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City of Amber vs Vampire: The Masquerade

Compare City of Amber and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.

City of AmberVampire: The Masquerade
GenreFantasy, HorrorHorror, Modern
Play StyleUrban Fantasy, Rules-Light, Career-Based, Investigation, Mystery, Noir, Atmospheric, Roll to Cast, Deadly, One-Shot FriendlySocial Intrigue, Drama, Roleplay-Heavy, Atmospheric, Faction Play, Investigation, Collaborative, Character-Driven, Urban Fantasy, Corruption, Lore-Heavy, Noir
Core MechanicRoll d100 (2d10 — one die chosen as the tens, the other as the ones) and try to roll under one of four Stats: Vitality, Willpower, Agility, or Cunning. Skills, situational advantages, or assists let the player roll twice and take the better result; disadvantages take the worse. Three Saves (Fear, Magic, Body) resolve the same way. Failed rolls, entering combat, and casting spells each add Stress; reaching 10+ Stress drains Vitality or Willpower and adds a Consequence, and a critical Save failure forces a Panic check against current Stress.Roll a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool — their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat.
Diced100d10 dice pool
ComplexityLowMedium
AccessibilityMediumMedium
CommunityVery LowHigh
LicenseAll rights reservedProprietary
Cost$$$
PublisherChrome Dog GamesRenegade Game Studios
Year20262018
Best ForGroups who want a 1940s urban fantasy with horror undertones, where ordinary New Yorkers awaken to a hidden city of orcs, fey, and shades and pierce the illusion that keeps everyone else asleep. Built for one-shots and short campaigns driven by investigation, magical awakening, and dread.Drama-heavy campaigns exploring themes of addiction, power, and losing your humanity.
HighlightsAmber level (1–10) is a double-edged progression: rising levels unlock new perceptions and career abilities — eventually including the power to command Grays — but falling to 0 reverts a character to a mindless Gray and hitting 10 retires them from play permanently. The Stress/Panic/Consequence cascade is the mechanical heart of the horror: failed rolls and entering combat each add Stress, hitting 10+ drains Stats and locks in a long-term Consequence (Haunted, Catatonic, Amber Dread, and nine others), and a critical Save failure forces a Panic check against current Stress. Career-gated magic means the same 20-spell list works differently across Careers: Street Wizards cast directly from randomly rolled spells, Artists bake spell effects into physical objects anyone can trigger, and Vagabonds redistribute Amber at personal cost. The Anchor — a mundane personal object worth two starting Amber points — makes every character's connection to the ordinary world a mechanical vulnerability.Hunger system mechanically integrates the vampire's predatory nature into every dice roll. Detailed social and political frameworks with clan-based faction play. Humanity and Stains system tracks moral erosion with narrative consequences.
ConsiderationsSetting is locked to the City — characters cannot leave, and the GM improvises everything beyond its borders. Career and Kindred lists are fixed with no guidance for homebrew options. Magic is heavily gated to Street Wizards; other Careers receive one or two minor spell-like abilities at most. The 49-page rulebook is rules-light by design and leaves substantial setting detail, adventure structure, and faction development to the GM.Hunger dice introduce high randomness at critical moments, dense lore spanning 30+ years can overwhelm new players, predator type and clan choice during character creation require setting knowledge to make informed decisions