Monsterhearts PDF
Monsterhearts PDF
Monsterhearts PDF
You don’t have the luxury of laughing. You know the world
has hideous, horrible things hiding in the shadows. You
know because you’re one of them. There’s wickedness that
dwells within your chest, darkness that courses
through your veins.
Most teenagers will never know that things like you exist,
the secret monsterhearts.
S Dedicated to…
Carl Rigney, my Ghoul
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S
Within Monsterhearts
4 What This Is
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What This Is
This is a story game. To play, we invent characters and
roleplay as them. We say things, and the rules of the
game respond to some of those things - changing where
the story is going. The rules are there to keep the story
feral - no matter how gorgeous and perfect we imagine
our characters to be, they are never given the luxury of
domesticating their fate. They are always in the lurch,
which means they are always interesting. The rules are
there to make sure that it isn’t my story, and it isn’t your
story. Instead, it’s something between us, raw and alive.
You play because the characters are sexy and broken. You
play because teen sexuality is awkward and magnetic,
which means it makes for brilliant stories. You play
because despite themselves, despite the world they live
in, despite their fangs and their bartered souls and their
boiling cauldrons, these aren’t just monsters. They’re
burgeoning adults, trying to meet their needs. They’re
who we used to be - who we still are sometimes. You play
to get lost, and to remember.
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then this document will provide you with guidelines to
explore these themes and play around in this creative
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space. The game’s rules map out territory that you’ll
explore and build upon.
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In Order To Play
In order to play, you’re going to need players. This game has
a Master of Ceremonies (MC), to whom much of this text is
addressed. In addition to the MC, you’ll need 2-4 more players.
Dice
The group needs some standard, six-sided dice. Two is the
6 minimum number required, but 4-6 is ideal, as it makes it
possible for everyone to have a pair sitting within easy reach.
Pencils
The game requires some pencils for note-taking, and
occasionally for map drawing. One pencil for each player
is ideal. Pencils are definitely preferable to pens, as some
things will need to be rewritten and erased frequently.
The Skins
There are a number of Skins. Each Skin is a booklet (a
letter-sized page, folded in half) containing a different
type of character that can be played by one of the players.
Print out one copy of each of the Skins.
Other Booklets
There’s a Reference Booklet for the players, an MC Booklet
for the MC, and a Menace Booklet for the MC.
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Chapter One
Creating Characters
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Choosing a Skin
When you play this game, you pretend that you are
a messed-up teenage heartbreaker who’s secretly a
monster. Or maybe your character isn’t quite a teenager
anymore - maybe they’re twenty three. Maybe your
character is a vampire and you’re actually two hundred
and seventy years old, but you’re posing as a teenager.
That’s all fine. What’s important is that your character
is caught in the midst of a volatile transition, just like a
Creating Characters
Each Skin has a picture and some descriptive text: these give
Chapter One
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The MC doesn’t create a PC, though. Instead, the MC plays
all the other characters that surface as the game unfolds
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- the parents and peers and antagonists that populate
the world. These characters don’t have all the recorded
details that PCs do, like stats and moves. While everyone
else is choosing a Skin and creating their characters, the
MC is leading that process (as detailed on Page 130). When
everyone’s done creating their characters, play begins.
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Name, Look, & Origin
Once you’ve selected a Skin, there are a number of
decisions to make. Together, these decisions help you
create an interesting character.
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S The final decision is your Origin. Each Skin comes with
a list of 3-5 possible origins for your character. Monsters
have origins that explain where they came from or how
they became monsters. Humans have origins that explain
how they got their power or arrived at their current social
standing. Choose one of the Origins for your character.
Stats
Creating Characters
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Picking Moves
Each character has access to the same list of basic moves:
turn someone on, manipulate an NPC, shut someone
down, hold steady, lash out physically, run away, and gaze
into the abyss.
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Sex Moves & Darkest Selves
Each character has a Sex Move and a Darkest Self, both of
which are located on the back of the Skin booklet. There
are no decisions to be made in these sections prior to
play, but players should read and incorporate them into
their emerging ideas about their characters.
Your Backstory
Creating Characters
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Cassidy is a Werewolf, and the backstory for Werewolves
is: “You lack subtlety. Give a String to everyone. You’ve
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spent weeks watching someone from a distance. Their
scent and mannerisms are unmistakable to you now.
Take 2 Strings on them.” So the other two PCs (Robin
the Mortal, and Vanessa the Witch) each write down
“Cassidy – 1” on their character sheets. Cassidy’s
player then decides that Cassidy has been following
Vanessa around, observing her. “Me? Why have you
been following me around?” asks Vanessa’s player. “I
think that at first it was because I found you going
through my stuff, like you mentioned earlier. So it was a
territorial instinct. But I quickly started to develop other
feelings for you.” Vanessa’s player nods, and adds, “I
think that I’ve probably noticed you lurking around, but
I like the attention.”
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S the most - the one that will create the most compelling
situations, or show off the things about the character
you find most interesting.
who says, “And I’d like to see Robin’s mean streak, so I’m
going to highlight his Cold.” Robin’s player fills in the
bubble next to his Hot and Cold stats, to denote that
they are both highlighted.
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Objectives
Unlike some story games, Monsterhearts doesn’t have
an endgame or an explicit goal to shoot for. You are left
to determine what it is that your character wants, and
pursue that in any way that makes sense to you.
If you aren’t sure who your character is, start with those
things and build outward from there. Soon, you’ll likely
find yourself embroiled in situations that demand action,
and your objectives will emerge from that.
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Chapter Two
Playing the Game
Playing the Game
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Chapter Two
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Framing Scenes
Play is divided into scenes, the same way a movie or TV
show is. The MC and the players make decisions about
what’s important enough to show on screen, when the
scene should end, and what the group should skip to next.
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Talking & Moves
When you play this game, you roleplay. It’s simple: you
just say what you do, and your character does what you
say. It’s like a conversation, in that you take turns, but it’s
not really like taking turns. You can speak as a narrator
would, or speak as your character, or speak as a member
of the audience. Most people slip in and out of these
different ways of talking, organically and sometimes
without even noticing.
Playing the Game
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Rolling Dice
Most of the moves ask you to roll with something. This
means that you roll two dice and add their sum to the
value of that thing. If you have a Hot 3, and you’re asked
to roll with hot, then you roll two dice and add them to
that 3. If you rolled a 2 and a 4, your final score would be 9.
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Basic Moves
What follows is the rules and further descriptions for
each of the basic moves: turn someone on, manipulate an
NPC, shut someone down, hold steady, lash out physically,
run away, and gaze into the abyss.
Turn Someone On
Playing the Game
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Manipulate an NPC
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When you manipulate an NPC, roll with hot. On a 10 up,
they’ll do what you want if you give them a bribe, a threat,
or a motive. • On a 7-9, the MC will tell you what it’ll take
to get the NPC to do what you want. Do it and they will.
This move only applies to non-player characters (NPCs),
meaning characters that the MC controls. It requires you
to actually want something from the NPC, rather than
just wanting to cow them or manipulate their emotions
(see when you shut someone down for that). If you want
to manipulate PCs, you can do so by spending Strings that
you have on them.
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S If she’d rolled a 7-9, both of these characters would
have ended up vulnerable in some way. The bully’s
friends might still laugh at him, but they’d also be
whispering that he should teach this girl a lesson.
Vanessa’s player might have chosen the “you each give
a Condition to one another” option from the list –
labelling the bully humiliated but gaining the
Condition dead meat in exchange.
Hold Steady
Playing the Game
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Lash Out Physically
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When you lash out physically, roll with volatile. On a
10 up, you deal them harm and choose one: the harm is
great (add 1); you gain 1 String on them; they need to hold
steady before they can retaliate (during this scene). • On
a 7-9, you harm them but choose 1: they gain 1 String on
you; they can deal 1 harm to you for free, if they want to;
you become your Darkest Self.
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S might judge that the other party can attempt to lash out
physically before you have a chance to run away, thus
holding you captive.
When someone says that they’re gazing into the abyss, the
most important question to ask is, “Cool, but what does
that mean? What do you actually do?” The answer might
be different with each character, and each application of
the move, but an understanding of what’s actually going
24 on in the scene is vital.
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Strings
Strings are the emotional hold that you have over people.
They are earned through a number of moves: turn someone
on, shut someone down, lash out physically, and various
Skin moves. There is a place on your Skin booklet to keep
track of the Strings you have on other people.
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S You can spend a String on an NPC to:
}} Add 1 to your roll against them (choose after rolling).
}} Add 3 to your manipulate an NPC roll against them
(choose after rolling).
}} Cause them to falter, hesitate, or freeze up momentarily.
}} Add an extra harm to whatever harm
you’re dealing them.
