Wednesday, November 26, 2025

ZIMARALA ASCENDANT: How We Forged a New World and Launched the ULTIMATE TTRPG Saga!

 

🔥 ZIMARALA ASCENDANT: How We Forged a New World and Launched the ULTIMATE TTRPG Saga!

Hello My Fellow Monsters of Zimrala and Good Morning!

I, the Tygerian Emperor Rajah Gunda (played by me, Earl C. Hedges Jr., the Tiger Boss of Zimrala), I have a new tale to tell from my conversations with Lord Avery Mongo.



It has become clear that my decision to support the evacuation of Troll World was the correct and necessary move, not just for the Troll World Refugees but also for the early expansion of the Tygerian Isles. It is only now that we have the necessity to expand and reclaim our Tygerian Isles from those who wish to harm our Empire. The Troll World refugees have sworn their loyalty to me—at least those that came from Tuslan to New Tuslan. Those that were undecided went to the Big Island of Achrox, which is virtually uninhabited by us and has become troublesome for my fledgling empire.




I. The Rise of the Empire and the Pirate War

The Alliance and the Scourge of Port Chrox

Our Empire's rise was marked by the great alliance with Sekhmet the Cat Goddess, whom we know by blood is our Mother. Sekhmet raised our technology level to that of a Bronze Age in exchange for a contingent of 10,000 Tygerian Mercenary Soldiers. A Tygerian General agreed to lead this new honor guard and army.

It was soon after that the Pirates of Zimrala, led by the Pirate King of Port Chrox, decided to disobey our sacred laws of Trade. They attacked our people, harassed our trade routes, sank the Eygptos Ships, and plundered our cities. The final blow came when he brazenly seized Port Chrox, our main supply port for all the Tygerian Isles, and declared a new law of piracy and "humans only" in the city—a direct declaration of war on all Monstres.

We moved decisively. We utilized our monster army that was banded and stranded on the big Island of Achrox. I sent Errol Hawthorne to the western shore with a contingent of Tygerian Knights under his command and the Tygerian Rangers of Boot and Trail under Captain Headstone. Their mission was to make contact with the stranded army and lead them to attack and take back our city of Port Chrox. We showed this Pirate King and his flunky pirates where to go when I sent the new Admorial Bengali to lead the new Nabel Forces of Tygeria to retake the port of Charox. Admiral now sits as it military govenor for the Tygerian Isles and again we established ate sacred Law of Trade. The pirates ships we destroyed, sunk, or taken by us, and many of the pirates we killed but the Pirate King and his court and former government fleed the city and we haven't seen them resurface yet as they probably went underground and are locking their wounds. As for me I am enjoying a little resbit on New Tuslan as I write this story.

II. The Genesis of Zimrala (The Ultimate Necessity)

For years, I have had many gaming groups. However, the core group I built of new gamers at places like my Uncle George's Show Time Cards and Showtime Games became my Tucson Players. When I came to Shreveport, I built and ran Tunnels and Trolls Deluxe for my friend Wayne Hudman, who was inspired to help do art for my games. We established our own little worlds within the Troll World backdrop, but then, in 2022, it was time to break the mold.

Ken St. Andre's GMs sought a new, definitive edition of the game we loved. This led the Troll God Khenn Arrith, himself, to guide us in the creation of an all-new strange world of Zimarala, the World of Monsters, and the New Tuslan Campaign Source Book—a testament to player-driven world-building and narrative necessity. My goal was to recreate my unpublished Empire of Urland campaign by creating the Tygerian Isles as the core setting.

III. The Final Conflict: Surtur's Gambit Ignites World War Zimrala

Now, the entire saga culminates. Our New Tuslan Campaign Source Book details the current plot:

  • The Bridge: New Tuslan Island—A Crucible of Destiny

    The New Tuslan Island is the "Melting Pot"—the single geographical nexus that justifies how every disparate Kindred (now Huminoid Monstres) was forged onto Zimarala.

    The Klon may be sealed, but its psychic influence still taints the island (The Transformation Trauma is ongoing). The bridge isn't finished; it’s still highly unstable:

    • Ongoing Forge: The island is a crucible of mutation. The raw Etheric Energy that saturates the land can still cause unpredictable changes in the environment and in the Huminoid Monstres themselves, offering opportunities for new powers—or devastating vulnerabilities.

    • Vital Resource: This chaotic energy makes New Tuslan a vital, yet dangerous, location for the Empire. It is the only place where the raw power needed to fuel the next stages of the World War Zimrala Saga can be reliably extracted, provided Vis-Count Mongo Avery can keep the anchor stable.

    • Future Lore: The island's unique synthesis of Troll World and Zimralan energy makes it a place where new Kindreds may spontaneously emerge or where lost knowledge from the original reality might resurface, buried within the volcano's ash or the deepest ruins.

  • The Calm Before the Storm: The Troll World Portalis sealed, and the Klon environmental threat, Holinox the Volcano Dragon, rests as a sleeping ally—a stable phase that is about to end.

  • The Calm Before the Storm: Finalizing the Apocalypse (GMA #2 Promo)

    The entire narrative of New Tuslan is the tense silence that followed catastrophe. We are preparing for the release of GMA #2: Escape to Zimrala—our most apocalyptic adventure yet—where we fulfill the promise to burn Troll World to the ground and bury it forever. The stakes are defined by that destruction.

