[OSSR]The World of Future Darkness
Posted: Tue Sep 18, 2018 2:40 am
OSSR: White Wolf Magazine
Issues 36, 37, and 38: The World of Future Darkness

Actually no.

Still no.

Also not that.

Not that either.

There we go.
Back when I did the GURPS: Vampire: the Masquerade OSSR, I mentioned that one of the hallmarks of doing a GURPS port is that you could more easily combine Vampire with other settings, which it was traditionally bad at. I meant that in a couple of ways - within the World of Darkness itself, various spin-off or parallel properties like Mummy or Demon Hunter X traditionally failed to really bring across a new aesthetic to the basic GothicPunk sensibilities of Vampire: the Masquerade - made all the worse in wholesale setting ports like Dark Ages and Victorian Age vampire, where you might not have firearms or cellphones, but not much else has really changed.
Likewise, the setting of Vampire: the Masquerade in the present basically prevented any substantial efforts to combine the other major Punkpunk genre of the late 70s/early 80s: cyberpunk. While Vampire would, sadly, have hacking and phone freaking rules, it would not have cyberware to any great extant, and the corporate dystopias promised by William Gibson & co. were only hamfistedly squeezed into a couple corners of Mage products. Which is probably for the best, because mixing vampires in with your cyberpunk gets complicated, as Shadowrun found out.
However, there was one attempt to do a serious crossover with Cyberpunk 2020, which ran in three parts in White Wolf Magazine #36, 37, & 38. So set your chronometers back to 1993...
You might think that the inevitable crossover between Cyberpunk: 2020 and Vampire: the Masquerade would have gone into White Wolf Magazine's “Near Future Issue” but that was actually Issue 30, which had some Shadowrun rants and such. Back in the early 90s, gaming companies were a lot less adverse to acknowledging that other game companies existed. I'm not going to say things were less acrimonious since obviously TSR would still sue you for making a logo that used their trademarked font, but companies in general were less “brand conscious.” I don't think any RPG line had someone whose actual job title was “brand manager.” And so you had official game magazines that just published weird rants tying various other games together or reviewing or expanding on other games. Whether you picked up a White Wolf Magazine or a Pyramid Magazine or whatever, the chance that it would have only White Wolf or only SJG material in it cover to cover was pretty much nil. I'm not sure when Dragon Magazine stopped having Warhammer stats and reviews of Marvel Superheroes in it, but back in the day such things were commonplace and sometime in the 21st century all the portcullises went up and now the idea of an official D&D magazine having an article about Vampire or vice versa seems like an impossible dream.
In any case, early Vampire very much considered itself to be a “punk” game that was already on the spectrum with Cyberpunk to begin with. So in the world of 1993 where inter-brand cross promotions was even possible such a combination was kind of inevitable. The mixture of supernatural elements and cyberpunk elements of course predates Vampire: the Masquerade (for fuck's sake, Vampire uses dicepools because Shadowrun already existed), and the mixture of various retro- and futuristic elements to make punk aesthetic material is pretty much what the genre has always been about.

Tears in Rain!
The World of Future Darkness articles come in three bits: the main bit in Issue 36, a tirade about the Night City location in Issue 37, and an adventure called... sigh “Gypsy Switch” in Issue 38. We'll be going over them in roughly that order. The first bit is 11 pages, but these are old school magazine pages with a full page picture of a rasta vampire holding a brain for some reason and a quarter page advert for the 6th edition of Wiz War. The second bit is 12 pages, but it contains more ads, including one where it wants you to mail them a $20 check for “very very sensual photography” which is I think how porn got disseminated in the days before Pornhub. The last one is 13 pages, but is broken up by more ads still and also is seriously called “Gypsy Switch” because it was 1993 and people thought that sort of thing was OK. All sections are written by Deirdre Brooks, who was a member of White Wolf's C-Team – the people who got co-writing credits on various fill-in-the-blank books that kept the game being current and made people feel like it was being supported. Shit like the Get of Fenris Tribebook and the Euthanatos Tradition Book. Stuff that I don't actually care about, but which kept people engaged and demonstrated commitment to the brands.

I'm not sure if this is the edition of Clanbook Assamite that she worked on and I don't actually care.
What's really weird is that there's no real modern equivalent. Dungeons & Dragons no longer has a C-Team and produces a real book just twice a year and a fluff offering or adventure module twice a year. When Paradox bought the White Wolf IP it would have been trivial to get a dozen or a hundred fanboys to make “official” rants about various parts of the setting – but they didn't do that. Instead we get a whole bowl full of nothing. And it's important to realize that while these C-Team books are surely cheap to produce, being basically just the ravings of 2-5 fans put into vaguely presentable form by a typesetter and padded with art (some of which is reused), they weren't noticeably worse than things done by the A or B teams. Because the reality is that very few people are actually good at game writing, and enthusiasm counts for a lot.
Technically this VtM/Cyberpunk 2020 was actually preceded in 1992 by Night's Edge, a third-party licensed product by Ianus (now Dream Pod 9), which basically was set in an alternate version of the Cyberpunk 2020 timeline with vampires, werewolves, and psychics. So the conceptual ground was already laid, the only real question is execution.

And the funny thing is, GURPS also did a port of Cyberpunk, which Frank and I did an OSSR of. GURPS Cyberpunk was 1990 and GURPS V:TM was 1993, so really this three-part article was competing against both of those games in terms of execution. There are advantages and disadvantages there.
The major mark against Night's Edge, besides being an abomination, is that there are no Vampire: the Masquerade trappings. You'd have to port in all the setting-specific material.
The major mark against bringing GURPS Cyberpunk and GURPS V:TM together on the table is getting the rules and setting to jive. There aren't actually any real mechanical discrepancies between the two products - you can fold in hacking rules and blood magic just fine - but there's also no stated limitations on vampires getting cyberware and no real guideline for making the V:TM setting to work together with the Cyberpunk/Cyberworld setting. Yeah, you can do it, but it's going to be very ad hoc...and there are no real syncretic elements, like special bonuses for Booster Gangers that use vampire blood to become ghouls or anything like that.
So, that's sort of the stick against which this three-part magazine serial has to be measured.
Naturally this article chooses to do that last bit, which is understandable because honestly there's not a lot of room for it to do much else. A Magazine page could fit 700-1000 words, but it doesn't. Between all the visual elements and white space and shit, I'd be surprised if the average words per page was over 300. Each article probably had a word cap of less than 5k words. So don't expect a deconstructionist essay on the inter-relatedness of tropes from different fantasy/science fiction punk sub-genres. We name check the fact that loss of humanity is a theme in both games and then we move on.
So we go into a rambling tirade about how cool it is that there are people with supernatural strength and people who have cyber strength and people who have both, and how this means that cyberpunks can keep up with vampires in combat (true), but ominously warns us that cyberware cannot stop Dominate. Now that isn't strictly speaking true. Vampire: The Masquerade posits mental commands that require eye contact, and with cyberware you can replace your eyes with a 360 degree sonar emitter or some fucking thing and never get eye contacted again. What she probably meant, was that the whole Cyberpunk genre is pretty unprepared for people who can turn people into permanent mind slaves just by looking at them. There's a lot of genre baggage about corporate masterminds and secret societies and corrupt government officials and covert operations teams and shit, and taking those things apart is child's play when you can give any member of any of the organizations the stink eye and have them tell you everything they know and also start working tirelessly to betray other members of the organization and arrange for them to be in situations you can use your persuado-vision. It's like an FBI rollup of a criminal syndicate except that instead of weeks or months of painstakingly gathering information and evidence and negotiating plea deals and shit you just win a forty second staring contest with each member of the conspiracy in turn and move up the chain. Oh, and instead of the organization knowing that various members have been captured and reacting accordingly, they don't get to know shit and anyone in the room could have become a Vampire pawn just by glancing at someone in a restaurant or looking at the sexy lady in elevator.

Sounds complicated. Sorting this out will take several nights.
This isn't to say that Vampires in Vampire don't have weaknesses or can't lose. Obviously they do and can. For all the fapping to Vampire speed and Vampire strength, such abilities were actually very shit in Vampire: the Masquerade. Your super speed burns your blood so fast that your power battery is measured in seconds. And while it does make you fast enough to convincingly win a fencing match, it's pretty much useless for all other purposes. Masquerade vamps have so many weaknesses and tells that they can't hold a job, go to court, or effectively hide from 21st century technophiles who really want to find and identify them.
It's just that the typical Cyberpunk antagonist of the implacable bureaucratic edifice with unlimited funds and dispatchable strike teams is completely helpless against Vampiric domination. Which is actually why it's so fucking weird that the V5 people decided to go for that as their primary antagonists for the latest reboot. That's the thing that's totally non-threatening to Masquerade vamps.

