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Slight rewording.


* OurGhoulsAreCreepier: Ghouls can hunger for different things rather than just eating people, some feed on fear or chaos, while others hunger for power. Their sex move also causes sex with their partner to count as something they hunger for, and What the Right Hand Wants can turn the ghoul from an undead into a monster that was constructed and feeds on something different.

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* OurGhoulsAreCreepier: Ghouls are undead creatures dominated by The Hunger, which can only be warded off by Keep Your Cool. A ghoul does not necessarily hunger for different things rather than just eating people, some flesh, but can also feed on such metaphysical concepts as fear or chaos, while others hunger for and power. Their Furthermore, the ghoul's sex move also causes sex with their partner to count as become something they hunger for, and What the Right Hand Wants can turn the for. One perk to being a ghoul from an undead into a monster is that was constructed and feeds on something different.Short Rest for the Wicked allows one to sleep out death with no downsides except for some lost hours.
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* TheDogBitesBack: The Mortal's moves are all about letting other people [[ExtremeDoormat walk all over you]], giving up power and autonomy in the name of love. Their Darkest Self sees them finally ''snap'' and betray the people they've given everything for.
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* PinocchioSyndrome: Many of the Hollow's insecurities revolve over not having a sense of self, and therefore yearning to be a person. The Hollow's perchance for Conditions reflect the Skin's trajectory toward assembling an identity.
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* RantInducingSlight: While The Witch is normally an ExtremeDoormat, their Darkest Self drives them to hex anyone at the smallest slight with a power more effective and unexpected.
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* FleshEatingZombie: As the Skin's description suggests, the Ghoul can be played as a flesh-eating zombie, especially with the "resecurrected" origin and a focus on their (un)death. However, the flesh eating kicks in full force when a Ghoul goes Darkest Self.

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* FleshEatingZombie: As the Skin's description suggests, the Ghoul can be played as a flesh-eating zombie, especially with the "resecurrected" "resurrected" origin and a focus on their (un)death. However, the flesh eating kicks in full force when a Ghoul goes Darkest Self.
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* BigScrewedUpFamily: One of the signature traits of the Serpentine skin, as a dysfunctional, controlling family is central to their metaphorical and literal monsterity.

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* BigScrewedUpFamily: One of the signature traits of the Serpentine skin, as a dysfunctional, controlling family is central to their metaphorical and literal monsterity.monstrosity.
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* CelestialDeadline: The Werewolf's Darkest Self, and the powers that come from it, can end when the sun rises.


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* SavageWolves: The game's version of the Werewolf draws from the werewolf as aggressive and violent, both allegorically and literally.
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* MyGodWhatHaveIDone: The Mortal only escapes their Darkest Self upon realizing the pain they're causing their Lover.


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* MyGodWhatHaveIDone: One way the Queen can leave their Darkest Self is if they've realized that they've used their power to destroy an innocent.
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* LoveRedeems: Unlike the other official Skins, the Disciple has a Heart Move instead of a Skin Move, where a true requited love erases half of the Strings the Wicked Master has on the Disciple. This Move demonstrates how genuine human relationships can de-radicalize.

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* ForgivenButNotForgotten: One interpretation of the Mercy move, when The Chosen spares someone they have reason to kill and gains a String on them, is that Chosen spares their enemy to hold that reason over the enemy's head in future encounters.
* HunterOfMonsters: The Chosen enters the game with the goal of defeating darkness in the world. It's up to the group to decide whether that "darkness" stays limited to a BigBad or ends up encompassing other Player Characters.
* KidHero: The Chosen is on the older side of the "kid hero" spectrum, but their youth often affects their characterization more than their heroics.




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* NotAfraidToDie: The Chosen's Darkest Self drives them to take on "the biggest threat imaginable" without the help of friends, even if it may lead to death.
* TheChosenOne: Appropriately, the Chosen could be chosen by fate to vanquish evil, especially with the "destined" origin.
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* SnakePeople: Depending in the exact Identity, the Serpentine is often some variation of a snake monster in human form.
* SnakesAreSexy: With the Hot 2 & Cold 1 stat line, the Serpentine can be "seductive and aloof," on top of being snakey.
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* WrongSideOfTheTracks: Per the Watch Dog move, the Cerberus occupies and guards the liminal space between two communities, one "damned to the shadows." With origins such as "wrong side of the tracks," the Cerberus is often from the less-affluent community.