    The current moment is a necessary, fragile peace. The Troll World Portal is sealed, and the ultimate environmental threat,  Holinox the Volcano Dragon, rests as a sleeping ally—a stable phase that is about to end. However, the malignant entity known as The Klon—the Intelligence of Primal Corruption—is contained but not gone. This is a false calm. Though the direct threat is 'dune,' the Klon's psychic presence remains, forcing the Humanoid Monsters to remain vigilant. We know the portal can be breached, and the terrifying Cybernetic Star Spider Nexus still waits beyond the veil. The struggle to maintain the seal and protect the secrets of New Tuslan is the continuous, silent core of the campaign.

    The saga of the Tygerian Isles continues with this new wave of exploration, defense, and the forging of thier destiny. The Empire is in its early expansion phase, moving out to claim the islands we bought. We Know World War Zimrala has begun, and the Tygerians will not yield thier ground we will fight so hard for the land were trying to create.



  • 🌪️ The Calm After the Escape to Zimrala: The New Dawn

    The sheer chaos of the Multiverse Portal closing has finally subsided, ushering in a tense, fragile peace for the refugees on New Tuslan Island. The immediate, world-ending danger is contained: Holinox the Volcano Dragon, the ultimate environmental threat, rests as a sleeping ally—a stable phase that is about to end.

    In this reprieve, the survivors have focused on laying the foundation for a new life. Lord Mongo Avery and the unified Tuslan Knights have established a martial order, allowing the refugees to secure resources and build new homes for themselves here.

    A New Toolbox for Zimarala

    This calm is the foundation for the next stage of the campaign! To help you run your games better and with my full insights, this new Source Book will be added to this adventure, providing a complete toolbox for MM 2.7 and the unique Zimaralan setting.

    This includes:

    • A new Monsterary specifically tailored to the ecology and enemies of the Tygerian Isles.

    • My house rules (including the CON=HP rule and specific weapon mechanics) for refined combat.

    • My personal GM Notes and insights on running these high-stakes games and utilizing the MAST Archetype System effectively.

    The saga continues—and now you have the definitive guide to lead the way

  • The New Storm Surtur's Gambit: Surtur, Lord of the Fire Giants (MR 15,000), seeks a way into Zimrala via an active volcano. He targets the New Tuslan Volcano, unaware that it is the resting place of Holinox and the site of a hidden geothermal city of the Indigenous Fire Peoples.The Troll World Portalis sealed, and the Klon environmental threat, Holinox the Volcano Dragon, rests as a sleeping ally—a stable phase that is about to end

  • A Holy War Begins: Surtur’s act of opening a portal and activating the volcano triggers a cataclysm! The Indigenous Fire Peoples (who view Holinox's awakening as a divine omen from their Living Goddess, Madame Kawela) rise to defend their home against the Fire Giants.

  • Invasions Begin: The Olympians Strike!

    Just as we thought we had secured our borders, a cataclysmic new threat has arrived! Zeus and Poseidon themselves have breached the dimensional fabric, bringing forth the entire Greek Isles and a monstrous Greek army of mythical origins! Every mythical Greek monster imaginable now invades Zimarala, led by their Land General, Ares, while Poseidon commands their devastating naval forces.

    They declare war on all of Zimarala, with but one purpose: to conquer and rule our world. However, the Olympians did not account for the military might of the Tygerian Isles! Nor did they foresee the Tygerian King's (my own!) sacred power to call upon the Nemean Lion—and through it, to command all felines across the multiverse! This extraordinary gift from Waghoba, the Tyger Leopard God, means that even the monstrous Greek feline armies shall turn on their masters and obey the Tygerian King!

    This is no mere skirmish; this is an all-out World War Zimrala! The fate of our fledgling Empire hangs in the balance as we face the might of Olympus itself!

The stage is set: The World War Zimrala Saga begins right here at New Tuslan's fiery ground zero. The Tygerian Empire is now fully committed to expanding and securing the new world we created.

Yours for now,

Captain Hedges.

The Honor of the Tygerian Hunter: Final Narrative Compilation

 

The Honor of the Tygerian Hunter: Final Narrative Compilation



(Setting: Hawthorne Castle Gates & Bodeleaf Forest)

I. The Setup: The Pledge and the Ceremony

WELCOME MY FELLOW GAMEMASTER PLAYER MONSTERS!

The morning is crisp and clear, the air thick with anticipation beneath the gates of the Tygerian Garrison. Mayor Barry Hawthorne—who, in this region, acts as the official representative of King Errol Hawthorne—stands before the young warrior, Kaleen.



"Young Kaleen," Mayor Hawthorne’s voice booms, carrying his inherited authority. "The strength of our Kindred lies not in our laws, but in the blood we spill and the spirit we claim. You set forth this day for the first hunt of your maturity. You must return with a kill worthy of the Tygerian name. You must prove yourself a hunter."

Mayor Hawthorne hands Kaleen the ritual pouch. "Go, and let the ferocity of your ancestors guide your spear. Return successful, and you will receive the Proof of the Hunter—the reward of a warrior who honors his pledge."

(Kaleen, Level 1, steps onto the pine-needle floor of the Bodeleaf Forest, his journey—and the threat of the Turkey Monster (MR 1800)—begins.)