While you were out, I collared and took ownership of your secretary. She gave me copies of all your files.
But the basic situation of course is that it's trivially easy for someone with enhanced smell, hearing, temperature sense, extended spectrum vision or basically any sensory enhancement you can imagine to detect vampires in Masquerade. The vampires described in that game were inherently not very good at pretending to be humans, and once you bring enhanced sensory suites into the mix the wheels fall off completely. Which leads this article to say that basically yes, anyone with even a little bit of cyber probably has a sensory booster of some flavor or another and vampires basically can't hide the fact that they are abnormal. This leads the article to just shrug and say that further, a significant number of cyberpunks just know that there are vampires. But we're not committing to the Great Revelation here, it's just that the Masquerade is in “open secret” territory and what that means for the purposes of the world is left up to the MC.
Now I know what you're thinking at this point: “Isn't the Masquerade pretty much the central concept of Masquerade? If we don't have a functioning Masquerade anymore, what the actual fuck is going on?”
¯\_(ツ)_/¯
There's probably going to be a race war or something in the extremely imminent future and essentially no one seems to have a plan for what to do about it. That's the setup. Which is certainly a cop out. But it's also not a bad a campaign seed. Like, The Great Revelation happens, but instead of it being a planned media event by vampire hunters trying to destroy the leeches or a planned media event by vampire elders trying to arrange themselves golden parachutes and soft landings, it just sort of happens. People saying that vampires were real gradually became mainstreamed and some Ventrue Elder wakes up to read the evening edition and the fact that vampires exist and you already knew that is just an assumption of some piece on the front page. And now everyone starts trying to formulate plans to throw enemies under the bus and whip up sympathy and erradication patrols and whatever the fuck.
I'm not sure how well either Cyberpunk 2020 or Vampire: the Masquerade are set up to handle some kind of world changing campaign like that. Actually that's a lie, I know that both game systems have no real means of satisfactorily influencing public opinion and that such a campaign would be made of 99.44% mind caulk. But it's certainly bold and interesting for something this half-assed.

Can I get that on PDF?
Cyberpunk was about the high tech/low life split. The future was coming, with amazing technologies and immense wealth disparities - and that was the thing: most of the people living there were going to be poor, or cogs in the corporate machine, and the street would find its own uses for the new technologies. The protagonists (one hesitates to call them "heroes") of cyberpunk stories struggle with the definition of human, and are likewise pushed to the edges of things - because it is only there that they can make a difference.
So there is a very real potential for collision here, depending on whether you're playing from the Vampire perspective where suddenly the mortals are a lot more dangerous and you've got a bunch of Elders who are stuck in their old habits and don't understand that you can't just snag a virgin from the village for a snack anymore, or whether you're a cyberpunk protagonist that finds out that along with all the black market tech and illegal shenanigans that the Corps get up to oh yes there are also vampires and shit to deal with!
And some of that could play into interesting stories. One of the things about Anne Rice's take in The Vampire Lestat is that older vampires would embrace people so that they had someone to help guide them through a new period - to periodically re-acquaint themselves with how the mortals lived and how the vampires could adapt to that. Imagine if some vampire that went into Torpor in 1718 would react if they woke up in 2018. How do you explain the internet and FBI database to a centuries-old serial killer? Now imagine explaining the Matrix and cyberware.
Brooks...doesn't have room to really address this. It's basically Cyberpunk 2020 as a setting, but the V:TM-specific organizations are crammed in there, and the Masquerade is going to break under the weight of it.
All vampire groups that the author could remember get a one paragraph rant. Also there is a new faction dedicated to softening the landing of the oncoming Great Revelation and creating a lasting peace between humans and vampires. Because of course what Vampire really needs is more secret organizations.
Vampire: the Masquerade has too many layers of secret societies. Too many flavors of supernatural creatures. The demographics of Vampires are thin sliced like a garnish radish to the point where none of the “groups” that are discussed could possibly have enough members to have meaningful things said about them as groups. Night City has five million people in it, so presumably it has fifty vampires. These are divided into five “organizations” (Camarilla, Sabbat, Children of Carthagos, Inconnu, and Anarchs) whose members are in turn drawn from fourteen different clans plus innumerable bloodlines and special snow flakes. This means that in Night City there are literally more organizations a vampire could belong to than there are members of most of the clans. Further, getting into the nitty gritty of the various clans we find that they in turn are divided into factions – for example the Lasombra have ten factions and the Tremere are divided into 49 ranks and twelve secret societies. But there are like four of these assholes in the major metropolis the game is set in, which means that even if all of those are factions of one guy giving himself “secret handshakes” while watching futa porn that still leaves more groups unrepresented than represented in the game's primary sandbox.

Sometimes a player would want to play something really obscure like a were hyena or some fucking thing. But the reality is that there were so many more groups than members that everything was obscure in-world. Some things got a lot of ink spilled on them and some things did not, but for practical purposes it was very hard to justify there being more than one of anything in any campaign.
We get a rant about the Camarilla, the Assamite, the Followers of Set, the Gangrel, the Giovanni, the Malkavians, the Nosferatu, the Ravnos, the Toreador, the Tremere, the Ventrue, the Caitiff, the Inconnu, and the Sabbat. The Camarilla gets 3 paragraphs instead of one, but it spends those extra paragraphs talking about the Children of Carthagos and the Anarchs, who don't otherwise get a heading but therefore get the same share of paragraphs that all the clans and other organizations do. You might have noticed that that leaves off two clans, which would be the Lasombra and the Tzimisce. Those are two “mostly Sabbat” clans, which I suspect means that the author had not at the time of writing this book read the Player's Guide to the Sabbat, though it came out several months before the magazine article was published. The little rant about the Sabbat doesn't really imply that the author knew anything about the Sabbat as such, they are apparently nomadic enemies on the outskirts of town that have fights with cyberpsychos. Back in 1993, they really wanted us to care about the Inconnu. They were super secret and you couldn't join. And they were up to something. But the reality is that the other shoe never dropped and in the proceeding 10 years the Inconnu plotline never went anywhere and eventually someone put it out of our misery.

