Category Archives: Shadowsworn

GenCon Vampire 5th Edition Alpha Playtest

Greetings, cultists and devotes. The Full Metal RPG ecclesiarchy  attended the most recent GenCon, the 50th Anniversary. Our merry company of rot and corruption answered the call of our good friends at the Wrecking Crew to assist in demoing the newest iteration of a game near to our black hearts – Vampire: The Masquerade

The alpha edition comes with a scenario to play through titled Rusted Veins, a coterie of characters for use in playing the scenario, and a new rule set. Written by Matt Dawkins, Rusted Veins takes you back to city of Gary, Indiana, used as the setting for the prior adventures “Ashes to Ashes” and “Dust to Dust”, and focuses on the machinations of the nominally Camarilla Prince Modius and his rival, the Anarch Baron Juggler.

Gary is an economically devastated city. It has passed through Late Stage Capitalism directly into Terminal Stage Capitalism. Situated firmly in the Midwestern Rust Belt, it is a town where there occurred a systemic breakdown at nearly every level: Governmental, economic, corporate, and social. Abandoned factories line the riverfront like tombstones denoting the death of the American heartland, and driving down any major street yields a view of decaying buildings stretching out before you like a mouth full of broken teeth. No one stays in Gary because they want to, they remain because they have to. For kindred it is much the same. Anyone with any skill or ambition left long ago for the more urbane destinations of Chicago or Milwaukee, leaving Modius and Juggler to their squabbles.

I will avoid discussing the plot in any detail, as I am almost certain they will make this play-kit publicly available at some point for you, dear reader, to experience. Suffice to say, it starts with a pretty basic fetch quest handed to the coterie from on high, and then things take a turn for the worse. Every group I ran through the scenario ended it differently. It was fascinating how people interpreted the characters and how they had them behave as they moved through the world. There are a couple obvious stand out characters with regard to the story, who are absolutely essential to have in the game, and two who suffer a bit in terms of agency and interaction with the main arc. You could easily not have them played at all and it would not affect how the scenario runs. The remaining two characters are what you make of them, and can either be along for the ride or a serious thorn in the side of others if they chose to be.

Rules Alterations

There are a couple key changes you notice right away when looking at one of the provided character sheets. First off, willpower is now rated 1-5, not 1-10. There is a new trait, Composure, that replaces Conscience, Courage, and Self Control. Finally, there is no more blood pool, only a series of check-boxes listed as Hunger. We will examine these topics in the subsections below.

Dice Pools and Success

Dice pools are assembled as usual, with an attribute + a skill giving you the total number of dice to roll. Different colored Hunger die are placed into the pool first, one a one to one basis with the characters current Hunger rating. More on Hunger below. You round out the pool with normal dice and roll. Anything showing a 6+ is a success, and difficulty is the total number of successes you need on a roll to achieve your goal.

A roll of two or more 10 results on your normal dice is considered an exceptional success. 10s no longer explode, and 1s do not cancel out 10s. The botch mechanic is gone.

If you come up one success short on a roll, you may Succeed at Cost. You accomplish your goal, but you generate a complication in doing so. It is up to the player and storyteller to determine what that means. For example, if you are breaking into a house, you may succeed, but you drop your wallet as you enter, leaving it behind.

Willpower

Willpower is no longer spent for extra dice on a roll. Instead willpower is spent to re-roll any dice you would like to on a roll. You can keep any dice that show a success and only re-roll the failures. Given how powerful this mechanic is, it makes sense the willpower pool is now smaller. It can have a huge impact on the game when employed correctly.

Hunger

Hunger is an abstract representation of the current state of the kindred you are playing. As you employ disciplines and heal, you make hunger rolls to do so. A roll of 4+ and you are fine. The power activates or you heal a point of superficial damage. On 1-3 result, you active your power or heal, but you first increase your Hunger by 1. This increases the number of Hunger Dice in your dice pool.

Hunger dice have a couple of mechanical ticks. A roll of 1 or 2 is called a Fang result. Roll two fangs, and you have generated a Compulsion. Compulsions represent your vampiric nature coming to the fore, and are aptly named. They represent a complication for your character and how that character interacts with others and the world.

In practice, complications either need to occur more frequently, or have their severity increased to have any meaningful impact on the game. I only had two complications show up in all five games I ran, and they had no real impact on how the characters worked beyond one of the Brujah being slightly more punch happy, and said Brujah was already pretty punch happy.

A roll of one or more 10 results on your hunger dice represents a Messy Critical. A Messy Critical is as close as the new system comes to a botch. You succeed at what you were trying to do, but at great cost to yourself. In one of my games I had a character generate a messy critical when attacking a police officer with feral claws. I ruled he killed the man, but in so doing got his hands stuck in the officers body armor and was going to have to spend time and take damage extricating himself from the situation. A messy situation when you are surrounded by his armed, angry friends and wearing him as a bracelet. An exceptional success always overrides a Messy Critical.

