About This Game
Game System
Detailed Description
Tokyo Nights takes place in Tokyo, Japan. Starting date is December 23, 2018. The majority of gameplay will stay inside the Tokyo Wards and outer towns, with occasional choices or events possibly taking the player(s) into nearby areas of Kanto Region, or even to other parts of Japan. A player is expected to commit their character to remain in Tokyo Area and sometimes Greater Japan, except when the Storyteller offers respite in the form of story or personal events that MAY take them outside the core zone. Despite the night's urban terrors, the exterior of Tokyo is possibly more malevolent. Garou roam the wilds, vengefully seeking wayward kindred to ravage. Insidious spirits lurk in the ancient places, luring fools to destruction. Nameless horrors stalk the deeps, devouring all that dare to delve. Fringe Cainites hunt the outskirts and countrysides, lawless and maddened with hunger. And of course the Akuma, mystical and deadly, fel thralls of the Yama, corrupting and enslaving any they can overpower. Nay, wander not past the borders of the civilized underworld. Though, even within Tokyo, one may still cross paths with any of these perils.
Player characters begin as 12th-14th generation fledglings. This will be a particularly difficult setting for thinbloods, but they are allowed, poor thing. We use VTM20, standard character creation rules for the most part, though there will be some restrictions for specific clans and sects. There will be some homebrew assets to mechanics as well, such as hunger (though very different from V5, which I personally didn't love). The campaign strives to have a balance of gameplay: social/relationships, exploration, territory management, politics, and of course combat, will all be equally prioritized. There is an overarching plot, but it creeps up on you over time. Survival is the first and last quest, whatever might come in between. My condolences, fledgling. Life is not fair, nor it seems, is unlife. That you should awaken here in this treacherous hive is a sad condition. Certainly, in other regions of the world, you would have had a softer landing. Whether you are of a native clan or a foreign one you will face danger at every turn. Assuming you survive the first few nights, you might find a place amongst the many factions within Tokyo. In fact, I'd encourage you to try. If you prefer to remain unaffiliated there are countless niches you could carve out for yourself. Tread lightly, strike with wisdom, avoid transgressing the High Court, and you may just establish yourself as a new power in the Wicked City. Going it alone, though, will be perilous. For you are small, and Tokyo's hunger is behemoth.
Traits of the Setting
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The setting of Tokyo retains some specific traits that make it different from most other urban settings in WoD. Much of the following is derived from lore or real-world while some is homebrew. For instance, guns. Firearms are heavily restricted in Japan, and are even more fiercely regulated in Tokyo. Any sound of gunfire will almost immediately bring police or even JDF. They will pursue any infringement to it's utter end, determinedly turning over every rock, reviewing surveillance footage, studying cell phone pings, etc. The days of Yakuza and Triad shootouts are in the past, and local kine generally help JDF keep it that way. For this reason, supernaturals tend to avoid using guns entirely, or save their use for dire circumstances. This has resulted in a resurgence of melee weaponry. In "normal" scenarios, you are more likely to encounter a katana, knife or steel stave rather than an Uzi or rifle.
Japan is generally disconnected from the greater politics of WoD. The Camarilla, Sabbat, Anarchs; they are small fish in this neck of the world. The Anarchs have a very minor presence, while the sabbat has met only bitter defeat here. Only the Camarilla, through careful political navigation and by aiding to drive the garou out of Tokyo, have managed to establish themselves as a minor player. The crisis of Golconda, the dread of the antediluvians, these concerns fall to the wayside in lieu of more domestic threats. Foremost of these threats are the Yama Kings; malignant spirit beings that rule over The Thousand Hells. These entities are currently waging open war against The Kuei-jin and any allied to them. Here in Tokyo, that means The Gaki, Zaibatsu, and Ko-Shi are top of the Yamas' list. Regardless, the Yama are a threat to all supernaturals. Yet there are those that serve the Yama willingly in return for power or pleasure, giving up their free will and hope in exchange. Traditionally, only Kuei-jin were of interest to the Yama, but in these strange modern nights even kindred and garou are susceptible to the Hellish Influences.
The typical aversion to caitiffs and thin-bloods is far less prevalent in Japan. To most kindred and gaki, an individual's discipline, common sense and usefulness matters far more than such trivial matters as bloodline or potency or vague western prophecies. Here in Japan, we have much more pressing matters to occupy ourselves with . . .
