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


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

  1. 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.
    1. 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.
    2. Assign Advantages & Disadvantages — Spend Advantage Points. You'll have at least 1 (from mandatory Outsider disadvantage) and can have more via optional disadvantages.
    3. 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.
  2. Assign Skills — Spend 5 skill points. What are you good at?
  3. Choose Equipment — Default 10 gold budget but might depending on starting scenario.
  4. Calculate HP — HP = ST
  5. Note Fate Points — 2 per character

All details in 03-Character-Creation

Advantage Points Economy

Combat Summary

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.