Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
M&M for Fantasy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voneth" data-source="post: 578778" data-attributes="member: 1016"><p>The orginal playtests with the fantasy bent were more like Fanal Fantasy and He-Man from what I heard. But MnM has optional rules that make things more deadly, such as the amount you Damage Save has been reduced is also a wound penality to all your rolls.</p><p></p><p>As a bonus, here are some generic fantasy monsters that MnM's designer put together.</p><p></p><p>Dragon: Huge; PL 15; Init +0; Defense 13 (-2 size, +5 base); Spd 40 ft. (fly 40 ft.); Atk +14 melee (+15 dmg, claws), +10 ranged (+14 dmg, flame breath); SV Dmg +5, Fort +20, Ref +14, Will +18; Str 18, Dex 10, Con 20, Int 18, Wis 19, Cha 18; Skills: Knowledge (Occult) +12, Listen +10, Spot +8; Feats: Detect (Magic), Immunity (Fire), See Invisibility; Powers: Amazing Save +14 (Fortitude, Reflex, Will) Energy Blast +14 (Flame Breath), Flight +8 (Flaw: Wings), Growth +8 (Flaw: Permanent), Natural Weapon (Claws) +3, Super-Constitution +1. Some dragons also have Sorcery.</p><p>Adjust as desired for size and power level.</p><p></p><p>Ghost: PL 6; Init +0 (Dex); Defense 10 (+0 Dex); Spd 30 ft. (fly 40 ft.); Atk +4 melee (phase attack); SV Dmg +1, Fort +3, Ref +1, Will +4; Str 10, Dex 11, Con 12, Int 10, Wis 11, Cha 16; Skills: Hide +8, Listen +8, Spot +10; Powers: Incorporeal +8 (Extras: Float, Ghost Touch, Immunity, Invisibility, Phase Attack; Flaw: Permanent).</p><p></p><p>Mummy: PL 5; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 20 ft.; Atk +6 melee (+3 dmg, punch); SV Dmg +10, Fort —, Ref +1, Will +7; Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15; Skills: Hide +8, Listen +9, Move Silently +8, Spot +9; Powers: Drain Constitution +8; Weakness: Vulnerable (Fire).</p><p></p><p>Shadow: Medium, PL 4; Init +2 (Dex); Defense 13 (+1 dodge, +2 Dex); Spd 30 ft. (fly 40 ft.); Atk +3 melee (drain strength); SV Dmg +1, Fort —, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13; Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Feats: Attack Finesse, Dodge; Powers: Drain Strength +5, Incorporeal +8 (Extras: Float, Ghost Touch; Flaws: Permanent).</p><p></p><p>Skeleton: PL 1; Init +5 (+1 Dex, +4 Improved Initiative); Defense 13 (+2 base, +1 Dex); Spd 30 ft.; Atk +0 melee (+0 dmg, claws, or by weapon); SV Dmg +0, Fort —, Ref +1, Will —; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11; Feats: Improved Initiative.</p><p></p><p>Succubus: PL 15; Init +1 (Dex); Defense 20 (+8 base, +1 Dex, +1 dodge); Spd 30 ft. (Fly 50 ft.); Atk +7 melee (+2 dmg, claws); SV Dmg +6, Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20; Skills: Bluff +11, Disguise +11, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16; Feats: Dodge; Powers: Natural Weapon (Claws) +1, Drain +6 (Wisdom), Shapeshift +8, Sorcery +8, Super-Senses +5.</p><p></p><p>Vampire: PL 10; Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex); Spd 30 ft. (Fly 20 ft.); Atk +9 melee (+6 dmg, punch); SV Dmg +8, Fort +5, Ref +6, Will +4; Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 12; Skills: Bluff +9, Climb +10, Hide +11, Listen +17, Move Silently +11, Search +9, Sense Motive +11, Spot +17; Feats: Blind-Fight, Improved Initiative, Lighting Reflexes; Powers: Alternate Form (Mist) +4, Drain Strength +5 (Flaw: Vampire must bite victim), Mind Control +8, Regeneration +5, Shapeshift +5 (bat or wolf), Super-Senses +5, Super-Strength +1; Weaknesses: Berserk (When denied blood), Susceptible (Lack of Blood, Sunlight), Vulnerable (Wooden Stakes).</p><p></p><p>Werewolf: PL 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense 14 (+2 base, +2 Dex); Spd 50 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +2, Fort +7, Ref +5, Will +2; Str 13, Dex 15, Con 15, Int 10, Wis 10, Cha 10; Skills: Hide +3, Listen +14, Move Silently +4, Search +8, Spot +14, Wilderness Lore +10; Feats: Attack Finesse, Blind-Fight, Improved Initiative; Powers: Natural Weapon (Claws) +2, Protection +5, Super-Senses +8; Weakness: Transformation, Vulernable (Silver).</p><p></p><p>Zombie: PL 1; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 30 ft.; Atk +2 melee (+1 dmg, punch or by weapon); SV Dmg +1, Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1</p></blockquote><p></p>
