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Beyond Belgrave

Mar 12th, 2019
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  1. Note: This is obsolete. Current version here: http://darekun.twilightparadox.com/GM/Beyond%20Belgrave.xt1
  2.  
  3. Welcome to Belgrave University! While we aren't #1 in any single field, we have world-class doctoral programs in 27 fields. Many students here at Belgrave are high-achievers working on multiple majors at once. The rest benefit from an excellent general education.
  4.  
  5. The system is mostly Monsterhearts 1ed, but with some changes.
  6. Choose a Sex Move and two other Moves. To start with, you're limited to mundane Moves from the Mundane list or the Maybe list; these need to have a mundane explanation.
  7. You can choose a mundane Darkest Self. If you do, then you gain an extra Move slot.
  8. You can choose a Preference, per that optional rule. You can instead be a Cupid's Plaything; you'll develop a Preference, completely out of your control, based on the success and failure of attempts to turn you on. The GM will track your Preference modifier behind the screen. A Cupid's Plaything gains an extra Move slot.
  9. When you gain access to magic, the limit on mundane Moves and Darkest Selves is removed. When you take a Move from the Mundane list, you can either take it as a mundane Move, or as a magic Move by adding a magical explanation. However, any further Moves from the Maybe list /must/ be magic Moves.
  10.  
  11.  
  12.  
  13. Mundane Moves
  14.  
  15. ( ) And Your Enemies Closer
  16. When someone betrays you, gain a String on them.
  17.  
  18. ( ) Bare Your Fangs
  19. Prereq: any Darkest Self
  20. While you are your Darkest Self, you may use Volatile instead of Cold to shut someone down or hold steady.
  21.  
  22. ( ) Beauty As The Beast
  23. You can spend a string on someone to simultaneously turn them on and shut them down. Roll once and apply all the results; you may choose whether to use Hot or Cold for this roll. On a miss, they choose one:
  24. ~~ They carry 1 forward against you.
  25. ~~ They shut you down as if they’d rolled a 10 up.
  26. ~~ They turn you on as if they’d rolled a 10 up.
  27.  
  28. ( ) Bide My Time
  29. Prereq: Hex-Casting
  30. If you’ve got a sympathetic token against someone, add 1 to all rolls to hold steady against their actions or to run away from them.
  31.  
  32. ( ) Bone Town - Sex Move
  33. When you have sex with someone, treat it as though you had used Casting The Bones(even if you don’t have that Move) and rolled a 10 up. Choose three options instead of two.
  34.  
  35. ( ) Bought Loyalty
  36. You can give an NPC a String against you to add 2 to your manipulate an NPC roll against them. (You can only choose to do so before rolling.)
  37.  
  38. ( ) Can’t Save Myself
  39. When somebody saves you from forces too powerful for you to reckon with, they mark experience, and you gain a String on them.
  40.  
  41. ( ) Casting the Bones
  42. When you are offering wisdom, guidance, or advice to a friend and you gaze into the abyss, add the following options when you roll 10 up:
  43. ~~ The visions show what your friend must do; they carry 1 forward.
  44. ~~ The visions heal your friend; they may remove one condition.
  45. ~~ Take a string on your friend.
  46. Add the following option when you roll 7-9:
  47. ~~ The visions are lucid and detailed, but your friend takes a string on you.
  48.  
  49. ( ) Cold As Ice
  50. When you successfully(7 up) shut someone down, you may choose an extra option from the 7-9 list.
  51.  
  52. ( ) Come Prepared
  53. You have an outlandishly large armory, complete with ancient artifacts. Just in case the need arises.
  54.  
  55. ( ) Creep
  56. When you secretly witness someone in their most intimate moments, perhaps showering or sleeping, gain a String on them.
  57.  
  58. ( ) Dark Recruiter
  59. Prereq: Soul Debt
  60. When you bring an innocent soul to the dark power, mark experience.
  61.  