Tokyo is absolutely massive. In the WoD, it has a rather dense population of supernaturals. Though there are many factions, most of which occupy a few to several different territories, there is nevertheless a ton of unclaimed places where an individual or coterie can stake out territory. This isn't a Camarilla City, where you have to bow and kiss some Prince's shoes. There is a certain level of freedom here. That being said, the Dusk Accords and the High Court reign supreme, and strictly enforce certain rules. The masquerade is absolute here, especially with the looming threat of Strike Force Zero on the horizon. As well, unapproved conflict between factions is prohibited; if you want to avenge yourself or take territory from another, you better bring it to the Tokyo Courts first.
Where Mages and Fae are concerned, there will be very little (if any) interaction. Of course, both are present and active, but the current narrative climate doesn't have either entwined in Kindred or Gaki happenings. Suffice to say, the Mages and Fae mind their own business, and don't have any good reason to mingle in the struggles and politics of vampiric society. For now.
The Dusk Accords
The Zaibatsu, Gaki and Ko Shi dominate the Tokyo Courts through the Dusk Accords; a strategic alliance formed between the three ancient enemies that has significantly shifted the political landscape of Tokyo. This alliance is opposed separately by The Hototogisu, The Garou, and The Yama Kings. Under the Accords, the Gaki manage the Kuei-jin, Yama Kings, and Fae. Meanwhile, the Zaibatsu manage the vampiric population, which has boomed in the last hundred years. All three work together to manage the Garou, Second Inquisition, and Hototogisu. Though each still retain their own traditional Courts, all contribute to the metropolis' administration via The High Court of Tokyo.
The Tokyo Courts
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For hundreds of years, the supernaturals of Japan have met at various neutral grounds for diplomacy, debate, and trial. In Tokyo Region (eastmost end of Kanto Region), there are three "Honorable" courts; The Sun Court of the Gaki, The Bitter Court of the Zaibatsu, and The Dragon Court of the Ko-shi. There are other Courts rumored to exist such as The Gnawed Court of the Fera, Veiled Court of the Spirits, and The Dreaded Court of the Tsuimitsue, but these are generally deemed as undependable. When an arbiter is needed to resolve conflict OR witness an agreement, typically one of these Three Honorable Courts are utilized. It is a severe matter of Honor to preside over a Court, and any abuse or apparent bias on behalf of the Judge(s) will do considerable damage to a faction's reputation. The host of a Court does have the option to refuse the arbitration, without it counting against their Honor. But, if you ask a Court to arbitrate, and they do preside, you are honor bound to accept the ruling or make generous compromise.
The High Court of Tokyo
At the signing of the Dusk Accords, the Zaibatsu, Ko-Shi, and Gaki provided three members apiece to form The High Court of Tokyo. This is the Uppermost authority for all supernaturals in Tokyo, and is supported and enforced by all factions and individuals who abide the Rule of the Dusk Alliance. While the lower courts mediate the majority of issues that arise among the supernaturals, sometimes a matter must be escalated to the High Court. Escalatable scenarios are varied, but matters of war between factions are escalated directly to The High Court. This is the Pursuit of Bushio.
The Pursuit of Bushio
When a faction, group, or individual desires to make war on another and if this conflict will happen within a Tokyo Ward, the initiator is expected to first take the matter to The High Court. There are many justifiable reasons to do this, such as for territory, unresolved insult or harm, or even in the pursuit of subjective "Justice". The initiator presents their case, demands, or offer before The High Court, who then offers the accused/recipient a chance to either accept the terms or present a meaningful compromise. If the terms are not accepted or no suitable compromise reached, and if the High Court perceives the conflict to be legitimate, then The Court pronounces Bushio. This grants the factions or individuals the right to engage each other directly. There are rules to this approved conflict. Don't disturb the mortals. Do not fight where mortals can see. Engage only each other. Third party allies can join the Bushio ONLY if they were already allied at the time Bushio was declared. Otherwise, they must pursue their own Bushio before they can participate. There are other nuances, and The High Court can always and at any time apply further restrictions if it deems necessary. It should be noted, that if conflict is initiated without Bushio, then the initiator(s) are subject to discipline, ranging from execution of leadership to annihilation of the faction’s structure. This has happened thrice since the institution of The High Court; first with the Nagaraja, once with the Bushi, and again with the Sabbato. This is only applicable if the conflict involves more than two individuals; a duel or fight between two people does not require Bushio. BUT, this is not to be abused. You can't just challenge every member of a rival faction in single combat one after another. Such a tactic would certainly invoke the wrath of The High Court.
