I'm sure RPG nerds will be experts on this (and cringe at my descriptions), but for the rest of us wargamer purists, there's a few main RPG lines, focussing on:
The most famous line. A lot of skirmish gaming potential between cabals/covenants/covens and their respective thralls (called ghouls - they drink vampire blood which makes them junkie servants but also gives them some powers) as the vampire world is very "political."
A bit like vice cops; they hunt supernatural entities and fight human spider/rat hybrids. I'm not sure I'm keen on the whole shaman/guardian/spirit warrior direction they've taken werewolves (don't they know werewolves are the daylight guardians of vampires who rebelled?), but it gives them a clear mission. Find bad things and rip them into little pieces.
Admittedly this isn't modern, but these werewolves know their mission in life: kill the distinctly non-sparkly Underworld vampires
This one has a lot of wargaming potential. Not only can mages fight other mages (or competing orders), but uppity mages can be hunted down by the inquisition-like Seers, who do not like mages who try to learn what man-was-not-meant-to-know. Which of course, is the whole purpose of being a mage. Poke the universe with a stick to discover arcane secrets to make a bigger stick to poke with.... I liked Shadowrun but this does away with the more corny elements.
There's other spin-off lines such as mummies (do they really need their own series?), monster hunters (bound to appear, given the quantity of supernatural vermin which populate the WoD), Frankenstein-esque promethians, revenants possessed by avenging spirits (geists), Fae changelings returned to the mortal world - I cringed a little at the Fae bit, modern urban elves being a favourite trope of bad romance writers. My favourite (unsurprising for regular blog readers) is the Fallen - bad angels looking for redemption (or not) which are for me a (little) less cliche than vampires and can wield some interesting powers which they power with Faith.
I'm currently digging through a few core books to see if there are any cool mechanics.
Oh my goodness....
RPG Writers Need to Get Their Head out of their
The core rulebooks make the most obscure wargames sets look like marvels of precision of clarity. They are buried amongst huge fluff passages usually hidden at the middle or back of the book. It's like the writers went "omigod I have this awesome universe come lookee come lookee!!!" and then "oh, I sorta chucked in some random mechanics, that you can play a game with... ....it if you insist"
Okay, I get that RPGs are mostly about fluff. But it's no excuse to lay out your book poorly or write incoherent rules. Since they inevitably write a dozen sourcebooks/supplements which are 99% fluff (and that's OK, because that's what they're supposed to do) why not devote a little more time and effort in making the core rules clear and easy to find?
There were plenty of interesting ideas - like making Faith a resource that Fallen angels need to manage/earn - might be a fun wargame mechanic - but reading the rules themselves gave me a migraine.
This is how I feel when I look for minis on the Reaper website...
Modern 28mm Pulp = The Cupboard is bare?
If miniatures sales drive rulebooks and vice versa, it's little wonder modern pulp hasn't got more traction. Copplestone, Hasslefree, and Heresy have modern/near sci fi collections, and I'm sure if you knew what you were looking for Reaper would be helpful. There are also older (usually smaller scale, and awkwardly sculpted) collections of civilian minis buried amongst the lines of older British manufacturers. But there isn't exactly one-stop shops like for sci fi or historicals - you have to dig and mix-and-match. Which (for me, in Australia) = prohibitive postage.