  62. ( ) Deadpan
  63. Your cheerful morbidity, gallows humor, and deathly aura are fascinating and off-putting. In your human form, you can use Dark instead of Cold to shut someone down.
  64.  
  65. ( ) Disaffected
  66. When you turn someone on, roll with cold.
  67.  
  68. ( ) Downward Spiral
  69. When you gaze into the abyss, you may cause yourself 1 harm. If you do, add 2 to your roll.
  70.  
  71. ( ) Down The Rabbit Hole
  72. When you go poking your nose in affairs not meant for your kind, someone involved in the situation gains a String on you, and you mark experience.
  73.  
  74. ( ) Entrenched
  75. If you and another character have a total of 5 or more Strings on one another, gain 1 to all rolls against them.
  76.  
  77. ( ) Esquire
  78. You're following an older sibling to Belgrave University… but at the start of the semester, they went missing. What happened?
  79. If you join the Knights Of Saint Christopher, then you can replace this Move with a Hide Move.
  80.  
  81. ( ) Excuses Are My Armour
  82. Prereq: True Love
  83. When you ignore some blatant problem with your lover or how they treat you, mark experience.
  84.  
  85. ( ) Growing Pains
  86. When you fail to protect your friends, mark experience.
  87.  
  88. ( ) Hard To Get — Sex Move
  89. When you deny someone sexually, gain a String on them. When you have sex with someone, lose all Strings on that person.
  90.  
  91. ( ) Heightened Senses
  92. When you rely on your animal instincts to make sense of a charged situation, roll with dark. On a 10 up, ask the MC three questions. If you act on one of the MC’s answers, add 1 to your first roll. • On a 7-9, ask one:
  93. ~~ Where’s my best escape route or way in?
  94. ~~ Which enemy is the most vulnerable to me?
  95. ~~ What’s their secret weakness?
  96. ~~ What poses the biggest threat to me?
  97. ~~ Who’s in control here?
  98.  
  99. ( ) Hungry Ghost
  100. You find sustenance in sadness. When others dump their emotional problems on you, roll with dark.
  101. On a 10 up, they lose all their conditions, and you choose one:
  102. ~~ Mark experience.
  103. ~~ Carry one forward.
  104. ~~ Gain a String on them
  105. On a 7-9, they choose one:
  106. ~~ They lose all their conditions.
  107. ~~ They gain a String on you.
  108.  
  109. ( ) Inescapable
  110. You may spend a String on someone to demand that they not walk out on you. If they still do, gain 2 Strings on them.
  111.  
  112. ( ) Legacy
  113. Special: This Move can only be taken when starting out, not as an advancement.
  114. One or both of your parents is a disciple in the Hermetic Order of the Blue Rose. They've hinted at the Order's secrets, and suggested you should join when you're old enough. Being a disciple's child makes you a Legacy, which means you're on a fast track to joining. Whether you want to or not.
  115. Once you commit to taking this Move, talk to the GM to find out what your parents have hinted at.
  116. Once you join the Order, you can either replace this Move with one offered by the Order in order to get a head start on magic, or you can keep this Move, at which point it becomes a status symbol you can lord over disciples of equal or lesser rank.
  117.  
  118. ( ) Light The Way
  119. Whenever your friends follow through on your commands or your lead, they add 1 to their roll. (If your friends are NPCs, they instead act at an Advantage.)
  120.  
  121. ( ) Many Bodies
  122. Prereq: The Clique
  123. When you promise one of your gang members to someone, add 2 to your roll to turn someone on. Choose one:
  124. ~~ Your gang members have Join The Club as a Sex Move, adding people to your gang.
  125. ~~ When one of your gang members has sex with someone, it triggers your Sex Moves.
  126.  
  127. ( ) Memento Delicto — Sex Move
  128. Prereq: Hex-Casting
  129. After sex, you can take a sympathetic token from them. They know about it, and it’s cool.
  130.  
  131. ( ) Mercy
  132. When you decide to spare someone you have reason to kill, take a String on them.
  133.  
  134. ( ) Primal Dominance
  135. When you harm someone, take a String on them.
  136.  
