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Messages - writersmelody

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16
Monsterhearts / Re: Monsterhearts on roll20
« on: June 11, 2013, 07:10:05 PM »
Ooh, I'd be SO down for this! But days aren't really good for me either. :( Good luck and happy gaming.

17
Monsterhearts / Re: New Skin- The Awakened
« on: June 02, 2013, 01:51:18 PM »
Thanks to those that have checked this out!

After looking at this, I am considering removing Lead by Example or altering it to somehow further encourage PCs to follow The Awakened's lead somehow should The Awakened's player take that move. (A String is pretty enticing...) And perhaps Violence Is Not The Answer needs to be switched out too.

Anyway, any feedback would be welcome!

18
Monsterhearts / Re: Turning Same-Sex PCs On
« on: May 06, 2013, 04:43:03 PM »
To me, Turn Someone On definitely involves a sexual element. They did something that made you respond. And that is what can be cool about this move. It makes you think about the way your character might have viewed a similar action or situation in the past and what that'll be like for them in the future. Something happened and that should be taken into account.

In my opinion this move does have teeth when the response is played correctly.

In one game I played, my female PC and another female PC had just had a brief tussle that ended with both of them bleeding. The other PC felt bad about it and started to help my PC tend to her wound. The player decided to roll to turn on my PC. The roll succeeded.

So that got me to thinking about what this meant for her since she'd been previously a heterosexual character. Had these bicurious leanings always been there? Was she genuinely bisexual or had this just happened because? Since they were both bleeding were there darker elements to her response at that moment? What was this going to do to her relationship with the other PC down the road? Simply deciding that it was a fleeting thing and discarding any influence it might have had wouldn't have been nearly as interesting for me as her player.

The fact that succeeding gives you a String on the other character says to me that it should be more than a passing thing. No one is required to act on any attraction or arousal they may feel. But they felt something and players should be encouraged to consider what that means and use the game to explore their own reactions as well as their character's.

19
Monsterhearts / Re: I could run a Monsterhearts game maybe?
« on: May 01, 2013, 03:27:10 PM »
Well, it really sounds interesting! I'd definitely be in.

20
Monsterhearts / Re: I could run a Monsterhearts game maybe?
« on: May 01, 2013, 12:48:53 PM »
1) do you think Monsterhearts would work for a game in which characters are to some extent involved in supernatural politics as well as being in high school?

While some of the gang advancements suggest some sort of structure and hierarchy- I'm thinking Fae, Vampire, Werewolf, and Angel specifically- it would remove some of that sense of isolation and not belonging that comes with the territory if that comes into play at the start I think.

Tore V is right- Monsterhearts thrives on flexibility from everyone's part. The story won't be as interesting if things are shoehorned to fit a specific plot. I'd suggest maybe using a clash between a couple different factions as a Menace. Besides, how involved are teenagers going to be? Who's going to take them seriously? ;)
 
2) if so do you think maybe you'd like to play in it?

I just might at that.

21
Monsterhearts / New Skin- The Awakened
« on: May 01, 2013, 12:30:28 PM »
Here is a skin I have been working on, I haven't been able to format it into a nifty playbook but I hope you all enjoy it. It is all about the frustration of growing up and having to deal with society's restraints and the limitations of your own body. I'd be delighted for any feedback or to hear how it goes if anyone uses it in a game!


THE AWAKENED
[/b]

For some people, a long peaceful life is fine. Not for you. You know you're destined for more. You just... feel it. Most of those around you seem content to be carried by the river that is Existence. Not you. You are determined to swim upstream and find out just what it is you are meant to be.

Power and perspective may be yours but at what price? At the moment you are constrained by the limitations of your still very mortal body and your circumstances. Your journey is going to be difficult and often dangerous. But one thing's for sure- no one is going to be able to forget you at the end of it.



Playing The Awakened

Driven, uncertain, powerful, searching. The Awakened is about potential and realizing dreams. Unfortunately they are restrained by their bodies and their position in society. (They're teenagers after all!) Explore this! Do they risk the consequences of violating taboos or even breaking the law in their quest? Or will they try to work within the system and use it to their benefit?

The Awakened could be an antagonistic character who will sacrifice anything (or anyone) in pursuit of their goals. Or they could seek to use their relationships with others as tools to help everyone involved learn and grow. No matter what though, this is a character seeking to transcend their current existence.

You get to decide what form their Darkest Self takes depending on what they are currently perceiving as the source of their oppression. Are they going to organize a protest? Chain themselves to a tree? Destroy a symbol? Lash out some way against one of the sources of their perception? If it's their body, are they going to go on a hunger strike? A drug binge? Whatever you decide, the point is is that it's going to be big, dramatic, and should have repercussions. The character's nemesis doesn't have to be a mortal enemy. It could be someone they're in competition with, someone they perceive as being in their way, someone who messes up their plans...