II. The Hunt: Tactical Maneuver and Psychic Attack

(Location: Bodeleaf Forest Clearing)

Kaleen uses his specialized Acute Senses (Smell/Hear), confirming the path forward. The environment is described: The woods are mundane but beautiful, filled with Bodeleaf trees that this time of year are full of colors. Mushrooms and leaf litter cover the ground so that no dirt can be seen. The air smells like wet earth at all times from the winter rains.

The pursuit confirms the target: The Turkeys are clumsy and fairly dumb. Kaleen successfully uses his Hunter's Track to find the flock and makes his kill, triggering the ultimate response.

A. The Gobbler Wail (The GPM Ambush)

The death of the third turkey triggers the emergence of the true threat. The colossal, multi-headed Turkey Monster (MR 1800) appears within 50 feet and unleashes its sonic attack: Ahgobeeeeeeerrrrrrrrrrr!!!

Kaleen successfully makes his Level 2 SR on IQ (Target 20) to resist the stun effect. He stumbles but remains conscious and ready to fight.



B. The Tactical Trap

Kaleen immediately recognizes the mismatch in power. He uses his superior agility (DEX/SPD) to initiate a critical maneuver: forcing the colossal Monster into a narrow bottleneck between two massive Bodeleaf trees.

The Monster, enraged and massive, attempts to smash through the gap but fails a difficult L6 SR vs. STR (Target 60), becoming immobilized.

C. The Decisive Blow

Kaleen, knowing the Monster is vulnerable, chooses trickery over brute force. He leaps onto the Monster's flank and utilizes a specific psychological attack: the Turkey Call (the distress call of the Monster's flock).

The Monster fails a high INT SR (Level 5, Target 50), becoming stunned and immobile due to its primal, protective instinct.

The Action: Kaleen drives the spike of his Hunter's Spear into a soft spot, following immediately with the full force of the Tiger Claw Shield Bash across the exposed heads.

  • Total Damage: (Double Damage applied for the Coup de Grâce).

  • Result: The concentrated, doubled damage is too much for the massive MR 1800. The Turkey Monster collapses, and the hunt is over.

III. The Conclusion and Rewards Ceremony

The populace erupts in cheers as Kaleen drags the immense corpse back. Mayor Barry Hawthorne officiates the end of the hunt.

A. Rewards and Penalties (The Rules of the Town)

  • Final Reward (The Artifact): Mayor Hawthorne presents the Proof of the Hunter—The unique Hide of the Fowl God. When worn, the hide provides plus 2 AP and grants Advantage on all INT SRs against fear effects.

  • Total Success (Reward): The party claims 1 pouch containing 5 gold nuggets.

  • Partial Success (Fails to return corpse): If only regular fowl are returned, Mayor Hawthorne provides 1 gold nugget each for their trouble.

  • Total Failure (Empty Handed): They are simply invited to the disappointing turkey-free feast.

  • Total Party Kill (TPK): The villagers will be disappointed that their potential heroes have never returned. GMs are encouraged to make their notes and run this adventure next year.

B. AP and Status

All participating Player Monsters (PMs) receive the following benefits:

  • AP (Experience): AP = to MR of Fowl Turkey Birds killed + 2,000 AP for killing the Turkey Monster.

  • Status: A letter of Mark declaring them the new Monstrous Heroes of Hawthorne Valley.

  • Exploration Pack: As a GM Reward from Earl, they each get a monster explorer pack at no cost.

  • Social Benefit: They receive Free Room and Board at the Hawthorne Inn and Tavern, where the locals will call upon them to tell the story of the hunt.


3 AM Whispers: Working with Heart and Finding Joy in the Unconventional

 

3 AM Whispers: Working with Heart and Finding Joy in the Unconventional






📣 New Release Announcement!

Good morning, everyone. It's Wednesday, November 26th, 2025, and it’s 3 AM here at the cypress swamp cabin overlooking the Red River in Shreveport, Louisiana. I'm up early, working hard on several things this morning because I know I won't be able to be on later today.

This early hour often brings clarity, and as we approach Thanksgiving, my mind is wrestling with the real-world struggles we all face: the pursuit of life, liberty, and happiness. That pursuit often looks like hard work—like forging a new Empire for the Tygerians in your new IP, or just getting through the day.

Yet, even within the struggle, there is profound gratitude. I am deeply thankful for the unique, dysfunctional family I have built here in Shreveport, for the good fan following that supports my work, and for the immense gift from Ken St. Andre of a whole new RPG world where I can live and work creatively. These unconventional blessings—the work, the creativity, the community—are all part of the abundant life I’m forging.

This blend of hard work and deep gratitude leads us to where true purpose lies. The Bible elevates our daily labor, giving it eternal meaning.

I turn to Colossians 3:23-24:

"Whatever you do, work at it with all your heart, as working for the Lord, not for human masters, since you know that you will receive an inheritance from the Lord as a reward. It is Christ, the Lord, you serve."

At 3 AM, this scripture transforms the "struggle for happiness" into a quiet act of worship. It tells us that the hard work you are doing—whether it's writing the lore for the Tygerian Empire, serving your fans, or caring for your unconventional family—is work to be done "with all your heart," because ultimately, it is Christ, the Lord, you serve.

Speaking of working with all your heart, I am thrilled to announce that the Defenders of Hawthorne Valley Player's Guide CLICK HERE is officially released! This project has been a labor of love and a testament to the hard work mentioned above. Please check it out and support this new world we've brought to life!