The Inconnu went straight from “background” to “falling action” and never really got a satisfactory resolution either. So it's not so much “Story Mountain” as “Story Abyss.”
Now let's be honest, a single paragraph isn't much to inform the reader about much of anything. And these are not large paragraphs. The entire Ravnos paragraph is actually a 28 word run-on sentence that conveys two pieces of information: Ravnos are Nomads. And Ravnos are “looking for fun.” That's fucking it. There is nothing to be learned about what level of clan organizational versus organization organizational hierarchies you can expect to deal with as say: an Assamite Anarch or a Nosferatu Child of Carthagos. We could go in-depth and pick apart these statements like how the Nosferatu are supposed to be masters of information gathering but they don't actually have any abilities that meaningfully help with that – but that's sort of beside the point. The broader point is that there's too much crap in the World of Darkness and a magazine article cannot possibly be anything other than frustratingly superficial with that kind of survey work.
One thing that Vampire: the Masquerade was always terrible at is the multitude of identities characters are supposed to have and how those are supposed to fit in the world and create alliances and conflicts. Your character is a member of the 12th generation, a member of the Ventrue, a member of the Camarilla, a member of the Coterie that represents the players actually playing the fucking game. Within the city you're supposed to be of one of four different ranks when you have your Ventrue clan meetings (which is quite a trick, considering that there are only four of you in Night City and thus all the Eiren below the rank of Questor is “Steve from accounting, the guy we refused to promote to Questor because he's such an asshole.”). And how exactly that's supposed to work is certainly a puzzle. So this magazine article off-handedly mentions that “the Giovanni” have business conflicts with “the Ventrue.” But if your character is a Ventrue, what does that mean to you? I have no idea. Neither does anyone else.
Also of note: there is a brief roundup of the non-Vampire groups that the author cared about in 1993. That's Mages, Mummies, Spirits, Werewolves, and Vampire Hunters. It's important to realize that this was 1993 and it wasn't obvious yet that Mummy was stillborn, and Wraith: the Oblivion hadn't actually been finished yet (it came out in 1994). So the “Spirits” section is just a single sentence pointing out that there are rumors on the net about ghosts. Also, Hunter: the Reckoning wasn't even on the release schedule (it came out in 1999). This is a reference to the hunter groups originally drawn up in The Hunters Hunted, which at that time was reasonably fresh (1992). So here we're talking about The Society of Leopold and The Arcanum, two groups which gradually got less and less important as various new authors promoted various other pet antagonist groups. It's probably fair to admit that the Arcanum and the Society were never that interesting to begin with and if someone had made new substantially more interesting hunter groups that would have been a net plus. Instead you just got stuff like Demon Hunter X with new organizations such as the Shih and Strike Force Zero and they didn't get future support either, to be casually tossed aside for new antagonists in each and every new production about anything.
You'd think the relentless rummaging through a sock drawer of enemies that characterized World of Darkness would have caused White Wolf to radically rethink their life and stop that shit for nWoD. But instead they thought they'd learned exactly the opposite lesson. That it was a problem for people that organizations like the Inconnu and the Arcanum languished at the periphery of the setting and eventually got discarded without accomplishing anything – so they decided to start discarding all the antagonist groups immediately upon being written and just never call back to anything. Which means that every antagonist from every book in NWoD was just a disappointment in the precise vein as the Inconnu the very moment it was printed. Those relic weapon people or the emotional void people from nMage? Those were complete abandonware. Everything was abandonware. Looking back at works from 1993 talking about how all the stuff was going to get supported just makes me feel sad. And the nWoD conclusion that they didn't live up to that promise so they weren't even going to try is just sadly emblematic of how terrible decisions got made for nWoD.
Part of the problem is that roleplaying games in general hate to throw anything away, and players tend to bitch when they do. There are still people upset that the Ravnos bought it, or that Squats were phased out of Warhammer 40K. Yet at the same time, games need to present a steady stream of raw material for players and Keepers, so stuff just...piles up, and sometimes gets lost. The squeaky metaplot gets the grease, and sometimes you have entire cities which go unmentioned for a decade in real time before the focus is on other things.
For Vampire, it's especially tricky because a lot of the divisions are hardcoded into vampires. Your generation is static, barring diablerie or bullshit magic. Your clan is hardcoded, barring joining the Baali or bullshit magic. Sects and coteries are the limit of your purely social and artificial obligations. So your options for reducing coverage is either 1) just ignore whatever you don't want to deal with, or 2) pull some bullshit out of your butt to merge a couple clans or bloodlines together. But, like I said, people hate throwing things out so we get these really inadequate write-ups of the different clans/sects.
Brooks focuses on the Vampire side of thing pretty much to the exclusion of the CP2020 side of things - they don't list which megacorps that the Giovanni and Ventrue supposedly control, for example, although that would be important in any real game. Clanbook: Nosferatu didn't come out until 1994, so she can be forgiven for not working in reference to SchreckNet or any other bizarre early-90s internet references, but the gist is that she didn't give much thought to the infrastructure of how things work at all.
But like I said, you have to keep in mind that anybody that wanted to do this on their own with GURPS would face the exact same challenge. They might or might not take Night's Edge as inspiration, but they'd still have to find a way to fold Vampire into CP2020, and come up with their own solution to why the Masquerade works or fails. So Brooks at least brings these things up, even if she doesn't really have the space to address it.
Some of the stuff she does waste space on, you wish she wouldn't. For example:
Every piece of Masquerade expansion material added new magical disciplines, new blood lines, and new extraneous crap to make things more excessively baroque. And bizarrely these new bits were always excessively top heavy to a degree that's hard to even imagine or explain. So each of the expansion clans was basically “one guy's character” that was extremely specific and non-generalizable, but for them to exist required us to have 13 generations and thousands of years of vampire politics to support some fucking Vampire Steve. For fuck's sake, the Giovanni are an incestuous family of Venetian businessmen with necromancy powers who all drink cold blood from the fridge. And yet despite being from Venice, we are asked to care about them in regards to central California because once a vampire type got claimed we were fucking stuck with it no matter how weirdly specific it was.

And yet we didn't have the ability to play the flying vampires from Lost Boys because there “wasn't room.”
So Vampire desperately needed to get its shit together and purge the clan rosters of all the weirdly specific crap and do a better job of covering actual source material. It did not do that. Ever.
But fuck it. This set of magazine articles is a Masquerade supplement of sorts, so obviously it has a bonus Clan for you to play: the Cyberpunks.

Yes. They are actually called “Cyberpunks.”
The official music of the Cyberpunks is Black Sabbath. I would have thought that it would be something like Skinny Puppy or Chemlab, but sure.
In any case, the Cyberpunks have the disciplines of Potence, Celerity, and Technica. Technica is a new discipline and the other two are notable primarily by not being on the discipline list of the Ravnos, who are theoretically the parent clan. Like, I honestly have no fucking idea why or how these guys are supposed to be a cadet branch of the Ravnos. What does that even accomplish?
So the actual discipline of Technica does... um... stuff? I honestly can't evaluate how functional it is because much of it doesn't tell you how it works. The very first level lets you have a direct connection to any device if you can touch a port or connection cable. That probably sounds pretty standard, and maybe a little underpowered what with not being able to wirelessly connect with routers. But Cyberpunk 2020 has tech that seemed questionably retro even at the time. I mean... you could subdermal tape recorders. In that context, plugging different kinds of jacks into ports was supposed to be a big deal. And the ability to create a contact connection to fucking anything was kind of a big deal. I don't know what the rest of the levels do. Technical Touch lets you roll your technical skills to “understand” a device, and then you use your hits as your skill if you don't have the skill. But you had to have the skill I think? Fuckit. I dunno. Level 3 lets you use your Willpower instead of batteries, but it doesn't tell us how long a Willpower lasts or whether it lets us power Energy Weapons. Level 4 makes the other powers wireless out to 100 feet, but it doesn't tell you how many things you can run off Willpower simultaneously, which is kind of important because you can potentially have a lot of devices within 100 feet of you. Level 5 lets you communicate with machine spirits, which is a function call to Werewolf, where the power, knowledge, and disposition of those spirits is unexplained. Also it doesn't tell you what dice you roll or what the difficulty is, but it does tell you what happens when you roll various numbers of successes with that undefined dicepool against an undefined target number. And finally, level 6... exists. That means that at least one of the Cyberpunks is Seventh Generation and now we are all super sad because it means we have to talk about generations.
The idea of generations is that the first vampire blood that goes down your throat when you die sets how potent the blood your vampire body makes for the rest of forever. This is fucking terrible, because there's no practical reason for anyone to be embraced with anything other than Elder blood. There are 4th generation vampires up and walking around, and there's honestly no reason for anybody to embrace any new vampire with their own blood instead of buying some elder blood and pouring that down their throat. The whole thing is stupid, and the logical responses it promotes are awful. This is one of the few issues that nWoD actually solidly addressed – creating a Blood Potency stat that started at 1 and moved up as vampires aged. Fuck that solved a lot of problems.
But the long story short is that the Cyberpunks exist to support like one character who does a trick where nothing in her apartment is plugged in but it all runs on the strength of her Will. And that's... an exquisitely terrible use of conceptual space – but sadly typical of the period and the edition.
A couple years after this, Vampire: the Masquerade would introduce Technomancy as a path for Thaumaturgy and a couple varieties of garden-variety Psi powers for interacting with computers. And if you were going to do a more up-to-date version of this basic World of Future Darkness concept, then you'd probably have the Tremere as the Nerds of the setting, and they would default to Technomancy in place of Path of Blood and occupy the role of Hackers. Then you could have Brujah as Solos, Toreadors as Faces, etc. and marry the rest of the Cyberpunk 2020 roles to specific clans/bloodlines which were best suited to those roles.
Or not. We'll pick that thread up in a bit.
There's not much else to say about Technica and the Cyberpunk bloodline at this point because...nothing ever came of it, neither were referenced in any other material, ever. Which is probably for the best, because Digital Web came out for Mage in Nov 1993, and Vampires in the Matrix is six shades of headache that nobody wants. What does lethal biofeedback mean when you're a vampire? Can you just ignore Black IC? Or develop a discipline that lets you feed over an internet connection? (Which sounds alternately stupid and awesome in a stupid horror movie kind of way.)
One thing Technica demonstrates is at least a half-assed attempt at syncretism - at creating a group and set of powers which deliberately works to bridge the two settings. That's something which is a little trickier in the GURPS version of things. Not impossible, since you can basically steal whatever you want from any GURPS book and rebrand it if you so choose, but it's a lot easier to imagine a GURPS Vampire: the Cybernights game using Technomancy as a jumping-off point rather than creating a whole new discipline. Why? Because "Thaumaturgy" in GURPS V:TM just uses the GURPS Magic rules, and GURPS Magic includes technomagic spells for awakening machine spirits and recharging batteries and crap.
So in a hypothetical GURPS V:tC game you could port that shit over automatically. It still wouldn't make sense for it to be Ravnos, but you could still have a Cyberpunks bloodline (if that was necessary) and give them a limited version of Thaumaturgy where they only get technomagical spells and that still gives them a good chunk of abilities. Or you could just stick with the Tremere and make them hack technology using blood magic. Whatever.
Probably the biggest draw for mixing Cyberpunk and Vampire (or Cyberpunk and Vampire as the style guides at the time would have us write them) is to have cyborg vampires.

