TEXT: Basic Moves
  Turn Someone On
  When you turn someone on, roll with 
  hot. On a 10 up, take a String against 
  them. • On a 7-9, they choose one: give 
  themselves to you, promise something 
  they think you want, give you a String 
  against them.
  Manipulate an NPC
  When you manipulate an NPC, roll 
  with hot. On a 10 up, they’ll do what 
  you want if you give them a bribe, a 
  threat, or a motive. • On a 7-9, the MC 
  will tell you what it’ll take to get the 
  NPC to do what you want. Do it and 
  they will.
  Shut Someone Down
  When you shut someone down, roll 
  with cold. On a 10 up, choose one: give 
  them a Condition; they lose a String 
  against you; if they held no Strings on 
  you, gain a String on them. • On a 7-9, 
  choose one: you each give a Condition 
  to one another; you each lose a String 
  on one another.
  Hold Steady
  When you hold steady, in a scary or 
  tense situation, roll with cold. On a 
  10 up, you keep your cool, and choose 
  one: ask the MC a question about the 
  situation; remove a Condition; carry 1 
  forward during this scene. • On a 7-9, 
  choose: you keep your cool; pick an 
  option from the 10 up list but also gain 
  the Condition terrified.
  Lash Out Physically
  When you lash out physically, roll 
  with volatile. On a 10 up, you deal 
  them harm and choose one: the harm 
  is great (add 1); you gain 1 String on 
  them; they need to hold steady before 
  they can retaliate (during this scene). • 
  On a 7-9, you harm them but choose 1: 
  they gain 1 String on you; they can deal 
  1 harm to you for free, if they want to; 
  you become your Darkest Self.
  Run Away
  When you run away, roll with volatile. 
  On a 10 up, you get away, and end up 
  in a safe place.  On a 7-9, you get away, 
  but choose one: you cause a big scene; 
  you run directly into something worse; 
  the scariest person there gets a String 
  on you.
  Gaze Into The Abyss
  When you gaze into the abyss, roll 
  with dark. On a successful roll, it 
  answers your questions and shows 
  you visions. On a 10 up, choose two: 
  the visions are lucid and detailed; 
  the visions show you what you must 
  do, and you carry 1 forward to doing 
  it; the visions cure you, removing a 
  Condition. • On a 7-9, choose one: the 
  visions are confusing and alarming; the 
  visions are lucid and detailed but they 
  leave you with the Condition drained.
  For a more detailed explanation of these 
  basic moves, turn to pages 20-24.
  Player Reference Sheet
  Seasons
  After someone buys their 5th advance, 
  the Season Advances are unlocked, and 
  there’s one more session left after this 
  one before the season ends.
  Season Advances can be bought just 
  like regular advances. In each Season, 
  each character can only take one 
  Season Advance. Once they’ve been 
  unlocked, every character has access 
  to them, regardless of whether or not 
  they’ve earned their 5th advance yet.
  For more information on Seasons, turn 
  to pages 36-37.
  Season Advances
  The Season Advances are:
   
  } Change your character’s Skin.
   
  } Rewrite your Sex Move.
   
  } Rewrite your Darkest Self.
   
  } Retire your character and start  
  a new one.
   
  } Gain 2 of the Growing Up moves.
  For a description of each of these Season 
  Advances, turn to pages 37-41.
  Growing Up Moves
  Make Others Feel Beautiful
   
  When you make others feel beautiful, 
  roll with hot. On a 10 up, choose two:
   
  } they carry 1 forward;
   
  } they remove a Condition;
   
  } they mark experience;
   
  } you carry 1 forward.
  On a 7-9, you can offer them an 
  experience point to do what you want.
  Call People On Their Shit
  When you call people on their shit, roll 
  with cold. On a 10 up, choose one:
   
  } they lose a String against  
  someone else;
   
  } they freeze up, break down, or bail.
  On a 7-9, choose one, and they give 
  you a Condition.
  Intervene Against an Act of Violence
  When you intervene against an act of 
  violence, roll with volatile. On a 10 up, 
  choose one: 
   
  } they take -2 to their roll (NPCs either 
  act at a Disadvantage or fail entirely);
   
  } deal harm to them;
   
  } give them a Condition.
  On a 7-9, they choose
   
  } take -2 to their roll (NPCs either act 
  at a Disadvantage or fail entirely);
   
  } target you with the violence instead.
  Share Your Pain
  When you share your pain, roll with 
  dark. On a 10 up, choose two. On a 7-9, 
  choose one:
   
  } remove a Condition (from yourself 
  or someone who listened);
   
  } carry 1 forward toward helping 
  yourself;
   
  } those who listened carry 1 forward 
  toward helping you.
  