}} Place a Condition on them.
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Cassidy’s player scratches out one of the Strings that
she held on Robin.
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Robin can choose to turn and leave, or to hold steady
in an attempt to enter the house. Grabbing the dice,
Robin’s player declares that Robin is going to take a
deep breath and try to drum up the courage to enter.
He rolls a total of 8. Looking over the list of options,
Robin’s player decides to pick an option from the 10 up
list and gain the Condition terrified. The option from
the 10 up list that Robin’s player chooses is “ask the
MC a question about the situation,” but he decides to
wait a few seconds before asking anything. Robin walks
into the house, and sees Cassidy halfway through a
grotesque transformation. That’s when Robin’s player
asks the MC, “What can I do to help her?” The MC
thinks about it for a minute and responds, “The only
thing you can do is lock her up somewhere safe, where
she can’t hurt anybody. I bet the stairs to the basement
are just around the corner.”
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Conditions & Forward
Characters can gain Conditions over the course of play.
If you take advantage of a Condition that someone has,
while making a move against them, add 1 to your roll.
In order to take advantage of a Condition mechanically,
though, you need to take advantage of the Condition
fictionally as well. This is an extension of the “to do it,
do it” principle.
Playing the Game
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Robin (a Mortal PC) has been in a foul mood all day.
Maybe it’s because he missed the bus. Maybe it’s
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because he just found out that the girl of his dreams,
Cassidy, is actually a bloodthirsty Werewolf. Either
way, he’s in no mood for Vanessa’s snarky tone when
she corners him in the hallway and asks, “Well, did you
finally do your half of our history project, last night?”
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Harm & Death
When characters get physically hurt, they take harm. If
they rack up too much harm, they can die.
PCs die when they take their 4th harm. Other characters
(the ones controlled by the MC) can take whatever
amount of harm seems appropriate. Maybe the MC’s
dorky class wimp gets hospitalized at 2 harm, or even
killed if it makes sense. Maybe the MC’s werewolf biker
Playing the Game
If you have giant fucking claws, or you get a solid hit to the
temple with an aluminum bat, it’s 2 harm. If you set fire
to their house and they barely escape, maybe having to
body-check a smoldering door in the process, it’s 2 harm.
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If it’s worse than all that, and it’d have to be pretty bad,
it’s 3 harm.
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Harm can be amplified in several ways: certain Skin
moves add 1 harm, you can spend a String to add 1 harm,
and if you roll a 10 up when you lash out physically you
can choose to make the harm great (which adds 1 harm).
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Darkest Self
Certain instances in the game will demand that a character
become their Darkest Self. When you become your Darkest
Self, there’s a script to follow. That script is described on
your Skin sheet. Play that script as hard as you can. This is
the moment where you are supposed to lose sight of your
humanity, whatever amount you had in the first place. It’s
the point at which you forsake the world. You’ll be able to
escape your Darkest Self eventually. Until that point, revel
Playing the Game
in the darkness.
The MC’s job when you are your Darkest Self is to be real
about the fiction, and not pull any punches. If the werewolf
32 becomes its Darkest Self a block from the supermarket,
then of course there are going to be innocent bystanders
waiting around to get mauled. We’re talking about a
Chapter Two
monster at its most monstrous here, and it’s the MC’s job
to showcase that and not give any easy outs.
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Vanessa gets an 8 on her Hex-Casting move (rolling a 2
and a 4, plus a Dark stat of 2). That means it works, but
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she has to pick a negative consequence from a list. She
picks: trigger your Darkest Self. The Witch’s Darkest Self
is all about hexing anyone who slights them.
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Advancement
Experience allows characters to become more powerful
over time, gaining access to new moves, increasing stats,
or expanding their influence over the world. Characters
can gain experience in a number of ways over the
course of play. Two of each PC’s stats are highlighted,
and whenever those stats are rolled, the player marks
experience. Certain Skin-specific moves will provide other
opportunities for PCs to gain experience. Finally, someone
Playing the Game
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Gangs
Most Skins have the option to join or belong to a gang,
as an advancement option. The Mortal doesn’t have this
opportunity. The Queen starts out with a gang.
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Seasons
If you’re playing for a single session, you’ll find that
conflicts escalate and get messy, and that some characters
will have lots of crossover. But chances are that things
won’t feel “finished,” in that neatly-packaged-up sense
of the word. That’s fine! A single-session game should be
about experiencing the PCs’ life, exploring their world,
and following through on a couple of messy conflicts.
Playing the Game
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Season Advances are a big deal. They allow a character
to rewrite their nature, to become a different kind of
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monster, or to grow up. They allow a player to change
characters altogether, or to take on a second character.
Season Advances 37
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S Change your character’s Skin.
When you change your character’s Skin, they become
a totally different type of monster. Perhaps they were a
Mortal before, but were bitten and become a Vampire.
Perhaps they were once Fae, but have died and come back
as a Ghost. Perhaps they were a Ghost, but were given a
new body and are now a Ghoul.
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Retire your character and start a new one.
This advance let you start a new character from scratch.
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Retire your original character to a place of safety and
acceptance, removing them from the picture. Then, create
a new character to replace them. Be sure to follow all the
usual steps for your new character, including setting up
their Backstory and initial Strings.
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S Make Others Feel Beautiful
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Queer Content
This isn’t really a game about monsters. It’s a game about
the confusion that arises when your body and your social
world start changing without your permission.
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When I suggest that you introduce queer content, here
are some examples of what I mean:
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}} Be willing to be surprised about who your character
turns out to be and what turns them on.
}} If you’re a vampire, ask yourself: does feeding on
boys feel the same as feeding on girls? Do your
feeding preferences line up with your sexual
preferences? In what ways is vampiric feeding
a sexual thing?
}} If you’re a mortal, take a couple as your true love.
}} Explore what it means to be betrayed by your body,
whether it’s becoming a flesh-eating monster that
stalks the night, or being trans and experiencing the
wrong puberty, or both.
}} If you’re the MC, introduce queer characters, and
make them fundamentally different from one
another. Let their sexuality and gender be incidental
in some cases, and let it be the chaotic thing that
drives the story forward in others.
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Staying Feral
Every moment of the game leads into the next. When you
narrate something, others respond. Moves get triggered.
Dice get rolled, and those rolls create new situations to
react to. The fiction and the mechanics interact with one
another to create an emergent story, one that has its own
momentum and energy.
The game loses its magic when any one player attempts
Chapter Two
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Chapter Three
The Skins
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The List
Below are the summaries of each Skin included in
Monsterhearts. In the future, additional Skins may be
released to supplement this list. Each summary contains
a handful of words that capture the essence of the Skin, a
brief description of what their focus is, and then the high
& low stats of each.
The Chosen
Powerful, vengeful, conflicted, masochistic. The Chosen
is a monster slayer who finds themselves drawn to the
darkness.
The Skins
The Fae
Alluring, exotic, fickle, vengeful. The Fae is all about
extracting promises, and delivering faerie vengeance
when those promises are broken.
46 High stats: Hot, Dark. Low stats: Cold, Volatile.
The Ghost
Chapter Three
The Ghoul
Cold, unwavering, hungry. The ghoul died, and came back
with dulled emotions and a hunger for human flesh. The
ghoul benefits from being disaffected and malicious.
High stats: Cold, Volatile. Low stats: Hot, Dark.
The Infernal
Powerful, desperate, addicted. The infernal has a demonic
sugar daddy - someone who gets them things they want.
At a price.
High stats: Volatile, Dark. Low stats: Hot, Cold.
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The Mortal
Vulnerable, codependent, magnetic, beautiful. The mortal
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is all about benefiting from codependency, and racking up
experience.
High stats: Hot, Dark. Low stats: Cold, Volatile.
The Queen
Commanding, irresistible, bitchy, sexy. The queen is all
about turning cliques and popularity into weapons.
High stats: Hot, Cold. Low stats: Volatile, Dark.
The Vampire
Icy, manipulative, pretty, hypnotic. The vampire is all about
emotional entrenchment and emotional dominance.
High stats: Hot, Cold. Low stats: Volatile, Dark.
The Werewolf
Passionate, violent, muscular, fickle. The werewolf is all
about using physical violence and transformation to get
what it wants.
High stats: Hot, Volatile. Low stats: Cold, Dark.
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The Witch
Manipulative, secretive, judgemental, brooding. The
witch is all about casting silent judgement, and powerful
hexes, from the safety of her own bedroom.
High stats: Cold, Dark. Low stats: Hot, Volatile.
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The Chosen
The world needs you. It needs someone brave enough to
walk blindly into the darkness, and to shine a light for
all the lost souls out there. They need a champion. They
can’t do it alone.
There’s just that one nagging worry, the one that rears
its head at the worst possible moments: what if you’re
not good enough?