  137. ( ) Rob To Pay — Sex Move
  138. Prereq: Soul Debt
  139. When you have sex, the dark power loses a String on you and gains a String on whoever you had sex with.
  140.  
  141. ( ) Scent Of Blood
  142. Add 1 to all rolls against those who have been harmed in this scene already.
  143.  
  144. ( ) Sympathy is My Weapon
  145. Every time you forgive someone for hurting you, and excuse their base nature, take a String on them.
  146.  
  147. ( ) Take The Blow
  148. When you leap into the way and take the blow instead of someone else, roll with Volatile. On a 10 up, you take the harm instead of them, but reduce it by 1. On a 7-9, you take the harm instead of them.
  149.  
  150. ( ) The Clique
  151. Special: Can only be taken at creation, after a timeskip, or when an opportunity is earned in play.
  152. You’re at the head of the toughest, coolest, most powerful clique around. They count as a gang. Choose one of the following strengths for your gang:
  153. ~~ They’re armed (with guns and real dangerous stuff).
  154. ~~ They’re connected (with money and designer drugs).
  155. ~~ They’re talented (in a band or sports team).
  156. ~~ They’re cultists (with dark oaths and willingness to die).
  157.  
  158. ( ) The Shield
  159. When you’re surrounded by your gang, subtract 1 from any rolls against you. (NPCs act at a Disadvantage.)
  160.  
  161. ( ) The Wild Hunt
  162. When you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, add 1 to your roll to turn someone on.
  163.  
  164. ( ) Transgressive Magic
  165. Prereq: Hex-Casting
  166. When your ritual transgresses the community’s moral & sexual standards, add 1 to your hex-casting roll.
  167.  
  168. ( ) Unashamed
  169. You can give someone a String on you to add 3 to your attempt to turn them on.
  170.  
  171. ( ) Uncontainable
  172. When you attempt to escape any form of physical entrapment, roll with volatile. On a 10 up, you escape. • On a 7-9 the MC will offer you a hard bargain: agree if you want to escape.
  173.  
  174. ( ) Unstable
  175. Prereq: any Darkest Self
  176. When you become your Darkest Self, mark experience.
  177.  
  178. ( ) Watchful Golem
  179. When you defend someone without them ever knowing about it, mark experience.
  180.  
  181.  
  182.  
  183. Maybe Moves
  184.  
  185. ( ) All-Loving Hero — Sex Move
  186. When you have sex, heal all of your wounds, and cure all of your conditions. If they disgust you, give them a String. If you disgust yourself, give them a String.
  187.  
  188. ( ) Bare Your Soul — Sex Move
  189. When you have sex with someone, you both get to ask a question of one another’s characters. This can be spoken by your character, or simply asked player-to-player. The other person must answer honestly and directly.
  190.  
  191. ( ) Cat’s Eye
  192. When you look into someone’s eyes and gaze into the abyss, on a 10 up add this option: You know their deepest fear or secret lust, and add 1 to your roll when using that information to shut them down or turn them on.
  193.  
  194. ( ) Final Showdown
  195. Spend 4 Strings you have on an NPC to kill them. They are irrevocably dead. They can spend any Strings they have against you to deal you harm, 1-for-1, on the way out.
  196.  
  197. ( ) Join The Club — Sex Move
  198. Prereq: The Clique
  199. When you have sex with someone, they gain the condition One Of Them. While the condition remains, they count as part of your gang.
  200.  
  201. ( ) Means Something — Sex Move
  202. When you lie naked with another, you can ask them for a promise. If they refuse, take 2 Strings on them.
  203.  
  204. ( ) Mess With Me, Mess With Him
  205. Prereq: True Love
  206. When you use your lover’s name as a threat, add 2 to your roll to shut someone down or hold steady. Your lover gains a String on you.
  207.  
  208. ( ) The Constant Bargain
  209. When someone asks you to do something important for them, and you do it, roll with hot. On a 10 up, they lose a String on you, and you gain one on them. • On a 7-9, choose one or the other. • On a miss, you’ve shown that they can walk all over you, and they take a String on you.
