Even though I'm still kicking around ideas for a collection of different
vampire skins, the Shinto spirit Inari Okami dropped an idea into my brain that won't go away;
The Kitsune. Since I've been a resident of Japan for the last 6 years I figured it was kind of my duty to make this skin happen.
For those who aren't familiar with them, kitsune (pronounced kit-sue-nay) are Japanese fox spirits noted for their ability to assume human form, to step into people's dreams, to possess people, and for their role as consumate tricksters and/or protectors. The form most often taken by kitsune are young girls or beautiful women, and Japanese folklore is rife with stories of men taking "fox wives" who often pass on some sort of magical or supernatural ability to their children. The fact that this romantic (or at least sexual) aspect is already present in their legend makes me think they'd make a great
Monsterhearts skin. Of course they wouldn't only be limited to assuming a female shape in the game.
I'm still brainstorming ideas, so this thread will slowly grow as I add to it. I'm trying to decide what aspects of the kitsune to set in stone (making them mandatory moves) and which should be optional. Part of what makes the other skins so great is that they capture many different (sometimes disparate) aspects of the creature they're emulating.
This Kistune Skin Move (or some variation of it) would be mandatory.
Fox's Mask
Choose one:
- a bundle of reeds
- a broad, flat leaf
- an animal skull
As long as you wear your chosen item on your head, you may assume human form. You can appear however you wish, and your form may include functional clothing, jewelry, and personal accessories. You may change your appearance each time you transform, though you cannot take the form of a specific individual. Once placed, the chosen item will not fall off under normal circumstances, but whenever you suffer damage or encounter dogs while in human form, you must either hold steady or run away.
I toyed around with making the loss of your item it's own separate "roll with Cold" move. On a 10 up you were fine, on a 7-9 someone saw your fox tail or shadow and gained a String on you, and on a Miss everyone got a String since they all saw you. It just got too clunky though and didn't seem to make sense for both dogs and losing your special item.
In Japanese folklore, the fox woman almost invariable flees when her cover is blown (usually leaving behind her husband and children) so giving the player the option to
run away seems appropriate. I couldn't figure out how to work a "you stand your ground" option into the 10 up result of the move though, which is why I gave the player a choice about which one they want to try. Maybe that's being too nice. Maybe the player shouldn't have a choice about what they do, but should have to
hold steady after suffering harm and
run away when confronted by dogs. Or maybe just always
run away. Hmm.