Darkest Self

You just can't do it anymore. You are held back by the very world around you, imprisoned by your body.  How everyone else can accept it so calmly is beyond you. You are going to make a statement. They are wrong and you are going to make sure they know it. It's going to be talked about for weeks or months or maybe if you do it right, years to come.  Come out of your Darkest Self when you see that your message was received or when someone manages to show you the positive side of these bonds.

Sex Move

Whenever you have sex with someone, you may choose to either heal 1 harm or remove 1 Condition or move your Apotheosis counter back 1.

Stats

Hot 1, Cold -1, Volatile -1, Dark 1

Names

Asabi, Denali, Mary, Akira, Christine, Maxim, Aaron, Cyril, Timur, Edward

a regal name, a name evoking power, a divine name, a unique name

Look

average, striking, haunted, unforgettable, unkempt

intense eyes, burning eyes, bright eyes, piercing eyes, desperate eyes


Origin

seeker of enlightenment, reincarnated deity, amnesiac spirit, inspired, seeking validation

Awakened Moves

You get this one and choose two more:

Apotheosis- You are determined to fulfill your potential. Decide what that means. Achieving the highest level of enlightenment? Apotheosis? Being recognized for the mark you've made on the world or those around you? Acceptance indicates just that, acceptance of your place in the world and being willing to bide your time just a bit longer. Move the counter towards Ascension when you gaze into the abyss specifically for guidance on the next step in your journey, when you find a way to overcome the limitations of your physical form or society's boundaries, or when your character has a revelation about their existence. Move the counter towards acceptance when you run away, your character respects the rules established by anther person or society at a cost to themselves, or when they ignore an opportunity to receive enlightenment. At MC discretion, there may be other triggers for moving the tracker one way or the other. When the counter gets full, you add one to your next roll and rest the counter to 0. Every third time the counter gets full, you may choose to have your character reach apotheosis and retire that character. Or you can choose to continue with them but give all the PCs a String on you.

Echoes- You may choose to gaze into the abyss in an attempt to recall something (a piece of information, a memory, etc.) from a previous incarnation/state of being/past life/etc. On a 10-up, you may carry 1 forward for the duration of the scene, ask the MC one question that they must answer truthfully. On a 7-9, you may choose to carry 1 forward on your next roll or ask the MC a question that they will answer vaguely. On a failed roll, the visions are misleading or unhelpful. No matter what the result, you move the counter towards Ascension.

Won't Back Down- On a successful roll to hold steady against someone, add to your list of options: they lose 1 String on you.

Learning Experience- When you learn something about how to overcome your boundaries or work within them by watching another character, mark experience.

Inspirational Figure- When you successfully roll to manipulate an NPC, they are considering to be acting at an Advantage to do what you want them to do for the next scene.

Ritual- After you perform a chant, series of motions, or similarly ritualistic actions, you may add 1 to your roll to gaze into the abyss.

Violence Is Not the Answer- When you lash out physically, move your tracker one back towards Acceptance.

Channel the Abyss- Roll with dark to channel the abyss in an attempt to create a dramatic effect, like an illusion or something similarly miraculous. You could heal 1 Harm from another character, accomplish a feat of prestidigitation, transmute a substance into another similar substance, etc. Be creative but keep in mind that while it should be flashy, it should not have any lasting effect on the game. On a 10-up, you succeed. On a 7-9, the trick works but choose one; it is not as dramatic as you hope and inspires amusement rather than awe or it succeeds but has unintended consequences.

Lead by Example- When another PC emulates you in a very tangible way, they gain a String on you and you mark experience.

Sticks and Stones- Once per scene you may roll with cold when someone gives you a Condition. On a 10-up you may choose to remove that Condition or another condition they placed on you or have them take away 1 String they have on you. On a 7-9, you remove that Condition. This can only be used once per scene.

Backstory

You have a nemesis! You each get 2 Strings on the other.

Someone inspires you, making you want to work harder to transcend your circumstances. Give them 1 String on you.

Advancements

- Take another Awakened move.
- Take another Awakened move.
- Take a move from another Skin.
- Take a move from another Skin.
- You have Loyal Supporters.
- Add 1 to Hot. (max 3)
- Add 1 to Dark. (max 3)
- Add 1 to Cold. (max 3)
- Add 1 to Volatile. (max 3)

Apotheosis Counter:

Acceptance   Ascension
   -3 -2 -1 0 1 2 3

22
Monsterhearts / Re: clarify: Elsewise Power
« on: May 01, 2013, 12:22:33 PM »
I have only ever seen it with one String for one use. So they could give the Dark Power another String for another use of that move.

I could see the other option being really interesting too though and encouraging players to get creative.

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