diff --git a/Monsterhearts-2/Monsterhearts-2.html b/Monsterhearts-2/Monsterhearts-2.html index 118bd8486c..b9e1b7e462 100644 --- a/Monsterhearts-2/Monsterhearts-2.html +++ b/Monsterhearts-2/Monsterhearts-2.html @@ -19,6 +19,16 @@ + + + + + + + + + +
@@ -31,6 +41,10 @@ + + + + @@ -473,7 +487,7 @@A Blank Canvas: When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, cross it off and add 1 to your roll.
-Try Harder Next Time: When you screw up, give yourself an appropriate Condition and take 1 forward.
+Try Harder Next Time: When you screw up, give yourself an appropriate Condition and take 1 Forward.
Fake: Add 1 to any rolls you make while lying.
@@ -728,7 +742,7 @@ You gain True Love, and choose two more:True Love: You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 forward to earning your Lover's heart or fancy.
+True Love: You always have exactly one Lover. The first is chosen during Your Backstory. If you ever fall in love with someone else instead, give them a String and they become your new Lover. You always carry 1 Forward to earning your Lover's heart or fancy.
Mess With Me, Mess With Him: When using your Lover's name as a threat, add 2 to your roll to Shut Someone Down or Keep Your Cool. Your Lover gains a String on you.
@@ -1820,6 +1834,1223 @@+ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
At No One's Beck and Call: When you blow someone off to just hang out and relax, clear a Condition.
+ +Idols: You can see perfectly in the dark.
+ +Cat and Mouse: When you roll a 7-9 to Lash Out Physically and the MC decides how bad it is, the Harm cannot be greater than your Volatile stat.
+ +Cross My Path: You can spend a String to subtract 1 from a main character's roll against you.
+ +Claws Out: You can give someone a String on you to add 3 to your attempt to Shut Them Down.
+ +Lap Cat: When you make a big show about choosing one person over another, the person you favor marks experience and you gain a String on them.
+ +On Your Feet: You can leap your height from a standing position and take no Harm from falls.
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Cheshire Path: You may Run Away with Dark instead of Volatile, but on a 7-9 you must always leave something behind.
+ +Good Omens/span>: When you roll a 10 up to Gaze into the Abyss, you can choose to get confusing and alarming visions, but share them with anyone else in the scene you choose.
+ +Terabithia: When you purposefully lead another main character into a supernatural situation, they mark experience and you gain a String on them.
+ +Fascination Street: When another character Gazes into the Abyss about you, they subtract 1 from their roll unless looking directly into your eyes.
+ + Through the Looking Glass: To slip into a supernatural world, such as an afterlife, a fairy court, or a parallel dimension, roll with Dark. On a 10 up, you can get by reasonably well there and can make your way back easily. On a 7-9, choose 1:
+ ✦ You'll need to find another way back.
+ ✦ Something escapes into the mundane world.
+ ✦ You enter your Darkest Self.
Tea In Innsmouth: Add 2 to rolls to Keep Your Cool in dangerous supernatural situations.
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Give to Get: If you supply someone with something they desire (physical or other), gain a String on them. If they asked you for it, they mark experience when you do.
+ +Infamous: When you have 3 or more Strings on a character, they gain +1 to doing your bidding.
+ +Master of the Inferno: When a main or side character fights for you, they inflict a minimum Harm equal to your Hot stat.
+ +Mammon's Plaything: You can spend a String you have on a main character to add 1 to their roll. If the roll becomes a 10 up, you choose the results for them.
+ +Gift Horse: When you tempt a character and they refuse, mark experience.
+ +Center of the Sabbath: When you enter your Darkest Self, clear all Conditions you have.
+ +Abyss Born: If you get a 10 up on a roll to Gaze into the Abyss about a desire you can procure, you take 2 Forward instead of 1 Forward.
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Draconic Splendor: Until you are given a Condition that makes you unfashionable or unpopular, main characters subtract 1 from rolls to Harm you, and side characters cannot Harm you through Reactions.
+ +Resurgence: When a main character helps to rid you of a Condition, you gain a String on them and they mark experience.
+ +Coin Polisher: When you introduce a character to someone important, roll Dark. On a 10 up you gain a String on the character you introduced and they gain a String on the important person. On a 7-9 the character you introduced gains a String on the important person.
+ +I Am Wrath: You can Lash Out by breathing a deadly substance like fire or acid, or roar with really terrible force. If you do so, deal 1 extra Harm.
+ +Bring Me the Princess: You speak and people listen. Make a reasonable request for an item or someone's attention and you get it by the next scene at the latest.
+ +Chameleon Cousin: The first time in a scene you successfully tempt a side character, mark experience.
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Eye of Balor: You can levy curses on people -- choose bad weather, blight, or illness, then roll Volatile. On a 10 up, your curse strikes at the worst time for your target. On a 7-9 it strikes immediately, and you are obviously the source. On a miss it doesn't happen and you gain the Condition enraged.
+ +Malformed Morals: When you spend a String to enhance a roll to Shut Someone Down, add 2 instead of 1.
+ +Cinder Child: You are immune to Harm from fire or smoke.
+ +Dragons Don't Scare Me: When you get a 7-9 on a roll to Keep Your Cool and don't back down, someone else in the scene gets the Condition terrified.