This perspective is the foundation for true contentment, allowing us to find joy and gratitude even in a "dysfunctional" family and providing divine purpose for the early mornings spent building empires and working hard.

I wanted to make sure I got this out to you all now, as I won't be on later. Please know you're in my thoughts and prayers. Have a blessed Wednesday.






Tuesday, November 25, 2025

The Defenders of Hawthorne Valley Players Guide is FREE!

 Posted by: [Captain Hedges/Tygerian Isles IP Team] | Date: OCTOBER 31ST, 2025

UPDATES NOVERBER 4-26TH

🦃 Thanksgiving Morning Message: A Celebration of Zimarala

Good Thanksgiving Morning!



We are celebrating an incredible year of creative chaos and community support here in Shreveport, LA.

This Thanksgiving Morning is a celebration of three major milestones in the Tygerian Isles multiverse:

  1. The New Player's Guide Launch: We are releasing the complete, free Defenders of Hawthorne Valley Player’s Guide—the definitive book covering all 21 Archetypes and the MAST System—to our global audience.

  2. The Free Campaign Success: We celebrate the success of The Defenders of Hawthorne Valley campaign, downloaded by over one million people for Halloween!NOW JUST IN TIME FOR THANKSGIVING WERE GIVEING YOU WHAT YOU ASKED FOR THE NEW PLAYERS GUIDE!

  3. The Turkey Adventure Relaunch: We are re-promoting last year's fan-favorite, premium Turkey Gamemaster Adventure! CLICK HERE!

The Grand Scope of Zimarala GET YOUR COPY HERE CLCIK HERE FOR THE MONSTERARY OF ZIMRALA

The battle lines are drawn on the Big Island of Achrox! Your Player Monsters are the current defenders of Hawthorne Valley. This Player's Guide depicts that you all are THE current DEFENDERS OF HAWTHORNE VALLEY is set within the Big Island of Achrox on the Tygerian Isles.

The terrifying Deep Shroud Entity—the cosmic monster that invades every world—has now followed the Kindred refugees to their new home in Hawthorne Valley.

To help your GMs visualize the full conflict, we are making the complete geographical context available:

  • Bodeleaf County Map Link: You can view the full map of Bodeleaf County (including Ashwood Meadows, the Rocky Cregs, and Spider Hallow) on our DriveThruRPG page. (The map is included in the Turkey Gamemaster Adventure download).

Support the Multiverse

For those who have bought my Turkey Gamemaster Adventure for the Tygerian Isles (released last year, available now!), thank you. Your continued support funds the creation of these new worlds and classes.

We thank you all for being part of the Zimarala Multiverse!


THE PLAYER'S HANDBOOK RELEASE! The Defenders of Hawthorne Valley Guide is FREE!
I. 💡 Campaign Introduction & Edition Status


To the Mentors, Co-Founders, and Professional Partners:

  • A Dedication to the Troll God: This Guide is dedicated to Ken St. Andre, the Troll God and Troll Godfather, for the creation of the Tunnels & Trolls system and the entire Monsters! Monsters! RPG product line. His framework and direct encouragement—including the invitation during the first Zimarala Kickstarter to publish the Tygerians and create the Tygerian Isles—made this world, these monster factions, and the Monsterary of Zimarala (MoZ) Glossary entry possible. We build upon his legendary foundation.

  • Steve Crompton: The indispensable partner who helped salvage and resurrect the essential M!M rules history, who has helped me with layout designs and given me lots of cool information about our product lines over the years 'and encouraging me to publish my own versions.

  • Angela Head and Wayne Hudman: Your digital artistry defines the stunning look and feel of the Tygerian Isles universe. with out your visual artwork my text and writing would not look cool! Thank you both

  • A Dedication to the Mapmaker: This Guide is dedicated to Wayne Hudman, whose visionary map of Hawthorne Valley and the Bodeleaf County not only gave this campaign its essential geography, but anchored the location of the Rocky Cregs and the frightening proximity of the Spider Hallow and the House of Bats to the civilized world. Your work made this world real.

  • To my lady known to Ken St Andre as the Tiger lady in his Skull Quest Book for the woman who loves me, Angela Head puts up with me, and helps me a lot without you none of this world would be possible. 

  • Also to my Uncle Bill Who's encouragement has been very much appreciated for everything he has done for me with this project.

  • Also to our Uncle Jerry who has been promoted to glory you will be missed but not forgotten.I miss your storys. He passed away on October 19th 

To the Players and Testers:

  • The Shreveport Design Team (Angela Head, Wayne Hudman, TJ, Sean Wisley, Savannah Owens, Brian Covington) 

And finally, to the Architects of Our Multiverse—The Tucson Design Team:

  • Mark, Mechelle, Dee, Abel, Danniel, Jessie, and especially Avery Davis. If Avery hadn't encouraged me to create the game of Tuslan using the original T&T Deluxe rules, this entire saga—the Escape to Zimarala and the fight for Hawthorne Valley—would never have happened. because their would have been no need to evacuate from Troll World Tuslan Island located in the dragon Wings of Rrr'Fff to Zimrala's Tygerian Isles of New Tuslan. Thank you for making my family of Monsters a reality.

This guide is dedicated to the spirit of adventure, the power of imagination, and the enduring bond of creative friendship. It is a gift to our community worldwide.