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* AlphaBitch: By default, the Queen is the popular, attractive mean girl who manueveurs their clique to manipulate others. The twist is that the Queen can be magical.



* ManipulativeBastard: The Queen have several Moves for manipulating others to do their bidding, whether it's through bribery (Bought Loyalty), the promise of sex (Many Bodies), or revenge (And Your Enemies Closer).




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* {{Telepathy}}: With the move Streaming, the Queen possesses a telepathic connection to her gang and can remotely hear their thoughts and emotions.
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* BewareTheQuietOnes: As the Skin's description explains, The Witch is meant to be played as the brooding, silent classmate who is biding her time to release her revenge on her (perceived) transgressors. The Witch's general arc is to go from being TheQuietOne to a force of danger.
* RantInducingSlight: While The Witch is normally an ExtremeDoormat, their Darkest Self drives them to hex anyone at the smallest slight with a power more effective and unexpected.
* SeeingThroughAnothersEyes: The Watching Hex puts the Witch into a deep sleep and enables them to see through the eyes of the hexed, complete with the hexed's more basic thoughts.

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* IceQueen: Along with being literally cold to the touch, The Vampire also has a positive cold stat and can wield their emotional distance as a weapon. The Cold as Ice move makes the Shut Someone Down move even more effective, and the Sex Move ironically rewards the Vampire for denying others sexually and gaining Strings from being untouchable.
* MindManipulation: Hypnotic allows a player character to hypnotize others to do their bidding, [[BungledHypnotism even as it comes with risks]], such as [[BrainwashedAndCrazy the victim's sanity becoming unhinged]] or the hypnotized realizing what has happened.



* {{Lunacy}}: Several of the Werewolf's moves involve becoming more powerful under moonlight, in addition to the Moon's role in werewolf mythology.




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* SuperSenses: The move Heightened Senses grants the ability to use one's "animal instincts" to better make sense of a charged situation.


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* SympatheticMagic: One of the Witch's tools are Sympathetic Tokens, objects of personal significance that allows The Witch to cast hexes on others from afar.
* TongueTied: The Ring of Lies hex makes a person unable to tell lies and instead receiving punishments ranging from a ringing noise to brain damage.

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* {{Intangibility}}: The Limitness move allows The Ghost to walk through walls and enable the Skin's more voyeuristic aspects.

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* {{Intangibility}}: The Limitness move allows The the Ghost to walk through walls and enable the Skin's more voyeuristic aspects.



* ResurrectiveImmortality: They've already died once, so they can die again and again. With the move No Rest for the Wicked, a Ghoul can wait out death and wake up with zero Harm a few hours later. While the other Skins [[DeathIsCheap have their options]] for Skirting Death, The Ghoul begins with the ability to avoid the other methods' mechanical downsides.

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* ResurrectiveImmortality: They've already died once, so they can die again and again. With the move No Rest for the Wicked, a Ghoul can wait out death and wake up with zero Harm a few hours later. While the other Skins [[DeathIsCheap have their options]] for Skirting Death, The the Ghoul begins with the ability to avoid the other methods' mechanical downsides.



* PinocchioSyndrome: Many of The Hollow's insecurities revolve over not having a sense of self, and therefore yearning to be a person. The Hollow's perchance for Conditions reflect the Skin's trajectory toward assembling an identity.

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* PinocchioSyndrome: Many of The the Hollow's insecurities revolve over not having a sense of self, and therefore yearning to be a person. The Hollow's perchance for Conditions reflect the Skin's trajectory toward assembling an identity.



* BeCarefulWhatYouWishFor: Through the Strings Attached move, The Infernal can ask for what they really want, but not only does it come with a price, but also an undesired twist.
* DealWithTheDevil: The crux of The Infernal is the Soul Debt to their Dark Pact. The Infernal racks up debts with dark powers in exchange for what they desire.

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* BeCarefulWhatYouWishFor: Through the Strings Attached move, The the Infernal can ask for what they really want, but not only does it come with a price, but also an undesired twist.
* DealWithTheDevil: The crux of The the Infernal is the Soul Debt to their Dark Pact. The Infernal racks up debts with dark powers in exchange for what they desire.