+ +Ruling Over Ashes: When you retaliate with unnecessary force or overkill, gain the Condition enraged and either deal 1 extra Harm or gain a String on a character, whichever is most appropriate.
+ +Whelped Before Promises: If you have the Condition enraged you can tag it yourself when you Shut Someone Down or Lash Out Physically.
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Cheating Death: When you take 4 Harm, you come back to life after a few hours unless your Weakness is triggered. Work with the MC to determine what your Weakness is, or circle one: being beheaded, breaking a geas, hearing your True Name, having an object bound to your soul destroyed.
+ +Been There, Seen That: When you get a 10 up to Keep Your Cool ask two questions instead of one.
+ +Repeated History: When you dismiss your current troubles by alluding to your storied past, roll with Cold. On a 10 up, erase one Condition. On a 7-9 someone listening carries 1 Forward to discover the truth about you.
+ +Heart of Gold: When you help someone clear a Condition by putting their problems into perspective, gain a String on them.
+ +Value of Life: When you Lash Out Physically you can choose to take 1 Harm instead of spending a String to add 1 to the roll or add 1 to the Harm.
+ +Enthralled by Eternity: When you ignore someone's interest in you or push them away, you mark experience and they gain a String on you.
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Gaea's Authority: You can commune with all animals and nature spirits, and hold court over them from a throne room in a natural envirnoment. Inside your throne room add 1 to rolls against anyone who disrespects it or you.
+ +City Slicker: You can commune with man-made items and spirits such as computers, glass, tv, and electricity. Your moves that rely on natural terrain now work in urban environment.
+ + Tree Tyrant: You may roll Volatile to give life to a tree or an equal amount of vegetation. On a 10 up this creation acts as a gang for the rest of the scene and listens to everything you say. On a 7-9 you also choose one from below:
+ ✦ The spirits gossip about you in your throne room.
+ ✦ It has its own agenda.
+ ✦ The vegetation doesn't go back to where it originally was.
Club of Authority: You have a weapon that symbolizes your right to rule. Add 1 to rolls to Lash Out Physically with it.
+ +Skin of Oak: If you go barefoot on natural terrain, subtract 1 from all Harm dealt to you.
+ +Nature's Beauty: When you erotically tend to someone's injuries in natural terrain or with homeopathic remedies, they heal 1 extra Harm.
+ +I Am Lord: Add +1 to Volatile (max Volatile +3).
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Firebringer: You may create grand projects or explore revolutionary ideas. Roll Dark and on a 10 up choose 3, on a 7-9 choose 2:
+ ✦ Your project has no weird side effects.
+ ✦ Your project is cheap and easy to make and maintain.
+ ✦ Your project is accepted or admired by the masses.
+ ✦ Your project never randomly fails or backfires.
Da Vinci Science!: Your projects are no longer limited by physics or modern science.
+ +Before Your Time: When someone rejects your ideas out of hand, mark experience.
+ +Solipsism Exercise: Once per session you may tempt any character by spending a String you possess on a different character. If the temptation is rejected, you gain the Condition confused.
+ +Maniacal Laughter: When you get a 10 up to Shut Someone Down you may always gain a String on them even if they have Strings on you.
+ +Fine Line: Add +1 to Dark (max Dark +3).
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
Haunting Melody: When you perform for a crowd, roll Hot. On a 10 up choose 3, on a 7-9 choose 1:
+ ✦ Someone in the crowd gives you a gift.
+ ✦ The crowd brings someone you name to you.
+ ✦ The crowd goes to where you tell them to afterward.
+ ✦ Someone in the crowd gives you a String.
+ ✦ The crowd goes back to their normal, boring lives afterward.
Rocky Coast: When you convince someone to destroy something (physical or intangible), mark experience.
+ +Imma Let You Finish But...: When you Shut Someone Down they take -1 on rolls against you until they Keep Their Cool.
+ +Diva Tantrum: When you Shut Someone Down you get a new option: the character marks experience if they give you what you want.
+ +Catcher in the Rye: When you successfully tempt a side character, they will think it was their own idea once the current scene ends.
+ +Copper Wire Fire: Add +1 to your rolls when using your Haunting Melody through a recording or broadcast.
+ +Stage Presence: Add +1 to Hot (max Hot +3).
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+ When you have five experience points, erase them and choose one advancement from the list below: ++ Hot: + Cold: + Volatile: + Dark: +
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At four Harm, Skirt Death.
YOU PIG!: When someone successfully Turns You On take 1 Forward to Shut Them Down or Run Away from them.
+ +Trauma Bomb!: While you are in your Darkest Self you cannot gain new Conditions.
+ +Unfriended?: Add 1 to your rolls to Shut Someone Down using social media or technology.
+ +This Yours?: Deal 1 extra Harm with objects that are not made for violence or objects that another character treasures.
+ +I'm A Star!: The first time you miss a roll in a scene, clear a Condition.
+ +I'M the Victim Here!: If another character tries to tempt you and you refuse, you each give the other a Condition.
+ +All T All Shade!: Add +1 to your Cold (max Cold +3).
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+ When you have five experience points, erase them and choose one advancement from the list below: +