Like most recent games by the publisher F.E.A.R., Monotone Museum is based on their Standard RPG System, which we think is way too focused on combat and rather boring even when you're doing that. (In fact, Monotone Museum was actually created as an example of how someone with no previous game design experience--namely Sugano Tasuke, an illustrator--could easily make their own tabletop RPG using SRS.) Since underneath the fluff SRS is nigh-identical in every game that uses it, you can just use the rules from another F.E.A.R. title like Double Cross or Night Wizard if you want to experience Monotone Museum in something pretty close to its original form. In this document is a brief summary of Monotone Museum's more unique game mechanics, which you can likely glue on top of any game system you want without much difficulty. We used Fate Core, but a system with a greater emphasis on unavoidable consequences for players might better represent the dangers of Peeling. PARTNERS Most new campaigns in Monotone Museum start with the players choosing Partners. A Partner is, fundamentally, anything that the given PC feels a particularly strong emotion towards. (Note the use of 'anything'. A Partner does not need to be sentient, alive, or tangible. A good example in the replay is Anne's scenario Partner being the Happy Kingdom itself.) This emotion is rolled or chosen off the Emotion Table included in this document. Partners are a storytelling tool. They're there to inspire the players and the GM, and to tie the characters into the story. As such, most things about them--such as whether the emotions are mutual or one-sided--are not set in stone. PCs often start with three partners; one temporary one assigned to them by the GM that gives them an initial reason to get involved in the plot, one they choose themselves from the NPCs listed in the world guide, and one from among the other PCs (usually also assigned by the GM.) However, there is no maximum to how many Partners each PC can have, and many will acquire more of them as they play. In the original game system, several classes (particularly support classes) have skills that allow them to gain new Partners, or that have a bonus effect when used upon a Partner. THE DISTORTION TABLE When the Strange are afoot, their very presence distorts the world around them, and when it serves their purpose they're willing and able to do it consciously as well. This effect is represented by the Distortion Table, from which the GM can roll or choose a new distortion whenever they want. If the players think the distortion would be bad news for them, or just want to do it for an IC reason, their characters as Weavers can decide to absorb the distortion into themselves and negate it entirely. Doing this causes their Peel Value to rise. PEEL VALUES As you should know (you have read the World Guide, haven't you?) Weavers exist in a state of balance where they are neither subject by the Law of the World nor have been invaded by the Void, as the Strange and Hollow have been. The precariousness of this balance is represented by their Peel Value. Your starting Peel Value is determined by how in tune your fundamental nature is with the Law of the World, and as you absorb distortions and use Distortion Powers during play, it increases. Starting Peel Values for each class are listed below. Since each character has three classes, the Starting Peel Value of all three classes gets added together. Warrior: 0 Sage: 1 Adept: 1 Priest: 1 Criminal: 0 Child: 0 Traveler: 0 Tailor: 2 Noble: 0 Automaton: 2 Them: 0 Strange: 3 Undying: 2 Demon Hunter: 0 Artisan: 1 Servant: 1 Sea Guardian: 1 Absorbing a distortion causes a character's Peel Value to rise by 2, while using a Distortion Power causes it to rise by an amount depending upon the power used. If a character ends the plot arc with a Peel Value of 10 or greater, they are at risk of becoming a Hollow. They must roll 1d6 and subtract the result from their current Peel Value. Afterwards, they also subtract the number of Distortion Powers that the enemies used during this session. For example, if the enemies used 7 Distortion Powers in total, subtract 1d6+7 from Peel Value. After doing this, if their Peel Value remains at 10 or higher, that PC becomes a Hollow. They become an NPC under the GM's control and can no longer be played in future sessions. By paying a cost (in XP to be earned from the current session, under the original rules) a PC who failed their Peel Check can reroll the die for it. The maximum number of times that the die can be rerolled is [8-Base Peel Value]. All characters' Peel Values are then reset to their Starting Peel Value at the beginning of the next plot arc. THE OMEN TABLE If a character's Peel Value rises too high, omens of becoming estranged will befall them. This is represented by the Omen Table. When a character's Peel Value reaches 6, and for every 2 points thereafter, roll for another result on the Omen Table. For example, if your Peel Value rises from 5 to 8, roll once for it reaching 6 and once for it reaching 8. Do this after the action that raised your Peel Value concludes. If it rises