Thank you. Thank you to the over one million people who downloaded the Defenders of Hawthorne Valley Gamemaster Book and made this Halloween a global celebration of TTRPGs!

Too all the players in Japan and worldwide: Your dedicated playtesting and supreme support is the lifeblood of this game.

We heard you! Your GMs have the secrets, but now, it’s time for you, the players, to master the survival rules. As a final Halloween gift, courtesy of the entire design team, we are proud to release the definitive Defenders of Hawthorne Valley Player’s Guide for FREE!



Edition Status Note: While this is not the final, polished edition of this book, it gives players a definitive opportunity to play their favorite Kindred races redesigned for Monsters! Monsters! 2.7. All core rules, attributes, and Earl's Custom MAST Archetypes System are complete and ready for play. Below is an early birthday gift from my fiancé and Tiger Lady  Angela Head did for me. I am the Tygerian GM at the head of the Table the others are characters from our games as if they were players.




III. ⚙️ The Definitive Character Creation Sequence



Follow these steps precisely to create your Player Monster (PM).

Step 1: Determine Base Attributes 3d6 for All)

Roll 3d6 for the eight primary attributes: ST, CON, DEX, SPD, IQ, LK, CH, and SIZE. (All PMs are Human-Hybrids, using the standard times 1 rule for base attribute generation).

Step 2: Choose Your Culture and Apply Modifiers (MANDATORY)

Your culture is your Monster Species identity. Choose a faction and apply the Cultural Attribute Modifiers immediately to the corresponding base attribute scores. These modifiers stack with any racial multipliers (STR x5, CON x6, etc.) you gain from Monster species Multiplyers (X) when purchasing from the Monsterary of Zimarala (Moz) or Monsters Monsters 2.7 and or Humans Humans supplement all can be played her using these rules.

Cultural Attribute Modifiers (Final Plain Text List)

  • Cymric (Tygerian): +3 CON

  • Cymric  Todarian +3 CHAR

  • Irish (Fey/Farie/Leprechaun): +3 CON -3 SIZE

  • Picts (Gremlin): -3 SIZE, +3 DEX, -3 CH

  • Romans (Egyptos Human): +1 DEX, +2 CH

  • Roman-Midguard Dwarves 

  • Saxons (Werewolf): +3 SIZE, -3 DEX, +3 STR

  • French (Werewolf): +1 DEX, +1 STR, +1 CON

  • Occitanian (Leonie): +1 DEX, +1 CON, +1 CH

  • Eastern Lands Oriental Culture (See the eastern lands section of Hawthorne Valley for more details below).

  • Reserved for GM's races they wish to use?

Step 3: Choose Your Archetype (Class Specialization)


V. The Archetypes: Roles for Survival and Authority

Choose one of the thirteen (23) specialized roles below. This defines your function within Hawthone Valley and unlocks your progression benefits under the MAST System.

I. The Origin of the Crisis Archetype System

(...Your existing text about Captain Hedges, Streamlined Creation, Intended Imbalance, and the General Concept of Archetypes goes here...)


II. The MAST Archetype System: Archetype Progression and Tiers of Authority

The growth of your Player Monster (PM) is governed by the MAST System (Monster Adeptness Skills and Talents). This system organizes your 100 levels into four epic Tiers of Authority, defining not just your mechanical power but your escalating social and political role within Hawthone Valley and the wider island.

GMs: Use these Tiers to dictate the scale of threats and the political influence the PMs possess. When a player advances to a new Tier, their role fundamentally changes.

PMs: Use these Tiers to understand when to expect major increases in power and responsibility.

Advancement and Unlocking Progression

  • Your PM is considered to be in a Tier once their level reaches the starting level of that Tier (e.g., Level 26 starts the Champion Tier).

  • At the start of a new Tier, the PM immediately unlocks the associated New Rules and MAST System upgrades for that Tier.

Macro-TierLevelsFocus: The PM's RoleCore Rule Sets Unlocked
I. Hero1–25Local Defender. Focused on mastering basic survival and defending local settlements within the county's jurisdiction.MAST System: Adeptness 1 & Skills 1. Artifact Level 1 abilities.
II. Champion26–50Regional Guardian. PM takes command of local forces, clears threats across the island's regions, and becomes a recognized political/military asset.The Cataclysmic Formula (L41), MAST System: Talent 1 (L41). Artifact Level 2 unlocked.
III. Epic51–75Sovereign Authority. PM is appointed a major feudal title (Lord Warden, Earl, etc.). They command armies, navigate island politics, and challenge rival Barons.Backatu's Bond (Artifact Level 3), MAST System: Skill 2. Level 2 Spells unlocked.
IV. Mythic76–100Island Hegemony. PM achieves ultimate authority—ruling the county, controlling the island's Monarch, or becoming the new King/Duke. Their power is legendary and defies mortal political resistance.MAST System: Grand Vizier Talent (L81), Defiance of Fate Rule. Level 3 Spells unlocked.


III. The Archetypes: Roles for Survival (FINAL ORDER)

In Defenders of Hawthorne Valley, the archetypes are based on the psychological and social roles characters adopt in a crisis, rather than traditional combat classes. These roles are essential for the group's survival and add depth to both the character's personality and their function within the story and team.

