Introduction
Having finally MCed my first game of Monsterhearts, I thought that the system could actually have worked rather well for a supernatural high school horror based game. It was played in the point-buy system and was influenced by a variety of anime, notably including X, The superpowers in the game did not correspond with classical monsters and the tone was less romance than Lord of the Flies at times, so I've reworked Monsterhearts basic actions a bit back in the direction of Apocalypse World, though the former remains the primary system.
Ludology:
- Arcana: A crazy game I have fond memories of playing in, hence this. It was played in Big Eyes Small Mouth, 2nd edition.
- Monsterhearts: The main source of inspiration for the hack, a game of high school monsters and romance.
- Apocalypse World: The parent system for Monsterhearts, which fills out the options despite having slightly different stats. Thus this hack is also Powered by the Apocalypse.
- D&D 4e: While not otherwise used, 4e was the source of the concept of having multiple move lists of different types and the option to freely pick from any of them. This doesn't make powered by the Apocalypse games into point buy ones, it allows for even more extensive mixing and matching without just mandating custom playbook creation.
- Apocalypse Galactica was the source of my idea to switch over the special moves to being intimacy based.
Glossary:
- Master of Ceremonies (MC) is the term for the player taking the role referred to as game master/game moderator in other systems.
- Move is the term for what might be called powers in other games. Each character has access to the basic moves and during the character creation process will also gain access to special moves. Any moves that involve dice involve rolling with a stat or other value and then adding 2d6. 10+ you get what you want, 7-9 you get part of what you want, 6 the MC gets to make a move and you probably won't like it.
- Persona is the standard term used for both Monsterhearts skins and Apoc. World playbooks.
- Reversed Self is the TarotHearts tem for Monsterhearts' Darkest Self.
- Intimacy Move is the renamed Sex Move.
- Entice Someone is the renamed Turn Someone On.
Materials available for download
Monsterhearts (MH):
- The game is available for purchase in physical or PDF format.
- Personas (called skins in that game):
- The core list of personas (called Skins in Monsterhearts) (Chosen, Fae, Ghost, Ghoul, Infernal, Mortal, Queen, Vampire, Werewolf, Witch)
- The Serpentine
- Second Skins are not presently available for download or purchase as it is still in kickstarter preview, I can share by email, but only am limiting that to the actual playgroup and I'd ask that people not share further.
- Monsterhearts reference sheets which cover the basic moves.
Apocalypse World (AW):
- The game is available for purchase in physical or PDF format.
- Personas (called playbooks in that game)
- The core list of personas (called playbooks in that game) (Angel, Battlebabe, Brainer, Chopper, Driver, Gunlugger, Hardholder, Hocus, Operator, Savvyhead, Skinner). The PDF also includes the moves.
- Limited Edition playbooks (AW-LE) unlike the rest of the downloads are not free, but they only cost $3 for a pdf with all of them. To learn more about them, check out the table of contents (Faceless, Hoarder, Macaluso, Maestro D', Marmot, Quarantine, Solace, Space Marine Mammal, Touchstone).
- Apoc. World reference sheets which cover the basic moves. This version of the PDF does not include the personas.
Tarot Hearts:
Character Creation
1) Pick a Suit and Stats
Choose your suit
Chose from
Wands, Cups, Swords, Pentacles, or the Major Arcana. Each of the first four suits are called Minor Arcana and have certain standard traits.
Choose your stats
There are five stats Hot; Cold; Volatile; Dark; and Sharp. Only the four are contained in Monsterhearts Each of them tie into certain basic moves as well as special persona moves. The moves have been adopted wholesale or adapted from those listed in
Monsterhearts and Apoc. World. For details on the basic moves, see the Tarot Hearts quick reference sheet.
Hot:
- Entice Someone
- Manipulate a NPC
Cold:
- Hold Steady
- Shut Someone Down
Volatile:
- Lash out Physically
- Go Aggro
- Run Away
Dark:
- Gaze into the Cards
- Face Your Past Self
Sharp:
- Read a Person
- Read a Charged Situation
The basic moves are described in greater detail in the
Tarot Hearts quick reference sheet,
Two get a +1, one gets a 0, two get a -1, and you then add one. However, your suit influences your choices. Sharp is not associated with any suits, because Arcana aren't so sharp.
