diff --git a/Monsterhearts-2/Monsterhearts-2.html b/Monsterhearts-2/Monsterhearts-2.html index 9d2ad65f10..781a62d437 100644 --- a/Monsterhearts-2/Monsterhearts-2.html +++ b/Monsterhearts-2/Monsterhearts-2.html @@ -1347,7 +1347,7 @@
Growing Pains: When you fail to protect your friends, mark experience.
+Growing Pains: When you fail to protect your friends, mark experience.
-Mercy: When you decide to spare someone you have reason to kill, take a String on them.
+Mercy: When you decide to spare someone you have reason to kill, take a String on them.
-Final Showdown: Spend 4 Strings on a side character to kill them. They are totally and irrevocably dead.
+Final Showdown: Spend 4 Strings on a side character to kill them. They are totally and irrevocably dead.
-To The Books: When the chips are down and your enemies seem unbeatable, you can turn to your friends for research help. Doing so counts as Gazing Into the Abyss. Add 1 to your roll for each friend who really dives into the work, even when it gets monotonous. On a 10 up, in addition to other results, the visions show you your enemy's secret weakness and you gain a String on them.
+To The Books: When the chips are down and your enemies seem unbeatable, you can turn to your friends for research help. Doing so counts as Gazing Into the Abyss. Add 1 to your roll for each friend who really dives into the work, even when it gets monotonous. On a 10 up, in addition to other results, the visions show you your enemy's secret weakness and you gain a String on them.
-Take the Blow: When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the Harm instead of them, but reduce it by 1. • On a 7-9, you take the Harm instead of them.
+Take the Blow: When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the Harm instead of them, but reduce it by 1. • On a 7-9, you take the Harm instead of them.
-Light the Way: Whenever your friends follow your commands or your lead, they add 1 to their rolls.
+Light the Way: Whenever your friends follow your commands or your lead, they add 1 to their rolls.
@@ -1421,12 +1421,12 @@ When you have five experience points, erase them and choose one advancement from the list below:
Failing Dynasty: In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one): Failing Dynasty: In the age of serpents, your family was powerful and prolific. Now, they live in a shadow of their former glory. They want to regain (choose one): Mesmerizing: When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and afterwards they don't really remember anything unusual happening. • On a 7-9, it'll still work, but only if you hiss loudly the entire time (and they'll definitely know something weird happened). Mesmerizing: When you stare at someone without blinking, roll with Hot. On a 10 up, they freeze up until you blink or someone touches them, and afterwards they don't really remember anything unusual happening. • On a 7-9, it'll still work, but only if you hiss loudly the entire time (and they'll definitely know something weird happened). The Big Reveal: When you reveal your true form to someone, they gain a String on you. If they accept you as you truly are, they mark experience. If they reject you, take 1 Forward against them. The Big Reveal: When you reveal your true form to someone, they gain a String on you. If they accept you as you truly are, they mark experience. If they reject you, take 1 Forward against them. The New Order: When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience. The New Order: When you learn to meet one of your needs within human society rather than within your family, mark experience. When others help you fit in better with human society, they mark experience. Patience is a Virtue: When you bite your tongue and don't respond to an antagonist, roll with Cold. On a 10 up, gain a String on them. • On a 7-9, take 1 Forward to striking the next time you see them. Patience is a Virtue: When you bite your tongue and don't respond to an antagonist, roll with Cold. On a 10 up, gain a String on them. • On a 7-9, take 1 Forward to striking the next time you see them.
+
✦ their political clout,
✦ their old wealth,
✦ their failing beauty,
@@ -1512,13 +1512,13 @@
Whenever you are convinced to do the bidding of a family member, take 1 Forward to doing it and that family member gains a String on you. Whenever you help your family regain some of their former glory, mark experience.