As a final note, having Hunger rolls, a Hunger meter, and Hunger dice all having similar names but representing functionally different things caused a lot of confusion among the players. I eventually went back to calling Hunger rolls Rousing the Blood from the pre-alpha rule-set, and that helped a lot. Hunger and Hunger dice are linked enough that keeping their names the same worked out well.

Composure

Composure is rolled to resist frenzy and spent to avoid compulsions. The compulsions encountered in my play-throughs were never bothersome enough to warrant spending composure to resist them. For frenzy, you roll your current composure, seeking to roll under your humanity for the die to be considered a success. Thematically, this works well, as it represents less humane vampires being closer to their beast, and thus more likely to frenzy. From a rules perspective, this is an inversion of the usual process and caused a great deal of confusion for my players when we encountered it.

Humanity

Humanity has has significant alterations. It is still rated 1-10, but gone are the Hierarchy of Sins. Instead you have Touchstones, which are three mortals who hold special meaning to your characters. Having a touchstone be damaged causes you to lose a humanity. Having a touchstone destroyed loses two. If you are responsible for the injury or death, you lose more. Embracing a human causes you to lose an additional humanity. The worst case scenario, then, is to embrace your own touchstone. That will set you back quite a ways on your humanity track. Effectively you can kill humans when feeding or in combat without any effect. It is up to the Storyteller to decide when your character does something so heinous that she wishes to impose a humanity loss for the action.

Other Rules

There are changes to Initiative and Combat, but I don’t want to bog down too deeply into those, as I consider them ancillary to a Horror game. Necessary, but not the primary focus. Suffice to say, combat is fast and deadly. Vampires can destroy humans easily. All is right in the world for people who want to rip off someone’s jaw bone and beat them to death with it. Celerity level 1 is almost comically broken in a gunfight. I am hoping someone takes a look at it and either addresses it with regard to multiple combatants or changes the wording entirely.

Final Thoughts

The new vampire promises to be very good, even exceptional provided they continue their strong writing and focus on noir urban horror. As the global jyhad rescinds into the background, a more personal struggle for survival in the final nights takes center stage. The world is relentlessly bleak and the future is anything but certain. Welcome to YOUR World of Darkness.

FMRPG SHDWSWRN 013 – Collecting Vampire: The Masquerade

In this episode Brendan, Ben and Adam gather to lend a hand to anyone who is thinking about putting together a collection of Vampire: the Masquerade. If you are not familiar with the game, but would like to become so, we give an outline of some of our favorite books and let everyone know where to get started with a collection.

Skip Ahead:
00:00:30 – Intro
00:16:06 – Forever Knight Episode 09
00:32:15 – Main Conversation

Brendan’s List
Starter:
Vampire: the Masquerade 2nd Edition Core
2nd Edition Player’s Guide
1st Edition Storyteller’s Guide
Player’s Guide to the Sabbat
Storyteller’s Handbook to the Sabbat
Add Clanbooks to taste – (Bradstreet covers; Lasombra, Tzimisce, Giovanni recommended.)

Advanced Reading:
Children of the Night
Children of the Inquisition
Destiny’s Price – Mage: the Ascension 2nd E.
Giovanni Chronicles I
Montreal by Night
The Book of Nod

Ben’s List
Starter:
Vampire: the Masquerade 2nd Edition
2nd Edition Player’s Guide
Sabbat Player’s Guide
Storyteller’s Guide to the Sabbat
Any Clanbooks

Advanced Reading:
Vampire: the Dark Ages Core Book
Dark Ages Companion
Giovanni Chronicles I & II
Transylvania Chronicles I & II

Adam’s List
Starter:
Vampire: the Masquerade 2nd Edition Core
2nd Edition Player’s Guide
Player’s Guide to the Sabbat
Storyteller’s Guide to the Sabbat

Advanced Reading:
Ghouls: Fatal Addiction
World of Darkness: Sorcerer
Mediums – Wraith: the Oblivion 2nd Edition
Damnation City – Vampire: the Requiem 1st Edition
The Black Hand: A guide to the Tal’Mahe’Ra

Art by: Rich “Nerdgore” Sampson
Music by: Our Lady of Shadows, In Strict Confidence, Fred Mollin, Bell, Book & Candle, and Bauhaus.

FMRPG SHDWSWRN 012 – Vampire: the Masquerade Signature Character Showcase

Welcome back!

On Episode 12, the gang is all here and we have Brendan, Adam and Ben all together to discuss the game of games: Vampire: the Masquerade. In this Episode we discuss our favorite and least favorite Signature Characters from the V:tM line and how we think you can get some gaming miles out of them.