  210.  
  211. ( ) True Love
  212. You always have exactly one lover. The first is chosen during your backstory. If you ever fall in love with someone else instead, give them a String and they become your new lover. You always carry 1 forward to earning your lover’s heart or fancy.
  213.  
  214. ( ) Unknowable
  215. When you lash out physically against someone, on a 10 up, they lose 1 String on you. • On a 7-9, add to your list of options: they lose 1 String on you.
  216.  
  217.  
  218.  
  219. Magic Moves
  220.  
  221. ( ) Beyond The Veil
  222. Prereq: Faery Contract
  223. When you attempt to commune with the Faery King, gaze into the abyss. On a 10 up, add this option to the list: find a hidden String against someone. • On a 7-9, add this option to the list: the visions are clear, but the Faery King demands a favor of you.
  224.  
  225. ( ) Crush Bodyguard — Sex Move
  226. When you have sex with someone, you establish a spirit connection with them. Until either of you breaks that spirit connection, by having sex with someone else, add 1 to all rolls made to defend them. You can tell when that connection has been broken.
  227.  
  228. ( ) Faery Contract
  229. If someone breaks a promise or contract made to you, take a String on them. When spending a String to even out the score and get justice on a broken promise, add these options:
  230. ~~ They fuck up something simple at a crucial moment.
  231. ~~ Add 2 to your roll on an act of vengeance.
  232. ~~ They suffer 1 harm, whether the cause is obvious or not.
  233.  
  234. ( ) Firestarter
  235. Roll with Volatile to summon jets of flame, unleash destructive telekinetic blasts, instantly freeze the air, or otherwise psychically attack your tormentors. On a 10 up, do 2 harm and give your victim an appropriate condition(Burned, Frostbitten, Concussed, etc). On a 7-9, do 1 harm, give them an appropriate condition, and choose one:
  236. ~~ Give yourself the same condition.
  237. ~~ Take 1 harm.
  238. ~~ Trigger your Darkest Self.
  239. If you have the Betrayed condition, then you also carry 1 forward against them.
  240.  
  241. ( ) Guide
  242. Prereq: Faery Contract
  243. If you spend a String on someone willing, you can bring them across the veil, into the faery court. The spell doesn’t last long, though, before you’re both returned to the mundane world.
  244.  
  245. ( ) Hex-Casting
  246. You gain power from sympathetic tokens - items of personal significance that you take from others. Each sympathetic token counts as a String.
  247. You can cast Hexes. Choose two that you know. To cast them, either expend a sympathetic token during a secret ritual, or meet the target’s gaze and chant at them in tongues. Then roll with dark. On a 10 up, the Hex works, and can easily be reversed. On a 7-9, it works but choose one:
  248. ~~ The casting does you 1 harm.
  249. ~~ The Hex has unexpected side effects.
  250. ~~ Trigger your Darkest Self. (Only an option if you have a Darkest Self.)
  251. ~~ Next time you have sex with someone who has a Darkest Self, trigger it.
  252. ~~ You gain the Cursed condition, which anyone can exploit against you with any or no explanation.
  253. In general you can't choose one while you're already under its effect, but the harm can be repeated this way.
  254.  
  255. ( ) Howl At The Moon
  256. When basked in moonlight, add 2 to your Dark score.
  257.  
  258. ( ) Hypnotic
  259. You can hypnotize people who have no Strings on you. Roll with hot. On a 10 up, they do exactly what you wish and have no idea that anything is wrong. • On a 7-9, the hypnosis works, but choose one:
  260. ~~ They realize you hypnotized them.
  261. ~~ They fuck up your commands.
  262. ~~ Their sanity is unhinged.
  263.  
  264. ( ) Invited
  265. You can't enter a home without being invited. Whenever someone invites you, take a String on them.
  266.  
  267. ( ) Lure
  268. Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you and you seek vengeance, mark experience.
