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Open roads, no exits.

Vampire: The Masquerade - Night Road is a text-based adventure set in the World of Darkness for Vampire: The Masquerade 5th Edition as part of the Vampire: The Masquerade setting, from indie game company Choice of Games.

You are a high value courier for the Camarilla who was Embraced a few years prior. You drive all over the Southwestern United States carrying messages and valuables between Elders. With e-mail, telephone lines, and shipments monitored by the Second Inquisition, you perform a valuable service for vampirekind. Unfortunately, this service is not enough to make you indespensible. The games of Kindred are deadly and you must do your best to survive against both enemy and ally alike.

Night Road was released on September 24th, 2020, and is considered by many to be the spiritual successor to Vampire: The Masquerade - Bloodlines. The Usurpers and Outcasts DLC for this game allows you to additionally play as Tremere and Caitiff while the Secrets and Shadows DLC allows you to play as Nosferatu, Ministry, Lasombra, Hecata, and Ravnos, while upcoming games Out for Blood and Parliament of Knives are new V:TM text adventures from different authors in the same company.


This game contains the following tropes:

  • Action Girl: Elena is fully capable of shooting it out with your enemies. A female Courier counts as well.
  • The Alleged Car: The starter cars that the protagonist gets at the start of the game, which handle like a bucket of chicken sliding on an ice rink (in the protagonist's own words).
  • Angst Coma: Aila entered torpor mainly due to her distress at seeing the world change completely, and also due to her being completely sick of unlife.
  • Animal Motifs: Eagles for Prince Lettow. His unoffical title is the Eagle Prince, and he has a has a pet eagle, Riga, who he uses to spy on people.
  • Anti-Frustration Features: If you play as a Nosferatu, you have to constantly spend blood to hide your Masquerade-breaking appearance. To prevent this from locking you out of using your other powers, you start as a lower generation and hence with a bigger blood pool.
  • Anyone Can Die: Your choices can get any main character killed, including you.
  • Asshole Victim: A lot considering the source material but a human example is a Neo-Nazi you can feed on in the migrant camp. Even if the Courier chooses to drain them dry their Humanity won't take a hit and they can even state that they deserve to die. You can also feed on a guy who's mistaken you for a high schooler and hits on you because of it, which the Courier notes with disgust.
  • Awesome, but Impractical:
    • The best car in the game is a 2017 BMW i8 with a maximum in every stat except durability (which you can still improve at the shop for a few hundred dollars). The problem? It costs a whopping 50,000 dollars to buy and by the time you can afford it there's nothing you'll really need such a strong vehicle for. Not to mention the fact that you can steal cars for free before the endgame and improve them to be almost as good.
    • Julian's method of getting rid of Reremouse. Is it kind of ridiculous to try to pull off an experimental blood magic ritual while an angry methuselah is trying to kill you? Yes. Is it amazing if it works? Also yes.
  • Bad Boss: Downplayed with Lettow. He's almost always friendly and polite when interacting with the Courier (while also never failing to pay them on time), even one who has a poor relationship with the Camarilla, and lets his vampire underlings get away with things a more ruthless Prince would have their heads for. He also does not enact any retribution against the Courier when he finds out they were the one who diablerized Aila, when even the Courier admits that he's well within his rights to do so. However his ghouls and human retainers are terrified of him, and he's not above torturing traitors in his Court to extract information from them.
    • Invidia Caul, who's recruitment methods include enslavement (to be fair, Giselle was trying to kill her, but she could just have killed Giselle back) and whose temper tantrums usually end up in the deaths of her underlings. Also Resignations Not Accepted, as Vani can find out the hard way.
    • The Courier can be one during the final chapter, if they chose to drain their ghoul dry to prepare themselves for the final battle. To add insult to injury then can also rob them after.
  • Battle Amongst the Flames: If a Courier and Julian can throw down in a flame filled battlefield after the Courier betrays all the Kindred in Tucson to the Second Inquisition, assuming that the Courier has enough willpower to not run for the hills when faced with fire.
  • Battle Couple: The Courier can make quite a formidable pair with most of the available love interests.