  Strings
  You can spend a String on 
  another PC to:
   
  } Add 1 to your roll against them  
  (choose after rolling).
   
  } Subtract 1 from their roll against 
  you (choose after rolling).
   
  } Offer them an experience point to 
  do what you want.
   
  } Force them to hold steady in order 
  to carry out a certain action.
   
  } Add an extra harm to whatever 
  harm you’re dealing them.
   
  } Place a Condition on them.
  You can spend a String on an NPC to:
   
  } Add 1 to your roll against them 
  (choose after rolling).
   
  } Add 3 to your manipulate an NPC roll 
  against them (choose after rolling).
   
  } Cause them to falter, hesitate, or 
  freeze up momentarily.
   
  } Add an extra harm to whatever 
  harm you’re dealing them.
   
  } Place a Condition on them.
  For details on what it means to gain or 
  spend a String, turn to pages 25-27.
  Forward
  Forward is a +1 bonus that you add to 
  your next applicable roll. Sometimes 
  this bonus can be used on any roll, 
  but sometimes it’s specific to a certain 
  situation. Sometimes, Forward has 
  a time limit attached to it. Forward 
  bonuses can only apply to a single 
  roll, which uses up the advantage they 
  represent.
  For more on how Forward works and 
  what it applies to, turn to pages 28-29.
  Conditions
  Characters can gain Conditions over the 
  course of play. If you take advantage of 
  a Condition that someone has, while 
  making a move against them, add 1 to 
  your roll. In order to take advantage of 
  a Condition mechanically, though, you 
  need to take advantage of the Condition 
  fictionally as well.
  A Condition goes away when the 
  character suffering it takes appropriate 
  action to alleviate it.
  For more on Conditions, turn to page 28.
  Death
  When you take your fourth harm, die.
  To avoid death, erase all harm, then:
   
  } Become your Darkest Self, or
   
  } Lose all Strings you have on every-
  body.
  Whenever you choose either of these 
  options, gain the Condition drained as 
  a result.
  For more on harm and death, turn to 
  pages 30-31.
  Healing
  Harm never heals on its own. There 
  are however a few ways to heal harm, 
  other than driving your character to 
  the brink of death:
   
  } Once per session, when you have 
  time to rest and tend to your 
  wounds, you may heal 1 harm.
   