The Skins
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Chapter Three
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Names
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Ajani, Ariel, Caleb, Dominic, Gabriel, Jackson, Morgan,
Raidah, Susie, Victoria
Look
strong, stubborn, average, bitter, outcast, anxious
Origin
destined, marked by trauma, marked by the supernatural,
soul survivor, doing what’s necessary 49
Stats
Hot 1, Cold -1, Volatile 1, Dark -1
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S Chosen Moves
Choose two:
Mercy
When you decide to spare someone you have reason to
kill, take a String on them.
Growing Pains
When you fail to protect your friends, mark experience.
Final Showdown
Spend 4 Strings you have on an NPC to kill them. They are
irrevocably dead. They can spend any Strings they have
The Skins
Come Prepared
You have an outlandishly large armory, complete with
ancient artifacts. Just in case the need arises.
50 To The Books
When the chips are down, and the sinister villain seems
unbeatable, you can turn to your friends for research
Chapter Three
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Your Backstory
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You have two friends who you can rely on for monster-
slaying support. Take a String on each.
Advancement
Take another Chosen move.
Take another Chosen move.
Take a move from another Skin.
Take a move from another Skin.
You have Unholy Allies.
Add 1 to Hot (max 3).
Add 1 to Cold (max 3).
Add 1 to Volatile (max 3).
Add 1 to Dark (max 3).
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Sex Move
When you have sex, heal all of your wounds, and cure all
of your Conditions. If they disgust you, give them a String.
If you disgust yourself, give them a String.
Darkest Self
None of your friends can help. They’re not strong like
you are. You need to chase down the biggest threat
imaginable, immediately and alone. Any challenges or
dangers that you encounter must be faced head on, even
if they might kill you. You escape your Darkest Self when
someone comes to your rescue or you wake up in the
hospital, whichever comes first.
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Playing The Chosen
Powerful, vengeful, conflicted, masochistic. The Chosen
is a monster slayer who finds themselves drawn to the
darkness.
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The Fae
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.
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S Names
Anders, Aurora, Crow, Gail, Harmony, Iris, Lilith, Ping,
Selene, Sienna, Walthus
Look
dainty, girlish, gaunt, mysterious, disheveled
piercing eyes
Origin
fae born, fae blooded, adopted, touched with the gift,
54 stole the gift
Stats
Chapter Three
Fae Moves
You get this one, and choose one more:
Faery Contract
If someone breaks a promise or contract made to you,
take a String on them. When spending a String to even
out the score and get justice on a broken promise, add
these options:
}} they fuck up something simple at a crucial moment;
}} add 2 to your roll on an act of vengeance;
}} they suffer 1 harm, whether the cause is obvious or not.
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The Constant Bargain
When someone asks you to do something important for
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them, and you do it, roll with hot. On a 10 up, they lose
a String on you, and you gain one on them. • On a 7-9,
choose one or the other. • On a miss, you’ve shown that
they can walk all over you, and they take a String on you.
Lure
Whenever someone makes a promise to you, they mark
experience. Whenever someone breaks a promise to you 55
and you seek vengeance, mark experience.
Guide
If you spend a String on someone willing, you can bring
them across the veil, into the faery court. The spell
doesn’t last long, though, before you’re both returned to
the mundane world.
Unashamed
You can give someone a String on you to add 3 to your
attempt to turn them on.
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S Your Backstory
You wear your heart on your sleeve. Give everyone one
String.
Advancement
Take another Fae move.
Take another Fae move.
Take a move from another Skin.
Take a move from another Skin.
You belong to a Jury of Fae.
The Skins
56 Sex Move
When you lie naked with another, you can ask them for a
Chapter Three
Darkest Self
Everything you say is a promise. Everything you hear is a
promise. If a promise is broken, justice must be wrought
in blood. To escape your Darkest Self, you must in some
way re-balance the scales of justice.
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Playing The Fae
Alluring, exotic, fickle, vengeful. The Fae is all about
extracting promises, and wielding faerie vengeance when
those promises are broken.
The Fae are hot and hard to resist. They use those attributes
to get promises from people, and those promises hold
cosmic power. Their low Cold and Volatile stats make it
hard to shut others down or keep them at bay. Instead,
they excel at getting close to people.
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The Ghost
Ghosty ghost. You’re dead.
The Skins
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Chapter Three
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Name
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Alastor, Avira, Catherine, Daniel, Kara, Lenora, Orville,
Rufus, Spencer, Tien
Look
Forlorn, meek, distant, stuffy, out of place, brooding
Origin
Murdered in cold blood, murdered in hot passion, left to
die, tragic accident, a confused death 59
Stats
Hot -1, Cold 1, Volatile -1, Dark 1
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S Ghost Moves
You get this one, and choose one more:
Unresolved Trauma
Whenever you project the blame and trauma of your
death onto your current situation, roll with dark. On a
10 up, give two people the blamed condition. On a 7-9,
give up to two people the blamed condition, but for each,
choose one:
}} You gain the delusional condition,
}} You can’t speak during this scene,
}} You suffer one harm,
}} You start re-enacting the scene of your death.
The Skins
Creep
When you secretly witness someone in their most
intimate moments, perhaps showering or sleeping, gain
a String on them.
60 Vengeful
Whenever you lash out physically at someone with the
blamed condition, roll using Dark. Add 1 extra harm to
Chapter Three
Hungry Ghost
You find sustenance in sadness. When others dump their
emotional problems on you, roll with dark. On a 10 up,
they lose all their conditions, and you choose one:
}} Mark experience,
}} Carry one forward,
}} Gain a String on them
On a 7-9, they choose one:
}} They lose all their conditions,
}} They gain a String on you.
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Dissipate
You can walk through walls.
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Your Backstory
Someone knows that you’re dead, and how you died. They
gain a String on you.
Advancement
Take another Ghost move.
Take another Ghost move.
Take a move from another Skin.
Take a move from another Skin.
You have a House of Spooks.
Add 1 to Hot (max 3).
Add 1 to Cold (max 3).
Add 1 to Volatile (max 3). 61
Add 1 to Dark (max 3).
Sex Move
When you have sex with someone, you both get to ask a
question of one another’s characters. This can be spoken
by your character, or simply asked player-to-player. The
other person must answer honestly and directly.
Darkest Self
You become invisible. 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.
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Playing The Ghost
Tormented, insecure, intuitive, fickle. The ghost is all
about channeling past trauma, seeing people’s true selves,
and having spooky powers.
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The Ghoul
Death changed you. It took away your contemplative joy, it
dulled your senses, and it left you impossibly hungry. That
hunger is always with you, like a hum in your ears that
swells and crescendos until you can’t hear anything else.
Unattended, it will come to dominate you - but feeding it
may be just as bad.
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S Name
Akuji, Cage, Cole, Georgia, Horace, Iggy, Mara, Morrigan,
Silas, Sharona, Victor, Zed
Look
gaunt, striking, thin, stiff, disfigured
hungry eyes
Origin
resurrected, constructed, disturbed, rejected, sent
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Stats
Chapter Three
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Ghoul Moves
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You get this one, and choose two more:
The Hunger
You have a Hunger for (circle 1): flesh, chaos, power, fear.
Disaffected
When you turn someone on, roll with cold.
Watchful Golem
When you defend someone without them ever knowing
about it, mark experience.
Satiety
When you satiate a Hunger, choose one:
}} heal one harm;
}} remove a Condition;
}} mark experience;
}} carry 1 forward.
Ending
You remember how you died. When you tell someone
about it, give them the Condition morbid, and roll to turn
them on.
S
S Your Backstory
Someone reminded you what love was, when you thought
that death had stolen it away from you forever. Give them
2 Strings.
Advancement
Take another Ghoul move.
Take another Ghoul move.
Take a move from another Skin.
The Skins
Sex Move
Chapter Three
When you have sex with someone, add “having sex with
[this person]” as an additional Hunger. If you already have
this Hunger, mark experience.
Darkest Self
You will maim, kill and destroy anything in between
you and the nearest object of your hunger. You will feed
relentlessly. You escape your Darkest Self when someone
restrains you or fends you off for long enough for you to
regain your composure – at least thirty or forty minutes.
S
S
Playing The Ghoul
Cold, unwavering, hungry. The ghoul died, and came back
with dulled emotions and a hunger for human flesh. The
ghoul benefits from being disaffected and malicious.
S
S
The Infernal
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.
