By Benjamin Baugh

Greater Bads is a sourcebook for the multi-Ennie Award-nominated roleplaying video game Monsters and different infantile issues. larger Bads is written through Monsters author Benjamin Baugh and illustrated via Robert Mansperger.

Bigger Bads introduces particularly significant monsters to the sport, in addition to enjoyable new ideas strategies, new ideas for “weird kids” with their very own tremendous powers, a brand new crusade atmosphere, and a ton (actually, loads of lots) of recent antagonists.

Bigger Bads positive aspects . . .

  • New ideas for big monsters.
  • New not obligatory strive against ideas for children and monsters.
  • New “weird kid” powers.
  • New ideas for making significant risks and failures part of the action.
  • A new crusade atmosphere, cross move Monster strength Zeta!
  • Loads of recent antagonists! company monster Levi A. Than . . . Mi-Go’Jirrah the effective Fungus Lizard . . . Your (Hot) New Stepmom (from California) . . . and dozens more.
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    ANGMAR

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    Additional info for Bigger Bads

    Sample text

    If the BigDiff is 3 or more, instead of running it like a fight between the whole giant monster and the smaller characters, everyone can jump onto one of the big character’s locations and stage a scene there—a fight, a chase, whatever. See the movement and range rules on page 19 and the Threat rules on 10, and combine them. The location where the smaller characters are riding is treated like a Threat with dice, qualities, and Extras as normal, and with additional dice equal to twice the BigDiff.

    Some detox and a shower will bump him closer to super-agent levels of charm and wit. But if Agent C. Occupant gets it in his mind that you’re a traitor, double-agent, or enemy operative . . well, it’s hard to forget how many extra joints those MIBs seemed to have in their arms and legs when Occupant was done with them. Arms should not bend in that direction— or rather, in those directions. At some point, C. Occupant received special training in exotic forms of eldritch kung-fu, because when he punches a monster, it hurts.

    WHO ARE THESE WEIRD KIDS? They’re kids caught between two worlds—on one hand, all the regular stuff kids care about like parents and friends and teddy bears and making the football team. On the other claw, it’s stuff like secret government agencies experimenting with hyper-technology, or Uncle Koo who’s not from Earth (and who peels bananas with his feet), or your obligation to the ancient spirits who empower you. Weird Kids have Weird Skills, which are like superpowers, but with some strings attached (and sometimes, with some fungus plates, tentacles, or robot parts attached too).

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