* WithGreatPowerComesGreatInsanity: Every Bargain made with the Dark Power brings the player closer to their Darkest Self. In The Infernal's case, their Darkest Self makes them feel even more dependent on their master.

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* WithGreatPowerComesGreatInsanity: Every Bargain made with the Dark Power brings the player closer to their Darkest Self. In The the Infernal's case, their Darkest Self makes them feel even more dependent on their master.



* TurnTheOtherCheek: On the cynical side, The Mortal can weaponize forgiveness. Through the Sympathy Is My Weapon move, they can forgive someone's harm and base nature in exchange of gaining a string, representing the emotional leverage gained through this [[TheFarmerAndTheViper (often unwise)]] forgiveness.
* {{Yandere}}: The Mortal's moves encourage the player to play either an obsessive or possessive lover, hurting others in the name of one's Lover. But when their Darkest Self triggers, The Mortal will betray their Lover [[IfICantHaveYou and possibly kill the Lover in the process]].

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* TurnTheOtherCheek: On Cynically, the cynical side, The Mortal can weaponize forgiveness. Through the Sympathy Is My Weapon move, they can forgive someone's harm and base nature in exchange of gaining a string, representing the emotional leverage gained through this [[TheFarmerAndTheViper (often unwise)]] forgiveness.
* {{Yandere}}: The Mortal's moves encourage the player to play either an obsessive or possessive lover, hurting others in the name of one's Lover. But when their Darkest Self triggers, The the Mortal will betray their Lover [[IfICantHaveYou and possibly kill the Lover in the process]].



* AssimilationPlot: Possible with The Queen. They can be just your typical highschool popular/mean girl or they can be mind-controlling parasites or demonic puppet masters or really any kind of being that fits this trope. It's one of the reasons they're popular choices for antagonist characters.

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* AssimilationPlot: Possible with The the Queen. They can be just your typical highschool high school popular/mean girl or they can be mind-controlling parasites or demonic puppet masters or really any kind of being that fits this trope. It's one of the reasons they're popular choices for antagonist characters.



* TheAgeless: Vampires of the "many ages old" origin are implied to be vampires who are perpetually physically adolescent. Despite this {{Immortality}}, the Vampire can still be killed in-game.




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* ReallySevenHundredYearsOld: Vampires who aren't recently turned will be considerably older than what their teenage body suggests, even as that disconnect keeps the player character within the teen drama.
* SeeingThroughAnothersEyes: With the move Marked for the Hunt, The Vampire can bond with their victim and gain the power to glean the victim's whereabouts and well-being, along with any other information the MC throws in with Gaze into the Abyss.
* ThePowerOfBlood: The Vampire can feed on the blood of others and gain various bonuses from it, even if it comes with the risk of the victim's death.
* VampiresAreSexGods: The Vampire is described as beautiful, and both of the Skin's stat lines have a positive Hot stat, predisposing them toward romance. However, they lose Strings when they have sex with another character, so their sexiness comes more from them turning down others.
* VampiricDraining: The Vampire's blood-sucking is mediated through the move The Feeding. While the Vampire walks away from a good roll with mechanical bonuses, the best that can happen to a victim is that "they definitely don't die."



* WizardsAndWitches: The Witch Skin about judging others and casting cool spells. They also rely heavily on SympatheticMagic.

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* WizardsAndWitches: The Witch Skin is about judging others and casting cool spells. They also rely heavily on SympatheticMagic.

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* WithGreatPowerComesGreatInsanity: Every Bargain made with the Dark Power brings the player closer to their Darkest Self. In The Internal's case, their Darkest Self makes them feel even more dependent on their master.

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* WithGreatPowerComesGreatInsanity: Every Bargain made with the Dark Power brings the player closer to their Darkest Self. In The Internal's Infernal's case, their Darkest Self makes them feel even more dependent on their master.



* CastFromHitPoints: The Downward Spiral move allows the player to boost a roll to Gaze Into the Abyss in exchange for taking 2 Harm, risking death to learn more about the supernatural.



