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In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves (these are roughly analogous to ''TabletopGame/ApocalypseWorld'''s "Hot", "Cool"/"Sharp", "Hard", and "Weird" stats). Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".

The different monster archetypes in Monsterhearts are called Skins. Ten are provided in the main game, which can be purchased at the official website [[http://buriedwithoutceremony.com/monsterhearts/ here]]. Several official bonus skins (the Serpentine, the Hollow, and the Angel) have been made and can be downloaded [[http://nerdwerds.blogspot.ca/2012/12/all-of-playbooks.html here]] (near the bottom of the page). There was also a [[https://www.kickstarter.com/projects/1571708637/monsterhearts-second-skins successful Kickstarter]] to develop new skins. One, the Selkie, is available on the page. The other six have yet to be released to the public and for now are only available to those who backed the project.

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In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves (these are roughly analogous to ''TabletopGame/ApocalypseWorld'''s "Hot", "Cool"/"Sharp", "Hard", and "Weird" stats). Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or and[=/=]or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".

The different monster archetypes in Monsterhearts are called Skins. Ten are provided in the main game, which can be purchased at the official website [[http://buriedwithoutceremony.com/monsterhearts/ here]]. Several official bonus skins (the Serpentine, Chosen, the Hollow, Cerberus, and the Angel) have been made and can be downloaded [[http://nerdwerds.blogspot.ca/2012/12/all-of-playbooks.html here]] (near Disciple) are available at the bottom of the page).page. There was also a [[https://www.kickstarter.com/projects/1571708637/monsterhearts-second-skins successful Kickstarter]] to develop new skins. One, the Selkie, is available on the page. The other six have yet to be released to the public and for now are only available to those who backed the project.

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* ArtificialHuman: The Hollow skin is any manner of artificially created being, ranging from [[OurHomunculiAreDifferent Homunculi]] to {{uplifted animal}}s.



* TheFairFolk: The Fae skin, which focuses on extracting promises from others.



* OurMonstersAreDifferent: Every skin has some 'traditional" elements that factor in to how they're played and some that are ignored. The book suggests that players pick and choose which parts make things interesting and[=/=]or easier.
** ArtificialHuman: The Hollow skin is any manner of artificially created being, ranging from [[OurHomunculiAreDifferent Homunculi]] to {{uplifted animal}}s.
** TheFairFolk: The Fae skin, which focuses on extracting promises from others.
** SelkiesAndWereseals: The Selkie skin, of course, which involves the classic trope of having one's skin stolen and working to get it back.
** OurAngelsAreDifferent: The Angel skin invokes most of the classical tropes, and is played as either a FallenAngel cast out of heaven or a DefectorFromDecadence who chose to leave themselves. They also play differently, replacing the Dark stat with a sliding scale of Trespass and Forgiveness that shows how much they have fallen.
** OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who hoard things and people, can trade Strings, and ''some'' can transform into beasts of talons and coils.
** OurGhostsAreDifferent: They're designed to be played as vengeful spirits or creeping poltergeists. However, they are corporeal enough to attend school regularly without being noticed by others.
** 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.
** 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.
** 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.
** WizardsAndWitches: The Witch skin, which is about judging others and casting cool spells. They also rely heavily on SympatheticMagic.

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* OurMonstersAreDifferent: Every skin has some 'traditional" elements that factor in to how they're played and some that are ignored. The book suggests that players pick and choose which parts make things interesting and[=/=]or easier.
** ArtificialHuman: The Hollow skin is any manner of artificially created being, ranging from [[OurHomunculiAreDifferent Homunculi]] to {{uplifted animal}}s.
** TheFairFolk: The Fae skin, which focuses on extracting promises from others.
** SelkiesAndWereseals: The Selkie skin, of course, which involves the classic trope of having one's skin stolen and working to get it back.
**
OurAngelsAreDifferent: The Angel skin invokes most of the classical tropes, and is played as either a FallenAngel cast out of heaven or a DefectorFromDecadence who chose to leave themselves. They also play differently, replacing the Dark stat with a sliding scale of Trespass and Forgiveness that shows how much they have fallen.
** * OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who hoard things and people, can trade Strings, and ''some'' can transform into beasts of talons and coils.
** * OurGhostsAreDifferent: They're designed to be played as vengeful spirits or creeping poltergeists. However, they are corporeal enough to attend school regularly without being noticed by others.
** * 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.
** * OurMonstersAreDifferent: Every skin has some "traditional" elements that factor in to how they're played and some that are ignored. The book suggests that players pick and choose which parts make things interesting and[=/=]or easier.
*
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.
** * 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.
** WizardsAndWitches: The Witch skin, which is about judging others and casting cool spells. They also rely heavily on SympatheticMagic.
indicates.



