#RPG #Horror – Actual Fucking Monsters RPG sales to Support the Australian Red Cross for 24 hours

I’ve just donated $50 AUD to the Australian Red Cross who are helping people made homeless by the fires.

For the next 24 hrs all profit from sales of Actual Fucking Monsters or its companion from anywhere, will go to the same cause.

LINK

#RPG – Elviro, Master of Darkness, brings you a free RPG and a Halloween discount!

  • Get $4 off Postmortem Studios T-shirts and apparel at Teespring with code ELVIRO.
  • Get Actual Fucking Monsters for FREE at Post-Mort.com (but please sign up to our mailing list).
  • Get a 25% discount on your entire order at Post-Mort.com.

All offers end midnight!

#RPG – Actual Fucking Monsters: Breaking the Limits, the AFM Companion RELEASED!

IMPORTANT!

This product is too spicy for DrivethruRPG, which means I cannot use their promotional tools etc, and I can’t link to it off their site. I would greatly appreciate it, therefore, if you could spam the ever-loving shit out of this link everywhere, so that people can be aware of it and buy it direct.

Vielen danke, kiitos, merci, arigatōgozaimashita.

This companion volume to badly named but well-executed horror RPG Actual Fucking Monsters is bigger than the original! 120 pages of content for your Actual Fucking Monsters games, too spicy for Drivethrurpg.

  • We’ve got random character generation if you’re into that sort of thing.
  • We’ve got a whole wedge of new Monster Powers so you can dissolve your foes with vomit or get in touch with their feelings.
  • Want to play a dark, evil magician? Got you covered.
  • Want to introduce boring stuff to worry about, like, ‘humanity’. I don’t think you should, but we’ve got you covered anyway.
  • Want to fight against the Monsters as a Hunter? You can do that now, with more details on the Hunter organisations from the main book, and new ones! Along with revised Hunter ‘Powers’.
  • Want to run your games safely without some absolute head-end crying to mummy that they didn’t know a game called Actual Fucking Monsters was about Actual Fucking Monsters? Details for the M-Card game insurance policy are included.
  • Need victims for your Monsters to do horrible things to? We’ve got a random victim generator and 100 pre-generated victims!
  • Player advice on how to have fun in an Actual Fucking Monsters game? You bet your sweet arse.
  • Some ideas for artefacts, and some examples.
  • A (very scant) idea of a sort of setting beyond the implicit. Learn where Monsters fit into the world.
  • And lastly, a long-ass example of play, to help you grok with fullness.

This is a Post-Mort.com and Lulu.com exclusive, so please, inform everyone you can that this is up for sale!

#RPG – Actual Fucking Monsters: Breaking the Limits – Schachr Mequbbãl

Loosely, and probably incorrectly, that translates to ‘Black Kabbalist’. They’re one of the Hunter groups detailed in the back of Actual Fucking Monsters. The main book doesn’t go into a tremendous amount of detail, but the idea is that this order of Kabbalists and their supporters came about during WWII to deal with supernatural threats to the Jewish people that existed alongside the very human monsters we’re all familiar with.

Some inspiration was taken from 2000ADs ‘Fiends of the Eastern Front’, particularly ‘Stalingrad’, the more modern story illustrated by the brilliant Colin MacNeil.

In the modern age the Schachr Mequbbãl are a black-operations group buried deep within MOSSAD, hunting down Nazi Monsters (many of which were immortal) and new supernatural threats that abound both within and without Israel.

The practice of Kabbalah is forbidden, and said to curse one in the eyes of god, but these select few are willing to make that personal sacrifice for the sake of their people.

I’m not one for ‘sensitivity reading’, this is fiction, but it does occur to me that I know quite a few Israelis and Jews who will be far more familiar with Jewish folklore than I am. Everyone knows about the golem, but I’d like to include some other things. Anyone got anything cool to add as a ‘kickassery reader’?

#RPG – Actual Fucking Nightlife – Part Five – Magicians

Magicians can come from many different traditions, but magic is extremely rare. Magicians are simply humans with the capacity to tap into the latent flow of magic.

Magicians must take the following Monster Powers:

  • Indomitable Will
  • Dark Magic
  • Spellcasting

Possible Banes: Salt, religious symbols, painted eyes, gargoyles, mirrors, corn dollies, horseshoes, white heather, brass, candles, roosters, garlic, gemstones, cold iron, mistletoe. (Magician’s Banes typically make their magic more difficult, giving the target an extra die to roll to protect themselves).