68
Chapter Three
S
Name
S
Baron, Cain, Chloe, Damien, Logan, Mark, Mika, Omar,
Ophelia, Poe, Yoanna
Look
distant, quiet, anxious, tense, frantic, vicious
Origin
bartered soul, last-chancer, returned, emissary, legion,
lackey, chosen 69
Stats
Hot -1, Cold -1, Volatile 1, Dark 1
S
S Infernal Moves
You get this one, and choose one more:
Soul Debt
Name a dark power that you owe a debt to. Choose two
Bargains that it has made with you. It can hold Strings
against you. Whenever it collects 5 Strings against you,
trigger your Darkest Self.
Dark Recruiter
When you bring an innocent soul to the dark power, mark
experience.
The Skins
Unknowable
When you lash out physically against someone, on a 10 up,
they lose 1 String on you. • On a 7-9, add to your list of
options: they lose 1 String on you.
Or, if you prefer not to know what or who you have been
making bargains with, that’s fine - just let the MC know.
S
Bargains
S
Choose two Bargains that the dark power has made with you:
Numbing It Out
You can give the dark power a String in order to remove a
Condition or up to two harm.
Elsewise Power
You can give the dark power a String to use a move you
don’t have, just this once. This move can come from any
playbook.
Uncanny Voices
You can give the dark power a String in order to realize
a secret about someone you’re talking to. The owner of
that character will reveal one of their secret fears, secret 71
desires, or secret strengths (they choose.)
Strings Attached
You can ask the dark power for something that you really,
really want. The MC will attach a price to the thing you
want, and hint at an undesired twist in its nature. If you
pay the price, you’ll get what you’re after.
S
S Your Backstory
You owe debts. Give away 3 Strings, divided any way you
like between the dark power and the other characters.
Advancement
Take another Infernal move.
Take the remaining Bargains.
Create a new Bargain (MC approval).
Take a move from another Skin.
Take a move from another Skin.
The Skins
When you have sex, the dark power loses a String on you
and gains a String on whoever you had sex with.
Darkest Self
You can’t get what you need, anymore. The world has left
you cold and alone, shivering in the wake of your own
addictions. The dark power will make some open-ended
demands of you, and it’ll promise you some lucrative
(and perhaps volatile) things in return. Every demand you
fulfill brings you a little closer to feeling whole again,
to rekindling the fire in your heart. Whenever you fulfill
those demands, remove a String it holds on you. You
escape your Darkest Self when the dark power has no
more Strings on you, or when you agree to an even worse
bargain with an even more dangerous dark power.
S
S
Playing The Infernal
Powerful, desperate, addicted. The infernal has a demonic
sugar daddy - someone who gets them things they want.
At a price.
S
S
The Mortal
None of them would understand. What you have here, in
this dark and secret place, it’s beautiful. They’d warn you
that this sort of beauty is dangerous, like a raging fire.
Well some things are worth getting burned for.
Love has eclipsed all hope. And the dark has left you
feeling beautiful.
The Skins
74
Chapter Three
S
Names
S
Anne, Carla, Deirdre, James, Jonathan, Leena, Patrick,
Robin, Shen, Timothy, Wendy
Look
quiet, desperate, awkward, beautiful, displaced
Origin
new kid in town, kid next door, your barista, someone’s
girlfriend, someone’s boyfriend, nobody 75
Stats
Hot 1, Cold -1, Volatile -1, Dark 1
S
S Mortal Moves
You get this one, 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.
a String on you.
Sympathy is My Weapon
Every time you forgive someone for hurting you, and
excuse their base nature, take a String on them.
76 Excuses Are My Armour
When you ignore some blatant problem with your lover
or how they treat you, mark experience.
Chapter Three
Downward Spiral
When you gaze into the abyss, you may cause yourself 1
harm. If you do, add 2 to your roll.
Entrenched
If you and another character have a total of 5 or more
Strings on one another, gain 1 to all rolls against them.
S
Your Backstory
S
The Mortal always declares their backstory last. Declare
one person to be your lover. Give them three Strings on
you. Take one String on them.
Advancement
Take another Mortal move.
Take another Mortal move.
Take a move from another Skin.
Take a move from another Skin.
Take a move from another Skin.
Add 1 to Hot (max 3).
Add 1 to Cold (max 3).
Add 1 to Volatile (max 3).
Add 1 to Dark (max 3).
Sex Move 77
When you have sex with someone, trigger their Darkest
Self.
Darkest Self
Nobody understands you, or even wants to. They’d rather
you disappear. Well, you’re not going to disappear. You’re
going to make life a living hell for them. You’ll betray the
wicked to the judges, the weak to the executioners. You’ll
pit humans and supernaturals against one another, until
everyone looks like monsters. Only seeing the pain that you’re
causing your lover will let you escape your Darkest Self.
S
S
Playing The Mortal
Vulnerable, codependent, magnetic, beautiful. The mortal
is all about benefiting from codependency, and racking up
experience.
Mess With Me, Mess With Him allows you to escape your
current problem by creating potential future problems for
yourself (by giving more power to your lover). The hidden
benefit here is that you’re better equipped to deal with
your lover’s problems than you are anyone else’s.
S
S
The Queen
You’re one of the special ones. A sovereign beauty. You
deserve more than the rest of this wretched world does. You
deserve the will and worship of those around you.
And it’s not only because you’re better than them. It’s
because you make them better. Strong, beautiful, complete.
They’d be nothing without you.
79
S
S Name
Burton, Brittany, Cordelia, Drake, Jacqueline, Kimball,
Raymond, Reyes, Varun, Veronica
Look
stunning, domineering, icy, stuck up
Origin
most popular kid in school, most dangerous person
80 around, occult leader, firstborn of the hive mind, source
of the infection
Chapter Three
Stats
Hot 1, Cold 1, Volatile -1, Dark -1
S
Queen Moves
S
You get this one, and choose one more:
The Clique
You’re at the head of the toughest, coolest, most powerful
clique around. They count as a gang. Choose one of the
following strengths for your gang:
}} they’re armed (with guns and real dangerous stuff);
}} they’re connected (with money and designer drugs);
}} they’re talented (in a band or sports team);
}} they’re cultists (with dark oaths and willingness to die).
The Shield
When you’re surrounded by your gang, subtract 1 from
any rolls against you. (NPCs act at a Disadvantage.)
Bought Loyalty
You can give an NPC a String against you to add 2 to your
manipulate an NPC roll against them. (You can only choose
to do so before rolling.) 81
Many Bodies
When you promise one of your gang members to someone,
add 2 to your roll to turn someone on. When one of your
gang members has sex with someone, it triggers your Sex
Move.
Streaming
You have a telepathic connection with your gang
members. You can always hear their emotions and fears.
When you try to hear specific thoughts, gaze into the abyss
about it and add 1 to your roll.
S
S Your Backstory
Name three NPCs who are members of your gang. Gain a
String on each.
Advancement
Take another Queen move.
Take another Queen move.
Take a move from another Skin.
Take a move from another Skin.
The Skins
When you have sex with someone, they gain the Condition
one of them. While the Condition remains, they count as
part of your gang.
Darkest Self
They’ve failed you. This is all their fault, and there’s no
reason why you should 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
over to someone more deserving, or when you destroy an
innocent person in order to prove your might.
S
S
Playing The Queen
Commanding, irresistible, bitchy, sexy. The queen is about
turning cliques and popularity into weapons.
S
S
The Vampire
You are beauty eternal. You are the darkness that everyone
wants to taste, but no one wants to understand. It’s there
in your eyes, your carefully-chosen words, and your every
gesture: you no longer have a soul.
84
Chapter Three
S
Names
S
Amanda, Cassius, Clayton, Helene, Isaiah, Jessamine,
Jong, Lucian, Marcell, Morana, Serina
Look
intense, aloof, pale, predatory, smoldering, old-fashioned
Origin
newly reborn, old by human terms, taken this century,
many ages old, maker, lord 85
Stats
Hot 1, Cold 1, Volatile -1, Dark -1
S
S Vampire Moves
Choose two:
Hypnotic
You can hypnotize people who have no Strings on you.
Roll with hot. On a 10 up, they do exactly what you wish
and have no idea that anything is wrong. • On a 7-9, the
hypnosis works, but choose one:
}} they realize you hypnotized them;
}} they fuck up your commands;
}} their sanity is unhinged.
Invited
The Skins
The Feeding
You feed on hot blood. If this is the first time they’ve ever
been fed upon, you both mark experience. When you feed,
86 choose two:
}} you heal 1 harm previously suffered,
}} you carry 1 forward,
Chapter Three
Cold as Ice
When you successfully shut someone down (7 up), you may
choose an extra option from the 7-9 list.
Inescapable
You may spend a String on someone to demand that they
not walk out on you. If they still do, gain 2 Strings on them.
S
Your Backstory
S
You’re beautiful. Gain a String on everyone.
Advancement
Take another Vampire move.
Take another Vampire move.
Take a move from another Skin.
Take a move from another Skin.