  • Intended Imbalance: The Archetypes are intentionally not balanced against each other in terms of raw power in every situation. This design choice ensures that certain Kindred (like the powerful Tygerians or the elusive Gremlins) feel truly formidable in their area of expertise, reflecting the lore of the Zimarala multiverse.

The Twenty-One Archetypes: Roles for Survival

#Archetype (Role in Valley)Primary Function in Crisis
1.The SentinelFrontline Defender: Absorbs damage and protects the core group.
2.The Rogue RunnerSpy/Messenger: Infiltrates enemy lines and ensures vital communication.
3.The EmissaryDiplomat/Morale Officer: Maintains inter-Kindred cohesion and negotiates external threats.
4.The EngineerBuilder/Trap Setter: Designs and constructs physical defenses (Fortification/Tech).
5.The Artificer AlchemistPotion/Cure Specialist: Creates powerful healing salves, antitoxins, and chemical agents.
6.The MysticSpiritual Anchor/Channeler: Provides basic magical support and healing.
7.The KnightElite Protector: Embodies honor, commands troops, and defends high-value targets.
8.The MercenaryStrategic Fighter: Versatile, professional combatant for high-risk capture/kill missions.
9.The Trade SheriffLaw/Trade Enforcer: Upholds economic order, investigates trade crimes, and collects necessary taxes.
10.The BardKeeper of Morale: Inspires allies and uses social lore to solve non-combat threats.
11.The BarbarianPrimal Shock Trooper: Uses ferocity and rage to overwhelm foes and ignore pain.
12.The ShamanNature Conduit/Healer: Draws on nature spirits for cleansing and localized magic.
13.The TaskmasterLogistics Enforcer: Ensures efficiency, resource allocation, and labor discipline.
14.The Grave SingerChaotic Necromancer: Raises minor dead for labor/protection and provides unsettling distraction.
15.The Greensong MinstrelMorale Disrupter: Uses chaotic, unsettling performance for tactical advantage and Gremlin loyalty.
16.The Artificer (Magic Item Creator)Enchanter/Binder: Infuses permanent magic into weapons and constructs.
17.The SamuraiMartial Warrior: Noble warrior bound by Bushidō; disciplined fighter.
18.The NinjaCovert Agent: Master of stealth, espionage, and assassination.
19.The WujinElemental Caster: Master of East Asian elemental and chi-based magic.
20.The KitsuneIllusion Master: Fox spirit specializing in deception, illusions, and fire magic.
21.The TanukiDeceptive Rogue: Mischievous creature specializing in disguise, pranks, and manipulation.

Conclusion: Applying Archetypes in Play

The Fourteen Archetypes are not rigid character classes; they are Specialized Templates designed to give your Player Monster (PM) a vital function in the survival of Hawthorne Valley.

Guidance for Players (PMs)

  1. Prioritize Narrative: Choose the Archetype that best reflects your monster's psychological role in a crisis (e.g., Are you focused on morale (Bard) or logistics (Taskmaster)?).

  2. Stack Kindred Strengths: Use the Archetype's focus (e.g., the Sentinel's emphasis on CON Advancement) to enhance your monster's existing Kindred Multipliers (e.g., the Werewolf's high base STR).

  3. MAST Defines Action: Your character's ability to succeed relies on their personal attributes and acquired MAST (Monster Adaptness Skills and Talents). If your Rogue Runner has high CHR, they are still a viable negotiator—the Archetype is a focus, not a restriction.

  4. Use the Artifact: Remember that your survival often relies on the unique power of your Artifact Weapon, not just your class.

Guidance for Game Masters (TMs)

  1. Flexibility is Key: Do not penalize a PM for attempting an action outside their Archetype. If a Barbarian (STR focus) tries to track a specific enemy, allow them to make an INT SR if they have the Tracking MAST.

  2. Archetype as a Lens: Use the chosen Archetype as a primary guide for EP Awards and Plot Focus. Reward the Engineer for successful repair and construction jobs and the Emissary for successful negotiations, even if they never draw a weapon.

  3. The Rule of Cool: Always favor the player's imagination. The MM system is built for co-creation; encourage PMs to describe how their Kindred's unique biology (e.g., a Gremlin's low SIZE) allows them to execute their Archetype's role.

1. The Sentinel (Combat Specialist)



🛡️ THE SENTINEL ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

The Sentinel is the Frontline Defender and Guard Captain, tasked with holding the line against the Shroud's monsters. This archetype uses the structure of the Barbarian/Fighter progression but specializes in defense, durability, and leadership.

I. Attribute Focus and Core Abilities

Role in the Valley: The Frontline Defender and Guard Captain. They hold the line against the Shroud's monsters.

Kindred Focus: Cymric Tygerian, Saxon Werewolf.

Attribute Focus: ST, CON.

M-M 2.7 Benefit: Defender's Vow: CON Advancement Cost is current CON times 50 (not times 100).

Level 5 Ability: Roar of Lost Tygeria: (Requires Tygerian Kindred) A high-risk area attack. All enemies in a 30-foot cone must make a L5 CON SR (Target 45) or take damage equal to your STR (bypasses armor) and be paralyzed for 1 turn. Cost: 1d6 temporary CON loss or 1d6 permanent CHR loss (your choice).

II. Progression Framework (Structural Rules)

Advancement Cost: The cost in Adventure Points (AP) to raise any attribute except CON is 10 times the current value of that attribute.

