#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 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.