[QUOTE="Voneth, post: 578778, member: 1016"] The orginal playtests with the fantasy bent were more like Fanal Fantasy and He-Man from what I heard. But MnM has optional rules that make things more deadly, such as the amount you Damage Save has been reduced is also a wound penality to all your rolls. As a bonus, here are some generic fantasy monsters that MnM's designer put together. Dragon: Huge; PL 15; Init +0; Defense 13 (-2 size, +5 base); Spd 40 ft. (fly 40 ft.); Atk +14 melee (+15 dmg, claws), +10 ranged (+14 dmg, flame breath); SV Dmg +5, Fort +20, Ref +14, Will +18; Str 18, Dex 10, Con 20, Int 18, Wis 19, Cha 18; Skills: Knowledge (Occult) +12, Listen +10, Spot +8; Feats: Detect (Magic), Immunity (Fire), See Invisibility; Powers: Amazing Save +14 (Fortitude, Reflex, Will) Energy Blast +14 (Flame Breath), Flight +8 (Flaw: Wings), Growth +8 (Flaw: Permanent), Natural Weapon (Claws) +3, Super-Constitution +1. Some dragons also have Sorcery. Adjust as desired for size and power level. Ghost: PL 6; Init +0 (Dex); Defense 10 (+0 Dex); Spd 30 ft. (fly 40 ft.); Atk +4 melee (phase attack); SV Dmg +1, Fort +3, Ref +1, Will +4; Str 10, Dex 11, Con 12, Int 10, Wis 11, Cha 16; Skills: Hide +8, Listen +8, Spot +10; Powers: Incorporeal +8 (Extras: Float, Ghost Touch, Immunity, Invisibility, Phase Attack; Flaw: Permanent). Mummy: PL 5; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 20 ft.; Atk +6 melee (+3 dmg, punch); SV Dmg +10, Fort —, Ref +1, Will +7; Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15; Skills: Hide +8, Listen +9, Move Silently +8, Spot +9; Powers: Drain Constitution +8; Weakness: Vulnerable (Fire). Shadow: Medium, PL 4; Init +2 (Dex); Defense 13 (+1 dodge, +2 Dex); Spd 30 ft. (fly 40 ft.); Atk +3 melee (drain strength); SV Dmg +1, Fort —, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13; Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Feats: Attack Finesse, Dodge; Powers: Drain Strength +5, Incorporeal +8 (Extras: Float, Ghost Touch; Flaws: Permanent). Skeleton: PL 1; Init +5 (+1 Dex, +4 Improved Initiative); Defense 13 (+2 base, +1 Dex); Spd 30 ft.; Atk +0 melee (+0 dmg, claws, or by weapon); SV Dmg +0, Fort —, Ref +1, Will —; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11; Feats: Improved Initiative. Succubus: PL 15; Init +1 (Dex); Defense 20 (+8 base, +1 Dex, +1 dodge); Spd 30 ft. (Fly 50 ft.); Atk +7 melee (+2 dmg, claws); SV Dmg +6, Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20; Skills: Bluff +11, Disguise +11, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16; Feats: Dodge; Powers: Natural Weapon (Claws) +1, Drain +6 (Wisdom), Shapeshift +8, Sorcery +8, Super-Senses +5. Vampire: PL 10; Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex); Spd 30 ft. (Fly 20 ft.); Atk +9 melee (+6 dmg, punch); SV Dmg +8, Fort +5, Ref +6, Will +4; Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 12; Skills: Bluff +9, Climb +10, Hide +11, Listen +17, Move Silently +11, Search +9, Sense Motive +11, Spot +17; Feats: Blind-Fight, Improved Initiative, Lighting Reflexes; Powers: Alternate Form (Mist) +4, Drain Strength +5 (Flaw: Vampire must bite victim), Mind Control +8, Regeneration +5, Shapeshift +5 (bat or wolf), Super-Senses +5, Super-Strength +1; Weaknesses: Berserk (When denied blood), Susceptible (Lack of Blood, Sunlight), Vulnerable (Wooden Stakes). Werewolf: PL 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense 14 (+2 base, +2 Dex); Spd 50 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +2, Fort +7, Ref +5, Will +2; Str 13, Dex 15, Con 15, Int 10, Wis 10, Cha 10; Skills: Hide +3, Listen +14, Move Silently +4, Search +8, Spot +14, Wilderness Lore +10; Feats: Attack Finesse, Blind-Fight, Improved Initiative; Powers: Natural Weapon (Claws) +2, Protection +5, Super-Senses +8; Weakness: Transformation, Vulernable (Silver). Zombie: PL 1; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 30 ft.; Atk +2 melee (+1 dmg, punch or by weapon); SV Dmg +1, Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
M&M for Fantasy
Top