You are on page 1of 1

deadbeat gm: complicate matters

Monster dad
Dad's been on the run for a long time. When the players find
someone who might be dad, roll or choose from this table:

this man is…

licenses/by-nc-sa/3.0/us/
License: http:// creativecommons.org/
This game is licensed under a CC BY-NA-SA 3.0
D MD is written by Jacob Randolph.
Lasers & Feelings by John Harper.
Deadbeat Monster Dad is a hack of
1. A bandit. 4. Your grandpa.
2. A tradesman. 5. Your uncle.
3. Your dad's friend. 6. Your dad.
players: create monster children players: roll the dice
his nature is…
1 Choose a Monster for your mom. It can be any monster,
e.g.: Dragon, Fairy, Goblin, Shark, Slime, or Vampire.
You are half of that monster and half human.
When you do something risky, roll 1d6 to find out
how it goes. Roll +1d6 if you are prepared, and +1d6
if you are capable, and +1d6 if your power applies
1. Cruel and bitter. 4. Overprotective.
2. Jerk w/a good heart. 5. Carefree soul.

2 here. Your monster, culture, and attitude will help 3. Tired and grumpy. 6. Kind and gentle.
Choose an Attitude for your child: Childish, Doting,
you determine if you are prepared or capable. he wants to…
Fearful, Studious, Tough, Vengeful, Weird, or Wild.

3
Roll your dice and compare each die result to
Choose the Culture that raised your child: Aristocrats, your number. 1. Get out of here. 4. Meet your mom.
Beasts, Craftsmen, Farmers, Knights, Merchants, Mom, 2. Live his life. 5. Meet you.
If you're using CULTURE (thought, precision, 3. Get rich quick. 6. Care for you.

4
Priests, The Streets, The Wilds, Thieves, or Wizards.
human), you want to roll under your number.
Choose your number, from 2-5. A high number is better
If you're using MONSTER (passion, power, gm: portray a comedy of errors
with CULTURE (diplomacy; practicing your trade; skill and
feral), you want to roll over your number. Play to find out who they are and what they want. Introduce

0
precision; calm, careful action). A low number is better with
MONSTER (intimidation; using your monster powers; charging If none of your dice succeed, it goes wrong. danger or hijinks one at a time, giving them room to breathe
as long as they keep on top of it. Build things up. Tear things

5
in; power and glory; wild, passionate action). The GM says how things get worse somehow.

1
down. Before anything happens to a character, show signs of
Give your character a simple name, like Graves or Tooth. If one die succeeds, you accomplish your task, what will happen next, then ask "what do you do?"
but you must suffer harm or pay a cost to do it.

2
You are a human-shaped monster, roughly the size or
build of a standard human but clearly monstrous. You may be If two dice succeed, you do it. Good job! Call for a roll when the situation is uncertain. Don't pre-plan
big or small or have different shaped parts, but you're The GM will tell you what happens now. outcomes - let the chips fall where they may. Use failures to

3
basically still human in all the ways that matter. You were push the action forward. Every roll must change the situation,
If three or more dice succeed, you conquer. for better or for worse.
raised by your single mom or by the humans she left you with.
Tell us how you went beyond expectations.
Player goal: Find the deadbeat who left your monster mom. The GM has no power over your success. Humans are weak and disposable. They are also easily scared
Character goal: Why do you want to find dad? Choose: Bring
him home, Break him, Collect child support, Finally meet him,
Find closure, Kill him, Make Mom happy, Pay his debts,
? If you roll your number exactly, you get to ask
the GM a question, in addition to getting a
success on your roll. You can ask about anything you
and quick to anger. The players are much stronger than them,
and humans only pose a threat as a group. Unfortunately,
most of the world is human, so the players have to play by
Prove your worth, Scold him, or Show off. can see, or about a memory of your dad. their rules or risk their wrath.

You have a mysterious power, given to you by either your


culture or your heritage. Write it now. You can use this power
to protect you from harm, or to add to a roll it actively helps
! Helping: If you help someone, tell us how, and
roll 1d6. If you succeed, add it to their check.
If you fail, you must pay a cost or suffer harm.
Monsters are strong and important. Every monster they meet
should have a solid personality, a defined outlook on life, and
be an important pillar of society. They are strong role models
you with. You can use this power as often as it is relevant. and should be respected helpers on the players' journey.

You might also like