You belong to a Vampire Coterie.
Add 1 to Hot (max 3).
Add 1 to Cold (max 3).
Add 1 to Volatile (max 3).
Add 1 to Dark (max 3).
Sex Move 87
When you deny someone sexually, gain a String on them.
When you have sex with someone, lose all Strings on that
person.
Darkest Self
Everyone is your pawn, your plaything. You hurt them and
make them vulnerable, for sport, like a cat does with a
mouse. You feed to the point of death whenever you’re
alone with someone, though you take your time. You
escape your Darkest Self when you’re put in your rightful
place, by someone more powerful than you.
S
S
Playing The Vampire
Icy, manipulative, pretty, hypnotic. The vampire is about
emotional entrenchment and emotional dominance.
With Marked For The Hunt, it’s assumed that you can track
someone easily no matter how recently the feeding took
88 place, unless there’s some reason why their scent or blood
would have changed.
Chapter Three
S
S
The Werewolf
Everyone around you seems so willing to play the roles they
are handed, to quietly colour within the lines. They’ve been
tamed, domesticated. You’re of a different stock. You’ve
broken down the fence built to contain you. You’ve howled
at the moon, and heard it howl back.
89
S
S Name
Cassidy, Candika, Flinch, Levi, Margot, Lorrie, Luna, Peter,
Tucker, Zachary
Look
Primal, unkempt, lunatic, wiry, rugged, feisty
wolf eyes
Origin
Born a wolf, raised by wolves, ancestral power, awoken,
90 bitten, favoured by the moon
Stats
Chapter Three
S
Werewolf Moves
S
Choose two:
Scent of Blood
Add 1 to all rolls against those who have been harmed in
this scene already.
Unstable
When you become your Darkest Self, mark experience.
Primal Dominance
When you harm someone, take a String on them.
Uncontainable
When you attempt to escape any form of physical
entrapment, roll with volatile. On a 10 up, you escape. •
On a 7-9 the MC will offer you a hard bargain: agree if you
want to escape.
Heightened Senses
When you rely on your animal instincts to make sense of
a charged situation, roll with dark. On a 10 up, ask the MC
three questions. If you act on one of the MC’s answers,
add 1 to your first roll. • On a 7-9, ask one:
}} Where’s my best escape route or way in?
}} Which enemy is the most vulnerable to me?
}} What’s their secret weakness?
}} What poses the biggest threat to me?
}} Who’s in control here?
Spirit Armour
When basked in moonlight, any harm that you suffer is
reduced by 1, and you add 2 to hold steady rolls.
S
S Your Backstory
You lack subtlety. Give a String to everyone.
Advancement
Take another Werewolf move.
Take another Werewolf move.
Take a move from another Skin.
Take a move from another Skin.
The Skins
Darkest Self
You transform into a terrifying wolf-creature. 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.
S
S
Playing the Werewolf
Passionate, violent, muscular, fickle. The werewolf is all
about using physical violence and transformation to get
what it wants.
Your wolf self has the same stats as your human self.
What changes is your role and place in the story - new
actions and opportunities will make sense in this new
context. Further, moves like Unstable and Bare Your Fangs
take effect when you become your Darkest Self.
S
S
The Witch
In every lock of hair, every furtive glance, every secret
note that transfers hands during history class – there is
an invitation. An invitation to be fucked with. Not that
witchcraft is about fucking with others, exactly, but it’s
hard not to notice how utterly malleable the world is, once
you know a thing or two about magick.
94
Chapter Three
S
Names
S
Abrielle, Annalee, Cordelia, Darius, Evelyn, Gerard, Lucca,
Merrill, Sabrina, Vanessa
Look
lithe, guarded, coy, edgy, brooding
Origin
voodoun, wiccan, shamanic, dabbler, gifted, awoken
95
Stats
Hot -1, Cold 1, Volatile -1, Dark 1
S
S Witch Moves
You get these two, and choose one more:
Sympathetic Tokens
You gain power from sympathetic tokens - items of
personal significance that you take from others. Each
sympathetic token counts as a String.
Hex-Casting
You can cast Hexes. Choose two that you know. To cast
them, either expend a sympathetic token during a secret
ritual, or meet the target’s gaze and chant at them in
tongues. Then roll with dark. On a 10 up, the Hex works,
The Skins
Bide My Time
If you’ve got a sympathetic token against someone, add
1 to all rolls to hold steady against their actions or to run
away from them.
Sanctuary
You have a secret place for practising witchcraft. Add 1 to
all rolls you make within this space.
S
Hexes
S
Wither
The person loses all of their hair, or their teeth start
rotting and falling out, or their period comes and it comes
by the bucketful, or their skin gets all sickly yellow and
spotty. Whatever the specifics, it’s bad.
Binding
The person cannot physically harm others.
Ring of Lies
Whenever the person attempts to lie, they hear a piercing
ringing noise. Big lies will often make their knees buckle
and disorient them. Severe lies can cause harm or even
brain damage.
Watching
You enter a deep sleep, and begin to see the world through
the eyes of the hexed. You can feel their reactions to and
impressions of what they are seeing. 97
Illusions
Pick one: snakes and bugs, demonic visages, false
prophecies, non-existent subtext. The hexed sees that
thing everywhere. You have no control over the exact
images or manifestations.
S
S Your Backstory
You start the game with two sympathetic tokens. Decide
whose and what they are.
Advancement
Take another Witch move.
Take the remaining hexes.
Create a new hex (MC approval).
Take a move from another Skin.
The Skins
Sex Move
Chapter Three
Darkest Self
The time for subtlety and patience is over. You’re too
powerful to put up with their garbage any longer. 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.
S
S
Playing The Witch
Manipulative, secretive, judgemental, brooding. The
witch is all about casting silent judgement, and powerful
hexes, from the safety of her own bedroom.
S
S
Chapter Four
Being MC
Being MC
100
Chapter Four
S
S
The Others
The rules described in Playing The Game walk the players
through roleplaying a protagonist in a Monsterhearts
story. But a good story has more than just its protagonists
- there are supporting characters, antagonists, bit parts,
and an entire world existing around them.
The MC’s role, and the rules that they follow in carrying 101
out this role, are the subject of this chapter. Only the MC
need read this chapter and understand its contents.
The MC
As the MC, it is your job to balance priorities.
S
S compelling situations and force hard decisions upon the
other players. A big part of balancing your priorities is
deciding which Agendas to focus on, which Principles
to follow most closely in any given moment, and which
Moves to make in order to deliver on those Principles.
moment. It’s the job of the other players (as their PCs)
to take decisive action, make mistakes, screw up and
try again differently, sleep around, and stir the sleeping
dragons of one another’s natures. Story is what emerges
naturally from the immediate, instinctual interactions
between the players and their characters.
102
Another way that you will need to balance priorities is
that you cannot love the characters you create too dearly.
Chapter Four
The PCs have more agency and more spotlight than your
antagonists and background characters ever will. Should
you try to best them and subordinate them, you will find
yourself embarrassingly overmatched. That’s good! Your
characters aren’t supposed to be the focus of our story. It’s
easy to develop a close bond with any of your creations,
and to start to consider a non-player character (NPC) to
be a priority. Balancing priorities involves knowing when
to feed your sacred creations to the wolves. Or, more
accurately, to the PCs.
S
S
Agendas
These Agendas are the reason that you say things in
the game. Your goal is to make these three imperatives
come to life throughout the game. Doing so will create
interesting, unexpected stories about the messy lives of
teenage monsters.
Always Say
You need to balance a lot of priorities as the MC, and it 103
won’t always be clear what direction you need to steer in
any given moment. A good way to clarify what you need
to say is to always say:
}} What the principles demand.
}} What the rules demand.
}} What honesty demands.
S
S
The Principles
The Agendas tell you what your goals are, and the
Principles tell you how to accomplish those goals. These
are the things you should try to do over the course of the
game. Doing them will help to ensure that your Agendas
are accomplished and that the game is interesting and
rife with drama. Principles are a list of best practises.
S
Address yourself to the characters, not the players
Don’t call your players by their names. Call them by the
S
names of their characters. Doing this will jostle them into
thinking as their character and playing that character
with integrity.
These two principles are cause and effect. The truth is that
you’ve chosen a move and made it. Pretend, though, that
there’s a fictional cause; pretend that it has a fictional effect.
S
S Make monsters seem human.
Make humans seem monstrous.
When you start the game, there will be monsters and
there will be humans, and they’ll seem like two separate
groups with distinct members. Your players will assume
that adult humans have their shit together, and that
adult monsters are lecherous parasites. Whenever
possible, make the situation more complicated than
that. Have monsters demonstrate unbelievable altruism,
sometimes, before retreating into pathology once again.