Because it's awesome. That's why.
I mean, we'd also accept cybernetic zombies, but we obviously are here for the cyber vampires. Because obviously. Anyway, the short version is that if you turn cyborgs into Vampires they keep their cyberware and there's a thaumaturgy ritual to let you slap that shit into someone who is already a vampire. Now “there's a thaumaturgy ritual for that” is basically exactly the Vampire: the Masquerade equivalent of “a wizard did it.” It actually involves actual wizards actually doing it.

Now you may wonder why we're having Wizards making our cybervamps when we literally just introduced fucking Technica users whose entire shtick is that they use their vampire magic to interface with technology? I got no answer to that. People were so used to circumventing the limits of the setting (which were indeed crippling) by writing up Thaumaturgy rituals, so they just did that even when there was a much more obvious answer right at hand.
Now the much more subtle question is how neural plugs and shit work on Vampires at all? I mean, vampires in Masquerade are practically animated statues with no real biological processes going on. So the issue of “how do you get the cyber parts to not fall out when the vampire reforms next?” is actually not that relevant. The real question how any cyberware manages to be anything other than jewelry when your body isn't 37 degrees. It's an important and unaddressed point. They tell you how to get magicked up so you can go to one of the Eurosource clinics (specifically like the clinics in Eurosource in that it references that specific book for... reasons), but puts no particular thought into how maybe adrenal pumps wouldn't do anything if you don't have circulating blood.
Apropos of nothing: the submitted title of this article was “CyberFang.” It was changed to World of Future Darkness in the heading, but the editor didn't catch all the references to CyberFang in the text. Because editing is hard and White Wolf Magazine wasn't particularly known for not being terribly edited even at the time.
There's a brief run down of some rather arbitrary rulings about how various pieces of cyberware interact with various common disciplines. Enhanced Senses can't enhance your vision enhancement from cybereyes, but it can enhance your olfactory booster for... reasons. There's a justification for it, but I don't see it solving more arguments than it causes. Protean gets boned if you have robot parts, which basically just reminds us all that Protean is offensively terrible at its job in Vampire: the Masquerade.
Shadowrun ran into the vampires/cyberware issue too, but for different reasons. Shadowrun Vampires are all technically living beings with a disease, so no problem there: but they also largely have Regeneration, which makes cyberware implants...problematic.
This is really a subset of a much larger problem with Vampire: the Masquerade, in which basically nobody sat down and laid out exactly how vampires functioned as corpses vs. human beings. Did their undead hearts beat? If not, how did the vitae flow through their veins...or did it? They don't have to breathe, or eat (and in most cases, can't eat), are immune to disease an don't heal or grow hair or grow old naturally. In some supplements, Vampires can spend a blood point to ape some of the general features of life, and this might have been a workable alternative: make the vampire spend a bloodpoint to activate their cyberware for the night.
Or you could go the Mage route and "cyberware" are all magickal artifacts being embedded in your flesh. Which sounds like it should be a Giovanni (necromancy) or Tzimisce (fleshcrafting) job, and if I were re-doing this setting today I'd probably have multiple competing means of augmentation, with the Tzimisce being the old-school way vampires got augmentations, with greater refinement and demand in the Cyberpunk Nights, and the Giovanni using necromantic rituals to place new 'ware in dead flesh, which then requires vitae to power.
This is one of those things that GURPS would handle either brilliantly or badly, depending on your point of view. On the one hand, GURPS does not give a shit about whether or not vampires are walking corpses: you pay your points and get your cyberware. And if you're fine with that, great! If you're having trouble with trying to reconcile in your head why your Toreador can get a tape deck installed in her head...well...yeah, that's a problem, and one which GURPS isn't equipped to handle. You'd have to create your own mechanic from scratch to deal with that situation.
One of the hallmarks of Cyberpunk 2020 is Cyberpsychosis, the idea that getting cyberware causes you to lose part of your humanity; Vampire at this point was also interested in characters losing their humanity, so Brooks included a conversion guide... This requires calculating a Humanity Index (basically, current Humanity x 10) and then subtracting points whenever you get some 'ware. Which gets tricky because CP2020 costs are measured in d6s and Vampire uses d10s, so there's a wonky little conversion...
The last page and a half is conversions from the stats of various cyberware and equipment in the Cyberpunk 2020 rulebook to Vampire: the Masquerade rules. It doesn't do a terrible job. For the most part, stuff in Cyberpunk is on a 2-10 scale and stuff in Vampire is on a 1-5 scale and if you divide everything by 2 you get numbers that aren't terrible. But while I suppose we shouldn't be surprised that an article published in White Wolf Magazine assumes that you're using White Wolf mechanics for your crossover. But honestly you should not do that.
Cyberpunk 2020 has pretty famously terribad mechanics. But at least it isn't Vampire: the Masquerade. Googly moogly these are awful.
If you're running GURPS, you're running GURPS mechanics (3-18, mostly), so it's moot. And while GURPS mechanics aren't great, they more or less work as long as you don't get too creative.
There's a brief section on how Disciplines interact with various bits of cyberware (poorly), a section on Vampires netrunning (implicitly, they are damaged by IC), a weird list of recommendations...
This is probably the single section that they spent the longest on getting just right, and is sadly also the least useful part of the whole thing, because it requires cross-referencing this list with the rules given in various Cyberpunk 2020 Chromebooks and crap to figure out what the 'ware costs and actually does. GURPS Cyberpunk might give you less variety to choose from, but at least you don't have to convert it and it doesn't muck about with discipline ratings.
Not all of this 'ware is beneficial, either. For example, there's a neural chip designed for dieting called Fish N' Chips, which:
Next: San Luis Obispo
So far...how does World of Future Darkness stack up? Well, the setting material is not so much bare-bones as a pile of undifferentiated stem cells that some intern is trying to coax into being osteocytes. The mechanics are pretty quick'n'dirty, and you're converting from a bad system to a notoriously bad system. It's really just one idea, lightly hammered into shape. There's been some work put into it - Cyberpunks and Technica, vampire cyberware - but not a lot of thought. There's certainly less thought to how vampires work in the Cyberpunk 2020 setting than in Night's Edge.
You could build this with GURPS. You could, actually, probably do it better and faster with GURPS, speaking strictly from a mechanical standpoint. You would face the same problems when it came to deciding how the setting would work, and you would maybe have to adjudicate if vampires could get cyberware and when and why and how...but none of that is really much more work than you're already looking at with the World of Future Darkness.
Issues 36, 37, and 38: The World of Future Darkness

Actually no.

Still no.

Also not that.

Not that either.

There we go.
World of Future Darkness wrote:Cyberpunk and Gothic-punk are a natural crossbreed; the Vampire naturally slips into the mean streets of 2020 with a vengeance.
AncientH
Back when I did the GURPS: Vampire: the Masquerade OSSR, I mentioned that one of the hallmarks of doing a GURPS port is that you could more easily combine Vampire with other settings, which it was traditionally bad at. I meant that in a couple of ways - within the World of Darkness itself, various spin-off or parallel properties like Mummy or Demon Hunter X traditionally failed to really bring across a new aesthetic to the basic GothicPunk sensibilities of Vampire: the Masquerade - made all the worse in wholesale setting ports like Dark Ages and Victorian Age vampire, where you might not have firearms or cellphones, but not much else has really changed.
Likewise, the setting of Vampire: the Masquerade in the present basically prevented any substantial efforts to combine the other major Punkpunk genre of the late 70s/early 80s: cyberpunk. While Vampire would, sadly, have hacking and phone freaking rules, it would not have cyberware to any great extant, and the corporate dystopias promised by William Gibson & co. were only hamfistedly squeezed into a couple corners of Mage products. Which is probably for the best, because mixing vampires in with your cyberpunk gets complicated, as Shadowrun found out.
However, there was one attempt to do a serious crossover with Cyberpunk 2020, which ran in three parts in White Wolf Magazine #36, 37, & 38. So set your chronometers back to 1993...
Frank
You might think that the inevitable crossover between Cyberpunk: 2020 and Vampire: the Masquerade would have gone into White Wolf Magazine's “Near Future Issue” but that was actually Issue 30, which had some Shadowrun rants and such. Back in the early 90s, gaming companies were a lot less adverse to acknowledging that other game companies existed. I'm not going to say things were less acrimonious since obviously TSR would still sue you for making a logo that used their trademarked font, but companies in general were less “brand conscious.” I don't think any RPG line had someone whose actual job title was “brand manager.” And so you had official game magazines that just published weird rants tying various other games together or reviewing or expanding on other games. Whether you picked up a White Wolf Magazine or a Pyramid Magazine or whatever, the chance that it would have only White Wolf or only SJG material in it cover to cover was pretty much nil. I'm not sure when Dragon Magazine stopped having Warhammer stats and reviews of Marvel Superheroes in it, but back in the day such things were commonplace and sometime in the 21st century all the portcullises went up and now the idea of an official D&D magazine having an article about Vampire or vice versa seems like an impossible dream.
In any case, early Vampire very much considered itself to be a “punk” game that was already on the spectrum with Cyberpunk to begin with. So in the world of 1993 where inter-brand cross promotions was even possible such a combination was kind of inevitable. The mixture of supernatural elements and cyberpunk elements of course predates Vampire: the Masquerade (for fuck's sake, Vampire uses dicepools because Shadowrun already existed), and the mixture of various retro- and futuristic elements to make punk aesthetic material is pretty much what the genre has always been about.