  • Bearer of Bad News: The Courier is the unlucky sap tasked with informing Invidia Caul that her funding has been cut off. Everyone that speaks to them after they take on the task tells them to get in, give the message and then get the hell out.
  • Bedlam House: St. Basil's Hospital started out as a madhouse before being converted into a (corrupt, poorly run) Catholic hospital. And boy does it show, with it possessing a gothic ambience that a Toreador Courier is thoroughly entranced by.
  • Berserk Button: All Kindred have it due to their condition but some clans, like the Brujah, have it more than others.
  • Big Bad: Julian and Lettow duel for this role. You can end up serving one or the other (or neither). Agent Donati counts as well assuming you don’t join her.
  • Big Brother Is Watching You: Everyone is doing this
    • The Second Inquisition has bugs, spies, and monitoring devices everywhere. It's the reason why Kindred have resorted to using couriers to run their messages, in an attempt to bypass any electronic surveillance.
    • Prince Lettow is blatantly keeping a tab on the protagonist with his eagle.
    • Julian is also keeping more than a few electronic eyes on both the Camarilla and the protagonist.
  • Bittersweet Ending: The game has multiple of these.
    • Leave Town: You and possibly your ghoul head for another city, fleeing Tuscon with as much money as you can gather. Depending on your Humanity rating, you can end up abandoned by your ghoul for your monstrosity or just try to live a normal life. You might also end up in Seattle selling blood for cash.
    • Side with Julian: You become part of his operation for a controlled Masquerade violation and help brainwash the masses into believing Kindred are able to coexist with normal mankind.
    • Side with Lettow: Lettow is suffering from the Beckoning and leaves for the East, but makes a place for you in the courts of the Camarilla before he departs.
    • Side with the Second Inquisition: If you express sufficient disgust and betray your partners, you may end up an ally of the organization in hunting your fellow Kindred.
  • Bread, Eggs, Breaded Eggs: A particular Investigation has you searching for "footprints, blood, or bloody footprints."
  • But Thou Must!:
    • You can serve the Prince, Julian's Anarchs, or yourself but you're still going to be doing a lot of their dirty work. Subverted when you have enough money to just leave them all behind for another city.
    • A particularly insidious variation occurs if the Courier ends up Blood Bound to Julian. After drinking from him twice, you'll need to use Willpower to go against him; with the full bond, anything other than siding with him is greyed out.
    • No matter how penitent you play the Courier as, you can't tell the truth about diablerizing Aila until the end of the game.
  • Central Theme: Idealism vs. Survival. Your player character is a person who is caught between two very different leaders and their visions for the Kindred world. However, their visions don't really have much to do with the day-to-day struggle for blood, cash, and resources on the ground. It's also far removed from the suffering of regular mortals who Kindred prey on as well as the governments they control.
  • Cloning Gambit: Dr Caul intended for her clones to essentially function as couriers (with their messages being genetically coded into them rather than physical missives). That plan didn't really pan out, but she later uses one to fake her final death and disappear from Lettow's notice.
  • Conflict Killer: The wight is this during the Reremouse mission. If you already got rid of it, Lettow and Julian will fight (or rather, Lettow, who's much older and stronger, will curbstomp Julian). If you didn't, it will fortuitously show up and break the tension by trying to murder the three of you before Julian and Lettow can do more than swap a few barbs.
  • Cool Car: As a courier, your ride is a central tool of the trade, and you have the chance to acquire one of nine different cars of varying quality during the course of the game, as well as modifying and upgrading them.
  • Dead Person Impersonation: Vampires do this all the time (alongside pretending to be their own grandchildren and other such antics). While on your deliveries you can catch a radio bulletin covering the story of a university professor threatening to blow an identity impersonation ring sky high...and then hear a followup days later about how he's tragically committed suicide.
  • Didn't See That Coming: For all their plots and schemes, neither Julian nor Lettow are prepared for the Courier throwing their lot in with the Second Inquisition. They can pay dearly for this oversight. Borders on Evil Cannot Comprehend Good because one of the possible roads to this resolution is lamenting your vampiric condition and the evil you and your fellow vampires are constantly committing, with the possibility of concluding that the world would be better off if vampires just died out.
