the first time. The remnants of the Camarilla, led by the von Hagen Ventrue, institute a clinical and mercilessly brutal campaign upon the Independent Clans responsible for the attack. In the end, Don Bermudez is left for the sun having been horribly disfigured by the war party put together by Nicolas. Kindred from Broward, in particular, are instrumental in the more physical aspects of the destruction.

*Nicolas, overcome by former habits, forms a Viking war party to destroy the Setite Temple and all the Independents therein. They invite the Jarl of Broward, and all those therein to join in the glorious battle. The temple is sacked and plundered, as it burns, marking a new dawn for the city of Miami.

Same year: Following the destruction and the chaos caused by the battle, Mathias Arpad von Hagen claims Praxis of Miami, and names his own court. The Anarchs attempt to plead with him to be able to join with the Camarilla. Mathias decides that the only way that they can prove their loyalty is to earn it. He decrees that all those that stand outside the tower are no better than Caitiffs. Thus, the first annual Caitiff Games are established, with the winner gaining benefits from the Prince himself or from a patron.

1930: Nicolas disappears.

1934: Nicolas reappears and aids in the construction of The Art Deco district. The accomplishment is dedicated to the glory of the Camarilla.

1941: The U.S. entered World War II. Parts of Dade County were transformed training bases or hospitals for the armed services. Miami’s Kindred population surrender freedoms to it’s Praxis in exchange for safety. Quarantine Zones are established throughout the city.

1950's-1970's: The Cuban immigration begins. With the new influx of vampires, the Camarilla decides to begin construction on new ghettos to house all of the new comers. This continues on through the 1980's.

1950: Miami’s population is 172,000. A prominent Jewish community and a large annual tourist population developed.

1960s: Miami surpassed New Orleans as the United States' principal trade outlet with Latin America

1980s: Miami 's economy was based on services, which was similar to many other cities around the country. Miami was more successful than any other city due to the many Latino immigrants who spearheaded business with Latin America.
Also, 1980s: The drug industry brought billions of dollars into Miami. Luxury car dealerships, five-star hotels, condos, swanky nightclubs, and other signs of prosperity began rising all over the city. TV shows depicting an idyllic upper-class rendition of Miami, spread the city's image as one of America's most glamorous subtropical paradises.

1992: The independents, dissatisfied by their continuous treatment from the camarilla, attempt to start an uprising against the Iron Prince. They rally and organize in a fashion not seen before and cause riots on the streets within the mortal population. The tower quickly puts the rabble back into place, but the question remains. Who inspired them to attempt an open revolt?

2007-2012: A caitiff by the name of Joe has risen through the ranks and become an undefeated champ in the games. He is known in the zones as the “Iron Caitiff.”

Present Day - Miami has grown immensely since it’s inception a mere 100 years ago. It is the southernmost Jewel of the Ivory Tower, and a model of excellence for the Kindred world.

Table of Contents

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About Miami Live Action RPG June 15, 2016 12:20 PM Jesus

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