  269.  
  270. ( ) Poltergeist
  271. You can lash out physically using telekinesis instead of physical attacks, and your victim must roll to hold steady before attempting to run away. If you have the Betrayed condition, then do 1 extra harm when you lash out physically.
  272.  
  273. ( ) Push
  274. You can roll with Volatile to turn someone on by using empathic projection to fuck with their head. On a 10 up, in addition to giving you a string, they must follow one short-term command of your choice. On a 7-9 also give yourself the condition Creepy. If you have the Betrayed condition, then also give them the condition Enthralled.
  275. 
  276. ( ) Scanners
  277. Roll with Dark to invade someone else's mind. On a 10 up, gain a string on them, and they must honestly answer one question. On a 7-9, gain a string on them and choose one:
  278. ~~ They gain a string on you.
  279. ~~ You gain the condition Creepy.
  280. ~~ You each take 1 harm.
  281. On a 6 or less, they must answer one question with a plausible lie and you must believe it.
  282. If you have the Betrayed condition, then do 1 harm to them in addition to any other results.
  283. 
  284. ( ) The Shining
  285. You can roll with Dark to manipulate an NPC or shut someone down via telepathy instead of speech.
  286. If you have the Betrayed condition, then add 1 to your Dark roll and give them the condition Headache.
  287.  
  288. ( ) Sanctuary
  289. You have a secret place for practicing witchcraft. Add 1 to all rolls you make within this space.
  290.  
  291. ( ) Soul Debt
  292. Prereq: any Darkest Self
  293. Name a dark power that you owe a debt to. Choose two Bargains that it has made with you. It can hold Strings against you. Whenever it collects 5 Strings against you, trigger your Darkest Self.
  294. Come up with a name for your dark power, if you know its name. Choose a title from the list, to describe this entity that you’ve made your bargains with:
  295. • The Poisoner
  296. • The Trickster
  297. • The Connoisseur
  298. • The Fallen
  299. • The Glutton
  300. • The Emissary
  301. • The Butcher
  302. • The Tyrant
  303. Or, if you prefer not to know what or who you have been making bargains with, that’s fine — just let the MC know.
  304.  
  305. ( ) Spirit Armour
  306. When basked in moonlight, any harm that you suffer is reduced by 1, and you add 2 to hold steady rolls.
  307.  
  308. ( ) Streaming
  309. Prereq: The Clique
  310. You have a telepathic connection with your gang members. You can always hear their emotions and fears. When you try to hear specific thoughts, gaze into the abyss about it and add 1 to your roll.
  311.  
  312. ( ) The Eye
  313. When you gaze into the abyss, add 1 to your Dark roll. On a 10 up you can choose all three options.
  314. If you have the Betrayed condition, then you have additional advantages. On a 10 up, also mark experience. On 7-9, choose one of the 10 up options instead of one of the 7-9 options.
  315.  
  316. ( ) To The Books
  317. When the chips are down, and the sinister villain seems unbeatable, you can turn to your friends for research help. Roll with the number of people assisting you. On a 10 up, choose two. On a 7-9, choose one:
  318. ~~ Ask the MC a question (MC must answer truthfully).
  319. ~~ Your enemy gains the condition Secret Weakness.
  320. ~~ Gain a String on your enemy.
  321. ~~ Carry 1 forward.
  322.  
  323.  
  324.  
  325. Comorbid Moves
  326.  
  327. ( ) Connected
  328. Prereq: Skin And Bones
  329. In your true skeletal form, you can disconnect and reconnect your bones at the joints, and retain full control over all your body parts regardless of whether they are connected. Only your skull can see, hear, or smell; your limbs and other bones are limited to a sense of touch. You can use this ability to be present and active in multiple simultaneous scenes.
  330.  
  331. ( ) Dissipate
  332. Prereq: Unresolved Trauma
  333. You can walk through walls.
  334.  
  335. ( ) Ending
  336. You remember how you died. When you tell someone about it, give them the condition Morbid, and roll to turn them on.