  } If someone else attends to your 
  wounds, delicately and intimately, 
  possibly with erotic subtext, you 
  may heal an additional 1 harm.
  Darkest Self
  When you become your Darkest Self, 
  there’s a script to follow. That script is 
  described on your Skin sheet. Play that 
  script as hard as you can. This is the 
  moment where you are supposed to 
  lose sight of your humanity, whatever 
  amount you had in the first place. It’s 
  the point at which you forsake the 
  world. You’ll be able to escape your 
  Darkest Self eventually. Each Darkest 
  Self has an escape clause that, when 
  completed, returns you to normal.
  For details and an example of how 
  Darkest Self works, turn to pages 32-33.
  Sex Moves
  Each character has a sex move. Most 
  are triggered by having sex with 
  someone, though a few have alternate 
  triggers. When your sex move is 
  triggered, read it aloud and follow its 
  instructions.
  Gangs
  Most Skins can join a gang through 
  an advancement option. On Skin 
  advancement lists, gangs are bolded.
  Every gang makes demands on 
  its members. Every gang also has 
  something that will trigger it into blind 
  action. When that trigger occurs, they 
  will pursue retaliation or dedicated 
  response whether you want them to or 
  not. Finally, a gang can be manipulated 
  into helping you. When they help 
  you with any task, add 1 to your rolls. 
  When they join you in any act of 
  violence, inflict an additional 1 harm. 
  For more on gangs, turn to page 35.
  Advancement
  Characters can gain experience in 
  a number of ways over the course 
  of play. Two of each PC’s stats are 
  highlighted, and whenever those stats 
  are rolled, the player marks experience. 
  Certain Skin-specific moves will 
  provide other opportunities for PCs 
  to gain experience. Finally, someone 
  can spend a String to offer a tempting 
  deal to another PC: do something in 
  exchange for an experience point.
  Experience is marked on the character 
  sheet by filling in dots. Whenever a 
  character reaches 5 experience, they 
  are able to buy an advancement. The 
  advancement options are listed on the 
  character sheet.
  You may only earn experience from 
  each highlighted stat and each move 
  once per scene. Similarly, you may only 
  earn a String from any one move once 
  per scene.
  For more on advancement, turn to page 36.
  Rolling Dice
  When asked to roll with something, 
  roll two (six-sided) dice an add their 
  sum to the stat in question.
  A result of 10 or higher (10 up) will 
  present you with favorable options. 
  A result of 7-9 will often present you 
  with hard choices or partially-favorable 
  options. A 6 or lower will give the MC 
  a golden opportunity to take some 
  action of her own.
  The highest bonus you can have on any 
  given roll is 5.
  For more on rolling dice, turn to page 19.
  
  MC Reference Sheet
  Agendas
   
  } Make the PCs’ lives not boring.
   
  } Make the PCs feel unaccepted.
   
  } Keep the story feral.
  Always Say
   
  } What the principles demand.
   
  } What the rules demand.
   
  } What honesty demands.
  For more on Agendas and things to 
  Always Say, turn to page 103.
  Principles
   
  } Blanket the world in darkness.
   
  } Address yourself to the characters, 
  not the players.
   
  } Make your move, but misdirect.
   
  } Make your move, but never speak 
  its name.
   
  } Make monsters seem human.
   
  } Make humans seem monstrous.
   
  } Give everyone a life.
   
  } Accept people, but only 
  conditionally.
   
  } Happiness always comes at some-
  one else’s expense.
   
  } Ask provocative questions and 
  build on the answers.
   
  } Be a fan of the PCs.
   
  } Treat your NPCs like stolen cars.
   
  } Give your NPCs simple motivations 
  that divide the PCs.
   
  } Sometimes, disclaim decision making.
  For full descriptions of each of these 
  Principles, turn to pages 104-110.
  Hard Moves
   
  } Separate them.
   
  } Put them together.
   
  } Announce off-screen badness.
   
  } Announce future badness.
   
  } Inflict harm (as established).
   
  } Make them pay a price.
   
  } Tell them the possible conse-
  quences and ask.
   
  } Leap to the worst possible 
  conclusion.
   
  } Turn their move back on them.
   
  } Expose a dangerous secret to the 
  wrong person.
   
  } Take a String on someone.
   
  } Trigger their Darkest Self.
   
  } Herald the abyss.
   
  } After every move: “What do you do?”
  For full descriptions of each of these 
  Hard Moves, turn to pages 111-114.
  NPC Strings
  The MC can spend NPC Strings on 
  someone to:
   
  } Put the NPC’s action against them 
  at an Advantage.
   
  } Add an extra harm to whatever 
  harm the NPC is dealing to them.
   
  } Place a Condition on them.
   
  } Offer them experience to do what 
  you want.
   
  } Come out of nowhere with a  
  hard move.
  For more on using NPC Strings, turn to 
  page 117.
  Advantages & 
  Disadvantages
  NPCs act at an Advantage whenever:
   
  } They’re able to take advantage 
  of a PC’s Condition while acting 
  against that PC.
   
  } You spend one of their Strings on 
  a PC to put them at an Advantage 
  against that PC.
   
  } Something would grant the NPC 
  +1 to their action.
   
  } A custom move or special rule 
  makes them do so.
  NPCs act at a Disadvantage whenever:
   
  } They have a Condition that would 
  interfere with their action.
   