Show how “good people” have their clandestine and
perverse natures, sometimes, as wretched as any beast
of myth. The moment you draw a line in the fiction, start
thinking about ways to blur and bend it. Work to apply
this thinking to age and gender, as well as the division
Being MC
S
Accept people, but only conditionally.
Happiness always comes at someone else’s expense.
S
Whenever someone opens their arms to someone
else, it’s your goal to prove that their acceptance is
conditional. If someone says “I love you,” or “I’m here
to help,” look for the limits of that sentiment. Ask
provocative questions about it. Search for the “but…”
clause hiding between the lines.
Whatever answer you get, trust it and build upon it. Add
your own details to the answers that players give, and
incorporate whatever they say into future descriptions. If
S
S someone answers a question with something provocative
and interesting, maybe even something that changes the
game, go with it. Let their answers steer the story in new
and unexpected directions. Ask questions in the hope that
you’ll be surprised by what you hear.
108
NOTES FROM THE APOCALYPSE
Chapter Four
S
Treat your NPCs like stolen cars.
Think of the characters you play as stolen cars. You’re in
S
control of them for a time, but you don’t own them and
you can’t really keep them. You hold onto them for as
long as they’re fun and useful, and abandon them when
they become dead weight.
S
S Sometimes, disclaim decision making.
In order to keep the story feral, give away your decision-
making power from time to time. You’re doing this
already when you ask provocative questions and build upon
the answers. You can give your decision-making power
over to your characters, or to the other players.
S
S
Hard Moves
Hard moves are the things you do whenever the players
look at you expectantly, waiting to see what happens next.
Whenever someone fails a roll (6 or less), make a hard
move. Whenever people put themselves in harm’s way,
make a hard move. Whenever it’s unclear what should
happen next, make a hard move.
}} Separate them.
}} Put them together.
}} Announce off-screen badness.
}} Announce future badness.
}} Inflict harm (as established).
}} Make them pay a price.
}} Tell them the possible consequences and ask.
}} Leap to the worst possible conclusion.
}} Turn their move back on them.
}} Expose a dangerous secret to the wrong person.
}} Take a String on someone.
}} Trigger their Darkest Self.
}} Herald the abyss.
}} After every move: “What do you do?”
S
S Separate them.
If two PCs are working together, or they’re trying to spend
a romantic evening together, separate them. Have hooded
villains kidnap one of them. Have a friend call from the
ER to demand the help of one of them. Figure out how to
divide them, and then take advantage of the fact that you
have them isolated.
what happens.
S
Make them pay a price.
Tell them the possible consequences and ask.
S
When the PCs are after something, and you’ve got an
obstacle in their way, make it clear what kind of price
they’ll have to pay to get what they want. If they’re trying
to get into a new club with fake IDs, the bouncer sees
through their bluff. He’ll let them in, but it’ll cost them:
maybe money, maybe some action from the cute blond
boy, maybe a favour. Or maybe it’s not a price, but a risk.
They can sneak in the back, but they might get caught and
the police might get called in. Tell them what’s at stake,
and let them decide whether to take the chance.
S
S Take a String on someone.
NPCs can hold Strings on PCs. When a PC reveals
something of their true nature, or gives their power
away, or somehow lets an NPC gain some leverage over
them, you have a perfect opportunity for an NPC to take
a String on them. When Jake (PC) asks Roca (NPC) out to
the Spring Formal, and Roca turns the offer down, have
Roca take a String on Jake. She knows how to manipulate
him and his emotions now.
S
S
Chain Reaction
NOTES FROM THE APOCALYPSE
Any given conflict between characters, one move alone
probably won’t resolve it. Very often it’ll take several moves
and counter-moves, a whole back-and-forth between them.
Hitting rolls on a 7-9, especially, usually leaves a whole lot
unresolved, primed for followthrough or a counterstrike.
S
S
Managing NPCs
You’ll have lots of different characters to juggle: teachers,
parents, peers, other monsters, freaky cultists, police
chiefs, and more. The MC Booklet comes in handy here.
It’s a reference booklet (one letter-sized page, folded in
half) with fill-in sections to help you manage your NPCs.
S
S
NPC Strings
NPCs can gain Strings on PCs. They’re recorded and
managed by the MC. As a result, you will have a number
of separate String tallies to keep organized.
NPC Strings are always held on a specific PC, and can only
be spent when interacting with that PC. Remember that in
order to do it, you have to do it. Spending a String means
that in the fiction, your NPC is in some way cashing in on
the emotional hold they have over this PC.
The astute MC will note that some of these are things that
can be done without Strings (placing Conditions, forcing
characters to hold steady, making hard moves). Strings
represent a context for these actions.
S
S Let’s imagine that a mean vamp has our innocent heroine
cornered. He threatens to kill her. That’s a moment where
the MC is likely to make the hard move: force someone to
hold steady. Now, imagine that the mean vamp encounters
her when she’s surrounded by strong friends in a public
place. She’s safe here. He makes a snarky comment that
suggests he knows where she lives. That’s a moment
where the MC could spend a String to come out of nowhere
with a hard move, and force her to hold steady.
S
S
Advantage & Disadvantage
PCs can have -1s and +1s applied to their rolls. Since the
MC doesn’t roll dice, NPCs don’t have dice rolls to apply
bonuses and penalties to. Instead, NPCs can act at an
Advantage or Disadvantage.
S
S You’ll notice that the Advantage and Disadvantage lists
mirror one another. It’s fine to interpret this list flexibly,
or even narrate an Advantage that makes sense in context
but doesn’t fit the list.
Blending In
Unless a player says otherwise, it’s assumed that all of
the PCs are able to blend in. Everyone looks just normal
enough to go to school, or the local pool hall, or wherever
it is that kids go these days. Sometimes they trip up and
do something that attracts suspicion. Sometimes, their
secrets are going to be exposed to the wrong people. But
generally, their peers and teachers should be oblivious to
their monstrosity until they choose to reveal it.
S
sun?” This gives them a chance to bypass the conceits
about a monster archetype that they find uninteresting,
S
and allows you to both focus on what is interesting.
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S
Under Each Skin
It’s important that your MCing helps to highlight what’s
cool about each of the PCs, and sets up situations that
meaningfully engage what’s important to them. When
a player chooses a Skin, they are hinting at something
that’s interesting to them. When they choose Skin moves,
more hints. The actions they take in the game and the
things they say are similarly hints, suggesting to you what
it is that they want the game to be about.
what they want, what they fear, and what they’re curious
about. Play to both their strengths and their weaknesses.
S
In some cases, the Skin will contain a bit of monster
mythology in an optional Skin move. Examples include
S
Invited for the Vampire and Guide for the Fae. These bits
of mythology will only apply to that character if they
take the move.
The Chosen
The Chosen is a monster-hunter, which means that when
this Skin is in play you need to introduce scary, city-
changing monsters. Maybe you’ll need a werewolf mafia
boss, or a kraken that dwells in the sewage system, or a
horde of cultists with strange burn marks all over their
faces. If The Chosen takes Final Showdown, you should
introduce monsters that are otherwise nigh-immortal.
Consider creating a custom move for one of these villains,
like “Whenever this demon dies, it reconstitutes itself
elsewhere after a few hours.” Final Showdown is the only
reason that you should make your villains hard to kill. If
they take To The Books, then they’re looking for mysteries
and bizarre supernatural puzzles. 123
The Fae
Fae mythology tends to revolve around woodland
locations. If there’s a Fae in your game, set it at the edge
of a thickly-forested area. Since Fae have several moves
that revolve around promises, create some NPCs that
make promises without forethought, and others that
are guarded and tentative. Occasionally make promises
that you know will create hell for the characters that
pronounce them. There are several references to The
Faery King in this Skin, so you’ll need to pay attention to
how interested the player is in faery politics and courtly
intrigue. If she’s interested, introduce it into the game
where possible. If she’s uninterested, let it rest.
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S The Ghost
The Ghost is fixated on its death. You can interact with
that by deciding how the town reacted to their death.
Is the whole town still in mourning? Or did they largely
fail to notice when a teen murder occurred? Ask lots of
questions about how the ghost feels, being immersed in a
world that’s moved beyond them. If Creep or Dissipate are
taken, that’s a flag that this player wants to be sneaky and
invasive. Put lots of private conversations behind closed
doors - The Ghost will revel in finding ways to listen in.
Have at least one spooky old mansion in the game, so that
The Ghost’s gang (a House of Spooks) has a place to take
residence if that advancement is chosen.
