01-Introduction
Monsters, Doors & Mayhem
Introduction
What Is This Game?
Monsters, Doors & Mayhem (MDM) is a tabletop roleplaying game. It is fast, dangerous, and fun. Characters are capable but mortal. Magic, Psionics, or other "powers" are rare and feared. Combat is quick and brutal. The world rewards boldness and punishes complacency.
MDM uses a 3d6 roll-under system. You roll three six-sided dice and try to get equal to or under a target stat. Lower rolls are better. High stats keep you alive.
What You Need
- 3-6 players (1 GM, 2-5 players)
- Multiple d6s
- Character sheets
- Something to write with
Character Background
Want to play a Star Trek Klingon? Or a Dune Bene Gesserit sister? Or an Elf Mage? Or a paranoid android? Or a noir detective? Or a medieval plague doctor? Or a time-traveling historian? Or a pirate queen? Or a Jedi gone rogue? Or a 1920s gangster? Or a super hero?
Cool! This game, through a mechanic called the "Doors", your character is an "Outsider", which allows any charter from any time frame or world system to appear and be a PC.
Quick note: you are still a starting character. So although you may be a super hero...you'll won't have Hulk level anything. Think more Hawkeye.
Quick Start
Core Mechanic
Roll 3d6 under your stat. Lower is better.
Base Stats
| Stat | Name |
|---|---|
| ST | Strength |
| DX | Dexterity |
| IQ | Intelligence |
| WL | Willpower |
| LK | Luck |
| Other Key Numbers | |
| HP = Hit points | |
| PP = Power Points | |
| AD = Advantage Points | |
| FP = Fate Points |
Character Creation Summary
- Define Your Outsider — GM co-build via 03-Character-Creation. With such a wide range of possibilities, creating each character would normally be very specific for each person.
- Set Your Base Stats — Distribute +3 stat points to any Base Stat (or spread them out). You can reduce stats below 10 to gain extra points elsewhere. But (generally) never below 7 or over 14.
- Assign Advantages & Disadvantages — Spend Advantage Points. You'll have at least 1 (from mandatory Outsider disadvantage) and can have more via optional disadvantages.
- Calculate and Choice Powers Optional; only if taking Powers advantages (Inclined/Invested). Wizards, Psychics, Super Hero? You might be able to do certain things others can't. These come at the cost of other possible Advantages.
- Assign Skills — Spend 5 skill points. What are you good at?
- Choose Equipment — Default 10 gold budget but might depending on starting scenario.
- Calculate HP — HP = ST
- Note Fate Points — 2 per character
All details in 03-Character-Creation
Advantage Points Economy
- Start with: 1-2 AP from mandatory Outsider disadvantage
- Can gain: Up to +2 more AP from taking additional disadvantages
- Spend on: Advantages (max 4 total)
- Powers rule: Cannot take Powers advantage AND Powers disadvantage together
Combat Summary
- Hit: Roll 3d6 under DX
- Damage: Flat weapon dice
- Armor: Flat DR reduction
- 0 HP: Unconscious, bleed 1/turn
- Negative ST: Dead
Range Bands
| Band | Distance | Move Cost |
|---|---|---|
| Close | Adjacent | Free if already there |
| Near | ~10m | 1 move action |
| Far | ~30m+ | Full turn |
see 05-Combat for more about movement.