Tears in Rain!
The World of Future Darkness articles come in three bits: the main bit in Issue 36, a tirade about the Night City location in Issue 37, and an adventure called... sigh “Gypsy Switch” in Issue 38. We'll be going over them in roughly that order. The first bit is 11 pages, but these are old school magazine pages with a full page picture of a rasta vampire holding a brain for some reason and a quarter page advert for the 6th edition of Wiz War. The second bit is 12 pages, but it contains more ads, including one where it wants you to mail them a $20 check for “very very sensual photography” which is I think how porn got disseminated in the days before Pornhub. The last one is 13 pages, but is broken up by more ads still and also is seriously called “Gypsy Switch” because it was 1993 and people thought that sort of thing was OK. All sections are written by Deirdre Brooks, who was a member of White Wolf's C-Team – the people who got co-writing credits on various fill-in-the-blank books that kept the game being current and made people feel like it was being supported. Shit like the Get of Fenris Tribebook and the Euthanatos Tradition Book. Stuff that I don't actually care about, but which kept people engaged and demonstrated commitment to the brands.

I'm not sure if this is the edition of Clanbook Assamite that she worked on and I don't actually care.
What's really weird is that there's no real modern equivalent. Dungeons & Dragons no longer has a C-Team and produces a real book just twice a year and a fluff offering or adventure module twice a year. When Paradox bought the White Wolf IP it would have been trivial to get a dozen or a hundred fanboys to make “official” rants about various parts of the setting – but they didn't do that. Instead we get a whole bowl full of nothing. And it's important to realize that while these C-Team books are surely cheap to produce, being basically just the ravings of 2-5 fans put into vaguely presentable form by a typesetter and padded with art (some of which is reused), they weren't noticeably worse than things done by the A or B teams. Because the reality is that very few people are actually good at game writing, and enthusiasm counts for a lot.
AncientH
Technically this VtM/Cyberpunk 2020 was actually preceded in 1992 by Night's Edge, a third-party licensed product by Ianus (now Dream Pod 9), which basically was set in an alternate version of the Cyberpunk 2020 timeline with vampires, werewolves, and psychics. So the conceptual ground was already laid, the only real question is execution.

And the funny thing is, GURPS also did a port of Cyberpunk, which Frank and I did an OSSR of. GURPS Cyberpunk was 1990 and GURPS V:TM was 1993, so really this three-part article was competing against both of those games in terms of execution. There are advantages and disadvantages there.
The major mark against Night's Edge, besides being an abomination, is that there are no Vampire: the Masquerade trappings. You'd have to port in all the setting-specific material.
The major mark against bringing GURPS Cyberpunk and GURPS V:TM together on the table is getting the rules and setting to jive. There aren't actually any real mechanical discrepancies between the two products - you can fold in hacking rules and blood magic just fine - but there's also no stated limitations on vampires getting cyberware and no real guideline for making the V:TM setting to work together with the Cyberpunk/Cyberworld setting. Yeah, you can do it, but it's going to be very ad hoc...and there are no real syncretic elements, like special bonuses for Booster Gangers that use vampire blood to become ghouls or anything like that.
So, that's sort of the stick against which this three-part magazine serial has to be measured.
Frank
There are several ways you could approach the crossover of cyberpunk tropes with vampires. You could make an alternate setting where you added magic to your cyberpunk or vice versa. You could introduce magic to your cyberpunk world like the Great Revelation in True Blood. You could have your urban fantasy world have technology advance and become a cyberpunk dystopia. Or you could just clumsily run both things together and try to skate by on attitude.World of Future Darkness wrote:On the other hand, Cyber won't stop Dominate.
Naturally this article chooses to do that last bit, which is understandable because honestly there's not a lot of room for it to do much else. A Magazine page could fit 700-1000 words, but it doesn't. Between all the visual elements and white space and shit, I'd be surprised if the average words per page was over 300. Each article probably had a word cap of less than 5k words. So don't expect a deconstructionist essay on the inter-relatedness of tropes from different fantasy/science fiction punk sub-genres. We name check the fact that loss of humanity is a theme in both games and then we move on.
So we go into a rambling tirade about how cool it is that there are people with supernatural strength and people who have cyber strength and people who have both, and how this means that cyberpunks can keep up with vampires in combat (true), but ominously warns us that cyberware cannot stop Dominate. Now that isn't strictly speaking true. Vampire: The Masquerade posits mental commands that require eye contact, and with cyberware you can replace your eyes with a 360 degree sonar emitter or some fucking thing and never get eye contacted again. What she probably meant, was that the whole Cyberpunk genre is pretty unprepared for people who can turn people into permanent mind slaves just by looking at them. There's a lot of genre baggage about corporate masterminds and secret societies and corrupt government officials and covert operations teams and shit, and taking those things apart is child's play when you can give any member of any of the organizations the stink eye and have them tell you everything they know and also start working tirelessly to betray other members of the organization and arrange for them to be in situations you can use your persuado-vision. It's like an FBI rollup of a criminal syndicate except that instead of weeks or months of painstakingly gathering information and evidence and negotiating plea deals and shit you just win a forty second staring contest with each member of the conspiracy in turn and move up the chain. Oh, and instead of the organization knowing that various members have been captured and reacting accordingly, they don't get to know shit and anyone in the room could have become a Vampire pawn just by glancing at someone in a restaurant or looking at the sexy lady in elevator.

Sounds complicated. Sorting this out will take several nights.
This isn't to say that Vampires in Vampire don't have weaknesses or can't lose. Obviously they do and can. For all the fapping to Vampire speed and Vampire strength, such abilities were actually very shit in Vampire: the Masquerade. Your super speed burns your blood so fast that your power battery is measured in seconds. And while it does make you fast enough to convincingly win a fencing match, it's pretty much useless for all other purposes. Masquerade vamps have so many weaknesses and tells that they can't hold a job, go to court, or effectively hide from 21st century technophiles who really want to find and identify them.
It's just that the typical Cyberpunk antagonist of the implacable bureaucratic edifice with unlimited funds and dispatchable strike teams is completely helpless against Vampiric domination. Which is actually why it's so fucking weird that the V5 people decided to go for that as their primary antagonists for the latest reboot. That's the thing that's totally non-threatening to Masquerade vamps.

