"If Vampire is The Cure, then Nightlife is The Ramones." - Grim Jim, YouTube.
That pretty much sums it up. Nightlife hit the shelves in 1990, a year before Vampire: The Masquerade. Written by Bradley K. McDevitt and Lee Cerny, NightLife was the first game I ever owned that allowed you to be the monsters. In all the other games I'd played, if your character contracted lycanthropy, or was turned by a vampire, you lost your character. Heck, even in Star Wars if you fell to the Dark Side, you were now an NPC. The Game Master takes over your character, create a new one.
But NightLife not only let you play the monster, it let you play a whole slew of them, and they had their own underground society existing parallel to "herd" society. That's what they called us, and they called themselves the Kin.
This game did not have the pretension of Vampire, and it rebelled in an aesthetic it calls "Splatterpunk." The authors mention the film works of Clive Barker, James Herbert, and Guy Smith. I'm not familiar with these last two, but I do certainly know Clive Barker's work. In essence, this is less Lestat and more Lost Boys. In fact, the plumbing spewing blood and "death by stereo" are both in my mind pretty damn splatterpunk.
NightLife uses only d10s, but unlike Vampire, it uses them in a fairly conventional way for 1990. Percentage dice checks against scores, and multiple d10s for damage rolls, etc. It has Abilities, which are Strength, Dexterity, Fitness, Intellect, Will, Perception, Attractiveness, and Luck. Hit Points are referred to as Survival Points. There's also Edges and Flaws, Skills, and Humanity. It's important to discuss Humanity because it's central to the game. Kin on the upper end of the Humanity scale look more human, can more easily pass for human, and also take less damage from things their type of Kin are vulnerable to. Lower end Humanity Kin are on the other end of the spectrum. The thing is, Humanity will fluctuate throughout the game or campaign due to the actions of the Kin, and the need for certain Edges to use Humanity as fuel. Use your supernatural powers, become temporarily less human. Buying new Edges, or improving them, brings down your maximum possible humanity. Taking actions that spotlight your humanity restores it, and if you can bank ten more points of current humanity than your maximum, your maximum goes up. It's a constant struggle, and that's a very cool roleplaying concept, but it's not played as soul-crushingly dire as it is in Vampire.
All Kin can Drain humans, they might do so to survive, or simply to heal/power themselves - vampires, excuse me, Vampyres, drink blood. Werewolves Drain by causing pain. Ghosts cause fear. And so forth. Some forms of Drain, like those of a Vampyre or Daemon, can cause the human drained to become addicted to the experience.
So... lets' love the Nightlife, and have to boogie on down to
Character Creation
- Strength: 32
- Dexterity: 27
- Fitness: 30+5=35
- Intellect: 23
- Will: 17
- Perception: 18+10=28
- Attractiveness: 32
- Luck: 17
Survival Points are FIT+LUCK, so 52. HTH Damage is STR/5, so that comes to 6. Humanity would start at 50, but gets a +10 due to the Inuit race.
Now we get to our edges. Inuits begin the game with Drain (life force), Infection, and Invisibility.
Flaws for an Inuit are Substance Vulnerability: Fire, Repulsion: Holy Relics, Compulsion: Flamboyant dress and behavior, Power Source: Inuits are tied to a particular area of nature, and Special: An Inuit's skin glows green when using an Edge.
So, what is an Inuit? Vampyres, Werewolves, even Wights are pretty well known. Inuits are nature spirits that haunted the continent of North America. Today, we're a lot more sensitive about this sort of thing than we were in the late 80s and early 90s. With the commotion about racist tropes in gaming we've been seeing of late, I can easily see the Inuit race being caught up in that sort of discussion. My feel is that this race started out as spirits, not as Native Americans themselves, and so their traditions and lore would not necessarily be identical. But then, Inuits in Nightlife are driven to create more of their kind on nights of the full moon, and they create new members of their kind by draining the life force of a human. During pre-modern times, that would of course mean Native Americans. In current day, that means... anyone? So, how do Inuits pass on their culture, and is it Native American culture or something older? Did they influence Native American culture rather than the other way around, and what happens now that modern day New Yorkers are being drafted into their ranks?
If played poorly, this class could be a good example of tone-deaf cultural stereotype. If explored deeply, it could be a good look at the psychology of nature-bound spirits adapting to the culture shock of what modern mankind has done to the land. Hey, that gives me an idea. Were I playing this character, I think I'd make him like myself, in order to treat the subject material with some respect. About five years ago, my aunt finally tracked down my grandfather's birth certificate. We always knew Pappaw had Native American blood, but as he was adopted, it was hard to say what tribe. Turns out, not only was he Natchitoches "Indian"- he was also African American. I'll admit I found it a bit satisfying that some of my family was upset by this revelation- there is still some vestigial racism here and there. I found it fascinating. But I didn't know the first thing about my ancestors on that side. Since then, I've done a bit of research into the tribe to which my family belongs, hampered a bit by tribal politics that caused a rift within the other descendants just as the State of Louisiana formally recognized the tribe as continuing to exist in 2017. So this character could just be discovering their own link to Native ancestors, and their journey to adjusting to being Inuit could also be their journey to discovering their heritage.
So, that answers a question we needed to answer- how old is this character? We're going to make the character young, to explain his need to learn about who he is and what he is. That means our hero has 20 1d10 rolls to place into skills. Each die has to be allocated to a skill, then rolled. A single die's result can't be divided between skills. When you select a skill, you add the die to the Basic Ability linked with that skill.
After skills, we roll for Connections. We roll an 8, four connections of which one is a potentially highly placed official. We'll take a DA, a Bartender, a Businessman, and an Admin Assistant at the law firm for which he worked. He begins play with $10,000 in assets. And now we have a Kin character.
The Character
My Thoughts
I remember Nightlife being available on CD-ROM, but now I can't find the link to post. Copies are still available through the usual used RPG channels.
I managed to get hardcopies of everything for the line, the GM Screen, the magic sourcebook, the music sourcebook, etc. Though I doubt I'll get much chance to ever run this- it's a guilty pleasure I love to re-read every so often. There's something here I really like, and I can't put my finger on it. The system is a bit clunky, and it feels like it could have been more polished- but maybe that's the point. Punk isn't polished. Look at the original Cyberpunk boxed set. It was obviously done with extremely early desktop publishing software. But nobody says it's a bad game- quite the opposite, it's a classic.
Folks may pooh-pooh this game because it's not World of Darkness. But damnit, I liked it.
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