Seeking Recognition
To be Recognized by The Court is to be granted legitimacy, standing, and a "seat at the table" in the Lower Courts. It also is an open and unmistakable sign of submission to the authority of The High Court. Or, at the very least, the Ideals of the Dusk Accords. To gain recognition an individual, group, or faction must first and foremost prove that they are in fact, separate from any other existing faction. The Anda, for instance, had petitioned for Recognition right away, but were refused, as the Zaibatsu felt that the Anda fell under their umbrella. After many years of successfully thriving without help or oversight from the Zaibatsu, as well as proving invaluable in the wars against the Garou, the Anda were granted Recognition as a reward. Which leads to the second requirement; you must prove that you will fight to uphold the Accords. Most factions that have been granted recognition, have achieved the honor through battle and a record of stability. There are other ways, though. Those who are Recognized, are permitted to expand and claim territories within Tokyo. They are expected to do so responsibly and sustainably.
The Overarching Politics
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Despite the current stability, there are many daunting and nuanced problems facing the supernaturals of Tokyo as a whole. The Yama Kings, of course, are an immediate and ongoing threat. Conflict has surged between Gaki and Yama over control of the Dragon Lines, which are streams and nodes of ambient chi, essential to the growth and survival of both groups. Though this theater has traditionally been handled exclusively by the Gaki, the Clans of the Sun are seriously considering bringing Cainite allies into the fold. This would represent a historical breach into exclusive Kuei-jin knowledge. No doubt, such a desperate measure will further enrage the Quincrux towards the Gaki, but may turn the tide against the Yama in Tokyo.
The Garou are an ever-present threat to both Gaki and Kindred. Though they were defeated and cast out of Tokyo over three decades ago, they have patiently gathered their strength in the countrysides, refilling their ranks, while their enemies have toiled against the Yama and Hototogisu. In recent years, reports and rumors have spread of a growing alliance of the beastfolk encircling Tokyo, awaiting some final call to battle. Even the eldest kuei-jin and kindred simmer in dread of this coming conflict. But what can be done to prevent it?
Myriad anomalies plague japan's supernatural societies as well. The seemingly uncontrollable surge of wayward, and often malicious, spirits are emerging unpredictably. Demonic madnesses and hellish manifestations amoung mortals risk exposure almost weekly, though the kine often ascribe these events to drug abuse or mental failings. And these persistent rumors of "The Nameless" can no longer be ignored; from lowly kine to wise elder, too many now claim to have encountered these unexplainable beings. At first, the Gaki believed these were related to the Yama Kings, but no longer. For it seems, even the servants of the Yama fear to linger in the deep places, and are at just as much a loss to handle these eldritch monstrosities.
Another problem is the stirring of a Second Inquisition branch emerging in Japan, known as Strike Force Zero. Formed after a series of significant kindred exposures, this specialized branch of the Japanese Defense Force is rumored to be developing state of the art tech and elite operatives in preparation for a supernatural pogrom. This won't be truly plausible unless the X-scope technology is successfully integrated into the sprawling metropolis. Fortunately, this move has been met by fierce opposition by many mortals of Tokyo, who fear the growing government oversight and surveillance. Though historically, the Gaki have ensured that supernaturals stay completely hands-off when it comes to Kine politics, both they and the Zaibatsu are rushing to infiltrate and establish controls within the Government in order to carefully (but absolutely) squash the 2nd Inquisition before it can set down roots in Tokyo. In spite of this, there are rumors that Strike Force Zero have already begun operating in the Major Wards.
Homebrew Rules
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Restricted Clans/Bloodlines/Sects (for various reasons, the following are not available for new characters)
Hecata (Giovanni, Cappadocian, Nagaraja)
Ministry (Followers of Set)
Baali
Nephilim
Children of Osiris
Daughters of Cacophony
Gargoyle
Maeghar
Blood Brothers
Nagloper
Ishtarri
Nkulu Zao
Sabbat (Sabbato)
Character Creation
12th-14th Gen. Thin-bloods must take 14th Generation and Thin-blood flaws.
All PCs are recently embraced; Less than a month as a kindred prior to start.
Concept, Clan, Nature, Demeanor - standard rules apply
Select Attributes - standard rules apply
Select Abilities - standard rules apply
Select Advantages - standard rules apply (max individual Resources at start is 4 dots!)
15 freebie points - standard rules apply
Merits and Flaws available, standard rules apply, consider carefully!
- What's new in this game