The Ghoul
Being MC
The Infernal
During character creation, The Infernal player will select
a descriptive title for their dark power, from a list. Ask the
player questions about their dark power, starting with the
title they chose. Some players will want to put all of the
decisions about who or what their dark power is in your
hands. This is fine. Even if they have a strong initial idea
about their power, remember to add your own twisted
perspective to whatever it is they suggest. The dark power
itself should be turned into a Threat and tied into a Menace
as soon as it makes sense, and their Craving/Offering/
Capacity should inform how you play them, along with
the player’s answers to your previous questions.
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cloudy unless someone specifically goes snooping around,
trying to uncover them. Put The Infernal in situations
S
where it’s tempting to use and abuse their Bargains.
Strings Attached is a powerful Bargain, and you should let
the player use it in powerful ways. If they want a new car,
or the key to someone’s house, or a perfect boyfriend, give
it to them. But play evil genie, and give it to them with
some terrible consequences or unnatural twists.
The Mortal
Find opportunities to tempt The Mortal away from
her lover. Create situations where The Mortal will be
dependent on other people, and occasionally pull out a
hard move to separate them. If The Mortal takes Mess With
Me, Mess With Him, that’s a strong hint that you should
have some dangerous people corner The Mortal when
she’s alone. You might find it useful to create a concerned
best friend-type character who wants to separate The
Mortal from her lover. That sort of triangle will help
create compelling drama and difficult choices.
The Vampire
Be flexible in interpreting vampire mythology, and be
willing to accept that things might work differently in
Monsterhearts than they do in your favourite vampire
literature. In some source material, vampires find ways
of walking around in the daylight - mystical rings, heavy
cloud coverage, trenchcoats and masks, etc. If The
Vampire’s player wants to introduce one of these devices
into the game, let them. That way, you can take the device
away at a crucial moment.
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S The Werewolf
It’s up to the group to establish whether The Werewolf
can transform without becoming their Darkest Self.
Since moonlight features prominently in both werewolf
mythology and two of The Werewolf’s moves (Howl at
the Moon and Spirit Armour), if there’s a werewolf in your
game make sure that lots of scenes happen at night, under
the light of the moon. If they take Uncontainable, find
opportunities to contain them - getting put in the back
of a cop car, getting chained down during a full moon, or
getting kidnapped by vampire rivals.
The Witch
Give The Witch reasons to be angry with people. Ask leading
questions that reveal how people have disappointed or
Being MC
S
S
After Graduation
While the default assumption in Monsterhearts is that
the PCs are teenagers who go to high school together,
this doesn’t need to be the case. It’s fine to have the
game focus on twenty-somethings who work together,
or a sports team, or some similar departure from the
high school milieu.
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S
Chapter Five
Teaching & Running
Teaching & Running the Game
the Game
128
Chapter Five
S
S
Before You Start
Before you start a game of Monsterhearts, you’ll need to
do some setup work. First, arrange a dedicated time to
play with your friends. Be clear that it takes 3-4 hours
to play a session of the game, and that the game might
entail multiple sessions if everyone is on board.
Some groups like to have snacks on hand while they play, 129
or to get together for a group dinner beforehand. Clarify
the food plan when you invite people to play.
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S
Guiding Character Creation
The first session of a Monsterhearts game always starts
with the creation of characters - specifically, the players’
characters (PCs). For the most part, this is a step-by-step
process. Since you’ll probably want to explain rules
Teaching & Running the Game
Once all the Skins are introduced, put them back in the
centre of the table. Everyone but the MC now chooses one
to play. If two people want to play the same Skin, that’s
okay, so long as you can print out a second copy of the
booklet. No more than two people can play a single Skin.
At this point, explain what the stats are, and how rolling
dice works. Introduce the players to the list of basic moves,
so that the players have some sense of how their stats will
be used. Explain how to assign their stats, (page 10).
S
After reviewing the basic moves and allotting stats,
explain how Skin-specific moves work (page 11). As some
S
moves generate Strings or Conditions, explain what
they are and how they work. Do the same thing for how
experience works.
Walk through both Darkest Self and Sex Moves with the
group. Explain that Darkest Self can be triggered in a
number of ways - through failing a roll, as the result of
a hard choice, or to avert death. Point out the fact that
each Darkest Self has an escape clause that can draw the
character back to their normal self. You may want to have
players read their Darkest Self and Sex Move aloud to the
group now, or wait until it becomes relevant during play.
S
S Teach the mechanics in a concentric way.
It’s easy to get caught up in the details, or how everything
fits together. After all, you’re knowledgeable about the
game, so that’s the level at which you’re processing this
information. But new players are at a different level, and
that kind of information can be overwhelming to them.
Start with the most basic piece of information, and state
Teaching & Running the Game
With moves, the simplest thing you can say is, “You can
just say what your character does. Sometimes, what
they’re doing counts as one of these moves, and then
we’ll have to roll dice and follow some rules.” Start with
that, and then expand out concentrically from there.
When you explain Strings, don’t just talk about how you
get them and spend them. Talk about what it means to
have emotional leverage over one another, and what
Strings can represent.
When you explain how to roll dice for moves, pass two
dice to someone. Say, “Let’s say you’ve got Hot 2, and
you’re rolling to turn someone on. Go ahead and roll.
Great. Add those two dice together, and add in your Hot 2.
What’s the total?” This will help make what you’re saying
concrete, and will clarify any misinterpretations.
S
Teach as you go.
If you spend the first hour of a game explaining the
S
entirety of the rules, you’ll lose buy-in from any players
who aren’t excited about the intricacies of game design.
So avoid doing that. Instead, teach as you go. Trust that
it’s okay to teach your players some of the details now
and the rest later. Many people have a limit to how much
knowledge they can absorb in a single period. They need
to be able to put their knowledge into action before
they’re ready to learn more.
When people are picking Skins, note that they should 133
read the Darkest Self on the back and the Skin moves on
the inside. Suggest that if they find what they’re reading
interesting, that this Skin will be a good choice. Before
they choose their Stats and Skin moves, explain how
rolling dice and acting on moves works. Tell them what
they need to know, when they need it.
S
S
The First Session
In Apocalypse World, Vincent Baker lists the things to do
during the first session:
S
Use the first session to establish some names and
personalities, to build an initial roster of NPCs. The next
S
section talks about the process of creating a seating chart,
and why it matters to Monsterhearts.
S
S
Seating Charts
At some point during the first session of the game, early
on, you should establish a seating chart for home-room.
This does a few things: it allows you to collaboratively
Teaching & Running the Game
S
S
The Party, The Fight,
The Disappearance
As the session kicks off, collaborate on a seating chart, or
find some other way to establish a social milieu. Spend
some time playing out a classroom scene, provoking
the PCs in little ways and seeing how they react. Maybe
there’s a class bully, and he walks past one of the PCs and
knocks over his books. What does he do? Maybe there’s
a totally cute girl, and she asks out a PC. What does the
player say?
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S
Chapter Six
Real Monsters
Real Monsters
138
Chapter Six
S
S
Villains
One of your Agendas is to make the PCs’ lives not boring. It’s
important to stir up trouble, make people feel unwanted,
and set the stage for bloody melodrama. Sometimes, you’ll
be able to do this by blanketing the world in darkness and
asking provocative questions and building on the answers.
Other times, you’ll be able to do this by introducing
parents and classmates who accept people conditionally.
This is where villains come in. Villains exist in our stories 139
in order to provoke the PCs. In a way, introducing a villain
is like making a hard move. You should make your move,
but misdirect. Make it seem like the villain has been a part
of the world all along, and that they enter the story now
for reasons derived entirely from the fiction.
S
S The player characters are monsters, but they’re also
just teenagers. There’s a difference between monsters
and monsters. One of the things villains let you do is to
underscore this difference. Real monsters kill people. Real
monsters eat babies. When you introduce a villain, you
have the opportunity to remind people how real monsters
behave. Don’t waste this opportunity proving how edgy
your villain is. Use it to put things the PCs care about
at stake. Use it as a dark mirror for the PCs, showing
them that this is how you could be. Use it for something
meaningful, or don’t use it at all.
Menace
Chapter Six
S
A good Menace has a few essential qualities. First, it
is powerful enough to shape the social landscape of
S
the game. The specific repercussions it might have are
always posed as questions, in the Stakes section. Second,
a Menace always relates to at least one of the PCs. If
the Menace doesn’t interact with the hopes, fears or
strengths of at least one of the PCs, then it’s irrelevant
and should be abandoned. Finally, a Menace should widen
the scope of the game, introducing new backdrops, new
kinds of antagonism, and new risks. If there’s already been
a badass vampire queen in your game, then introducing
another badass underworld lord is redundant.
S
S A Menace is made up of one to three Threats. Threats
are villains or concrete dangers – they’re the actual
manifestations of the Menace that the PCs will have to
deal with. For each Threat, write its name and a few notes
about it, and then choose a Craving, Offering and Capacity
to reflect its true nature. Cravings are the impulses that
might drive a villain or group into action. Offerings are
what they use to try and sway the PCs. Finally, Capacities
are what they are willing and able to do if you cross them.