* {{Polyamory}}: Averted. While Mortals are mechanically required to have just one "True Love," this doesn't prevent them from having multiple partners in practice. The section on "Queer Content" encourages players to pick a couple as their "True Love" to explore polyamorous relationships.

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* {{Polyamory}}: Averted. While Mortals are mechanically required to have just one "True Love," this doesn't prevent them from having multiple partners in practice. The section on "Queer Content" encourages players to pick a couple as their "True Love" to explore polyamorous relationships.
* TurnTheOtherCheek: On the cynical side, The Mortal can weaponize forgiveness. Through the Sympathy Is My Weapon move, they can forgive someone's harm and base nature in exchange of gaining a string, representing the emotional leverage gained through this [[TheFarmerAndTheViper (often unwise)]] forgiveness.
* {{Yandere}}: The Mortal's moves encourage the player to play either an obsessive or possessive lover, hurting others in the name of one's Lover. But when their Darkest Self triggers, The Mortal will betray their Lover [[IfICantHaveYou and possibly kill the Lover in the process]].

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* DealWithTheDevil: The crux of the Infernal is the Soul Debt to their Dark Pact. The Infernal racks up debts with dark powers in exchange for what they desire.

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* BeCarefulWhatYouWishFor: Through the Strings Attached move, The Infernal can ask for what they really want, but not only does it come with a price, but also an undesired twist.
* DealWithTheDevil: The crux of the The Infernal is the Soul Debt to their Dark Pact. The Infernal racks up debts with dark powers in exchange for what they desire.
* PowerAtAPrice: The Infernal's main source of power are Bargains made to the Dark Power. While these Bargains come with potent abilities, such as healing harm, all of them require giving a String to the Dark Power. Reach five Strings, and the Darkest Self triggers.
* WithGreatPowerComesGreatInsanity: Every Bargain made with the Dark Power brings the player closer to their Darkest Self. In The Internal's case, their Darkest Self makes them feel even more dependent on their master.

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* BlankSlate: The move A Blank Canvas allows the Hollow to use Conditions to alter their sense of self through embodying the Condition, as the Condition is one of the few experiences that the Hollow has received.
* CallingTheOldManOut: The makers are the Hollow's closest figures to parents, so when the Hollow enters Darkest Self, they become driven to confront their makers and hold them accountable, perhaps even lethally.




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* PinocchioSyndrome: Many of The Hollow's insecurities revolve over not having a sense of self, and therefore yearning to be a person. The Hollow's perchance for Conditions reflect the Skin's trajectory toward assembling an identity.
* ReallyWasBornYesterday: The Hollow does not have a past, as they're often created not long before the beginning of a campaign. Their naivety and impressionability comes from the Hollow's lack of identity, as reflected by Moves such as A Blank Canvas.
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** MuggleLoveInterest

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* BetrayalInsurance: Because of the core move Faery Contract, the Fae can punish anyone who breaks a promise made to them, often by magical means. And the Fae is sensitive to broken promises.



* MagicallyBindingContract: The Fae's main schtick. Any promise they make or is made to them they treat as one and if anyone goes back on their word their powers kick in to completely fuck the oath-breaker up.

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* MagicallyBindingContract: The Fae's main schtick. Any promise they make or is made to them they treat as one one, and if anyone goes back on their word word, their powers kick in to completely fuck the oath-breaker up.




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* ResurrectiveImmortality: They've already died once, so they can die again and again. With the move No Rest for the Wicked, a Ghoul can wait out death and wake up with zero Harm a few hours later. While the other Skins [[DeathIsCheap have their options]] for Skirting Death, The Ghoul begins with the ability to avoid the other methods' mechanical downsides.
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* BarredFromTheAfterlife: The "rejected" origin can be intepreted as the Ghoul becoming monsterous because they were rejected from the afterlife.
* FleshEatingZombie: As the Skin's description suggests, the Ghoul can be played as a flesh-eating zombie, especially with the "resecurrected" origin and a focus on their (un)death. However, the flesh eating kicks in full force when a Ghoul goes Darkest Self.