It is not suggested that Spellcasting become a part of regular play, but a human becoming a Monster in a quest for supernatural power is a powerful trope nonetheless.

Magicians generate Satiation by performing any transgressive act, typically within the lore of whatever magickal tradition they cleave to. Human or animal sacrifice are popular ones, as are extended acts of debauchery or even taking the other path and living an ascetic and ritualistic existence.

Magicians have to spend Satiation only when performing acts of magic, though they can never store more than d12. If a Monster Power that they replicate with magic requires the expenditure of Satiation, they lose two levels.

Magicians aren’t limited by their Satiation as Monsters are, save when it comes to using their Monster Powers and they cannot starve from a lack of Satiation. The powers they replicate are replicated at the Spellcasting level and last for a number of minutes depending on their Spellcasting die type (15 minutes, 30 minutes, 1 hour, 2 hours).

Magicians cannot heal using Satiation as Monsters can. Should they become a Monster, they lose their Spellcasting ability, but retain their Dark Magic ability in their new form.

Casting a spell requires a roll of Spirit+Spellcasting against a d8+d8 difficulty and three actions to make invocations and to make gestures, or to draw runes or whatever else is appropriate for their tradition.

Example: Valkyr is a magician from the nordic tradition. Having drawn Satiation from hunting and killing a bear and devouring its heart, Valkyr finds himself confronted by witch-hunters. He hurriedly locks the door and slams the couch up against it, rending his shirt, drawing blood and bellowing a prayer to Tyr and the spirit of the bear for power. The difficulty is rolled at a 5, Valkyr rolls his Spirit d10, Indomitable Will d4 and Spellcasting d4 for a total of 7. A successful cast. He sprouts claws and fangs with a value of d4, ready to help in combat.

#RPG – Actual Fucking Nightlife – Part Four – More Monster Types

These Monsters are NPC types in the Nightlife book, but in AFM they could more than possibly be player Monsters.

Asrai: Water spirits.
Monster Powers: Armour, Water Control, Dark Seduction.
Banes: Sunlight.

Bugwalkers: Swarm-Like ghosts of people killed by insects.
Monster Powers: Insect Control (and take damage like insect swarms), Insubstantial, Levitation.
Banes: Insecticide.

Data Haunts: Electric ghosts that can ride people or machines.
Monster Powers: Insubstantial, Camouflage, Inhabit.
Banes: Being outside of a body.

Edimmu: Sumerian ghosts that inhabit bodies until they rot apart, before moving on to another.
Monster Powers: Armour, Fearsome, Olympian.
Banes: Holy Relics.

Goblynnes: Evil, dark-skinned, tusked troublemakers.
Monster Powers: Camouflage, Olympian, Drain (Blood).
Banes: Cold-Wrought iron.

Gorehounds: Undead dogs, kept as pets by many Kin.
Nature: Predator d6
Trio: Mind d4, Body d8, Spirit d6.
Mask: Guard Dog d4, Fighting d6, Tracking d6, Alertness d6
Monster Powers: Drain (Pain) d4, Claws and Teeth d6.
Banes: Sunlight d8.

Hafgryr: Descendants of Grendel and his mother.
Monster Powers: Armour, Fearsome, Olympian.
Banes: Sunlight, Compulsive hatred of humans.

Kikulaluit: Beings from a lost, underground civilisation with white hair and translucent green skin.
Monster Powers: Armour, Heightened Sense (Sight), Camouflage.
Banes: Agoraphobia, Sunlight.
Constant Slippage: Translucent.

Magadon: A form of shapeshifting Indian troll who use their shapeshifting powers to defraud and con others.
Monster Powers: Facedance, Armour, Telepathic Reading.
Banes: Sunlight, Cooked or non-meat food.

Medusae: Human bodies with twisting snakes atop their head. Their gaze petrifies targets and this is how they feed.
Monster Powers: Drain (Petrification), Armour, Dark Seduction.
Banes: Their reflection.

Nakani: Native American wind spirits who subjugate and control humans.
Monster Powers: Armour, Hypnosis, Speed.
Banes: Stale or dead air.
Constant Slippage: Always surrounded by whistling.

Ogre: Maneating, hulking brutes.
Monster Powers: Armour, Olympian, Claws and Teeth (emphasis on the teeth).
Banes: Hunger for child flesh.

Pengallen: A severed head, trailing entrails that can possess different bodies and which feasts on blood.
Monster Powers: Parasite, Levitation, Drain (Blood).
Banes: Sunlight.

