Heart: Ways and Means is a major sourcebook for Heart: The City Beneath, packed with new options for players and a very generous pile of trouble for GMs.
The player-facing “Means” half gives delvers more ways to become strange, useful, doomed, or all three at once. It adds three new classes: the bardic Witness, the fungal and deeply concerning Blightborn, and the Crawler, described by its own author as a “biblically-accurate dungeoneer”, which is exactly the sort of phrase that should make a sensible person leave the room.
There are also three new Callings: Artist, Demagogue, and Protector, plus new equipment, allies, hirelings, pets, guns, drugs, art supplies, black market spells, and religious artefacts of both genuine and extremely questionable provenance. Watch-hogs, useless worms, metaphysically wrong paint, soul-pinching magic, and devotional itchiness all make appearances. Heart remains very committed to being normal about nothing.
The GM-facing “Ways” half focuses on Delves, breaking the Heart into domains and giving you modular material to build dangerous, thematic journeys between the few semi-stable places in this red, wet nightmare beneath Spire. It also includes dozens of one-page Bounties that can be dropped into an ongoing campaign or used as the excuse your table needed to hurl themselves into disaster for a one-shot.
For players, this is more character weirdness, more tools, and more bad decisions. For GMs, it is a toolbox for making the descent into the Heart feel stranger, sharper, and nastier.
Requires Heart: The City Beneath to play.