Monday, October 26, 2026

Monster World - An RPG set to Mythic rules

 Being a fan of the Halloweentown films, I decided to use Mythic Rules to run my own game. I wanted something rules lite, with easy character creation and task resolution rules so I could focus on game play and storytelling. The world is similar to Halloweentown but slightly darker, although it doesn't have to be.


Monster World Rules

 

This game uses the Mythic rules as well as the rules for Narrative Combat in MM #28.

 

Another world exists, one with all types of monsters; vampires, werewolves, and even witches and ghouls. Now most are pretty pleasant and friendly, but others may live up to their reputation in all the worst ways. Recently, a portal opened, linking our world to the Monster World, allowing humans and monsters to interact. Will this work out for the best, or will it cause nothing but disaster?

 

Abilities

All characters have 4 Abilities.

  • ·         Abilities Range from negative to positive, with 0 being average.
  • ·          Most characters start with all Abilities at 0.


·          Abilities are:

 

Damage

Damage is the ability to make things worse for an opponent or object. It also represents a character’s physical ability.

  •  Damage includes:
  • ·        Combat
  • ·        Lifting
  • ·      Kicking down a door.
  • ·        Pushing a dresser to block a window,
  • ·       Intimidating.

 

Escape

Escape is the ability to keep bad things from happening to you or someone else. It is also used for movement.

Escape includes:

  • ·         Dodging an attack.
  • ·         Using a Magic Shield.
  • ·         Flying.
  • ·        Teleporting.
  • ·          Bluffing an opponent.

 

Effect

Effect covers everything else, which is a wide range of actions. It also represents a character’s intellect and wisdom.

Effect includes:

  • ·         Charming an opponent.
  • ·         Tripping an enemy.
  • ·         Reading a book.
  • ·         Searching a location.
  • ·        Confusing an opponent.

 

Toughness

Toughness is technically a fourth Ability, but it is separate from the rest. Toughness represents a character’s ability to survive lethal or incapacitating damage.

  • ·         Toughness is rolled on the Incapacity table.
  • ·        Toughness is the character’s Highest Ability + Level.

 

Skills

Skills are things characters are good at, usually outside of combat. There are 19 Skills, but not all characters have access to all 19 Skills (See Classes). Skills are added directly to Abilities when performing actions.

For example, Intimidate +1 would be added to Damage +2 for a total of +3.

Note that there are two numbers next to each Skill. The first is for Monsters. The second is for Humans.

 

Skills:

1/2  Athletic – Climbing, jumping, running, physical exertion.

2/3  Aware – Noticing things, perception, sensing danger.

3/4  Deceive – Lying, disguising, misleading.

5/6  Intimidate – Frightening or threatening someone.

6/7  Investigate – Searching for clues, examining evidence.

7/8  Knowledge – general knowledge, information, lore.

8/9  Occult – Supernatural knowledge, magic, summoning.

10/11  Wits – Quick thinking, puzzles, improvising.

 

12  Craft – Building, making, sewing, woodworking.

13  Drive – Operating a vehicle.

14  Medicine – Treating injuries, first aid, medical knowledge.

15  Repair – Fixing something that’s broken.

16  Performance – Acting, singing, performing in public.

17  Research – Finding information, through books, libraries, etc.

18  Survival – Wilderness, camping, foraging, navigating outdoors.

19  Technology – Computers, electronics, modern devices.

 

Races

 

There are only 2 races in Monster world; Monsters and Humans. Each gains Abilities and Skills separately.

 

Monsters

Monsters are the natives of Monster World. They appear in every shape and size, and most exhibit some special powers.

  • ·         Monsters start with 1 Free Ability Point, according to their Class.
  • ·         Monsters start with 1 Skill at +1 of their choice from the first 10 skills.
  • ·         Monsters gain 3 Ability Points per level, including Level 1.
  • ·         Monsters start with 1 Trait, depending on their Class.
  • ·         From Level 2 on, Monsters can trade 1 Ability Point for 2 Skill Points. These can be any of the 19 Skills on the list.

 

Traits

Monsters have one of two Traits, depending on their Class. These represent a monster’s actions against a human. These only count versus humans. When facing other Monsters, do not add the bonus.

  • ·         Strike:  The Monster adds its Level when rolling for Damage or Effect.
  • ·         Survive: The monster adds its Level when rolling for Escape or Toughness. Think of this like a supernatural resistance to normal attacks. It exists so PC’s don’t have to worry about wooden stakes or silver weapons.

 

Classes

A monster’s Class determines its starting Bonus Ability Point and its Trait.

Monster Classes:

  • ·         Vampire – Effect – Survive.
  • ·         Werewolf – Damage – Survive.
  • ·         Zombie – Damage – Survive.
  • ·         Witch – Effect – Strike.
  • ·         Mad Scientist – Effect - Strike.
  • ·         Ghost – Escape – Survive.
  • ·         Mummy – Damage – Survive.
  • ·         Imp – Escape – Strike.
  • ·         Monster Clown – Effect – Survive.
  • ·         Slasher – Damage – Survive.
  • ·         Giant Bat – Escape- Strike.
  • ·         Walker (Frankenstein’s Monster) – Damage – Strike.
  • ·         Giant Snake – Damage – Strike.
  • ·         Slime Monster – Effect – Strike.
  • ·         Demon – Strike – Survive.
  • ·         Elemental – Effect – Strike.