@@ -1548,12 +1548,12 @@ When you have five experience points, erase them and choose one advancement from the list below:
Watch Dog: You exist in the liminal space between two communities: one is resplendent with light, the other is damned to the shadows. It is your duty to guard the boundary. Watch Dog: You exist in the liminal space between two communities: one is resplendent with light, the other is damned to the shadows. It is your duty to guard the boundary. Arbiter: When you give someone a Condition, mark experience. Arbiter: When you give someone a Condition, mark experience. Dig Deeper: When you Gaze Into the Abyss by snooping around for dirt on someone, add 1 to your roll. On a 10 up, the owner of that character will tell you a secret, and you can choose to give them a Condition to reflect what you've learned. Dig Deeper: When you Gaze Into the Abyss by snooping around for dirt on someone, add 1 to your roll. On a 10 up, the owner of that character will tell you a secret, and you can choose to give them a Condition to reflect what you've learned. Loyal: Whoever currently has the most Strings on you is your Master. When you take action to protect or help your Master, add 1 to your roll and they gain a String on you. Loyal: Whoever currently has the most Strings on you is your Master. When you take action to protect or help your Master, add 1 to your roll and they gain a String on you. Bark, Then Bite: When you take advantage of a Condition that you gave to someone, it adds 2 to your roll instead of 1. Bark, Then Bite: When you take advantage of a Condition that you gave to someone, it adds 2 to your roll instead of 1. Doomed Outsider: When trying to drive others away from you, or escape their care, you can take advantage of your own Conditions to add to your roll. Doomed Outsider: When trying to drive others away from you, or escape their care, you can take advantage of your own Conditions to add to your roll. Hot Take: When you discover an injustice that has long been hidden or covered up, add 1 to your rolls to bring it to light and to justice as immediately as possible. Hot Take: When you discover an injustice that has long been hidden or covered up, add 1 to your rolls to bring it to light and to justice as immediately as possible.
+
Mark experience whenever you weed out someone on the wrong side of the divide and put them in their place.
+
When you become your Darkest Self, your current Master loses all Strings on you.
@@ -1678,12 +1678,12 @@ When you have five experience points, erase them and choose one advancement from the list below:
End of the World: You have sworn fealty to a Wicked Master. Once it has accumulated six hundred sixty-six Strings, it can fully materialize in this realm, possessing immeasurable power.
+End of the World: You have sworn fealty to a Wicked Master. Once it has accumulated six hundred sixty-six Strings, it can fully materialize in this realm, possessing immeasurable power.
- Idols: You create idols to your Wicked Master, in the form of (choose 1):
+ Idols: You create idols to your Wicked Master, in the form of (choose 1):
✦ cloth dolls,
✦ carved sigils,
✦ statues,
@@ -1775,15 +1775,15 @@
Blood Offerings: Every time you suffer Harm, the Wicked Master gains a String on you and you mark experience. Blood Offerings: Every time you suffer Harm, the Wicked Master gains a String on you and you mark experience. Spoken For: Whenever someone else gains a String on you, your Wicked Master gains a String on them. Spoken For: Whenever someone else gains a String on you, your Wicked Master gains a String on them. Secret Mission: Whenever you lie to someone about your true motives, and they foolishly believe you, gain a String on them. Secret Mission: Whenever you lie to someone about your true motives, and they foolishly believe you, gain a String on them. Incantations: When you Gaze Into the Abyss to entreat the Wicked Master, it gains a String on you. On a 10 up, the Wicked Master reveals the next stage of its plan, and you take ongoing 1 Forward to all rolls made to enact this bidding. Incantations: When you Gaze Into the Abyss to entreat the Wicked Master, it gains a String on you. On a 10 up, the Wicked Master reveals the next stage of its plan, and you take ongoing 1 Forward to all rolls made to enact this bidding. Soul Recruiter: When you bring an innocent soul to the Wicked Master, mark experience. Soul Recruiter: When you bring an innocent soul to the Wicked Master, mark experience.
Each idol counts as a String on you, held by the Wicked Master unless someone else seizes control of it or destroys it.