  337.  
  338. ( ) Forgive And Forget
  339. Prereq: Unresolved Trauma
  340. Whenever you accept that someone isn’t responsible for your pain and suffering, and absolve them of their Blamed condition, mark experience.
  341.  
  342. ( ) Hungry For One Thing — Sex Move
  343. Prereq: The Hunger
  344. When you have sex with someone, add “having sex with [this person]” as an additional Hunger. If you already have this Hunger, mark experience.
  345.  
  346. ( ) Marked For The Hunt
  347. Prereq: The Feeding
  348. When you feed on someone, you establish a close bond with them. When you gaze into the abyss concerning their whereabouts or wellbeing, roll as if you had Dark 3.
  349.  
  350. ( ) Morte Alata
  351. Prereq: Skin And Bones
  352. In your true skeletal form, you have a pair of bony wings. When not in use they fold up and look something like an extra ribcage on your back, but you can use them for flight despite their skeletal nature. You may use Dark instead of Volatile to run away by escaping into the air.
  353.  
  354. ( ) Ossuary
  355. Prereq: Skin And Bones
  356. You have a small cache of “extra” bones. When you take your fourth harm, you can hold yourself together just long enough to get to your stash and rebuild yourself with your spares. When this happens, clear all your harm, mark experience, and trade this Move for a mundane Move. You can take this Move again as an Advancement.
  357.  
  358. ( ) Satiety
  359. Prereq: The Hunger
  360. When you satiate a Hunger, choose one:
  361. ~~ Heal one harm.
  362. ~~ Remove a condition.
  363. ~~ Mark experience.
  364. ~~ Carry 1 forward.
  365.  
  366. ( ) Short Rest For The Wicked
  367. When you die, wait it out. Some hours later, you wake up fully healed.
  368.  
  369. ( ) Sugar Skull
  370. Prereq: Skin And Bones
  371. In your true skeletal form, you retain some of the features of the living. You have humanlike hair, eyeballs, a nose, lips, and ears. Your face and hands look like those of a beautiful human — albeit one with skin like fine bone china. You may roll to turn someone on or manipulate an NPC, but if any part of your body aside from your face and hands is exposed, you must use Dark instead of Hot.
  372.  
  373. ( ) Vengeful
  374. Prereq: Unresolved Trauma
  375. Whenever you lash out physically at someone with the Blamed condition, roll using Dark. Add 1 extra harm to whatever harm you deal.
  376.  
  377. ( ) What the Right Hand Wants
  378. Prereq: The Hunger
  379. Your body was stitched together in parts and pieces. And those parts and pieces echo different histories, want different things. Create another Hunger.
  380.  
  381.  
  382.  
  383. Dead Moves
  384. After your character dies, you can take a Dead Move to come back next session. Normally, this requires sacrificing a Move you already have. This also gives you access to Moves from the Comorbid list, whether or not you have access to magic Moves.
  385.  
  386. ( ) The Hunger
  387. Special: Don't sacrifice another Move to take this Dead Move. You gain a new slot for this one.
  388. You have a Hunger for (pick one): flesh, chaos, power, fear.
  389. When you heedlessly pursue a Hunger, add 1 to rolls. When you ignore a feeding opportunity, roll to hold steady.
  390.  
  391. ( ) Unresolved Trauma
  392. Whenever you project the blame and trauma of your death onto your current situation, roll with dark. On a 10 up, give two people the Blamed condition. On a 7-9, give up to two people the Blamed condition, but for each, choose one:
  393. ~~ You gain the Delusional condition.
  394. ~~ You can’t speak during this scene.
  395. ~~ You suffer one harm.
  396. ~~ You start re-enacting the scene of your death.
  397.  
  398. ( ) The Feeding
  399. You feed on hot blood. If this is the first time they’ve ever been fed upon, you both mark experience. When you feed, choose two:
  400. ~~ you heal 1 harm previously suffered.
  401. ~~ you carry 1 forward.
  402. ~~ they don’t die.
