Monsterhearts second skins pdf download
Plus it tosses experience out like crazy. If you roll a , they give you a Condition in return. On a , the assailant gets a choice: They back off, they take whatever Harm you want to give them as they go past you, or they redirect their violence to you.
The physical version of the previous Move. You choose one on a Remove a Condition from yourself, remove a Condition from someone who listened, take one Forward to helping yourself, or those who listened take one Forward to helping you. Next time, we get a section on Preparing to Play. Speaking of posts! More Monsterhearts second edition incoming! We just got done with the interesting situation of learning to play before creating characters.
They lay out what you want to have on hand, namely printouts of the default Skins and the Handouts. They also note you can optionally print out one of the Small Towns, some prefab settings they give along with the game.
We start by laying out what the game is about and reading out the Agenda, in our own words. We also almost immediately introduce Safety Tools, which actually come up in Chapter 3 but are ways the game suggest you deal with content that might cause people discomfort.
Now we pick Skins. Before we get to anything mechanical, we choose Identities. Share these aloud and keep them in reference. The game suggests you put them on index cards and tent them in front of you with as much as possible there. Ask the players what they want from the game and what they might need to exist in your town for their character idea to work.
Next is discussing roleplaying. Make sure people get that things can get adversarial. Next we start getting into rules. Tell people how the basic Moves work and what Strings do. They suggest using an example afterwards, because it can be a bit of an information dump. One major change between first and second edition is how you choose your stats. How you choose Skin Moves depends on the Skin. They then suggest you stop explaining further rules, and just wait for them to come up in-game and explain reactively.
Our next step is the Backstories part of the Skin sheets. This involves exchanges of Strings and just in general establishing relationships between characters. We then set up a Seating Chart.
This is a collaborative process where we establish things like petty high-school drama. The important thing is that this gives us a lot of our starting point. It lays out some ways to make sure you are handling things responsibly. Responsibility is laid out in three tiers. The innermost tier is responsibility to yourself, to feel safe, set boundaries, and make sure those boundaries remain clear to everyone else.
Outside that is your responsibility to the others at the table, to listen to their boundaries and collaborate to create something awesome. The outermost is the responsibility to the characters, to portray them as people with agency and complexity. Setting boundaries is detailed next.
Start by naming your boundaries up front. Just make absolutely clear what is off the table for you, so it can be eliminated as much as possible from the game. Then think about the Skins people are using, and what sorts of patterns of dysfunction and crisis they represent. Because those things are very likely to come up, consider if any of them are part of your boundaries.
This is very much the time to talk about that. They give some options including asking the Skin to be left out, getting the person playing it to do so in a way that respects your boundaries, or just to play it yourself if you think you can do so. One of the major tools they suggest is the X-Card. Just draw an X on an index card and place it on the table.
If something comes up that you find upsetting or disturbing, you can lift this card up — or even just tap it. It can be a little thing or a big thing. Anyone can use the X-Card at any time.
We start with the Agenda from earlier, and get our basic responsibility laid out: the MC handles all the NPCs and deals with facilitation. You never roll dice as MC, instead having a list of Reactions to unleash when appropriate. Basically if something can be dark and melodramatic, it should be. Make monsters seem human, and vice versa: Perhaps the same can be said of all religions.
But seriously, the point is to center on how your monstrous characters are actually very human and on how the human characters can be shitty. Make labels matter: Labels need to have teeth. It makes everything more vibrant. This used to be called Giving Everyone a Life. Find the catch: Whenever things are looking good, look for how it could secretly be bad. Ask provocative questions and build on the answers: Just what it sounds like. Also make sure the side characters have motives that will potentially divide the players and generate conflict.
Sometimes, disclaim decision making: If it makes sense, put the decision making power into the hands of a side character by asking the table if they think the character would do something. And further, sometimes just ask a player what they think happens next. As I note above many of them have been altered a bit and are presented under new names. There used to be a Principle on how the MC makes their Moves. Speaking of, Reactions. These used to be called Hard Moves. Put Them Together: Put two characters who have problems together.
The proverbial situation where two enemies are trapped in an elevator, or got assigned to a group project together. Separate Them: The opposite, if two characters are getting too comfortable together you pull them apart.
As a setup, this is laying out consequences. Inflict Harm: Exactly what it says. Did a side character just die in the school? Well the cops are probably going to show up with a whole lot of questions. Did you get in some big crazy confrontation? Maybe everyone ends up in detention. Maybe the media shows up because of all the weird shit that happens at your school. Pretty simple. Leap to the Worst Possible Conclusion: Have a side character take the information they have access to and draw the absolute worst conclusion from it.
Spooky stuff goes down and you learn things you might not have wanted to know. The whole point of your Reactions is to generate reaction from the players, after all.
The Reaction to Enact Drastic Measures is new to this edition, and replaces Moves to Announce off-screen badness and Announce future badness. We move on to talking a bit about NPCs. The important thing to keep track of is who they are and why they matter. Side characters with Strings can use them in a few ways. These are: -Offer an experience point to do what you want. The first three are all things players can do, and work the same way.
Advantage is just gone. The Reactions are now generally considered to cover that, I believe. We get a bit about the use of the Seating Chart next, making sure that you take advantage of the relationships it sets up. It then gives some ideas on how to get things rolling, with three suggestions: to Stage a Disappearance, Plan a Party, or Demand a Fight. They make some suggestions as well on making the setting feel more alive.