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* {{Intangibility}}: The Limitness move allows The Ghost to walk through walls and enable the Skin's more voyeuristic aspects.
* SpiritAdvisor: The Ghost can serve as the guide for another player character through the Helpful Spirit move, which grants the move's player a String on another character in exchange for clearing the other character's Condition.
* UnfinishedBusiness: The Ghost's central metaphor is grappling with trauma, often their death, so their prior life becomes a motivator of the Skin's actions. Specifically, their core move Unresolved Trauma means that the Ghost will continously receive the "traumatized" Condition by being reminded by their death, which denies them resolution.

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* MagicallyBindingContract: The Fae's main schtick. Any promise they make or is made to them they treat as one and if anyone goes back on their word their powers kick in to completely fuck the oath-breaker up.

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* MagicallyBindingContract: The Fae's main schtick. Any promise they make or is made to them they treat as one and if anyone goes back on their word their powers kick in to completely fuck ChangelingTale: One origin for the oath-breaker up.Fae is to have been "swapped at birth," indicating that the player character is a changeling.




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* FairySexy: The Fae is described as "alluring." Both of the Skin's stat lines have a positive Hot value, and a couple of the Fae's moves give bonuses to Turn Someone On.
* LandOfFaerie: The move Guide allows the Fae to bring over another person to the faery realm. Even outside this move, references to the Faery King and other worlds flavor the Skin.
* OurFairiesAreDifferent: The Skin allows for various interpretations of fairies and other fae folk.
* MagicallyBindingContract: The Fae's main schtick. Any promise they make or is made to them they treat as one and if anyone goes back on their word their powers kick in to completely fuck the oath-breaker up.

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* BigScrewedUpFamily: One of the signature traits of the Serpentine skin, as a dysfunctional, controlling family is center to their metaphorical and literal monsterity.

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* BigScrewedUpFamily: One of the signature traits of the Serpentine skin, as a dysfunctional, controlling family is center central to their metaphorical and literal monsterity.


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* AxesAtSchool: The Disciple's central metaphor. The official website even has a warning about it, saying to ask the other players if they're comfortable with it.
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* {{Expy}}: The Skin's description and the game's website admits that the Cerberus is "an elaborate metaphor" for Jughead from ''Series/Riverdale'', which most of their moves being {{Shout Out}}s to the television series.

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* {{Expy}}: The Skin's description and the game's website admits that the Cerberus is "an elaborate metaphor" for Jughead from ''Series/Riverdale'', ''Series/{{Riverdale}}'', which most of their moves being {{Shout Out}}s to the television series.
* {{Hellhound}}: As the Skin's name suggests, the Cerberus can be a hellhound in human form, if not ''the'' Cerberus.
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* Must Be Invited: If a Vampire's player takes the move Invited, the Vampire cannot enter a home without invited. On the flip side, anyone who invites the Vampire in gives a String to them, representing the power that the inviter grants to the monster.

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* Must Be Invited: MustBeInvited: If a Vampire's player takes the move Invited, the Vampire cannot enter a home without invited. On the flip side, anyone who invites the Vampire in gives a String to them, representing the power that the inviter grants to the monster.

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** TheFairFolk: Specificially, the Fae skin focuses on extracting promises from others.

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** * TheFairFolk: Specificially, the Fae skin focuses on extracting promises from others.


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* Must Be Invited: If a Vampire's player takes the move Invited, the Vampire cannot enter a home without invited. On the flip side, anyone who invites the Vampire in gives a String to them, representing the power that the inviter grants to the monster.
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Unless otherwise stated, tropes and descriptions apply to the second edition.

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Unless otherwise stated, tropes and descriptions apply to the 2017 second edition.
edition, ''Monsterhearts 2'', although most also describe the original 2012 release.
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While ''TabletopGame/{{Monsterhearts}}'' has no pre-established characters in the core rulebook, the game touts several playbooks, or "Skins," which a player uses to create a PlayerCharacter. Various fan-made Skins also exist.

Unless otherwise stated, tropes and descriptions apply to the second edition.

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[[foldercontrol]]

[[folder: Core Skins]]
!!The Fae

* MagicallyBindingContract: The Fae's main schtick. Any promise they make or is made to them they treat as one and if anyone goes back on their word their powers kick in to completely fuck the oath-breaker up.
** TheFairFolk: Specificially, the Fae skin focuses on extracting promises from others.