Level Increase: The Sentinel's Level is always determined by the score of their single highest attribute.

SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


III. ULTIMATE PROGRESSION CHART: SENTINEL MASTERY (Lvl 1–100)

LvlDefensive/Combat MAST Gained/UpgradedLegacy Artifact Progression (Shield/Hammer)
L1Shield Bash (Core Attack)Shield Bash Damage: 1d6 (Increases by 1d6 every level). Aura of Warding Range: 5 feet.
L3Ignore Pain (MAST). Interception Protocol (Unlocked).Magic Absorption I: (L3 Active: Spend 10 CON to negate damage from 1 incoming magic attack, 1/day). Hammer Damage: plus 1d6.
L5Roar of Lost Tygeria (Core Ability)Aura of Warding Range: 25 feet (5 feet times Lvl 5). Hammer Damage: plus 2d6.
L10Fearless Charge (MAST)Dynamic Defense (L10 Passive: Shield grants plus 2 AP against missile attacks). Aura of Warding Range: 50 feet. Hammer Damage: plus 3d6.
L25Shroud Resilience (MAST)Magic Absorption II: (L25 Upgrade: Negate magic damage is now 2/day). Aura of Warding Range: 125 feet. Hammer Damage: plus 5d6.
L50Continuous AdvancementShield Bash Damage: 50d6. Aura of Warding Range: 250 feet. Hammer Damage: plus 8d6.
L75Continuous AdvancementMagic Absorption III: (L75 Upgrade: Negate magic damage is now 1/combat). Aura of Warding Range: 375 feet. Hammer Damage: plus 12d6.
L100Mythic Defender ApexLegacy Final Mastery: Impenetrable Barrier (L100: Shield AP bonus increases to plus 10 AP against all attacks). Shield Bash Damage: 100d6. Aura of Warding Range: 500 feet. Hammer Damage: plus 20d6.

IV. ARTIFACT WEAPON/SHIELD (Legacy Focus)

Artifact Name: Shield of the Lost Tyger (Magic Shield): Artifact (Shield). Armor Protection (AP): Grants plus 5 AP (Shield only). Special Rule: Warding Focus: All CON SRs made against area-of-effect attacks gain a plus 1 bonus.

Artifact Name: Hammer of the Lost Tyger (Magic Hammer): Weapon Artifact (Hammer). Damage: Base damage (5d6) plus Sentinel's Combat Adds, plus escalating bonus dice (d6) as listed in the chart (Max plus 20d6 at Lvl 100). Special Rule: Forceful Blow: Attacks gain a plus 3 bonus to break objects/barricades.

Shield Bash Attack Rule: The Sentinel may use their Shield Bash as a primary attack. Damage equals the Sentinel's current Level in dice (d6) plus their standard Combat Adds. (Max damage at Lvl 100 is 100d6 plus Combat Adds).

Aura of Warding Rule (Lvl 1+): The Sentinel constantly projects a defensive aura. All allies within the Aura's radius gain the Warding Focus plus 1 bonus to CON SRs against area-of-effect attacks. The radius is calculated as 5 feet multiplied by the Sentinel's current Level. (e.g., Lvl 100 = 500 feet).

Interception Protocol (MAST, Lvl 3+): The Sentinel may use their shield to intercept any incoming attack (physical or magical) that would harm an ally within the Aura of Warding's radius. The Sentinel takes the full damage of the intercepted attack (using their own AP/MR to absorb it), and the ally takes zero damage. This action is free but can only be used once per round.

2. The Rogue Rooftop Runner (Infiltration & Evasion Specialist)


🏃 THE ROOFTOP ROGUE RUNNER (BLACK TYGERIAN) ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

  • The Rooftop Rogue Runner (Black Tygerian) is your master infiltrator and high-ground specialist, utilizing extreme speed, evasion, and specialized attacks. This archetype is defined by the Black Tygerian Rooftop Rogue Runner identity, a Kindred specialized in dexterity, luck, and predatory combat.

I. Attribute Focus and Core Abilities

  • Role in the Valley: Spy, Infiltrator, Messenger, and High-Ground Specialist.

    Kindred Focus: Black Tygerian Rooftop Rogue Runner (Unique Kindred), Pict Gremlin, Irish Fey, Occitanian Leonie.

    Attribute Focus: DEX (Agility/Evasion), LK (Luck/Survival).

    M-M 2.7 Benefit: Nine Lives Luck (Core): Gains an extra plus 1 bonus to all LK S-Rolls when attempting to avoid a fatal blow or escaping confinement. Daily Uses scale with level (see chart below).

    Level 1 Ability: Acrobatic Dodge: When targeted by an attack, the Rooftop Rogue Runner may declare an Acrobatic Dodge. They make a DEX SR. If successful, the attack misses entirely. Usable number of times per day equals current level.

    Level 1 Ability: Sneak Attack: Deals an additional 1d6 points of damage against unaware/surprised foes. This bonus increases by plus 1d6 every 10 levels (e.g., to 2d6 at Level 11, 3d6 at Level 21, and so on).

    Level 3 Ability: Coup de Grâce & Evasive Flurry: Coup de Grâce: Deals double total damage on a combat roll against a helpless/unaware enemy. Evasive Flurry: Successful DEX SR evasion grants an immediate counterattack with a plus 2 bonus to Combat Adds.