The obvious is to map the setting, because it creates places characters might go and things they might do.
They give some suggestions on how to handle continuity between sessions, which is valuable. So, another big change. The first edition had a concept called Menaces, which were a broad way of describing dangers and villains.
Remaining are Villains, however, major antagonists who arise over the course of play. Villains are special NPCs, in that you are suggested to write a custom Principle for playing them and write them a custom Reaction. A bunch of the original content got moved into the earlier Chapters, if this seems much shorter than it was in the first edition. First of all, the Core Skins have actually changed. There are then two bonus Skins that alter the game quite a bit if chosen, The Chosen and The Serpentine.
The Fae: quote: At the edges of this world, just beyond the veil, there are colours that few mortals even dream of. Beauty enough to shatter any heart. The Fae live and breathe at the edges of this world. They keep a dusting of that magic tucked behind their ears, just in case. And the Fae are willing to share. A promise. Keep it, and the true beauty of the world will be revealed. Break it, and feel the wrath of faery vengeance. Everything you hear seems a promise. If a promise is broken, justice must be wrought in trickery or blood.
To escape your Darkest Self, you must in some way re-balance the scales of justice. Growing up was a painful tumult at times, but at least you were growing. Now you only have a past - unfinished business to take care of before you can leave this world behind.
Life is precious. You just want to help. You just want to be seen. But sometimes even the simplest desires feel so di cult to grasp. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around. The Ghoul: quote: Death changed you.
It took away your contemplative joy, it dulled your senses, and it left you impossibly hungry. Unattended, it will come to dominate you - but feeding it may be just as bad. Your gaunt body, its unnatural form - it draws people in. Your stark disinterest is beguiling. But underneath that disaffected presentation - the hunger, the hunger.
And in addition to your peculiar cravings, you recognize something else. That primordial hunger which connects all hungers. Flesh, blood, meat. And those makers forgot to give you a place in the world. If you reveal the same answer, both characters mark experience. To escape your Darkest Self, you must come to see how someone else feels more trapped than you do.
This time, The Infernal and The Mortal. The Infernal: quote: At first, it seemed innocent. It gave you things, made you feel good about yourself. You came to it with your problems, and it fixed them. When you asked how you could return the favour, it told you to be patient - that all debts would be settled in due time. That was the first time you heard it mention debts. Or maybe the stars glow just for you. The Dark Power will make some daunting, open-ended demands. You escape your Darkest Self when the Dark Power is out of Strings, or you make a bargain with an even more dangerous entity.
Well some things are worth getting burned for. Love has eclipsed all hope, and the dark has left you feeling beautiful. Nobody even tries. You do so much for the people you love, and they walk all over you. Enough is enough! Betray them. Show them what its like to be uncared for. Reveal their monstrosity and yours. The Queen and The Vampire posted by Feinne Original SA post Monsterhearts 2: The Queen and The Vampire I will say this edition of Monsterhearts as much as begs you not to luridly describe sex or violence and to immediately speak up and stop them if someone tries to do that, and if that doesn't work suggests to you that it might be time to get the fuck out of there because you shouldn't put up with people who won't respect boundaries.
Last time on Monsterhearts , we had two Skins that were pretty similar to their original verisons. A sovereign beauty. You deserve more than the rest of this wretched world does. You deserve the will and worship of those around you. Stronger, more beautiful, complete. This whole mess is their fault, and why should you have to suffer the consequences of their idiocy? You need to make an example out of each of them -- a cruel and unwavering example.
You escape your Darkest Self when you relinquish part of your power to someone more deserving, or when you destroy an innocent person in order to prove your might.
You are the darkness that everyone wants to taste, but no one dares understand. Some vampires revel in that fact, their afterlife a tapestry of hedonism and exsanguination. Others hate the evil in their skin, solemnly vowing to a chaste and lonely existence. Either way, someone suffers. The choice is yours. You hurt them and make them vulnerable, for sport -- like a cat does with a mouse. The Werewolf: quote: Everyone around you seems so willing to play the roles they are handed, to quietly colour within the lines.
Now, the transformation is complete. This is what you were always meant to be. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first.
An invitation to be fucked with. Of course, a good witch like you knows restraint. A good witch is above that sort of thing.
At least, most of the time. You hex anyone who slights you. All of your hexes have unexpected side effects, and are more effective than you are comfortable with. To escape your Darkest Self, you must offer peace to the one you have hurt the most. These were free downloads that were not part of the Core package, because both kind of change the game in ways that makes the character with the Skin more important than everyone else.
The Chosen: quote: The world needs you. The first of two sessions trying out this new fantasy rpg about intrigue, Hello everyone and welcome to critical roles monsterhearts one shots here for this I catch camera and looking and there's just a split second of direct eye contact.
Can download the pdf version of the monsterhearts to system at crit role. In the meantime You could never have imagined the skin soup you found yourself Mar 31, — View flipping ebook version of Monsterhearts Main pdf published by bred on Each Skin has two potential lines of stats. Where do you sit? How much do they want this to be a game about a character's emotions.. Actions Amy Martin changed description of monsterhearts second skins pdf
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