!!The Ghost

* OurGhostsAreDifferent: Ghosts are designed to be played as vengeful spirits or creeping poltergeists. However, they are corporeal enough to attend school regularly without being noticed by others.

!!The Ghoul

* HorrorHunger: The Ghoul's core move is The Hunger, which mechanizes the Skin's heedless pursuit to satiate their urges, such as for fear or power. This becomes especially profuse in the Ghoul's Darkest Self.
* OurGhoulsAreCreepier: Ghouls can hunger for different things rather than just eating people, some feed on fear or chaos, while others hunger for power. Their sex move also causes sex with their partner to count as something they hunger for, and What the Right Hand Wants can turn the ghoul from an undead into a monster that was constructed and feeds on something different.

!!The Hollow

* ArtificialHuman: The Hollow skin is any manner of artificially created being, ranging from [[OurHomunculiAreDifferent Homunculi]] to {{uplifted animal}}s.
* CyberneticsEatYourSoul: One of the Hollow's origins is "machine," when they arise from people who have mechanical parts, implying that the cybernetics have removed the Hollow's sense of identity.

!!The Infernal

* DealWithTheDevil: The crux of the Infernal is the Soul Debt to their Dark Pact. The Infernal racks up debts with dark powers in exchange for what they desire.

!!The Mortal

* LoveMartyr: The Mortal is modelled after characters like [[Literature/{{Twilight}} Bella Swan]]. They gain influence and experience by forgiving people who hurt them and ignoring blatant problems within their relationship. Their sex move actually invokes the Darkest Self of the person they're intimate with, thus causing them to hurt the Mortal even more, which feeds back into the Mortal's moveset.
* {{Muggle}}: The Mortal skin, whose mechanics centre around falling in love and involving oneself in the lives of other supernatural creatures, is the quintessential one.
* {{Polyamory}}: Averted. While Mortals are mechanically required to have just one "True Love," this doesn't prevent them from having multiple partners in practice. The section on "Queer Content" encourages players to pick a couple as their "True Love" to explore polyamorous relationships.

!!The Queen

* AssimilationPlot: Possible with The Queen. They can be just your typical highschool popular/mean girl or they can be mind-controlling parasites or demonic puppet masters or really any kind of being that fits this trope. It's one of the reasons they're popular choices for antagonist characters.
* GirlPosse: The Queen skin centres on utilizing one to your advantage, although the actual gender is irrelevant.
* {{Muggle}}: Like the Mortal, the Queen can be technically mundane but still wield considerable power through their gang.

!!The Vampire

* OurVampiresAreDifferent: Mainly draw upon the traditional sexual fears that surrounded them in the original folklore. The "Invited" move also brings up, well, the invitation element of the mythology.

!!The Werewolf

* DamageReduction: Werewolves bathed in moonlight can reduce damage that they take.
* OurWerewolvesAreDifferent: They have super senses in both forms, and also draw on spiritual connections between characters. They can also transform without a full moon, as their darkest self indicates.

!!The Witch

* WizardsAndWitches: The Witch Skin about judging others and casting cool spells. They also rely heavily on SympatheticMagic.

[[/folder]]

[[folder: Additional Skins -- Official]]
!!The Chosen

* TheChosenOne: The Chosen is the game's Skin for "the chosen one" trope.
* {{Muggle}}: The Chosen can also be a mundane human amongst humans if the character takes up the calling themselves rather than having it thrust upon them by destiny.

!!The Serpentine

* BigScrewedUpFamily: One of the signature traits of the Serpentine skin, as a dysfunctional, controlling family is center to their metaphorical and literal monsterity.
* ConflictingLoyalty: The Serpentine is constantly torn between their family and the human world; their Darkest Self triggers when they decide enough is enough and pick a side.
* ThickerThanWater: The Serpentine's family expects it of them. When they become their Darkest Self, they either ''are'' this, or go all the way in the other direction.

!!The Cerberus

* {{Expy}}: The Skin's description and the game's website admits that the Cerberus is "an elaborate metaphor" for Jughead from ''Series/Riverdale'', which most of their moves being {{Shout Out}}s to the television series.

!!The Disciple

* NumberOfTheBeast: The Disciple's Wicked Master materializes into the mortal world when it had accumulated a total of 666 strings.

[[/folder]]
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