Each host has two characters to present that they love, and one character to present that they hate.

We also review Episode 08 of Forever Knight, “Cherry Blossoms” oh boy.

Art by Rich “Nerdgore” Sampson. Music by Our Lady of Shadows, Alter der Ruine, Fred Molin, Paralysed Age and Mark Isham

We hope you enjoy!

FMRPG SHDWSWRN 011 – V5/WoD: Berlin REACTIONS!

In this Episode of the SHDWSWRN Radio Hour we are joined by Josh from the Wrecking Crew!

We catch up with Brendan and Ben about their progress in Giovanni Chronicles 1!

Brendan and Adam rap about Forever Knight – S1 E7: False Witness!

And the whole damn gang weighs in on what we’ve heard about all the latest news and innuendo emanating from World of Darkness: Berlin!

We talk some actual hot button topics in gaming!

Art by: Rich “Nerdgore” Sampson

Music by: Our Lady of Shadows, Ohgr, Fred Molin, Northborne, and Faderhead.

Check it!

The SHDWSWRN Radio Hour 009 – Wraith: The O’Blivion

Wait a minute, are you still here? We didn’t alienate the shit out of you with our last episode? But we’re such assholes!

Anyway, for this episode we recruited two additional assholes to sit in. One is Ben in from his other gig on FMRPG. The other is the homie Mike who runs Wraith games. So, we’re gonna talk about Wraith. This is part of what we hope to become an ongoing thing where we talk about games other than effing Vampire.

We hope you enjoy.

There is some music on here from a band called Method Cell, and the final track is from VNV Nation. Knock yourself out kids.

The Shadowsworn Radio Hour – 008 – Grand Masquerade 2016

Brendan and Adam convene once again with reviews of the video presentations of the Grand Masquerade panel and subsequent Q&A. We review Forever Knight, Episode 3, and then tear into the panels. Take a listen if you haven’t seen the videos yourself, or you just want to hear or overwrought thoughts on the future and direction of White Wolf and it’s associated properties.

Music by Our Lady of Shadows, Fred Mollin, Bell, Book & Candle and In Strict Confidence

FMRPG Presents: The Shadowsworn Radio Hour Episode 007 – Sick Podcast Brah!

Adam and Brendan got together this week to watch Forever Knight and record a podcast. In the process of doing this Brendan became increasingly aware that he was coming down with some kind of malady. Instead of cancelling and putting of the show until such a time as he could assemble words into cogent sentences, he instead decided to “power through.” These are the tapes. Listen and judge for yourself.

Music by Our Lady of Shadows, Rollins Band, Fred Molin, and Knife Party

FMRPG Presents: The Shadowsworn Radio Hour Episode 006 – Vampire. Cop.

Brendan and Adam finally reveal to the world the origin of their fixation on bad leather jackets and sunglasses after dark. We have more new shit on the World of Darkness here! Brendan and Adam discuss their take on the World of Darkness as a multimedia experience and they add a NEW FEATURE! That’s right kids, now once per episode your least favorite fang-banging, darkstalking daywalkers will be reviewing (in order) episodes from the seminal Vampire/Detective serial: FOREVER KNIGHT! I know you guys can’t wait, we sure couldn’t. Anyway, there are lots of spoilers so don’t be bashful, this shit has been off the air for over 20 years. I’d say get over it, but we sure haven’t! Listen on neonate swine!

FMRPG Presents: The Shadowsworn Radio Hour – Episode 005: Catalog of Darkness

Brand new Episode of The Shadowsworn Radio Hour is up. Grab it quick and shove it in your earholes. Adam and Brendan are almost out in front of something for once and they tear apart the Onyx Path 2016-2017 catalog so that you won’t have too.

That’s right bitches, Brendan and Adam are going to make you privy to all the inside shit that they print about on the internet where anyone can see it. AND IF THAT’S NOT ENOUGH: They are also going to dazzle you with their supah-fresh “takes.” Fuck yes. Sounds so sweet.

Anyway, take a listen  and get at us with your Black-Hearted feedback: fullmetalrpgofficial@gmail.com.

Spill our tears, we love that shit.

TASTE THE RAINBOW MOTHERFUCKERRRRRRRRRRRRSSSS!!!

Intro: “Ring of Keys” by Our Lady of Shadows aka Vampire Cop aka Brendan Motherfucking Carrion

Bumper: “The Bog” by Bigod 20

https://www.youtube.com/watch?v=BjTO0231nM0

Outro: “Like A Prayer” by Motherfucking Madonna for (Black) Christ’s Sake covered by Bigod 20.

Get with it you filthy cretins.