While you were out, I collared and took ownership of your secretary. She gave me copies of all your files.
But the basic situation of course is that it's trivially easy for someone with enhanced smell, hearing, temperature sense, extended spectrum vision or basically any sensory enhancement you can imagine to detect vampires in Masquerade. The vampires described in that game were inherently not very good at pretending to be humans, and once you bring enhanced sensory suites into the mix the wheels fall off completely. Which leads this article to say that basically yes, anyone with even a little bit of cyber probably has a sensory booster of some flavor or another and vampires basically can't hide the fact that they are abnormal. This leads the article to just shrug and say that further, a significant number of cyberpunks just know that there are vampires. But we're not committing to the Great Revelation here, it's just that the Masquerade is in “open secret” territory and what that means for the purposes of the world is left up to the MC.
Now I know what you're thinking at this point: “Isn't the Masquerade pretty much the central concept of Masquerade? If we don't have a functioning Masquerade anymore, what the actual fuck is going on?”
¯\_(ツ)_/¯
There's probably going to be a race war or something in the extremely imminent future and essentially no one seems to have a plan for what to do about it. That's the setup. Which is certainly a cop out. But it's also not a bad a campaign seed. Like, The Great Revelation happens, but instead of it being a planned media event by vampire hunters trying to destroy the leeches or a planned media event by vampire elders trying to arrange themselves golden parachutes and soft landings, it just sort of happens. People saying that vampires were real gradually became mainstreamed and some Ventrue Elder wakes up to read the evening edition and the fact that vampires exist and you already knew that is just an assumption of some piece on the front page. And now everyone starts trying to formulate plans to throw enemies under the bus and whip up sympathy and erradication patrols and whatever the fuck.
I'm not sure how well either Cyberpunk 2020 or Vampire: the Masquerade are set up to handle some kind of world changing campaign like that. Actually that's a lie, I know that both game systems have no real means of satisfactorily influencing public opinion and that such a campaign would be made of 99.44% mind caulk. But it's certainly bold and interesting for something this half-assed.
AncientH
One of the great conceits of Vampire: the Masquerade is that it was set in the Modern Nights - not the 1890s or 1920s like Call of Cthulhu, not in some vaguely medieval setting like Ravenloft. Even in 1990 the Masquerade was wearing a bit thin, and the War of Ages was struggling to adapt to the pace of human technological and social change. That was part of what made the vampire dynamic interesting: it wasn't about some dotty old nobleman in a castle, it was vampires living as bums and in shitty camper vans. The Gothic Punk sensibility saw vampires pushed away from the glitzy faded nobility of Gothic castles to the social edges - and conversely, in the modern nights many people had forgotten how to fight vampires, being more informed by movies than by the ancient tomes of lore."You don't understand; the Masquerade will be outdated inside the next thirty years. Technology has advanced to the point that nearly anyone who cares to spend the cash can identify Kindred. We must be prepared for the inevitable exposure of our lifestyle.
"The Canaille possess the means to destroy us now! What will they have in five years? Ten? Twenty? Adapt, die, or get the hell out of the way."
- Margali, 4th Generation Ravnos, in a letter to the Camarilla, 1994

Can I get that on PDF?
Cyberpunk was about the high tech/low life split. The future was coming, with amazing technologies and immense wealth disparities - and that was the thing: most of the people living there were going to be poor, or cogs in the corporate machine, and the street would find its own uses for the new technologies. The protagonists (one hesitates to call them "heroes") of cyberpunk stories struggle with the definition of human, and are likewise pushed to the edges of things - because it is only there that they can make a difference.
So there is a very real potential for collision here, depending on whether you're playing from the Vampire perspective where suddenly the mortals are a lot more dangerous and you've got a bunch of Elders who are stuck in their old habits and don't understand that you can't just snag a virgin from the village for a snack anymore, or whether you're a cyberpunk protagonist that finds out that along with all the black market tech and illegal shenanigans that the Corps get up to oh yes there are also vampires and shit to deal with!
And some of that could play into interesting stories. One of the things about Anne Rice's take in The Vampire Lestat is that older vampires would embrace people so that they had someone to help guide them through a new period - to periodically re-acquaint themselves with how the mortals lived and how the vampires could adapt to that. Imagine if some vampire that went into Torpor in 1718 would react if they woke up in 2018. How do you explain the internet and FBI database to a centuries-old serial killer? Now imagine explaining the Matrix and cyberware.
Brooks...doesn't have room to really address this. It's basically Cyberpunk 2020 as a setting, but the V:TM-specific organizations are crammed in there, and the Masquerade is going to break under the weight of it.
in the playtest Chronicle it fell apart in 2021
Frank
All vampire groups that the author could remember get a one paragraph rant. Also there is a new faction dedicated to softening the landing of the oncoming Great Revelation and creating a lasting peace between humans and vampires. Because of course what Vampire really needs is more secret organizations.
Vampire: the Masquerade has too many layers of secret societies. Too many flavors of supernatural creatures. The demographics of Vampires are thin sliced like a garnish radish to the point where none of the “groups” that are discussed could possibly have enough members to have meaningful things said about them as groups. Night City has five million people in it, so presumably it has fifty vampires. These are divided into five “organizations” (Camarilla, Sabbat, Children of Carthagos, Inconnu, and Anarchs) whose members are in turn drawn from fourteen different clans plus innumerable bloodlines and special snow flakes. This means that in Night City there are literally more organizations a vampire could belong to than there are members of most of the clans. Further, getting into the nitty gritty of the various clans we find that they in turn are divided into factions – for example the Lasombra have ten factions and the Tremere are divided into 49 ranks and twelve secret societies. But there are like four of these assholes in the major metropolis the game is set in, which means that even if all of those are factions of one guy giving himself “secret handshakes” while watching futa porn that still leaves more groups unrepresented than represented in the game's primary sandbox.

Sometimes a player would want to play something really obscure like a were hyena or some fucking thing. But the reality is that there were so many more groups than members that everything was obscure in-world. Some things got a lot of ink spilled on them and some things did not, but for practical purposes it was very hard to justify there being more than one of anything in any campaign.
We get a rant about the Camarilla, the Assamite, the Followers of Set, the Gangrel, the Giovanni, the Malkavians, the Nosferatu, the Ravnos, the Toreador, the Tremere, the Ventrue, the Caitiff, the Inconnu, and the Sabbat. The Camarilla gets 3 paragraphs instead of one, but it spends those extra paragraphs talking about the Children of Carthagos and the Anarchs, who don't otherwise get a heading but therefore get the same share of paragraphs that all the clans and other organizations do. You might have noticed that that leaves off two clans, which would be the Lasombra and the Tzimisce. Those are two “mostly Sabbat” clans, which I suspect means that the author had not at the time of writing this book read the Player's Guide to the Sabbat, though it came out several months before the magazine article was published. The little rant about the Sabbat doesn't really imply that the author knew anything about the Sabbat as such, they are apparently nomadic enemies on the outskirts of town that have fights with cyberpsychos. Back in 1993, they really wanted us to care about the Inconnu. They were super secret and you couldn't join. And they were up to something. But the reality is that the other shoe never dropped and in the proceeding 10 years the Inconnu plotline never went anywhere and eventually someone put it out of our misery.