  } Something would grant the NPC -1 
  to their action.
   
  } A custom move or special rule 
  makes them do so.
  Advantages and Disadvantages cancel 
  one another out.
  When at an Advantage, an NPC’s 
  actions have one of these added effects:
   
  } The action gains the NPC new fol-
  lowers or support;
   
  } The action leave the NPC better 
  protected in some way;
   
  } The action set the NPC up per-
  fectly for a follow-up action of 
  some sort.
  When at a Disadvantage, an NPC’s 
  actions have one of these added 
  effects:
   
  } The action alienates the NPC’s 
  friends and allies;
   
  } The action leaves the NPC exposed 
  to danger;
   
  } The action leaves the NPC exhausted 
  or without an escape plan.
  For more information, turn to page 119.
  Teaching the Game
  The key considerations to have in mind 
  when teaching are:
   
  } Teach the mechanics in a 
  concentric way.
   
  } Teach the context as you teach the 
  mechanics.
   
  } Use examples and demonstrations.
   
  } Teach as you go.
   
  } Teach what they need in order to 
  make informed decisions.
  For more on teaching the page, turn to 
  pages 131-133.
  The First Session
   
  } Blanket the world in darkness.
   
  } Springboard off character creation.
   
  } Ask questions like crazy.
   
  } Leave yourself things to wonder 
  about.
   
  } Look for where they’re not in control.
   
  } Push there.
   
  } Nudge the players to have their 
  characters make moves.
   
  } Give every character good screen 
  time with other characters.
   
  } Leap forward with named NPCs.
   
  } Hell, have a fight.
   
  } Create a homeroom seating chart.
   
  } Follow the characters around.
   
  } Learn what they want and what 
  they’re afraid of.
   
  } Wonder what kind of Menace might 
  be dwelling within this town.
  For more on running a first session 
  (and creating a seating chart), turn 
  to pages 134-137.
  
  NPCs
  Descriptions
  Strings On...
  Other Information
  
  Home Room
  (Sketch a class seating chart)
  The Community
  (Sketch a map of the town and surrounding area)
  
  Menace
   
  First Threat
   
  } Describe NPCs involved
   
  } List Craving/Offering/Capacity
   
  } List any custom moves
  Stakes
  Second Threat
   
  } Describe NPCs involved
   
  } List Craving/Offering/Capacity
   
  } List any custom moves
  Cravings
   
  } Intimacy  
   
  (isolate them)
   
  } Notoriety  
   
  (lash out and provoke reaction)
   
  } Ownership   
  (viciously protect coveted things)
   
  } Transcendance 
  (enlist others to do unethical bidding)
  Offerings
   
  } Sex  
   
  (seclude them and seek promises)
   
  } Power 
   
  (shower them with outlandish gifts)
   
  } Inclusion 
   
  (show them what they’re missing)
   
  } Support 
   
  (save their skin at a vital moment)
  Capacity
   
  } Sudden Violence  
  (outright kill someone they love)
   
  } Cold Betrayal  
  (turn their friends against them)
   
  } Calculated Sacrifice 
  (lose an eye to gouge an eye)
  Menace
   
  First Threat
   
  } Describe NPCs involved
   
  } List Craving/Offering/Capacity
   
  } List any custom moves
  Stakes
  Second Threat
   
  } Describe NPCs involved
   
  } List Craving/Offering/Capacity
   
  } List any custom moves
  Each Threat can optionally come with a custom move attached to 
  it. Custom moves let you highlight the weird or unique within a 
  Threat. They’re new moves for the PCs, not for you. They should 
  generally follow the same format as the other moves in the game. 
  Those formats are:
   
  } When you [do something], roll with [a stat]. On a  
  10 up, [a good result].  On a 7-9, [a mixed result 
  or hard choice].
   
  } When you [do something], [an effect is triggered].
   
  } You have the ability to [do something]. When you do so, [a 
  certain effect is triggered.]
  For more on playing villains and designing Menaces, turn to pages 139-144.
  
SOURCE: textdata/thevault/Monsterhearts (PbtA)/1st Edition/Monsterhearts-Reference-Sheets.pdf