#rpg – Actual Fucking Nightlife, Part One – Kin

Nightlife was a much underrated game, by Stellar Games (also known for It Came from the Late Late Show) with great art by my long time partner-in-crime Brad McDevitt (whose art was all over AFM and who also sells stock art through us at Drivethrurpg.

I have tried to approach the guys from Stellar Games on several occasions to seek licensing for this ‘lost’ game, but they have always asked for too much, or more commonly, been unresponsive to attempts to license or or produce a new edition (as I did with Blood!).

I figured it might be fun to provide some bare-bones rules conversions for running Nightlife using the Actual Fucking Monsters system nonetheless, it doing so would also help me explore what additional rules and ideas might go into AFM’s companion book.

So here it is, just a silly fan-blog.

Kin

The Kin in Nightlife were pretty loose anyway, rather open collections of thematic powers and weaknesses. So there’s plenty of scope to use AFM’s completely open system to recreate the Kin breeds found there.

Death and Resurrection

Unlike Monsters in AFM, you can’t outright kill Kin easily. When they die they – usually – resurrect the following night. This is detailed in the Nightlife books, but a Monster in AFM’s rules can only resurrect a number of times equal to their die type in Body (1-5 times) before dying the ‘true death’. Dying from Bane damage, or being dismembered or bodily destroyed will also do it.

General Kin Monster Powers

Ageless, Armoured, Claws & Teeth, Control Weather, Danger Sense, Direction Sense, Drain, Dreams and Nightmares, Extra Sensory Perception, Heightened Sense, Navigate Probability, Sense of Time, Speed, Techno-Invisibility, Tracking.

Vampyres

Those who are Made.
Transgression: Cannibalism/Blood Drinking
Monster Powers: Animal Magnetism, Beast Form (Bat), Hypnosis, Insubstantial, Beast Form (Rat), Beast Form (Wolf), Drain (Blood).
Possible Banes: Sunlight, Running Water, Garlic, Wood, Fire, Holy Relics.

Werewolves

Those who are Born, or Those who are Made.
Transgression: Sadism or Cannibalism.
Monster Powers: Animal Magnetism, Beast Form (Hybrid), Beast Form (Wolf), Drain (Pain), Fearsome, Heightened Sense.
Possible Banes: Fire, Silver.

Ghosts

The Neverborn.
Transgression: Cause Fear.
Monster Powers: Armoured, Camouflage, Drain (Fear), Empathic, Facedance, Fearsome, Frigidity, Insubstantial (In Ghosts, using this power makes them corporeal), Levitation, Telekinetic, Teleportation.
Possible Banes: Cold-Wrought Iron, Fire, Holy Relics.

Daemons

Those who are Born or Neverborn.
Transgression: Corruption and temptation.
Monster Powers: Body Manipulation, Drain (Life Force), Facedance, Fire Breath, Flight, Inhabit, Levitation, Telepathic Projection, Telepathic Reading, Teleportation.
Possible Banes: Flint (stone), Holy Relics, Natural Fire.

Wyghts

Those who are Made.
Transgression: Necrophagy, Necrophilia.
Monster Powers: Drain (Youth), Necrocommunication, Reanimator.
Possible Banes: Sunlight, Silver, Fire.

Manitou (Inuit – even I thought that was a bit much)

Those who are Born.
Transgression: Pranks and tricks.
Monster Powers: Animal Magnetism, Bedlam, Camouflage, Harm Transference, Heart Attack, Levitation.
Possible Banes: Fire, Holy Relics.

Animates

The Neverborn.
Transgression: Sadism.
Monster Powers: Body Manipulation, Demagogue, Drain (Life), Hypnosis, Telepathic Projection, Telepathic Reading.
Bane: Sunlight, Fire, Antipathy.

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