in the middle of an attack, for instance, allow the attack to be completed before rolling for Omens. If a player rolls the same thing on the Omen Table as they already have in this plot arc, under the original rules, their PC takes 1d6 HP or MP damage instead (they choose which one.) DISTORTION POWERS As existences not bound by the Law of the World, Weavers can use special powers known as Distortion Powers. These give them the ability to warp reality in miraculous ways, but pose a great risk to their wielders as they peel away from the world in using them. A character with a Peel Value of 5 or below has two Distortion Powers, while one with a Peel Value of 6 or above has three. This includes those whose Peel Value rises above 6 during the course of the game. They can immediately choose a new Distortion Power. Enemies can also possess and use Distortion Powers. The one that allows them to immediately take a turn is particularly popular, for reasons you know well if as a GM you've ever had a boss slaughtered without being able to to make more than one or two attacks against the players. Since enemies are usually already Strange or Hollow, there's no limit to how much they can use these powers. In essence, they're a license for the GM to cheat. Don't abuse them. Below is a list of some of the things Distortion Powers can do, and the Peel Value increase it costs to use them: Greatly increase the damage of an attack (3) Nullify all damage from an attack (3) Ignore the cost of all normal skills this round (2) Cancel the effect of an enemy's Distortion Power (4) Immediately take a turn (3) Move anywhere instantly (3) Reveal a hidden enemy (2) Prevent an enemy from moving this round (4) Restore the use of a spent ability (2) Make a single target attack hit every enemy (4) Let an ally reroll a check, with an extra die (2) Force an enemy to reroll a check, minus one die (2) Force an attack to target you and you alone (3) Recover all HP and MP and clear all debilitating effects (2) Recover from death, as well as the above (2d6) Grant any wish (2d6) EMOTION TABLE 2.0 (D66) 1 1 Player's Choice 2 Views as an Equal 3 Solidarity 4 Happy Around 5 Affinity 6 Thinks Sincere 2 1 Nostalgia 2 From the Same Place 3 Of One Mind 4 Reluctant Acquaintance 5 Expects Something Of 6 Worthy Rival 3 1 Indebted To 2 Did A Favor To 3 Devoted To 4 Like a Brother/Sister 5 Like One's Own Child 6 Like One's Own Father/Mother 4 1 Alienated From 2 Shame 3 Pity 4 Has Reservations About 5 Disgust 6 Suspicious Of 5 1 Dislike 2 Doesn't Trust 3 Grudge Against 4 Grief 5 Spite 6 Murderous Intent 6 1 Sense of Defeat 2 Sense of Futility 3 Worthless as Mud 4 Anger 5 Indifference 6 Player's Choice DISTORTION TABLE 2.0 (D66) 1 1~2 Color Drain The world becomes black and white. For the rest of the Scene, all things, whether organic or inorganic, become monotone. By succeeding at a Check with difficulty 8, Weavers can avoid this effect. If the Strange that caused this distortion is slain, the effect ends. 3~4 Void Emergence The Void itself emerges from within an Unraveling and consumes those that are weak. An NPC appearing in the Scene vanishes and will never return. 5~6 Season Change The season abruptly changes. Roll 1d6. On a 1, spring; 2, summer; 3, autumn; 4, winter; 5, the current season in real life; 6, the GM's choice. The sudden change will most likely wreak havoc on nature, agriculture and people's health. 2 1~2 Unraveling The world tears open in the phenomenon known as an Unraveling. Anything the Unraveling touches is swallowed by the Void and will never return. 3~4 Estrangement Overcome by the despair and terror of encountering a Hollow, all Extras within the Scene become estranged. They cannot be healed. If the GM wishes, 1d6 enemy Hordes of Strange can appear as a combat encounter. 5~6 Suicidal Impulses The Void creeps into people's hearts, filling them with anxiety and despair to the point that they long for death as an escape. They will consciously or unconsciously perform actions that are likely to result in their death. 3 1~2 Time Acceleration Time accelerates in the vicinity. All things present in the scene, whether organic or inorganic, age by 2d6 years. By succeeding at a Check with difficulty 8, Weavers can avoid this effect. 3~4 Time Reversal Time runs backwards in the vicinity. All things present in the scene, whether organic or inorganic, become 2d6 years younger. Anything that regresses past its age of birth or creation is consumed by the Void and disappears forever. By succeeding at a Check with difficulty 8, Weavers can avoid this effect. 5~6 Natural Disaster An Unraveling wrecks havoc on nature and causes it to bear its fangs. A phenomenon such as fierce storms, flooding, or volcanic magma appears. While it should be destructive and deadly, the precise effects are up to the GM. 4 1~2 Loss of Morals The fear and anxiety caused by the distortion cause people to lose all sense of restraint. Crime sprees erupt, those in power become tyrants, there is talk of revolution, and every wrongdoer is punished with death. 