Come on, we all know Thor would have kicked his ass |
Weapons & Equipment
In MM!, all hand weapons are created equally, at least in terms of damage. For a game of MM! Swords & Sorcery, it might be a good idea to substitute the damage ratings from traditional fantasy games – i.e. fists do 1d3, daggers and other small weapons 1d4, and so on, up to two-handed swords and axes doing 1d12 or 2d6 (or whatever).
I would also use the traditional armor values from the SRD.
You might also want to use a traditional approach to buying equipment, allowing to buy 1 gold piece per 10 XP spent to purchase equipment.
Exploration vs. Quests
A game of MM! Swords & Sorcery can be based around site exploration (sandboxes and dungeons) or quests, and will probably be a bit of both. Any storyline or plot you’ve seen in the pulp fantasy that spawned most swords & sorcery comics. The possible advantage of MM! for pulp fantasy is the ability to go solo, since the characters are usually a bit more powerful and their abilities and powers a bit more fluid.
Occupations
MM! bases one’s skills one their occupation, and MM! Swords & Sorcery is no different. To keep things easy, think in terms of classic pulp fantasy tropes: Barbarian, captain of the guard, desert raider, sorcerer, witch, holy man, etc.
Monsters
MM! has a host of monsters already, but naturally a few more won’t hurt. I’ll try to stat one or two with each of these posts.
Heroes and Heroines
The focus of swords & sorcery comics is the heroes, of course, so let’s start with the Granddaddy of them all … that grim fellow who goes about trampling thrones and reluctantly rescuing maidens. In all of these cases, I’m going to go for a 50,000 XP build to keep them awesome. Most of these heroes are low on genuine super powers, so most of the points will go to buying impressive ability scores and a few other little boons, the rest going to a high level and lots of hit points. If you’re going solo into Hyboria, you’ll want those hit points. If you want to start from the beginning of a barbarian’s career, I suggest starting with 10,000 XP and one non-adventuring occupation. For higher amounts of XP, think in terms of one occupation per 10,000 XP to simulate a life’s worth of experiences.
In MM!, an ability score of 1 to 6 represents the human norm. While fantasy characters are always a bit more than human, you might want to limit ability scores to a maximum of 12. You might also want to increase the ability bonuses from +1 per 3 points to +1 per 2 points.
CONAN THE CIMMERIAN, Adventurer Level 14 (Thief, Reaver, Slayer)
STR 8 (+4) | DEX 6 (+3) | CON 6 (+3) | INT 3 (+1) | WIL 4 (+2) | CHA 3 (+1)
HP 110 | DC 17 | ATK +11 (+15 melee, +14 ranged) | SPD 2 | XP 29,330
Ability Boosts: Str +4, Dex +3, Con +5, Int +1, Will +1
Powers: Catfall, Iron Grip, Jump, Weapon Master (Fists, Bastard Sword)
Gear: Atlantean Bastard Sword (1d10+4), chainmail shirt, dagger (1d4 +4), shortbow (1d6+3)
GIANT SNAKE
LVL 11 (83 hp) | PH 8 (+4) | MN 0 (+0) | DC 18 | SPD 2 | XP 1100
ATK Bite (1d10), Constrict (1d10)
WHITE APE
LVL 5 (38 hp) | PH 7 (+4) | MN 0 (+0) | DC 18 | SPD 2 | XP 500
ATK Claws (1d8), Bite (1d8)
Awesome! I love the swords and sorcery genre, but it would not have occurred to me to use MM! -- but it looks like it would work very well. Very much looking forward to seeing what else you come up with.
ReplyDeleteI have some ideas on replicating priests and rogues, and I have quite a few characters and monsters to present.
ReplyDeleteI'm also seriously considering a G+ campaign pitting Mystery Men! Against the Giants.
Sounds good to me.... :)
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