* SelkiesAndWereseals: The Selkie skin, of course, which involves the classic trope of having one's skin stolen and working to get it back.



-->The eyes are an important detail in paranormal romance – they're a telling hint about a person’s true nature, for anyone who should be so brave as to hold their gaze.
* WhatMeasureIsAMook: The rulebook explicitly instructs the GM to "treat NPC's like stolen cars" - i.e. use 'em up fast and ditch them.

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-->The eyes are an important detail in paranormal romance -- they're a telling hint about a person’s true nature, for anyone who should be so brave as to hold their gaze.
* WhatMeasureIsAMook: The rulebook explicitly instructs the GM to "treat NPC's like stolen cars" - -- i.e. use 'em up fast and ditch them.


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* WizardsAndWitches: The Witch skin, which is about judging others and casting cool spells. They also rely heavily on SympatheticMagic.
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Death By Sex is no longer a trope per this TRS thread Zero Context Examples and examples that do not fit existing tropes will be deleted.


* DeathBySex: The Mortal's Sex Move turns the person they just slept with into their Darkest Self. Given the nature of most skins' Darkest Self, this is a likely result.
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Added DiffLines:

* WhatMeasureIsAMook: The rulebook explicitly instructs the GM to "treat NPC's like stolen cars" - i.e. use 'em up fast and ditch them.
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Bypass redirect


''Monsterhearts'' is a game by Avery Alder about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is TabletopGame/PoweredByTheApocalypse, an official hack of the ''TabletopGame/ApocalypseWorld'' rules, with its mechanics heavily influencing the feel and theme of its setting.

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''Monsterhearts'' is a game by Avery Alder about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is TabletopGame/PoweredByTheApocalypse, UsefulNotes/PoweredByTheApocalypse, an official hack of the ''TabletopGame/ApocalypseWorld'' rules, with its mechanics heavily influencing the feel and theme of its setting.
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* KillAndReplace: The Cuckoo can mimic other characters while wearing their clothes, and as its Darkest Self the Cuckoo is compelled to try to replace them "using any means necessary."
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* {{Expy}}: While most skins are highly evocative of teen monster media, [[https://twitter.com/lackingceremony/status/1111009497663729664?s=20&t=uBKKWB46_ZXpz8oNFJBEPA The Cerberus]] (an additional skin made by Avery Alder) is explicitly one for ''Series/Riverdale'''s Jughead.

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* {{Expy}}: While most skins are highly evocative of teen monster media, [[https://twitter.com/lackingceremony/status/1111009497663729664?s=20&t=uBKKWB46_ZXpz8oNFJBEPA The Cerberus]] (an additional skin made by Avery Alder) is explicitly one for ''Series/Riverdale'''s {{Series/Riverdale}}'s Jughead.
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* {{Expy}}: [[https://twitter.com/lackingceremony/status/1111009497663729664?s=20&t=uBKKWB46_ZXpz8oNFJBEPA The Cerberus]], an additional skin made by Avery Alder, is one for ''Series/Riverdale'''s Jughead.

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* {{Expy}}: While most skins are highly evocative of teen monster media, [[https://twitter.com/lackingceremony/status/1111009497663729664?s=20&t=uBKKWB46_ZXpz8oNFJBEPA The Cerberus]], an Cerberus]] (an additional skin made by Avery Alder, Alder) is explicitly one for ''Series/Riverdale'''s Jughead.
Is there an issue? Send a MessageReason:
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* {{Expy}}: [[https://twitter.com/lackingceremony/status/1111009497663729664?s=20&t=uBKKWB46_ZXpz8oNFJBEPA The Cerberus]], an additional skin made by Avery Alder, is one for {{Series/Riverdale}}'s Jughead.

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* {{Expy}}: [[https://twitter.com/lackingceremony/status/1111009497663729664?s=20&t=uBKKWB46_ZXpz8oNFJBEPA The Cerberus]], an additional skin made by Avery Alder, is one for {{Series/Riverdale}}'s ''Series/Riverdale'''s Jughead.

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