  • Diving Save: When Modian attacks, you can fling yourself between him and: Julian, Lettow, or the radar equipment. Julian is the only one who actually needs you to do this, since Lettow is so tough he can No-Sell everything Modian dishes out and will stomp him before he hits the equipment anyway, but Lettow still appreciates the thought.
  • Do Well, But Not Perfect: Due to the messy criticals system, you can sometimes be penalized for being too good at things, see Violation of Common Sense below.
  • Eternal Love: Lettow with both Aila and later the Courier though it's highly implied that he sees his relationship with the Courier as just picking up where he and Aila left off. The Courier and Julian can potentially start or resume a romance during the course of the game.
  • Evil Power Vacuum: Happened to the Tucson Camarilla when the Courier was still a Fledging, after the machinations of Elin Olivecrona lead to the previous Prince of Tucson meeting his final death. Lettow was the one to come out on top of all the infighting, becoming the new Prince.
    • Can potentially happen again in Tucson after Lettow succumbs to the Beckoning and leaves for the Middle East, with Dove, D'Espine and many others vying for the the title of Prince.
  • Face–Heel Turn: You can slowly lose your Humanity until you're a monster.
  • Friendly Neighborhood Vampire: While difficult, you can pull this off. It's also possible to redeem yourself if you kill people in the beginning of the game or ruin lives.
  • From Bad to Worse: The usual result of a messy critical. Outcomes include having to flee for your life as the building you're in proceeds to self destruct, or coming under heavy fire after being a little too good at scaring another vampire off.
  • Gameplay and Story Integration: The player character can advance in skills and disciplines very quickly. You might think this is just something to accommodate the video game format, but in fact, your swift advancement comes in part from Julian using you as part of an experiment to improve vampire-kind. He's been manipulating you into situations that will make you stronger.
  • Gray-and-Gray Morality: Lettow is as much of a Reasonable Authority Figure as you can get among the Camarilla, surprisingly egalitarian, inclusive, tolerant and sympathetic towards fellow Kindred, but he suffers from the standard Blue-and-Orange Morality of vampires, happily tolerating humans being used as little more than slaves and livestock if only it's done covertly. Julian is also a Reasonable Authority Figure to you in his own right and his plan may or may not be the only way for humans and kindred to coexist in the future, but it may also just make things worse and he is definitely a bit manipulative and prone to dog-kicking. The Second Inquisition are the Hero Antagonist trying to save humanity from the undead parasites hiding among them, but they're Well-Intentioned Extremist types who are quite willing to tolerate some civilian Collateral Damage along the way and focus on destroying their targets over helping victims. Borders on Evil Versus Evil, depending on how optimistically you want to view these factions and their plans, they certainly all have their fair share of Kick the Dog moments.
  • Greater-Scope Villain: The Second Inquisition serves as this for the entire campaign, from a vampire's perspective. From a human perspective, they lean more into Hero Antagonist.
  • Half the Man He Used to Be: Becomes a sword wielding Courier's modus operandi. Many of their opponents meet their end this way, such as Pattermuster and Agent Donati.
  • Happiness in Slavery: All ghouls have this as part of their condition but some are more obvious than others. Can happen to the Courier if they end up Blood Bound to Julian.
  • Heel–Face Turn: You can regain your Humanity by doing some exceptionally good deeds.
  • He Knows Too Much: The Courier can potentially kill Raul and his family or any surviving explorers at the Biosphere to protect the Masquerade if they fail to convince them to keep their mouths shut.
    • Invidia Caul terminates her employees in the most literal way possible if they leave her company for this reason. She also tries to kill the Courier if they refuse to work with her after she tells them of her plans.
    • Over the radio you can hear about a professor about to blow open what is presumably a Kindred identity theft ring. He turns up dead, ostensibly of suicide, several days later.
  • Hemo Erotic: Drinking blood is Better than Sex to vampires, and the protagonist can intimately nibble all of their love interests. But be careful when your love interest is another vampire - drinking the same vampire's blood three times will leave you as a thrall bound to their will.