Cravings
}} Intimacy (isolate them)
}} Notoriety (lash out and provoke reaction)
}} Ownership (viciously protect coveted things)
}} Transcendence (enlist others to do unethical bidding)
Offerings
142 }} Sex (tempt them and seek promises)
}} Power (shower them with outlandish gifts)
}} Inclusion (show them what they’re missing)
Chapter Six
Capacity
}} Sudden Violence (outright kill someone they love)
}} Cold Betrayal (turn their friends against them)
}} Calculated Sacrifice (lose an eye to gouge an eye)
S
The first Threat tied into this Menace is Heraldo.
Heraldo is a sort of iconic master vampire, and the MC
S
thinks that he craves either Notoriety or Transcendence.
Either would be fine, but his interactions with Robin
would be more interesting if it was Notoriety. The MC
decides that Heraldo offers Power, and begins to form
a mental picture of Heraldo: ostentatious, a high roller,
and deeply sensitive to judgments about himself. Finally,
the MC decides he has a Capacity for Cold Betrayal.
S
S The MC creates a custom move for Heraldo: Whenever
you compliment Heraldo or accept a gift from him, he
gains a String on you. Now, Heraldo looks like:
particularly compelling.
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S
Chapter Seven
Utterly Malleable
145
S
S Mad Science
Custom moves are an important tool for the MC. They
let you tinker with how the game plays, expanding the
scope of the action or focusing in on abilities or dangers
that are unique to your particular game. Once you start
playing around with custom moves, you’ll quickly realize
that Monsterhearts is designed to be tinkered with.
Once you have a firm grasp on the game and some play
experience, you can get your hands dirty tinkering with
all this stuff – writing new basic moves, new Skin moves,
or even entirely new Skins. There’s never any demand for
you to tinker in this fashion, only an invitation. If you’ve
got a mad scientist streak in you, this chapter examines
146 how best to conduct your experiments.
S
In this case, the [something] is already specified. What
stat does portal-walking tie into? At a glance, I would
S
guess that it’s Dark. The finished move might look like:
If so, you can create a new basic move for doing exactly 147
that. The [something] is helping people, but that needs
further clarification. Can it be used to help anyone, or is it
limited to fellow PCs? Perhaps you decide that it’s limited
to helping PCs. The next thing to decide is which stat it
relies on. While a case could be made for Hot, none of the
stats really feel relevant. You could simply say “roll with
+1” instead of specifying a stat, giving everyone an equal
ability to help those around them.
S
S When you help another PC, roll with +1. On a 10 up, they
add +2 to their roll. On a 7-9, the MC will tell you what
danger you’re exposing yourself to by helping them. If
you accept the danger, they add +2 to their roll.
Modifying Skins
Maybe you want to tinker with The Mortal a little bit, to
create a character that’s obsessed with their best friend,
rather than their codependent lover. The first step would
be crafting an alternate to True Love, one that awards
Utterly Malleable
Often, you’ll find that you can achieve great results with
only a few modifications. In the case of the best friend-
centric Mortal, I would personally do very little: rewrite
True Love, and probably replace Downward Spiral, and
rewrite the first half of the Darkest Self. That’s it.
S
Creating New Skins
S
There are a lot of monster tropes out there that are still
untouched. Where’s The Succubi? What about a Skin
that’s focused on channeling animist spirits? What about
The Psychic?
S
S
The Long Example
What follows is an extended example of play,
demonstrating how moves chain together and play
proceeds from moment to moment. It follows the same
characters seen in the book’s other examples: Vanessa the
Witch, Robin the Mortal, and Cassidy the Werewolf. In
order to better see the MC’s tools in action, the example
is written in first person from their perspective.
The Long Example
S
Vanessa’s player: “Vanessa doesn’t care about Mr. Lupa
one way or the other, but she does want some leverage
S
over him, and a way to even the score with Cassidy.”
I see where she’s going with this, and since it’s my job
to be a fan of the PCs, I am happy to help her set the
situation up. “Definitely. And they’ve got one of those
fridges where the freezer is on the bottom.”
151
“Perfect. I’m going to open it up, and look through the
freezer for something to use as an ice pack for the
man’s face. But I’m definitely going to bend at the waist,
not the knees. While in my miniskirt. And for good
measure, I’m going to call out to him, ‘Hey, do you guys
have any ice packs?’”
S
S Vanessa’s player marks the String down, and narrates
returning with a bag of peas. “I sit uncomfortably close
to him, and hold the bag of peas to his head. I coo some
sympathetic words at him. Is that turning him on?”
S
drinking, and walk away from the couch. I leave my
panties wherever they ended up, and I kept the rest
S
of my clothes on.” The bottle of booze counts as a
sympathetic token for Mr. Lupa, no problem.
S
S Cassidy’s player rolls to hold steady, and gets two 4s.
With a cold of -1, that gives her a final score of 7. She
chooses to keep her cool, meaning that she swipes the
bottle without a struggle.
S
Self. Werewolf transformation, here we come. First,
though, I’m going to spend a String on Vanessa to add 1
S
to whatever harm I deal.”
S
S
Mediography
Games
Apocalypse World
Vampire: the Masquerade (3rd ed)
Movies
The Craft
Disco Pigs
Ginger Snaps
Mediography
Jennifer's Body
Kaboom
Let The Right One In
Lost Boys
Nowhere
The Twilight Saga
156 Television
Being Human
Buffy the Vampire Slayer
Misfits
Roswell
The Vampire Diaries
True Blood
Music
S
S
A Perfect Moment
Let's say you don't have time to watch all the same
movies and television shows that I did, but you still want
to understand this teen monster genre.
"My... tit."
"No," says Needy, "Your heart."
Flawless.
S
Index
Advancement 34
Backstory 12–14
Characters
Blending In 120–121
Guiding Character Creation 130–131
Retiring 39
Conditions 28
Customizing. See Tinkering
Darkest Self 12, 32
Rewriting 38
Death 30
Dice 19
Equipment 14
Experience Points 34
Feral 44
First Session 134–135
Forward 28–29
Gangs 35
Hacking. See Tinkering
Harm 30
Healing 31
Highlighting. See Stats: Highlighting
High School
After Graduation 127
Blending In 120–121
Party, Fight, Disappearance 137
Seating Charts 136
Look 9
Materials 6, 129
MC
Advantage & Disadvantage 119–120
Agendas 103
Always Say 103
First Session 134
Hard Moves 111
Menace. See Menace
NPC Strings 117–118
Party, Fight, Disappearance 137
Playing NPCs 101, 116
Villains 139
Principles 104–110
Priorities 101
Seating Charts 136
Teaching the Game 131–133
Under Each Skin 122–126
Villains 139
Mediography 156
Menace 140–145
Components 140
Cravings/Offerings/Capacity 142
Custom Moves 143–144
Stakes 141
Threats 142–144
Modifying. See Tinkering
Moves 11
Basic Moves 11, 20–24
Gaze Into The Abyss 24
Hold Steady 22
Lash Out Physically 23
Manipulate an NPC 21
Run Away 23–24
Shut Someone Down 21–22
Turn Someone On 20
Chain Reaction 115
Custom Moves (Threat) 143–144
Growing Up Moves 39–41
Call People On Their Shit 40
Intervene Against an Act of Violence 41
Make Others Feel Beautiful 40
Share Your Pain 41
Hard Moves 111
Sex Moves. See Sex Moves
Skin Moves 11
Talking & Moves 18
Name 9
Notes from the Apocalypse 5, 38, 103, 105, 108, 109, 110, 115, 134
Origin 10
Queer Content 20, 42
Rolling Dice 19
Scenes
Experience Point Limits 34
Scene Framing 17
Strings Limit 34
Seasons 36
How Season Advances Work 36–37
Season Advances List 37–41
Sex Moves 12
Rewriting 38
Skins 8
Changing Skins 38
Creating New Skins 149
List 46–47
The Chosen 48–52
The Fae 53–57
The Ghost 58–62
The Ghoul 63–67
The Infernal 68–73
The Mortal 74–78
The Queen 79–83
The Vampire 84–88
The Werewolf 89–93
The Witch 94–99
Playing The Same Skin 9
Under Each Skin 122–126
Stats 10
Highlighting 13
Initial Stats 10
Strings 25
NPC Strings 117–118
Significance of Spending Them 26
Spending on NPCs 26
Spending on PCs 25
Teaching the Game 131–133
The Long Example 150–155
Tinkering 146
Custom Moves 143–144
MC Toolkit 148
Modifying Skins 148
New Basic Moves 146–148
New Skins 149
Your Backstory. See Backstory