  403.  
  404. ( ) Skin And Bones
  405. Special: Don't sacrifice another Move to take this Dead Move. You gain a new slot for this one.
  406. You appear to have returned as a healthy human… but you can slip out of your skin and viscera at any time to reveal your true skeletal form. If anyone witnesses this process, you each take a string on the other. While in your true form, you take no harm from anything that a skeleton would be immune to(stabbing or slashing, strangling, etc). You cannot turn someone on or manipulate an NPC, but you can use Dark instead of Cold to shut someone down. If your skin is lost or destroyed while you’re out of it, you will have to obtain a replacement in order to pass for human again.
  407.  
  408.  
  409.  
  410. Bargains
  411.  
  412. ( ) Elsewise Power
  413. You can give the dark power a String to use a move you don’t have, just this once. This move can come from any playbook.
  414.  
  415. ( ) Numbing It Out
  416. You can give the dark power a String in order to remove a condition or up to two harm.
  417.  
  418. ( ) Strings Attached
  419. You can ask the dark power for something that you really, really want. The MC will attach a price to the thing you want, and hint at an undesired twist in its nature. If you pay the price, you’ll get what you’re after.
  420.  
  421. ( ) The Power Flows Through You
  422. You can give the dark power a String in order to add 2 to your next roll(choose before rolling).
  423.  
  424. ( ) Uncanny Voices
  425. You can give the dark power a String in order to realize a secret about someone you’re talking to. The owner of that character will reveal one of their secret fears, secret desires, or secret strengths(they choose).
  426.  
  427. ( ) Dark Hex
  428. You can give the dark power 2 Strings in order for it to cast a Hex(any standard Hex) on someone.
  429.  
  430.  
  431.  
  432. Hexes
  433.  
  434. ( ) Binding
  435. The person cannot physically harm others.
  436.  
  437. ( ) Dead Names
  438. You've made a temporary Bargain with a dark power; you can use it once now. The dark power will likely trade away your Strings to someone you don't like. This has no human target, so this Hex must be performed in a secret ritual, and instead of expending a sympathetic token choose one:
  439. ~~ Take another hex-casting backlash.
  440. ~~ Double the Bargain's price(which is usually in Strings).
  441. ~~ Later, you will fuck up something simple at a crucial moment.
  442.  
  443. ( ) Illusions
  444. Pick one: snakes and bugs, demonic visages, false prophecies, non-existent subtext. The hexed sees that thing everywhere. You have no control over the exact images or manifestations.
  445.  
  446. ( ) Ring Of Lies
  447. Whenever the person attempts to lie, they hear a piercing ringing noise. Big lies will often make their knees buckle and disorient them. Severe lies can cause harm or even brain damage.
  448.  
  449. ( ) Watching
  450. You enter a deep sleep, and begin to see the world through the eyes of the hexed. You can feel their reactions to and impressions of what they are seeing.
  451.  
  452. ( ) Wither
  453. The person loses all of their hair, or their teeth start rotting and falling out, or their period comes and it comes by the bucketful, or their skin gets all sickly yellow and spotty. Whatever the specifics, it’s bad.
  454.  
  455.  
  456.  
  457. Mundane Darkest Selves
  458.  
  459. ( ) Become Death
  460. Enough hiding behind a mask of sweetness and humor. You’ve spent far too much time teaching others not to fear death and not enough time teaching them to embrace its peace and beauty. Twist your advice; make them see the unrelenting misery and futility of their lives and encourage them to end their pain with their own hands. You escape your Darkest Self when someone manages to show you the beauty and joy of life, or when you drive someone to commit suicide.
  461.  
  462. ( ) Furious
  463. Nobody loves you. Nobody ever will. It’s all pain and loneliness and watching other people from the outside, and it will never change. They only pretended to like you so they could hurt you even more. There’s nothing left for you here but revenge, so burn it all down. Smash everything to pieces. Rip their secrets out and make them dance like dolls for your amusement.