  • Heroic Sacrifice: In the worst variation of Julian's ending, either your ghoul or your wolf can sacrifice themselves so the protagonist can escape their captors.
  • Horror Hunger: You can end up killing multiple people trying to satisfy your thirst.
  • Humans Are the Real Monsters: Played with. Vampires do some absolutely appalling things to feed themselves in this game including feeding from a hospital and a migrant camp. Humans, however, are responsible for the horrible conditions that allow them to feed—the vampires might be happy to take advantage, but it's not like they came up with it in the first place. This is Julian's justification for taking over such operations; you can agree or argue with him.
  • Hunter of Monsters: The Second Inquisition serves this role in the American Southwest.
  • Hypocrite: Subtly done. The Second Inquisition is ostensibly attempting to protect humanity from vampires but their actions are working for a government that frequently put the undead's victims in danger in the first place. The Second Inquisition will purge a migrant camp of the undead, for example, but not do anything to help the people there (in fact, if you helped the prisoners escape, the Second Inquisition will kill all the survivors they can find, believing they're "infection risks"). It also will burn down a trailer park full of people to get at one vampire.
  • Ignored Enamored Underling: Giselle towards Dr. Caul, though it's made clear that Giselle's affections have been artificially induced by an unwanted blood bond. Invidia is openly contemptuous of Giselle's "crush". The protagonist's ghoul can potentially be this for the protagonist.
  • I Love You, Vampire Son:
    • Between the Courier and Julian, if the Courier is a Banu Haqim. Though Julian did not Embrace the protagonist out of any sort of affection (rather, because he wanted a better lackey than a ghoul) and no matter whether the relationship is romantic or platonic it's left ambiguous as to how much his affections for the protagonist are genuine and how much are faked to keep the protagonist on his side.
    • If the Courier is a Brujah and follows the Camarilla path at the hospital, they'll get this with Pattermuster, who hugs them and declares you his "beautiful, brilliant Childe" and fetes them like a hero for a few days. (He does most of that for any protagonist, but is extra affectionate with a Brujah Courier.)
  • Interplay of Sex and Violence: If the protagonist has a tender moment with Lettow in the final chapter, they'll note that Lettow's body is pleasantly warm...because he's just gorged himself on blood in preparation for the pitched battle which is soon to follow.
  • Karma Houdini: Depending in your actions various nasty people can get away with their crimes:
    • Invidia Caul gets away scot free if you help her fake her death.
    • Julian can escape the Second Inquisition if you don’t kill him yourself in the endgame.
    • Lettow can likewise avoid death though the fact that he’s feeling the effects of the Beckoning means he doesn’t get away clean no matter what.
  • Kill It with Fire: Fire is one of the ways vampires can meet their final death, and your Beast is always terrified of it, no matter the actual size of the fire in question. You can scare off the wight with just a flare gun because it doesn't have enough of a mind left to realize the flare's too small to actually hurt it, and one of the options for getting rid of Reremouse is setting him on fire while he's staked.
  • Kill the Poor:
    • Not deliberately, but those who can't afford decent healthcare and migrant workers are the Kindred's primary victims. You can also hide in a crowded trailer park that's deliberately kept a run-down slum by the Kindred to make hunting easier.
    • In a more subtle example, basically every background for the Courier involves some level of economic hardship—almost always, you were easy for your Sire to access and Embrace because you were dead broke and working a shitty job. This is especially true for the Gangrel or La Sombra Couriers, who were respectively kidnapped and used as disposable shock troops by their sire.
  • Laser-Guided Amnesia: A Courier who knows Blood Sorcery can make sure Raul and his family won't talk about the wight encounter by summoning a desert spirit to eat their memories of it.
  • Morton's Fork: Sometimes there really is no good choice. The decision with the hospital and the immigration camp isn't ideal either way:
    • If you choose to stop the renovations then the hospital remains a den of misery where no one really gets help and the Vampires just feed on the sick. On the other hand if you let the renovations go through, for either Julian or not, then the hospital will get some much needed funding at the cost of becoming a for-profit institution and the poor who were frequenting the hospital won't be able to afford the (admittedly shoddy) treatment.
