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 . . .
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"It is ever so with the issues that males commence: there's a frost in Spring or a blight in summer time, and so they fail in their promise" (LotR III, p. 182).
Elendil and his heirs prepared kingdoms after they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms firstly of the 3rd Age. at the present the heritage of the 2 kingdoms parted; the megastar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much better used to be the shadow that got here from the land of Angmar. the boys of Arnor withstood the evil strength of the Witch King for 6 lengthy centuries, a tribute to the power and gear of the Dunedain of the North.
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The country of Arnor was once doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may possibly not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the power of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan not less than, the mountains have been far off. None gave their awareness to the unpromising valley in a northern fork of the Misty Mountains.
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Additional info for Bigger Bads
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).