Mutants & Masterminds - 1st Edition - Cracked Mirror Publishing - Sourcebook - Monsters & Mayhem.pdf

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Monsters & Mayhem
A Fantasy Toolkit
Credits
Design, Layout, & Writing
J.A. Dettman
Art
Storn Cook
Edited by
Dan Hertz, Britt Scharringhausen, & J.A. Dettman
Playtesters
Mario Cerame, Elaine Garrett,
Jevon L. Garrett, Dan Hertz, John Stevens
Monsters and Mayhem
is ©2004 Cracked Mirror Publishing.
Hero Points and Power Points are ©2002 Green Ronin Publishing and are used with permission. Reference to
other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are trademarks of
Green Ronin Publishing and are used with permission.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License,
Version 1: all characters and place names, and all art.
The following text is designated as Open Game Content: Chapter 1, except for the boxed text on pages 6 & 7
("How Skilled Should Characters Be?" and "Changing Other Power Point Costs"); Chapter 2; Chapter 3;
Chapter 4; Chapter 5 except for the material under the Unbalancing Powers and Spells header on page 58;
Chapter 6; Chapter 7; Chapter 8; Appendix I and Appendix II.
TABLE OF CONTENTS
INTRODUCTION
CHAPTER 1:
CHARACTER CREATION
Starting PL
Ability Score Limits
and Skill Point Costs
Character Advancement
Racial Templates
Archetypes
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
4
CHAPTER 5: POWERS
CHAPTER 6: MAGIC
Creating Magical Items
58
6
6
6
6
7
8
9
10
11
12
13
14
15
16
17
18
19
64
68
70
70
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73
73
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75
75
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80
80
80
81
CHAPTER 7:
CHARACTERISTICS
Allegiance
Alignment
Extra Effort
Hero Points: More or Less
Weaknesses
CHAPTER 8: COMBAT
Modifying the Damage Save
Attacks of Opportunity
Parrying
Fear Conditions and Effects
CHAPTER 9: CAMPAIGNS
Adventures
The Art of the Foe
Monsters
Mooks
Villains
Designing Combat Encounters
Designing Non-Combat Encounters
CHAPTER 2: SKILLS
CHAPTER 3: FEATS
CHAPTER 4:
EQUIPMENT
Assumptions
Wealth and Money
Starting Money
Barter
Selling Loot
Adventuring Gear Descriptions
Special Substances and Items
Tools and Skill Kits
Clothing
Food, Drink, and Lodging
Mounts and Related Gear
Transport
Services
Weapons and Armor
20
26
37
37
37
38
38
38
38
40
41
42
43
43
44
45
46
APPENDIX I: ANIMALS
APPENDIX II: MONSTERS
OPEN GAME LICENSE
82
94
104
2
TABLES, CHARTS,
AND BOXES
How skilled should characters be?
Table 2.1: Skills
Table 2.2: Sample Craft DCs
Table 2.3: Crafts and their Practitioners
Table 2.4: Professions
Table 2.5: Sample Spellcraft DCs
Table 2.6:Use Magic Device Sample DCs
Table 3.1: Feats
Alternate Martial Weapon Proficiencies
Martial Weapon Categories
Random Money
Stacking Weapons and Armor
Table 4.1: Coins
Table 4.2: Trade Goods
Table 4.3: Starting Money
Table 4.4: Adventuring Gear
Table 4.5: Special Substances and Items
Table 4.6: Tools and Toolkits
Table 4.7: Clothing
Table 4.8: Food, Drink and Lodging
Table 4.9: Mounts and Related Gear
Table 4.10: Transport
Table 4.11: Services
Spell Failure When Wearing Armor
Table 4.12: Simple Weapons — Melee
Table 4.13: Simple Weapons — Ranged
TABLES, CHARTS,
AND BOXES
6
20
21
22
23
24
25
26
32
32
34
37
37
37
38
39
40
41
42
43
44
45
45
47
49
49
Table 4.14: Martial Weapons — Melee
Table 4.15: Martial Weapons — Ranged
Table 4.16: Exotic Weapons — Melee
Table 4.17: Exotic Weapons — Ranged
Table 4.18: Exotic Asian Weapons —
Melee
Table 4.19: Exotic Asian Weapons —
Ranged
Table 4.20: Armor
Table 4.21: Shields
Table 4.22: Ammunition
Item Quality
Spell Failure When Wearing Armor
Why Penetrating Strike
Scrying DCs
Ability Scores Above 20
and Not So Super Super-Strength
Random Effects Tables
Magic Divine or Arcane
Psionics
Learning Spells During Downtime
Rote Spellcasting Flaw
Step-by-Step Magical Item Creation
Table 8.1: Modifying the Damage Save
Table 8.2: Modifying the Damage Save
Typical Reach by Creature Size
Fear Saving Throw Results
Attack Bonus vs. Defense
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51
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60
61
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65
66
66
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67
68
75
75
76
77
80
3
INTRODUCTION
Monsters and Mayhem
is a set of supplemental
rules designed to help you play a fantasy game
using the
M&M Core Rules;
these rules are
designed with certain assumptions: first, that you
are familiar with fantasy as a genre in literature
and gaming and, second, that you are familiar
with the
M&M Core Rules.
Monsters and Mayhem
is not a setting, although
it does have certain setting expectations (elves,
dwarves, magic, etc.), it is a toolkit to help you
play a fantasy game with the M&M rules. Many
of these rules will be familiar to you if you have
played
the world’s most popular fantasy game;
they were culled from the System Reference
Document and modified to work with the
M&M
Core Rules.
WHAT’S CHANGED
Monsters and Mayhem makes a number of
changes to the M&M Core Rules. Those
changes, and any new material are
summarized below.
The number of PP you can spend on
abilities during character creation
has been capped
The optional rule for buying skill
points is used; 2 skill ranks cost 1PP.
Removed 5 skills
Removed 1 feat
Super Strength has been changed to
reflect the genre.
THE PLAYTEST EDITION
This edition of
Monsters and Mayhem
has
received minimal playtesting. While we have
tried not to stray too far from the design model
provided by the M&M Core Rules playtesting is
always necessary and that is where we would like
your help.
Anyone who purchases this playtest edition of
Monsters and Mayhem
and that provides useful
playtest information, whether by email or on our
forums (located at:
http://cracked-mirror.com/forums/phpBB2/)
will
receive
at no cost
any revised editions published
in electronic format.
WHAT’S NEW
3 new Skills
41 new Feats
14 new Powers
6 new Weaknesses
An extensive list of Equipment
4
5
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