    • Whatever you do at Camp Scheffler it'll be attacked by the Second Inquisition with the data either going to Olivecrona or Julian. Even if you choose to free the prisoners Raul mentions that they're forced to scatter and that any the SI find are executed to avoid 'infection'. Not to mention the news tries to spin the escape using extremely racist diatribes to try and demonize the escapees.
  • Multiple-Choice Past: You can choose a variety of pasts for your mortal life, from an ecology student struggling with loans to former military to computer criminal.
  • Never Suicide: Lampshaded when a professor who was about to expose a whole lot of Kindred secrets turns up dead of suicide. The last the Courier hears about the situation, multiple (Second Inquisition) backed agencies are calling for his death to be investigated as murder.
    • If the Courier kills their mark while feeding, they can stage the death to look like a suicide.
  • Noodle Incident: Dove can happily recount a mission to the Courier that ended up with her handcuffed to a fake werewolf while in a car. That's on fire.
    Dove: I was in the wrong Cadillac the whole time!
  • Obfuscating Stupidity: You can use this as a way to get out of a variety of problems. Few Kindred or humans will call you on it.
  • Old Flame: The Courier and Julian may have had a relationship when they were still Fledglings running errands for the Camarilla, which ended once Julian upped and left. They can potentially rekindle the relationship once they reunite in Tucson or chose to keep things platonic.
  • The Older Immortal: Reremouse is a Methuselah of the 7th generation. He is an inhuman terrifying monster that endangers the Masquerade by his very existence. He is apparently also the sire of numerous Nosferatu in the area and a respected Elder.
  • Optional Sexual Encounter: You can pursue these with your ghoul, Julian, or Lettow among the main cast. You can also do this with many many anonymous clubgoers. There's even an achievement for feeding three times during sex.
  • Out-of-Genre Experience: Compared to the more traditional wheeling, dealing and scheming of the rest of the game, picking up the cache in Biosphere Zero comes across as though the Courier has suddenly stepped into a horror movie. They enter a deeply creepy government facility where atrocities have been carried out, their companions potentially get picked off one-by-one as they explore, everyone grows increasingly paranoid... Some of the tension also comes from the Courier being a monster themselves, and trying to conceal that fact.
  • Pocket Protector: At one point the Courier is shot while they're masquerading as a human. They manage to explain away them shrugging off what would have been a fatal wound to the humans surrounding them by claiming that the bullet hit a multitool in their pocket.
  • Polyamory: There's nothing stopping you from pursuing multiple romances, although some characters are mutually exclusive for political reasons. (For instance, you can only complete Julian and Lettow's romances by choosing their respective sides.)
  • Pragmatic Villainy: Julian disapproves of luring desperate refugees to feed Reremouse, St. Julian hospital's poor state and Camp Scheffler being used to feed on immigrants. Not for any moral reasons but because he finds it inefficient, shoddy and a sign of the Camarilla stagnating rather than moving on with the times.
  • The Renfield: You'll have your very own if you create a ghoul. Alexander is Lettow's (very) longtime servant.
  • Restraining Bolt: Invidia Caul's clones are heavily suppressed with magic to keep them inert and pliant. When the spells on them are broken they go absolutely berserk, attacking anything and everything in their range, including their creator.
  • Resurrected Romance: Julian is convinced that Lettow thinks that the Courier is pretty much Aila reborn, and that it's the main reason why he's reciprocating the Courier's affections. While both the Courier and Julian believe that Lettow has got the wrong idea, it's left very ambiguous as to how much of the Courier's feelings for Lettow are their own, and how much of them are influenced by the remnants of Aila's consciousness.
  • Right Under Their Noses: Julian loves doing this. His secret lab is literally in one of the Viper's shadow spaces and he maintains another secret hideout quite literally next door to the Courier's haven.
  • Sadistic Choice: A Courier with low social attributes and no Disciplines that will help (Dominate and Presence are the easiest, but Blood Sorcery and Oblivion will also do the trick) faces one in chapter two: either they let Raul and his family walk (which will be a blatant Masquerade violation that runs the risk of bringing hunters down on their ass) or they kill the lot of them so they don't talk (which will cause the Courier to lose some of their precious Humanity).