3~4 Artificial Calm Nothing is wrong, and that's the problem. Everyone you meet is smiling, the roads are peaceful, the sky is clear, and the birds are chirping. Only the Weavers remember there was cause for concern. 5~6 Plague Outbreak A painful and sometimes deadly plague begins to spread. All characters in the Scene must succeed at a Check with difficulty 8 or take [BS: Poison 5]. How the disease can be cured is up to the GM. If unsure, the disease is only cured upon defeating the Hollow that caused it. 5 1~2 Heresy Trial The people realize that distortions and Unravelings have appeared and start to shout that the Strange must be purged in fire to save them. If it is known that the PCs are Weavers, they will most likely be caught up in this as well. 3~4 Demonic Horde From the Unravelings emerge foul creatures which attack the people, spreading fear and panic. If the GM wishes, there can be a combat encounter with 2 Plague Demons, or another type of Strange can appear. 5~6 Nightmares Whether daydreaming or in bed at night, everyone present in the Scene has terrifying nightmares. They may relate to a trauma or an event in their past. The Weak may be driven to defy the Ways or become hostile to strangers in order to escape these nightmares. 6 1~2 Rat Horde A plague of rats appear, consuming all foodstuffs and spreading disease. Children and the elderly may even be eaten alive. If the GM wishes, there can be a combat encounter with 1d6 Giant Rats. 3~4 Warped Way A Warped Way is created. Roll on the original Distortion Table 1.0. 5~6 Land Destroyed The land that is the stage of the Scene is consumed by the Void and disappears. All characters within it (including Hollows) must succeed at a check with difficulty 10 to survive. Extras vanish automatically. DISTORTION TABLE 1.0 (2D6) 2 World Destruction "The world was destroyed without anyone even realizing it. Happily ever after." The stage of the Scene vanishes, leaving only the Weavers and the Strange and Hollows that they oppose. Go immediately to the Climax Phase. 3 Life Disappearance "Children disappeared from the streets, leaving only the relics of their existence. Happily ever after." The number of people and living things around sharply decreases; in particular, children cease to be present. 4 Space Disappearance "The castle was swallowed up by a great shadow, and no one could enter it ever again. Happily ever after." Part of the Stage, such as a building, disappears. 5 Foul Weather "The sky was suddenly covered in dark clouds, a driving rain began to fall, and thunder resounded. Happily ever after." A fierce thunderstorm begins. 6 Nature Rampant "Plants began to bloom and grow wildly, covering the streets of the city in brown and green. Happily ever after." The plants in the scene grow rapidly, choking the buildings in vines and thorns. 7 Color Loss "The kingdom was suffused in black and white, like a monotone painting; all its color was lost. Happily ever after." The world and everything in it become black and white. Weavers keep their natural colors. 8 Divine Melody "A strange music began playing from somewhere, impossible to block out. Happily ever after." Everyone hears music from above, no matter where they are; it's beautiful, yet it causes anxiety and stress. 9 Mirror World "All writing in the world was flipped backwards, as if seen in a mirror. Happily ever after." All writing in the scene suddenly appears backwards and is hard to see." 10 Time Inversion "Day became night and night became day. The moon became the sun and the sun became the moon. And happily ever after." Day and night are reversed. 11 Existence Correction "The people suddenly took upon themselves a new role in the story. Happily ever after." The GM may alter any details they wish of an NPC, such as sex, age and appearance. 12 People Disappearance "That person no longer existed. No one even remembered they ever had. Happily ever after." One of the Scene Player's NPC Partners disappears. They may have died, or gone to another world. The GM decides which NPC disappears. OMEN TABLE (2D6) 2 Loss of Faith Your spirit experiences a rejection. You lose your Lifepath Origins. You do not lose any of your skills. 3 Unconsciousness Your body experiences a rejection. You become [Incapacitated]. 4 Body Damaged Your bones crack and snap inside you. You take 2D6 damage. 5 Dazed Your heart has received a powerful shock from the Unraveling inside you. You take [BS: Dazed]. 6 Pressure You receive the Way "...Your body becomes as heavy as lead." You take [BS: Pressure]. 7 Loss of Present You lose one of your current Partners. You are aware that you have lost something, and have no memories of them. 8 Paralysis The Unraveling inside your body damages it, and you can't stop trembling. You take [BS: Paralysis]. 9 Poison You have become estranged deep inside, poisoning your body. You take [BS: Poison 5]. 10 Loss of Color Pitch black, bone white, transparent... Part of your body turns one of the hues characteristic of the Strange. 11 Your spirit experiences a rejection. You lose your Lifepath Circumstances. You do not lose any of your skills. 12 Loss of Existence You suddenly disappear, like smoke dissipating. You cease to exist in the world.