Preparation & MaterialsSetup: This chapter will help you get started with the Mayhem game, explaining the necessary tools and walkingthrough character creation. This process will reference many rules and content discussed later in the book.If something is unclear, it will likely be covered in greater detail later.Role-playing and tactical combat games can be complex, but don’t let that ruin your fun. The game itself ismeant to be flexible, and was created to fit a variety of tastes. Once you get a feel for the system, there’s noreason why your group can’t apply your own house rules or system edits. Additional information and goodconversation can be found at: www.midnightcampaign.com.Gathering a Group & MaterialsThis is a social game, so you will need between twoand six players. The game plays best with about fourplayers, but that can vary based on the group’s dynamics.MaterialsGaming dice: These dice come in sets, from four-sided diceto twenty-sided dice, and are commonly referred to by thenumber of sides they have. A ‘d4’ then is a four-sided die.Frequently, a number will be placed in front of that torepresent how many of these dice are rolled together,such as 2d4, to represent rolling two four sided dice andadding them together.Outside of the standard sets, a d14 and a d16 may becomeuseful for some advanced abilities. If unavailable, these canbe simulated by rolling the d20 and re-rolling results higherthan 14 or 16, respectively.A hex-grid playing map: If one is not available, it is alsofine to photocopy the hex-map pages at the back of thisbook and to draw relevant environments there, or to lookonline for printable grids and maps.A character sheet: This is a multi-page sheet that canbe found in the back of this book. Photocopy the firstsheet and any of the second sheets that are needed foreach character.At least two small, physical tokens: You need one torepresent their location on the map and the other torepresent their turn on the combat clock. Many playersprefer to use pewter or plastic figurines, but any fairlyunique object will work, such as scrabble tiles or sparedice. Some have even gone so far as to paint coins orother small items, but the material really doesn’t matter,as long as it is unique and can designate a forward direction.Characters using flight mechanics will want a third todesignate their height.Cards: Cards are also available for quick-referenceof abilities and spells, and will be available throughour website, midnightcampaign.comPreparing A <strong>Campaign</strong>One of the players will have a unique and particularlychallenging role in the game. Designated a Storyteller,this player will forgo playing a character of their own,and instead plan the adventure for the other playercharacters,commonly called PC’s.Planning a campaign requires a little bit of advancepreparation and a healthy amount of creativity.Essentially, they will be creating the environments,opponents, challenges, and the over-arching storyfor the players, and verbally portraying them.There are many styles of doing this, and this bookcontains some materials for a storyteller to use, but thebest storytelling will come from creative drive and thedesire to entertain. So long as everyone is having funand rolling dice, it’s hard to fail at this job.Further advice can be found in myriad books and othergames with similar mechanics, or just by asking otherStorytellers. It’s also a good idea to just play the gamea few times with a few different groups, to see whatstyles of gaming you like, and build yourown campaign based on personal taste.7
Character ConceptStep one: Before actually going through the process of creating a character, it is a really good idea to take afew minutes to decide what kind you’d like to play. The great majority of this book is dedicated to characteroptions, ways of changing who they are and what they can do. The actual mechanics of how these abilitiesfunction are very important, but even more important is the tone and personality that arises from the way thecharacter is played.Choosing a ConceptBefore actually putting pen to paper, you will need tohave a general idea of what kind of a character youwant to play. If you feel stuck, it might help to thinkof a specific novel or movie character that you think isfun, or to think of some personality that you may findinteresting, and then to build what fits from there.Of course, we also include many great character conceptswithin the abilities in this book, with enough flexibilityand mixing options to create something unique foryour game. Below is a brief overview of some of theseconcepts, which can be further explained in theirrespective chapters.Races, Curses & TalentsRaces, Curses and Talents can make the backbone ofa character’s design, creating a variety of unique abilitiesand appearances that define them. Some of these,like races, must be taken on starting a character,while many others require special circumstances toacquire. Races, Curses and Talents are found inChapter 5.Animal Races take a more humanoid form of theirprimal counterparts, gaining the according strengthsand weaknesses.Demonic Races & Talents thrive on darkness anddestruction, which is reflected in their appearance andcapabilities.Divine Races & Talents thrive on goodness and virtue,which is reflected in their appearance and capabilities.The Fae are creatures of nature, ancient and powerful,they specialize in elemental magics.Shapeshifters include werewolves and other shapechangingcharacters, gained sometimesfrom innate racial talents and sometime fromacquired curses.The Undead include Vampires and Liches, beingswho have transcended this life, warping their ownnatures to live unnaturally beyond the gates of death.Attribute AbilitiesWhile a race, curse or talent defines what a character is,attribute abilities highlight the strengths and weaknessesof that character, adding tricks and tactics they can usebased on their physical, social, and intellectual qualities.These are found in Chapter 6.Combat TechniquesCombat Techniques generally involve the use ofvarious weaponry or other specific combat maneuvers.These include Axes, Bows, Crossbows, Daggers,Shields, Spears, Swords, Scythes Shields, Spears andWhips, as well as Unarmed, Mounted and wingedcombat. These are found in Chapter 7.Elemental MagicsWhile there are many forms of magic in the MayhemGame system, some of the strongest and most basicmagics are elemental in nature. These include Fire, Ice,Earth, Wind, Void and Life magics. Elemental Magicsare detailed in Chapter 8.Other optionsApart from the character options, this game also includesa chapter on storytelling. This includes finding a plotpath and motivation for your characters, as well asa separate chapter on the Crimson Realms world,which also has a some ideas for characters and settingsthat can be useful for your games.Part of the core mission of this game is not to restrictwhich ideas you have to use, but to provide some toolsand ideas to get started. Use what you like, don’t usewhat you don’t, and feel free to build as much of yourown content as you want, using some of the ideas hereas a template to work from.Just make sure to check with your Storyteller or otherplayers as you do so, and be willing to take into accountsome game balance issues as you interact with others,so that the game is fair and fun for everyone in equal parts.8
- Page 3: What is The Mayhem Game?Mayhem is a
- Page 7: Chapter oneGetting StartedAlthough