    • Lettow faced one when he was a much younger Kindred thanks to the Prince of Paris - either help to bring down the Paris Commune, or lose his head.
  • Screw This, I'm Outta Here: A perfectly valid response to a lot of situations. Almost always, the only thing you have to do for any given quest is deliver the package; after that, you can declare whatever you're being asked to do isn't your job and bounce. Also, you can do this on both Lettow and Julian at the end.
  • Self-Destruct Mechanism: The Courier can rig Invidia Caul's lab to blow sky high. The countdown can also be trigger by the Courier getting a messy critical during their fight with Caul.
  • Shout-Out:
  • Split-Personality Takeover: Discussed. Sufficently powerful Elders can take over the Kindred who diablerized them, but also Julian firmly believes that Aila wasn't at their level and so the Courier is safe. But though Aila lacks the power to fully take over them, the Courier feels her influence intensely when they're working in and around Tucson and especially whenever they interact with Lettow, with her Ghost Memory flashbacks bleeding out into their waking hours where previously they exclusively happened during daysleep.
  • Star-Crossed Lovers: Lettow and Aila, due to the latter falling into torpor and then later being diablerized by the Courier. Lettow and the Courier can also end up this way, if the latter doesn't travel with Lettow to the Middle East after Lettow finally succumbs to the Beckoning.
  • This Is Unforgivable!: All the kindred in Tucson view the Courier actively allying with the Second Inquisition as this, and go to great (and sometimes blatantly Masquerade-breaking) lengths to ensure that the little traitor gets what's coming to them.
  • Vampire's Harem: D'Espine's menagerie; a Toreador Courier could have either been its centerpiece or its manager. Dr Caul keeps two very attractive male blood dolls at her beck and call.
    • If the Courier makes an incredibly gothic abandoned mission their Haven, Julian will wonder if the they have a couple of vampire brides stashed away in there.
  • Van Helsing Hate Crimes: Discussed and downplayed. The Second Inquisition is always dangerous to vampires around them and would prefer to get rid of vampires altogether, but seeing as that's unlikely to happen, they're perfectly content letting the Friendly Neighborhood Vampire sort walk, so long as they keep a low profile and don't sabotage their operations. Also averted by Raul who only goes after the worst Vampires. He even declines going after a Brujah because 'he's an asshole but not a murderer'.
  • Vampires Are Sex Gods: Hilariously subverted as a partner is left barely able to walk and thinks she's had mind-blowing sex but you admit this is probably mostly due to blood loss.
    • Lettow plays this straight. The protagonist at one point can gripe about how sickeningly good looking he is.
  • Villain Has a Point: Julian is absolutely right when he says that the Kindred aren't responsible for the poor state of Parlmutter's hospital and the immigration camp. Humans are the ones who created such environments; the vampires are simply taking advantage.
  • Violation of Common Sense: Like the fifth edition of the tabletop game, Night Road uses the messy criticals system, which kicks in if an action is particularly successful while a vampire is hungry and turns the success around in such a way that it causes problems for them. In practice, this means you should make sure that your core skills are reasonably high, but not too high, because otherwise, you will almost always accidentally kill during feeding and comparable actions.
  • Visionary Villain:
    • Julian believes the only salvation for Kindred is to have a "slow crash" of the Masquerade.
    • Dr. Caul believes that Kindred can survive on cloned blood.
  • Who Wants to Live Forever?: The Courier's scattered memories of Aila indicate that the latter was hit hard by this in the final days before she entered torpor. Both the Courier and Julian are convinced that Aila had lost the will to live by that point and was just waiting for her final death, pointing out the fact that she didn't fight against the Courier diablerizing her at all even though she could have easily crushed the both of them like bugs.
  • Who Writes This Crap?!: A surprisingly heartwarming moment where a radio announcer breaks character at being asked to read a profoundly racist diatribe against migrants (the ones who escaped from the camp you can liberate) to say that it's bullshit. She's pulled off the air but the statement is made.


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