Rakshasa: An Indian vampire with slitted pupils and poisonous claws.
Monster Powers: Claws and Teeth, Venom, Drain (Blood).
Banes: Sunlight.

Sidhe: Light elves who have adapted to urban living.
Monster Powers: Heightened Sense, Teleportation, Armour.
Banes: Cold-wrought iron.

Shockers: The ghosts of people who died from electrical shocks.
Monster Powers: Insubstantial, Discharge, Drain (Life force – bioelectricity).
Banes: Water.

Toxxix: Mutated, toxic-waste humans who have been altered by radiation or chemical waste.
Monster Powers: Acid Vomit, Fearsome, Olympian.
Banes: Fire, cannot eat non-rancid or non-polluted food.

Trolls: Hulking, thick-skinned, cannibalistic monsters.
Monster Powers: Armour, Olympian, Regeneration.
Banes: Sunlight.

Ubo: A form of Japanese vampire, often dressed in white.
Monster Powers: Armour, Beast Form (butterfly), Claws and Teeth.
Banes: Sunlight.
Permanent Slippage: Wears only white – if at all possible.

Withered Men: The revenants of homeless people who die from exposure.
Monster Powers: Ageless, Armour, Drain (Heat).
Banes: Cold.

Skinthieves: Predators made of wires and hooks that skin their enemies and wear them.
Monster Powers: Facedance, Armour, Claws and Teeth.
Banes: Ripping and tearing.

Suckers: Lamprey-headed and necked creatures.
Monster Powers: Armour, Claws and Teeth, Drain (Life Force).
Banes: Sunlight.

Tapefaces: Those who survive being skinned by skinthieves occasionally become creatures of their own.
Monster Powers: Armour, Drain (Heat), Heightened Sense (Touch).
Banes: Salt.

Zipperheads: Gimp-masked monsters that ‘unzip’ to extend tentacles and feed.
Monster Powers: Camouflage, Drain (Life Force), Armour.
Banes: Saltwater.

#RPG – Actual Fucking Nightlife – Part Three – Humanity (Ew)

Actual Fucking Monsters is explicitly NOT one of those games that uses Humanity as a gauge for anything, you can lift the system directly out of Nightlife if you do, actually, want to use it. I’ll offer an option for a different style of Humanity gauging system in a companion pamphlet for AFM.

Actual Fucking Monsters is explicitly NOT one of those games that uses Humanity as a gauge for anything, you can lift the system directly out of Nightlife if you do, actually, want to use it. I’ll offer an option for a different style of Humanity gauging system in a companion pamphlet for AFM.

If you choose to include ‘Humanity’ in AFM, against all reason and every warning and insistence I give, then fair enough.

***

Your Humanity has no meaningful impact on the game, most of the time. Humans can, themselves, be monsters of the non-supernatural kind and find ways to excuse, rationalise or ignore the most horrific things that they do. Nonetheless it has a die-rating, as with Health and Satiation and if your Games Master chooses to be a bastard, they can limit your social die rolls to a maximum of that die type.

Rather than having a rating, or a Judeo-Christian morality structure, this is about how your character manages to live with themselves. You set a ‘red line’, something that you will not do, starting with the least objectionable thing you might be able to think of.

If you ever cross that line, you get a chance to rationalise your actions to the Games Master and then roll your Mind die plus Nature die against your Spirit plus current Humanity die. If you succeed, you modify your red line to be looser, but keep your Humanity at the same level. If you fail, you modify your red line to be looser, but drop your Humanity one die-type.

Monsters that lose all their Humanity become ‘Maniacs’ and their monstrous nature fully erupts. Their Mind drops to d4 and their Body is stepped up by a number of dice equal to what was lost (even going into die multiples). They become an NPC and go on a rampage.

Example: Croen is recently made and despite being a blood-drinking horror, he has set the red line that he will ‘Never kill’. The circumstances being what they are in AFM, he’s soon put in a position where if he doesn’t shoot this shotgun wielding loon, one of his friends will die. He pulls the trigger and the man dies. Croen tries to rationalise this as being ‘Self defence’ and to modify his red line to ‘I will never kill except in self defence’. He rolls his Mind d8 + Nature d6 for a total of 6. While his ‘Humanity’ rolls d12+d8 for a total of 11. He fails to fully rationalise this, but shifts his red line to the d10 level and has lost a bit of his Humanity.

You could also kitbash this system for a Sanity system, with gradual stages of madness.