The Inconnu went straight from “background” to “falling action” and never really got a satisfactory resolution either. So it's not so much “Story Mountain” as “Story Abyss.”
Now let's be honest, a single paragraph isn't much to inform the reader about much of anything. And these are not large paragraphs. The entire Ravnos paragraph is actually a 28 word run-on sentence that conveys two pieces of information: Ravnos are Nomads. And Ravnos are “looking for fun.” That's fucking it. There is nothing to be learned about what level of clan organizational versus organization organizational hierarchies you can expect to deal with as say: an Assamite Anarch or a Nosferatu Child of Carthagos. We could go in-depth and pick apart these statements like how the Nosferatu are supposed to be masters of information gathering but they don't actually have any abilities that meaningfully help with that – but that's sort of beside the point. The broader point is that there's too much crap in the World of Darkness and a magazine article cannot possibly be anything other than frustratingly superficial with that kind of survey work.
One thing that Vampire: the Masquerade was always terrible at is the multitude of identities characters are supposed to have and how those are supposed to fit in the world and create alliances and conflicts. Your character is a member of the 12th generation, a member of the Ventrue, a member of the Camarilla, a member of the Coterie that represents the players actually playing the fucking game. Within the city you're supposed to be of one of four different ranks when you have your Ventrue clan meetings (which is quite a trick, considering that there are only four of you in Night City and thus all the Eiren below the rank of Questor is “Steve from accounting, the guy we refused to promote to Questor because he's such an asshole.”). And how exactly that's supposed to work is certainly a puzzle. So this magazine article off-handedly mentions that “the Giovanni” have business conflicts with “the Ventrue.” But if your character is a Ventrue, what does that mean to you? I have no idea. Neither does anyone else.
Also of note: there is a brief roundup of the non-Vampire groups that the author cared about in 1993. That's Mages, Mummies, Spirits, Werewolves, and Vampire Hunters. It's important to realize that this was 1993 and it wasn't obvious yet that Mummy was stillborn, and Wraith: the Oblivion hadn't actually been finished yet (it came out in 1994). So the “Spirits” section is just a single sentence pointing out that there are rumors on the net about ghosts. Also, Hunter: the Reckoning wasn't even on the release schedule (it came out in 1999). This is a reference to the hunter groups originally drawn up in The Hunters Hunted, which at that time was reasonably fresh (1992). So here we're talking about The Society of Leopold and The Arcanum, two groups which gradually got less and less important as various new authors promoted various other pet antagonist groups. It's probably fair to admit that the Arcanum and the Society were never that interesting to begin with and if someone had made new substantially more interesting hunter groups that would have been a net plus. Instead you just got stuff like Demon Hunter X with new organizations such as the Shih and Strike Force Zero and they didn't get future support either, to be casually tossed aside for new antagonists in each and every new production about anything.
You'd think the relentless rummaging through a sock drawer of enemies that characterized World of Darkness would have caused White Wolf to radically rethink their life and stop that shit for nWoD. But instead they thought they'd learned exactly the opposite lesson. That it was a problem for people that organizations like the Inconnu and the Arcanum languished at the periphery of the setting and eventually got discarded without accomplishing anything – so they decided to start discarding all the antagonist groups immediately upon being written and just never call back to anything. Which means that every antagonist from every book in NWoD was just a disappointment in the precise vein as the Inconnu the very moment it was printed. Those relic weapon people or the emotional void people from nMage? Those were complete abandonware. Everything was abandonware. Looking back at works from 1993 talking about how all the stuff was going to get supported just makes me feel sad. And the nWoD conclusion that they didn't live up to that promise so they weren't even going to try is just sadly emblematic of how terrible decisions got made for nWoD.
AncientH
Part of the problem is that roleplaying games in general hate to throw anything away, and players tend to bitch when they do. There are still people upset that the Ravnos bought it, or that Squats were phased out of Warhammer 40K. Yet at the same time, games need to present a steady stream of raw material for players and Keepers, so stuff just...piles up, and sometimes gets lost. The squeaky metaplot gets the grease, and sometimes you have entire cities which go unmentioned for a decade in real time before the focus is on other things.
For Vampire, it's especially tricky because a lot of the divisions are hardcoded into vampires. Your generation is static, barring diablerie or bullshit magic. Your clan is hardcoded, barring joining the Baali or bullshit magic. Sects and coteries are the limit of your purely social and artificial obligations. So your options for reducing coverage is either 1) just ignore whatever you don't want to deal with, or 2) pull some bullshit out of your butt to merge a couple clans or bloodlines together. But, like I said, people hate throwing things out so we get these really inadequate write-ups of the different clans/sects.
Brooks focuses on the Vampire side of thing pretty much to the exclusion of the CP2020 side of things - they don't list which megacorps that the Giovanni and Ventrue supposedly control, for example, although that would be important in any real game. Clanbook: Nosferatu didn't come out until 1994, so she can be forgiven for not working in reference to SchreckNet or any other bizarre early-90s internet references, but the gist is that she didn't give much thought to the infrastructure of how things work at all.
But like I said, you have to keep in mind that anybody that wanted to do this on their own with GURPS would face the exact same challenge. They might or might not take Night's Edge as inspiration, but they'd still have to find a way to fold Vampire into CP2020, and come up with their own solution to why the Masquerade works or fails. So Brooks at least brings these things up, even if she doesn't really have the space to address it.
Some of the stuff she does waste space on, you wish she wouldn't. For example:
As Frank ranted on about at some length, Vampires don't spread HIV, and the implication here is just stupid.The Center for Disease Control has not discovered the cause for the mysterious spread of AIDS. Petrondon, the Nosferatu Justicar, called a Conclave in Atlanta in 1994 with the intent to solve the problem. Currently, a small group of Vampires are responsible for insuring that CC research into the problem goes nowhere. Unfortunately, this manipulation will not last much longer.
Frank
Every piece of Masquerade expansion material added new magical disciplines, new blood lines, and new extraneous crap to make things more excessively baroque. And bizarrely these new bits were always excessively top heavy to a degree that's hard to even imagine or explain. So each of the expansion clans was basically “one guy's character” that was extremely specific and non-generalizable, but for them to exist required us to have 13 generations and thousands of years of vampire politics to support some fucking Vampire Steve. For fuck's sake, the Giovanni are an incestuous family of Venetian businessmen with necromancy powers who all drink cold blood from the fridge. And yet despite being from Venice, we are asked to care about them in regards to central California because once a vampire type got claimed we were fucking stuck with it no matter how weirdly specific it was.

And yet we didn't have the ability to play the flying vampires from Lost Boys because there “wasn't room.”
So Vampire desperately needed to get its shit together and purge the clan rosters of all the weirdly specific crap and do a better job of covering actual source material. It did not do that. Ever.
But fuck it. This set of magazine articles is a Masquerade supplement of sorts, so obviously it has a bonus Clan for you to play: the Cyberpunks.

Yes. They are actually called “Cyberpunks.”
The official music of the Cyberpunks is Black Sabbath. I would have thought that it would be something like Skinny Puppy or Chemlab, but sure.
Even by V:tM standards, that's insanely specific. It's literally just a couple of people who know Margali and Eryn and don't know Carlo or Helen. Given the high level generalities of the rest of this article, this level of intense specificity is a major stop and reread several times moment. I mean... Carlo? I think they mean Carlo Giovanni, who is a character that appears in the Night City writeup that came out the following month. Similarly, Helen is probably Helen Matthews, who is a Ventrue from the same bit. I assume that in Deirdre's original writeup that it was all in one section and it got split up across three separate issues because of the layout visions of the magazine editor rather than that being a particularly good idea. So in this first article we're left with hanging references to characters who would ultimately be printed in a separate magazine published at a later date.World of Future Darkness wrote:The Bloodline is currently confined to Night City and all of its members are Anarchs. They are not well known to Carlo or Helen.
In any case, the Cyberpunks have the disciplines of Potence, Celerity, and Technica. Technica is a new discipline and the other two are notable primarily by not being on the discipline list of the Ravnos, who are theoretically the parent clan. Like, I honestly have no fucking idea why or how these guys are supposed to be a cadet branch of the Ravnos. What does that even accomplish?
So the actual discipline of Technica does... um... stuff? I honestly can't evaluate how functional it is because much of it doesn't tell you how it works. The very first level lets you have a direct connection to any device if you can touch a port or connection cable. That probably sounds pretty standard, and maybe a little underpowered what with not being able to wirelessly connect with routers. But Cyberpunk 2020 has tech that seemed questionably retro even at the time. I mean... you could subdermal tape recorders. In that context, plugging different kinds of jacks into ports was supposed to be a big deal. And the ability to create a contact connection to fucking anything was kind of a big deal. I don't know what the rest of the levels do. Technical Touch lets you roll your technical skills to “understand” a device, and then you use your hits as your skill if you don't have the skill. But you had to have the skill I think? Fuckit. I dunno. Level 3 lets you use your Willpower instead of batteries, but it doesn't tell us how long a Willpower lasts or whether it lets us power Energy Weapons. Level 4 makes the other powers wireless out to 100 feet, but it doesn't tell you how many things you can run off Willpower simultaneously, which is kind of important because you can potentially have a lot of devices within 100 feet of you. Level 5 lets you communicate with machine spirits, which is a function call to Werewolf, where the power, knowledge, and disposition of those spirits is unexplained. Also it doesn't tell you what dice you roll or what the difficulty is, but it does tell you what happens when you roll various numbers of successes with that undefined dicepool against an undefined target number. And finally, level 6... exists. That means that at least one of the Cyberpunks is Seventh Generation and now we are all super sad because it means we have to talk about generations.
The idea of generations is that the first vampire blood that goes down your throat when you die sets how potent the blood your vampire body makes for the rest of forever. This is fucking terrible, because there's no practical reason for anyone to be embraced with anything other than Elder blood. There are 4th generation vampires up and walking around, and there's honestly no reason for anybody to embrace any new vampire with their own blood instead of buying some elder blood and pouring that down their throat. The whole thing is stupid, and the logical responses it promotes are awful. This is one of the few issues that nWoD actually solidly addressed – creating a Blood Potency stat that started at 1 and moved up as vampires aged. Fuck that solved a lot of problems.
But the long story short is that the Cyberpunks exist to support like one character who does a trick where nothing in her apartment is plugged in but it all runs on the strength of her Will. And that's... an exquisitely terrible use of conceptual space – but sadly typical of the period and the edition.
AncientH
A couple years after this, Vampire: the Masquerade would introduce Technomancy as a path for Thaumaturgy and a couple varieties of garden-variety Psi powers for interacting with computers. And if you were going to do a more up-to-date version of this basic World of Future Darkness concept, then you'd probably have the Tremere as the Nerds of the setting, and they would default to Technomancy in place of Path of Blood and occupy the role of Hackers. Then you could have Brujah as Solos, Toreadors as Faces, etc. and marry the rest of the Cyberpunk 2020 roles to specific clans/bloodlines which were best suited to those roles.
Or not. We'll pick that thread up in a bit.
There's not much else to say about Technica and the Cyberpunk bloodline at this point because...nothing ever came of it, neither were referenced in any other material, ever. Which is probably for the best, because Digital Web came out for Mage in Nov 1993, and Vampires in the Matrix is six shades of headache that nobody wants. What does lethal biofeedback mean when you're a vampire? Can you just ignore Black IC? Or develop a discipline that lets you feed over an internet connection? (Which sounds alternately stupid and awesome in a stupid horror movie kind of way.)
One thing Technica demonstrates is at least a half-assed attempt at syncretism - at creating a group and set of powers which deliberately works to bridge the two settings. That's something which is a little trickier in the GURPS version of things. Not impossible, since you can basically steal whatever you want from any GURPS book and rebrand it if you so choose, but it's a lot easier to imagine a GURPS Vampire: the Cybernights game using Technomancy as a jumping-off point rather than creating a whole new discipline. Why? Because "Thaumaturgy" in GURPS V:TM just uses the GURPS Magic rules, and GURPS Magic includes technomagic spells for awakening machine spirits and recharging batteries and crap.
So in a hypothetical GURPS V:tC game you could port that shit over automatically. It still wouldn't make sense for it to be Ravnos, but you could still have a Cyberpunks bloodline (if that was necessary) and give them a limited version of Thaumaturgy where they only get technomagical spells and that still gives them a good chunk of abilities. Or you could just stick with the Tremere and make them hack technology using blood magic. Whatever.
Frank
Probably the biggest draw for mixing Cyberpunk and Vampire (or Cyberpunk and Vampire as the style guides at the time would have us write them) is to have cyborg vampires.

