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.