- Wands: You must have a +1 in volatile or dark, otherwise choose as you like. Classically associated with the element of fire.
- Pentacles: You must have a +1 in hot or cold, otherwise choose as you like. Classically associated with the element of earth.
- Cups: You must have a +1 in hot or dark, otherwise choose as you like. Classically associated with the element of water.
- Swords: You must have a +1 in cold or volatile, otherwise choose as you like. Classically associated with the element of air.
- Major Arcana: The Major Arcana are less a suit than a collection of 22 powerful and distinctive cards. You may choose any two +1 stats you like, but if you do not choose dark, put your add one in that to boost it to 0. If you follow the pattern of the original Arcana, Major Arcana should only be taken in consultation with the MC or when Drawing a New Card.
2) Choose your Suit Persona
Choose your Suit Persona from MonsterHearts (representing your emotional needs. If you are not a Major Arcana, choose a persona that you have a +1 in, even if it is not one of the two favored by your suit.
Select your "Look" from the lists for this Persona. Take the Darkest Self (and call it Reversed Self) and Sex Move (and call it Intimacy Move) from this persona.
If necessary, adjust both to re-flavor supernatural elements that are not applicable to TarotHearts.
You may rewrite your Intimacy Move to trigger off sharing an intimate moment if you like, in a manner that preserves the essence of the move (e.g. the vampire should be triggered by denying intimacy). Be sure that the trigger conditions are clear, intimacy may not be mutual, but it shouldn't be ambiguous. If the Intimacy Move just doesn't fit, you may choose one from a different Persona.
When your reversed self triggers, you may instead work with the MC to take control of the reversed card opposite number for your character. Their behavior and power set may be more elaborate than that described in your Reversed Self, the MC should help you with this.
This Doesn't Belong here.
Below is the list of available personas, broken out by stats (All are from Monsterhearts; Web: Add-ons from the web; 2S: Second Skin Prototypes). Apoc. World Personas are not available as they don't quite fit the emotional tone as well.
- Hot: Chosen, Fae, Mortal, Queen, Vampire, Werewolf, Serpentine (Add-on), Unicorn (2S), Cuckoo (2S), Neighbor (2S)
- Cold: Ghost, Ghoul, Queen, Vampire, Serpentine (Add-on), Wyrm (2S)
- Volatile: Chosen, Ghoul, Infernal, Werwolf, Sasquatch (2S), Unicorn (2S), Cuckoo (2S), Heir (2S), Neighbor (2S)
- Dark: Fae, Ghost, Infernal, Mortal, Sasquatch (2S), Wyrm (2S), Heir (2S)
- Sharp: N/A.
3) Choose your Rank, Thematic Power, and Rank Persona
Rank
For the Minor Arcana the ranks go from Ace through ten, Page, Knight, Queen, King. There are
twenty-two Major Arcana. Read over the descriptions,
we largely used this site for inspiration, and
pick one. Once you have your Rank, find a move that aligns well with the card you've choosen. This is the trickiest step, and you might want to just specify what you'd like and ask someone more experienced with the system to help you. However, you can also hunt through the Monsterhearts and Apoc. World personas to see what might fit.
Thematic Power
Your character will be able to manipulate fundamental forces of the universe that are thematically linked to your suit and card. You have broad leeway to define your theme, but should apply it with great consistency for any given character. Talk about your theme with the M.C. and work out a way to describe it in a sentence on your sheet.
Rank Persona
Choose any Monsterhearts Skin or an Apocalypse World Playbook that fits with your thematic power. This will be your rank person. Some creativity and adaption is required to find a good match. If you have trouble finding moves to represent your core powers, you can work with the MC to pick out thematic moves or craft custom moves in the next step. In these cases, improvements from your rank persona may not come into play until later in the game. You may delay this choice until after character creation and instead choose it when making an advancement in play.
4) Choose Two Improvements
You can choose two improvements, with options from both of your personas and thematic moves. Many personas have moves with filled in bubbles. You do not necessarily have to take them. That said, those moves are often necessary for other moves in the suit persona to work, so be sure to consider them. When considering your suit persona, pay special attention to moves relating to strings and experience, as they have the strongest persona ties.