  464. To escape your Darkest Self, you must be confronted by someone who has never hurt, excluded, or betrayed you, or be shown an act of kindness that seems genuine.
  465.  
  466. ( ) Nothing But Pawns
  467. Everyone is your pawn, your plaything. You hurt them and make them vulnerable, for sport, like a cat does with a mouse. Whenever you’re alone with someone, you have a depraved indifference to their health and life. You escape your Darkest Self when you’re put in your rightful place, by someone more powerful than you.
  468.  
  469. ( ) Oathbringer
  470. Everything you say is a promise. Everything you hear is a promise. If a promise is broken, justice must be wrought in blood. To escape your Darkest Self, you must in some way re-balance the scales of justice.
  471.  
  472. ( ) Primal Predator
  473. You become an animal. No trace of your human body or mind remains, only your most primal emotions - lust, fear, anger, jealousy, hatred. You are drawn to anyone you have such intense feelings for, but your only means of interacting with them is to savagely attack them. If you can’t find someone you know, any target will do. You cannot escape your Darkest Self until you take a life.
  474.  
  475. ( ) Righteousness
  476. Nobody understands you, or even wants to. They’d rather you disappear. Well, you’re not going to disappear. You’re going to make life a living hell for them. You’ll betray the wicked to the judges, the weak to the executioners. You’ll pit humans and supernaturals against one another, until everyone looks like monsters. Only seeing the pain that you’re causing someone you love will let you escape your Darkest Self.
  477.  
  478. ( ) Surrounded By Assholes
  479. They’ve failed you. This is all their fault, and there’s no reason why you should have to suffer the consequences of their idiocy. You need to make an example out of each of them, a cruel and unwavering example. You escape your Darkest Self when you relinquish part of your power over to someone more deserving, or when you destroy an innocent person in order to prove your might.
  480.  
  481. ( ) The Beast
  482. You will maim, kill and destroy anything in between you and the nearest object of your desire. You will feed relentlessly. You escape your Darkest Self when someone restrains you or fends you off for long enough for you to regain your composure — at least thirty or forty minutes.
  483.  
  484. ( ) The Chosen Only
  485. None of your friends can help. They’re not strong like you are. You need to chase down the biggest threat imaginable, immediately and alone. Any challenges or dangers that you encounter must be faced head on, even if they might kill you. You escape your Darkest Self when someone comes to your rescue or you wake up in the hospital, whichever comes first.
  486.  
  487.  
  488.  
  489. Magic Darkest Selves
  490.  
  491. ( ) Dark Wolf
  492. You transform into a terrifying wolf-creature. You crave power and dominance, and those are earned through bloodshed. If anyone attempts to stand in your way, they must be brought down and made to bleed. You escape your Darkest Self when you wound someone you really care about or the sun rises, whichever happens first.
  493.  
  494. ( ) Magic Hammer
  495. The time for subtlety and patience is over. You’re too powerful to put up with their garbage any longer. You'll use whatever magic you have against anyone who slights you. Such attacks have unexpected side effects, and are more effective than you're comfortable with. To escape your Darkest Self, you must offer peace to the one you've hurt the most.
  496.  
  497. ( ) Soul Defecit Spending
  498. Special: You must either already have Soul Debt, or use the slot from this Darkest Self to take Soul Debt.
  499. You can’t get what you need, anymore. The world has left you cold and alone, shivering in the wake of your own addictions. The dark power will make some open-ended demands of you, and it’ll promise you some lucrative(and perhaps volatile) things in return. Every demand you fulfill brings you a little closer to feeling whole again, to rekindling the fire in your heart. Whenever you fulfill those demands, remove a String it holds on you. You escape your Darkest Self when the dark power has no more Strings on you, or when you agree to an even worse bargain with an even more dangerous dark power.
  500.  
  501. ( ) The Lost
  502. You become invisible. No one can see you, feel you, or hear your voice. You can still affect inanimate objects, but this is your only avenue of communication. You escape your Darkest Self when someone acknowledges your presence, and demonstrates how much they want you around.
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