Because it's awesome. That's why.

Now you may wonder why we're having Wizards making our cybervamps when we literally just introduced fucking Technica users whose entire shtick is that they use their vampire magic to interface with technology? I got no answer to that. People were so used to circumventing the limits of the setting (which were indeed crippling) by writing up Thaumaturgy rituals, so they just did that even when there was a much more obvious answer right at hand.
Now the much more subtle question is how neural plugs and shit work on Vampires at all? I mean, vampires in Masquerade are practically animated statues with no real biological processes going on. So the issue of “how do you get the cyber parts to not fall out when the vampire reforms next?” is actually not that relevant. The real question how any cyberware manages to be anything other than jewelry when your body isn't 37 degrees. It's an important and unaddressed point. They tell you how to get magicked up so you can go to one of the Eurosource clinics (specifically like the clinics in Eurosource in that it references that specific book for... reasons), but puts no particular thought into how maybe adrenal pumps wouldn't do anything if you don't have circulating blood.
Apropos of nothing: the submitted title of this article was “CyberFang.” It was changed to World of Future Darkness in the heading, but the editor didn't catch all the references to CyberFang in the text. Because editing is hard and White Wolf Magazine wasn't particularly known for not being terribly edited even at the time.
There's a brief run down of some rather arbitrary rulings about how various pieces of cyberware interact with various common disciplines. Enhanced Senses can't enhance your vision enhancement from cybereyes, but it can enhance your olfactory booster for... reasons. There's a justification for it, but I don't see it solving more arguments than it causes. Protean gets boned if you have robot parts, which basically just reminds us all that Protean is offensively terrible at its job in Vampire: the Masquerade.
AncientH
Shadowrun ran into the vampires/cyberware issue too, but for different reasons. Shadowrun Vampires are all technically living beings with a disease, so no problem there: but they also largely have Regeneration, which makes cyberware implants...problematic.
This is really a subset of a much larger problem with Vampire: the Masquerade, in which basically nobody sat down and laid out exactly how vampires functioned as corpses vs. human beings. Did their undead hearts beat? If not, how did the vitae flow through their veins...or did it? They don't have to breathe, or eat (and in most cases, can't eat), are immune to disease an don't heal or grow hair or grow old naturally. In some supplements, Vampires can spend a blood point to ape some of the general features of life, and this might have been a workable alternative: make the vampire spend a bloodpoint to activate their cyberware for the night.
Or you could go the Mage route and "cyberware" are all magickal artifacts being embedded in your flesh. Which sounds like it should be a Giovanni (necromancy) or Tzimisce (fleshcrafting) job, and if I were re-doing this setting today I'd probably have multiple competing means of augmentation, with the Tzimisce being the old-school way vampires got augmentations, with greater refinement and demand in the Cyberpunk Nights, and the Giovanni using necromantic rituals to place new 'ware in dead flesh, which then requires vitae to power.
This is one of those things that GURPS would handle either brilliantly or badly, depending on your point of view. On the one hand, GURPS does not give a shit about whether or not vampires are walking corpses: you pay your points and get your cyberware. And if you're fine with that, great! If you're having trouble with trying to reconcile in your head why your Toreador can get a tape deck installed in her head...well...yeah, that's a problem, and one which GURPS isn't equipped to handle. You'd have to create your own mechanic from scratch to deal with that situation.
One of the hallmarks of Cyberpunk 2020 is Cyberpsychosis, the idea that getting cyberware causes you to lose part of your humanity; Vampire at this point was also interested in characters losing their humanity, so Brooks included a conversion guide... This requires calculating a Humanity Index (basically, current Humanity x 10) and then subtracting points whenever you get some 'ware. Which gets tricky because CP2020 costs are measured in d6s and Vampire uses d10s, so there's a wonky little conversion...
Frank
The last page and a half is conversions from the stats of various cyberware and equipment in the Cyberpunk 2020 rulebook to Vampire: the Masquerade rules. It doesn't do a terrible job. For the most part, stuff in Cyberpunk is on a 2-10 scale and stuff in Vampire is on a 1-5 scale and if you divide everything by 2 you get numbers that aren't terrible. But while I suppose we shouldn't be surprised that an article published in White Wolf Magazine assumes that you're using White Wolf mechanics for your crossover. But honestly you should not do that.
Cyberpunk 2020 has pretty famously terribad mechanics. But at least it isn't Vampire: the Masquerade. Googly moogly these are awful.
AncientH
If you're running GURPS, you're running GURPS mechanics (3-18, mostly), so it's moot. And while GURPS mechanics aren't great, they more or less work as long as you don't get too creative.
There's a brief section on how Disciplines interact with various bits of cyberware (poorly), a section on Vampires netrunning (implicitly, they are damaged by IC), a weird list of recommendations...
Noble (?) sentiments; they're not kidding about the Celerity bit, btw. A lot of the cyberware, when converted into World of Future Darkness stats, gives straight-up levels of Celerity or Potence. This more-or-less explicitly ignores generation caps on disciplines, sort of like how Werewolf powers are faked with Vampire Disciplines in Vampire books.All you new Licks feeling ?
What do you do when...
Two thirds of the Solos on the street have Thermographic Imaging?
Learn Masquerade, Choomba.
You were Embraced before Cyberware?
Pick up Celerity. A lot of it. All you can find.
The guns are bigger than you?
Buy even bigger guns.
Everyone you fight is stronger/faster/tougher than you?
Burn blood. If you win, you can have their Vitae.
If you lose, it doesn't matter.
Remember, the tech is there for everybody to use.
Just because you're Kindred doesn't mean you have to be stupid.
This is probably the single section that they spent the longest on getting just right, and is sadly also the least useful part of the whole thing, because it requires cross-referencing this list with the rules given in various Cyberpunk 2020 Chromebooks and crap to figure out what the 'ware costs and actually does. GURPS Cyberpunk might give you less variety to choose from, but at least you don't have to convert it and it doesn't muck about with discipline ratings.
Not all of this 'ware is beneficial, either. For example, there's a neural chip designed for dieting called Fish N' Chips, which:
Which is...okay? I mean, kinda silly, but that's the Cyberpunk 2020 aestheticWill work on Kindred. It can be used to limit the amount of blood a Kindred will drink before feeling sated. This can be used to limit a Lick to, say, 3 Blood Points. Nasty.
Frank
Next: San Luis Obispo
AncientH
So far...how does World of Future Darkness stack up? Well, the setting material is not so much bare-bones as a pile of undifferentiated stem cells that some intern is trying to coax into being osteocytes. The mechanics are pretty quick'n'dirty, and you're converting from a bad system to a notoriously bad system. It's really just one idea, lightly hammered into shape. There's been some work put into it - Cyberpunks and Technica, vampire cyberware - but not a lot of thought. There's certainly less thought to how vampires work in the Cyberpunk 2020 setting than in Night's Edge.
You could build this with GURPS. You could, actually, probably do it better and faster with GURPS, speaking strictly from a mechanical standpoint. You would face the same problems when it came to deciding how the setting would work, and you would maybe have to adjudicate if vampires could get cyberware and when and why and how...but none of that is really much more work than you're already looking at with the World of Future Darkness.












