 

Humans

Humans are the natives of our known world. While not as powerful as Monsters, Humans tend to be more skilled and varied.

  • ·         Humans start with 1 Free Ability Point, according to Class.
  • ·         Humans start with 1 Free Skill Point, according to Class.
  • ·         Humans gain 2 Ability Points per level.
  • ·         Humans gain 2 Skill Points per level.
  • ·         Humans can trade 2 Skill Points for 1 Ability Point.

Classes

A Human’s Class determines its starting Ability and Skill.

Classes:

  • ·         Cop – Damage – Athletic.
  • ·         Crook – Damage – Intimidate.
  • ·         Robber – Escape – Deceive.
  • ·         Librarian – Effect – Research.
  • ·         Student – Escape – Knowledge.
  • ·         Detective – Effect – Investigate.
  • ·         Bouncer – Damage – Intimidate.
  • ·         Ghost Finder – Effect – Investigate.
  • ·         Medic – Effect – Medicine.
  • ·         Dancer – Escape – Perform.
  • ·         Cultist – Effect – Occult.
  • ·         Artisan – Effect – Craft.
  • ·         Hunter (ghost, vampire, or otherwise) – Damage – Investigate.
  • ·         Trucker – Damage – Drive.
  • ·         Brawler – Damage – Athletic.
  • ·         Archeologist – Escape – Investigate.

 

Silver Knight

The Silver Knights are a special Human Class that have plagued the Monster World for untold centuries. The Knights vow to rid the universe of all monsters, and will pull every trick in the book to do so.

  • ·         Silver Knight - +1 to Damage and Escape – Intimidate, Investigate.

 

Levels

 

  • Characters start at Level 1 and gain Ability Points and/or Skill Points each Level.
  • ·         Toughness is increased when increasing Level and Highest Ability.

 

Level 0 Characters

Level 0 Characters are the normal folk that inhabit both worlds. They exist mainly for low level characters to face easy early opponents.

  • ·         The sum of 3 Abilities must equal 0.
  • ·         Raising one Ability means lowering another.
  • ·         Characters gain the Class Skill as if Level 1.
  • ·         However, the character does Not gain the Class Ability.
  • ·         For Monsters, Traits still apply, even though there is no bonus.
  • ·         PC’s who start at Level 0 but reach Level 1 have all Abilities reset to 0.

 

For Example

·         A Level 0 Crook would have Damage 1, Effect 0. He knows how to use his handgun, but he’s not very smart.

·         A Level 0 Cop may have Damage 1, Escape 0. He can use his gun, but he’s less likely to flee.

 

Level -1 Characters

Level -1 Characters are the very bottom of the barrel. These represent normal people who may get caught in an event.

  • ·         The sum of all Abilities must equal -1.
  • ·         So a -1 Civilian may have -1 Damage, 0 Escape, and 0 Effect.

 

 

 

Creating a Character

 

Creating a Character for Monster World is quick and easy.

Just follow the following steps. These assume you start at Level 1:

  • ·         Come up with a concept.
  • ·         Start with your Race and Class, and any bonuses.
  • ·         Spend your Ability Points, and possibly Skill Points. Remember, Ability Points start at 0, before Bonuses.
  • ·         Determine your Toughness (Remember; Highest Ability + Level).
  • ·         Add your Trait if you are a Monster.
  • ·         Name and come up with a background for your character.
  • ·         Start your first game!

 

NPC’s

When creating NPCs, sometimes you may need to generate the character at random.

 

Random Stats

Use the following table to determine the starting Stats. Start with what you expect the stat to be and roll 1d10.

·         1:  -2 what you expect.

·         2-3:  -1 What you expect.

·         4-7:  What you expect.

·         8-9:  +1 what you expect.

·         10:  +2 what you expect.

Note:  You can also just use the Level of your character as the expected level.

 

Example

The Level 1 Vampire is encountering a cop. I roll 8 for Level. The crop is Level 2, which means 4 Ability Points and 1 Bonus point to Damage. I expect Damage to be 3.  Rolling 1d10, I get 6. Yes, it is a 3. That leave 2 points. Rolling for Escape (expecting 1). I get 7, for 1. That means Effect is also 1. For Skills, I roll 2d10 and get Survival and Intimidate. I decide Athletic and Intimidate are more fitting.

This gives us the following:

·         Level 2 Cop. Damage 3, Escape 1, Effect 1. Skills: Athletic 2, Intimidate 2, Survival 1.

 

There, just a few rolls, and the character is done.

 

Games

 

Monster World games can take place in a variety of locations and eras. Characters can either be friendly with others of their kind or enemies.

 

Game Eras or Locations

  • ·         Monsters and Humans attend school together.
  • ·         The Monsters are hunting humans, possibly at a campground.
  • ·         Humans are hunting Monsters, possibly at a castle.
  • ·         A group of Monsters and Humans are working together to solve a crime which affects both races.
  • ·         An all-human adventure in the normal world.
  • ·         The monsters are wandering a city in Monster World, visiting shops and interacting with others of their kind.
  • ·         Monsters are exploring the Human World in disguise.
  • ·         Humans are exploring a location for ghostly activity.
  • ·         Humans must venture into the Monster World, in search of an artifact.
  • ·         Monsters are at war with one of their own, such as Werewolves versus Vampires.