Cornerstone Moves:
Some Monsterhearts personas split their power among a larger number of moves. For each of these personas that you choose, you have the option of automatically taking one of move listed below for free as a cornerstone moves. These are typically limited to moves with filled in bubbles. Be warned, these moves are often mixed blessings for your character and may dramatically shape their destiny. As a result, these moves may only be dropped in the future should you change you suit or rank persona. As a reminder, mark the relevant move on your sheet with an *.
- Angel: Cast from Heaven.
- Ghost: Unresolved Trauma.
- Ghoul: Hunger.
- Giant: Size Matters.
- Heir: Old Family Friend, Inheritance of the Eldest.
- Mortal: True Love.
- Neighbor: Any 1 move.
- Sasquatch: Musk.
- Selkie: Outer skin or Their World
- Unicorn: With Integrity.
- Witch: Sympathetic Tokens or Hex Casting.
- Wyrm: Bargaining Ceremony or Bait.
Paired Moves:
Some improvements have separate components, but count as only a single improvement when taken or traded away. Some Apocalypse World features have a move that is key to their use. For these features, consider it, alongside the move in question, to be paired and to only count as a single move for all advancement purposes. These are considered paired move in large part because they also place requirements on the characters.
- Hardholder: Holding + Wealth.
- Chopper: Gang + Pack Alpha.
- Hocus: Followers + Fortune.
- Watergiver: Laws + Lawbringer.
- Some Monsterheart improvements allow for picking multiple options off a list at a time. For these, you count the number of moves/improvements taken, and not the number of Hexes (Witch), Bargains (Infernal) and Advanced moves on your character's sheet.
Choosing an improvement:
- Choose a move from your Suit Persona. You do not have to choose a moves with a filled out bubble.
- Choose a move from your Rank Persona. You do not have to choose a moves with a filled out bubble.
- Choose an extra if your AW Rank Persona has one:
- A Feature (gang, holding, followers, establishment, workspace, stasis, source, laws, den, music). Note that some features have paired moves.
- A piece of Persona specific gear from your AW Rank Person (vehicles, luxe gear, brainer gear, angel kit).
- Ignore other extras, notably weapons, armor, and oddaments. As in MH, TH does not include that level of detail.
- Swap a custom move into the Persona. Design Work with the MC to pick an appropriate persona and then permanently lose access to one or moves from that persona of the MC's choosing.
- Choose a move from the Power Set Moves.
You may fine tune keywords and titles for these moves to suit your character, with MC approval. These adjustments should refocus the move, rather than changing its overall scope or magnitue.
Power Set Moves
Each Arcana has their own power set, which can be reflected by a range of your moves. Whether or not you choose any power set improvements, you should still narratively flesh out your powerset. For those abilities not effectively captured by your rank or suit persona, four additional improvements are available to all Arcana for Unleash [your power], Redirect the Flow, Flashy Support, Stand Overwatch.
Please see the
Rules Guide: Advanced Moves and Related Rules: Power Set Moves (pg 3) for an explaination of these rules. In addition, note that some special Arcana powers, such as the "Raise a Field" and "Battle field" are folded into the Hocus and BattleBabe.
Playing the game
Catchup Advancement
For instructions on advancing your character, see the
Rules Guide: The Long Game: Proposing and Framing Scenes, Projects, and Advancement (pg 4).
The MC may instruct you to give your character one or more seasons of catch up growth. For each season, your character may choose to add:
- 5 improvements
- For each of these improvements you may choose to pick a new move or detail from your personas, pick a power set move, or modify the choices for an existing move.
- For up to three of these improvemnts, you may choose a move from another persona, an MC-approved custom move, or to increase a stat by 1.
- Make 1 season advance, as described in the rules guide.
Characters
The original Arcana characters are available
via a Google Doc.
Appendix
Adapting from Apocalypse World and MonsterHearts
Apocalypse World HX moves just don't transfer over properly as they have been removed. Similarly, some MonsterHearts moves are less appropriate due to the the addition of sharp moves and differences in tone. For replaced moves, see
Rules Guide: The Long Game: Replaced or Retained Persona Moves (pg 7-9)