- Page 11 and 12: Vital StatisticsStep Three: There a
- Page 13 and 14: Assigning SkillsStep Four: Most of
- Page 15 and 16: Races, Talents, Abilities & MagicsS
- Page 17 and 18: Chapter TWOBasic GameplayLaid out b
- Page 19: STRENGTH SKILLSWhether maneuvering
- Page 22 and 23: Intelligence SKILLSMastery of the m
- Page 24 and 25: AnimalThe Animal skill includes an
- Page 26 and 27: Charisma SKILLSCharisma is more tha
- Page 28 and 29: Section TwoCOMBAT & EQUIPMENT
- Page 30 and 31: Combat ClockThere are many times in
- Page 32 and 33: MovementMovement is critical to man
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- Page 38 and 39: Damage, Death & DyingThe human body
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- Page 42 and 43: Environmental HazardsSometimes it d
- Page 44 and 45: ArmorAn adventurer’s gear can be
- Page 47 and 48: WEAPON CHART CONTINUEDWEAPONS STYLE
- Page 49 and 50: Skill KitsA skill kit contains the
- Page 51 and 52: Chapter FiveRaces, Curses & Talents
- Page 53 and 54: Races & Talents chartName Descripti
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Ra'SharanRa’Sharan AbilitiesType
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Cucacharan“Humans are pink, wiggl
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FiendFIEND AbilitiesType Inhuman at
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BlightedBLIGHTED Abilities COST: 20
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Aeonic”The Guard has stood in the
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Vanir“Deceit is for worms and dem
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Divine Blade“I don’t pretend to
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Artan“Patience, quiet, and crafts
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Naiad“Oh to play among the weaves
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SephretSephret AbilitiesType Inhuma
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WerewolfThe Werewolf’s natural ap
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ChangelingCHANGELING AbilitiesType
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LicheLiche Abilities COST: 20Type I
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GheistGHEIST Abilities COST: 20Type
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VampireVAMPIRE Abilities COST: 20Ty
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Chapter SixAttribute AbilitiesMuscl
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Strength AbilitiesStrength abilitie
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Intelligence AbilitiesThe Intellige
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Endurance AbilitiesWhen the dust of
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Charisma AbilitiesIn civilized soci
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Chapter SevenWeapon TechniquesThe c
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Heavy Axe TechniquesNothing hits ha
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Light Axe TechniquesA hatchet maint
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Bow TechniquesProviding fast and lo
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Crossbow TechniquesThe Crossbow kee
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Dagger TechniquesThe Dagger is a fa
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Scythe TechniquesOriginally a farme
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Spear TechniquesOne of the oldest,
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Heavy Sword TechniquesCombining the
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Light Sword TechniquesThe Light Swo
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Unarmed and Grapple TechniquesUnarm
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Whip TechniquesThe Whip is a utilit
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Winged CombatThe capacity to move t
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Chapter EIGHTElemental MagicThe Syl
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Other StatisticsSpeed, Range, and D
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ExtinguishHeat FieldPersistent Flar
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Armageddon FlareThird Circle Fire S
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Glacier BurstFirst Circle Ice Spell
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AvalancheThird Circle Ice Spell COS
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CorrodeQuicksandMeteoriteFirst Circ
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Acid Bath IIIThird Circle Earth Spe
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LightningFirst Circle Wind Spell CO
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Cutting Gale IIIThird Circle Wind S
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PoisonFirst Circle Plant Spell COST
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WoodcraftSecond Circle Plant Spell
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Gravity CrushFirst Circle Void Spel
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Gravity Crush IIIThird Circle Void
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Chapter NINEThe WorldStepping down
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The Six Pillars of CreationSix of t
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The Balance of the WorldThe combina
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SEVEN AGESAges Ascendant Races Even
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Last, there is the matter of perspe
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overly organized cities or civiliza
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The Kingdom of DavirPOPULATION LANG
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The KitkeThe Eastern CIty-StatesThe
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low crime-rates and have nearly era
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The Free People of DenPOPULATION LA
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The Ethean PlainsThe Ethean plains
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The City of Belbe LeldePOPULATION L
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The Demonic RealmsIn the western bo
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heavily, and so are filled with che
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The Sublime HavensThe DIVINE REALMS
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The FAEThe Fae keep their hearts cl
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Chapter TENStorytellingAn old, scar
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There are a variety of ways to do t
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THREE PRIMARY SETTINGSA role-playin
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190APOCALYPSE NOWBetween Demons, Un
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to make them interesting and unique
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Tricks & TipsThere are entire books
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Conversion from the D20 System And
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The transition of skills from one s
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IndexAbility Stacking 89, 99Acrobat
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Character:Race:Campaign:StrengthTot