# Bloodstained Fangs
tags: #game/rpg/bloodstained-fangs
![[Bloodstained Fangs (cover).jpg]]
_Bloodstained Fangs_ is a solo urban fantasy RPG for those who find _Vampire: The Masquerade_ a bit too heavy on the "politics" and a bit too light on the "actually being able to play by yourself without a convoluted flowchart." It drops you into a neon-soaked, siren-wailing metropolis where you play a vampire, werewolf, or witch trying to maintain a shred of humanity while being hunted by federal agents from the Fringe Science Bureau or religious fanatics with swords. It’s built on the _Loner_ framework, meaning it’s light enough to fit in your pocket and simple enough to play while you're waiting for your own inevitable dark transformation—or just for the bus.
## Core Die Resolution Mechanics
The game uses a "Geared Towards [[Loner]]" (GTL) engine, which is a variation of the _[[FU RPG|Freeform Universal]]_ system. When you want to know if you succeed at something, you consult the Oracle.
The Chance and Risk Roll:
You roll two pairs of six-sided dice (d6):
- **Chance Dice:** Representing your potential for success.
- **Risk Dice:** Representing the danger or difficulty.
You compare the highest Chance Die to the highest Risk Die.
- If **Chance > Risk**, the answer is **Yes**.
- If **Risk > Chance**, the answer is **No**.
- If the dice are **equal**, the answer is **Yes, but…** and you increment the **Twist Counter**.
Modifiers:
Instead of math, the game uses qualitative "tags." If you have an advantage (like being a "Hardboiled Hunter" with a "Silenced Pistol"), you add an extra Chance Die. If you have a disadvantage, you add a Risk Die. You always just keep the highest of the relevant type, keeping the math at a strictly "zero" level of effort.
The Twist Counter:
Every time you roll a double, the tension rises. Once the Twist Counter hits 3, a narrative twist occurs (determined by a table), ranging from a third party appearing to a sudden change in your character's goals.
## Edition Changes: Beta RC5 vs. v1.0
The transition from the _Beta RC5_ to the official _v1.0_ release saw Fasoli tightening the screws on the supernatural "cost" of being a monster.
- **Humanity & Powers:** In the _Beta_, the rules for "Leveraging the Supernatural" were a bit more loose. _v1.0_ formalizes the "pay the toll" system. Now, when you tap into your powers, you must decide if you are pushing your limits or acting out of desperation. If so, you automatically lose 1 Humanity and must roll to avoid **Mystic Backlash**.
- **Humanity Management:** The _Beta_ was slightly more lenient with tracking. _v1.0_ enforces a strict cap of 9 Humanity and specifies that even mortal characters should track it—mostly so the game can tell you exactly how far you've fallen when you inevitably do something terrible.
- **Content Expansion:** The _v1.0_ release expanded the "Adventure Tables" significantly, moving from 106 pages to 108 pages with reworked hooks and more detailed faction descriptions for groups like _The Red Hood_ (vampire hackers, because of course they are).
> [!info] Commentary
> Interestingly, something not included in this discussion is that the game cites inspiration from both *Loner* and *[[Elegy]]*, which is another solo RPG that we've touched on in the past. It's nice to see my interests interacting.
## References
- [Bloodstained Fangs v1.0 - Itch.io](https://fazo96.itch.io/bloodstained-fangs)
- [The First Third-Party Loner Game - Zotiquest Substack](https://zotiquest.substack.com/p/the-first-third-party-loner-game)
- [Bloodstained Fangs Physical Edition - DriveThruRPG](https://www.amazon.com/Bloodstained-Fangs-Enrico-Fasoli/dp/B0G8139ZF9)