II. Progression Framework (Structural Rules)

  • Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Rooftop Rogue Runner's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


III. ULTIMATE PROGRESSION CHART: ROGUE RUNNER MASTERY (Lvl 1–100)

  • This section details the complete, continuous progression of abilities and artifact unlocks.

    Levels 1–10: Daily Uses of Nine Lives Luck are 1 per day. The Sneak Attack bonus is 1d6. The Rooftop Rogue Runner unlocks Uncanny Dodge (Adds Level Bonus to all DEX SRs against area attacks), Evasion (Half damage on failed SR), and the Legacy Ability: Shadow Step (Once per hour, teleport 30 feet). Whip Damage Upgrade: The Shock Whip damage increases to 4d6 plus 5 Adds.

    Levels 11–20: Daily Uses of Nine Lives Luck are 2 per day. The Sneak Attack bonus increases to 2d6. The Rooftop Rogue Runner unlocks Improved Climb MAST (Permanent plus 5 bonus to all physical climbing checks) and Master Thieves' Tools Proficiency (Permanent plus 5 bonus to all checks involving tools/locks). Legacy Unlock: Chain Whip Shock (Whip delivers 2d6 Electrical Damage upon activation).

    Levels 21–30: Daily Uses of Nine Lives Luck are 3 per day. The Sneak Attack bonus increases to 3d6. The Rooftop Rogue Runner unlocks Disable Device Mastery (Permanent plus 3 bonus to complex trap/lock disassembly). Whip Damage Upgrade: Damage increases to 5d6 plus 5 Adds.

    Levels 31–40: Daily Uses of Nine Lives Luck are 4 per day. The Sneak Attack bonus increases to 4d6. The Rooftop Rogue Runner unlocks Sleight of Hand Mastery (Permanent plus 5 bonus to all pickpocket/concealment checks).

    Levels 41–50: Daily Uses of Nine Lives Luck are 5 per day. The Sneak Attack bonus increases to 5d6. The Rooftop Rogue Runner unlocks Unbreakable Evasion (Uncanny Dodge bonus applies to all LK SRs as well). Legacy Unlock: Shadow Entanglement (Whip can grapple/stun foe).

    Levels 51–60: Daily Uses of Nine Lives Luck are 6 per day. The Sneak Attack bonus increases to 6d6. The Rooftop Rogue Runner unlocks Master Acrobat (Permanent plus 5 bonus to balance, jump, and free-running checks). Whip Damage Upgrade: Damage increases to 6d6 plus 5 Adds.

    Levels 61–70: Daily Uses of Nine Lives Luck are 7 per day. The Sneak Attack bonus increases to 7d6. The Rooftop Rogue Runner unlocks Dimensional Flicker (Shadow Step uses reduced to 30 WIZ cost).

    Levels 71–80: Daily Uses of Nine Lives Luck are 8 per day. The Sneak Attack bonus increases to 8d6. The Rooftop Rogue Runner unlocks Apex Infiltrator (All stealth and lockpicking checks are made with Advantage). Whip Damage Upgrade: Damage increases to 7d6 plus 5 Adds.

    Levels 81–90: Daily Uses of Nine Lives Luck are 9 per day. The Sneak Attack bonus increases to 9d6. The Rooftop Rogue Runner unlocks Wall Run Mastery (Can temporarily ignore gravity on vertical surfaces, 1/combat).

    Levels 91–100: Daily Uses of Nine Lives Luck are 10 per day. The Sneak Attack bonus increases to 10d6. The Rooftop Rogue Runner achieves Mythic Apex (Final advancement is fully purchased). Whip Damage Upgrade: Final damage increases to 10d6 plus 5 Adds.

IV. BLACK CAT BAD LUCK (Active Ability)

  • Black Cat Bad Luck Rule: Once per use tier (1-10 times daily), the Rooftop Rogue Runner may declare a Black Cat Bad Luck action as a free action. This action allows the Rooftop Rogue Runner to choose one of the following effects:

    1. Jinxed Miss (Defense): Compels one incoming attack targeting the Rooftop Rogue Runner to miss completely.

    2. Jinxed Strike (Offense): Grants the immediate full Passive Attack Bonus to her next attack roll (effectively stacking the bonus twice).

V. ARTIFACT WEAPON: SHOCK WHIP OF ENTANGLEMENT (Legacy Focus)

  • Artifact Name: Shock Whip of Entanglement (The Shadow Snap): Weapon Artifact (Whip). Range: Extended melee (10-foot reach).

    Legacy Ability: Chain Whip Shock (L20 Active/1 combat): The whip can deliver an electrical charge. The attack inflicts 2d6 Electrical Damage on a hit.

    Legacy Ability: Shadow Entanglement (L50 Active/1 day): The Whip can grapple/stun one foe. Requires a L5 DEX SR (Target 45) against the target's STR SR. If successful, the target is stunned for 1d6 rounds.


3. The Emissary (Diplomat & Leader Focus)



🧭 THE EMISSARY ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION (CHR-Wizard)

  • The Emissary is the Morale Officer and Inter-Kindred Negotiator. Their magic is driven by force of will and commanding authority (CHR), acting as the administrative fulcrum for the Kindred alliance.

I. Attribute Focus and Core Abilities

  • Role in the Valley: The Morale Officer and Inter-Kindred Negotiator. The Emissary's primary role is diplomatic influence and commanding authority in a crisis.

    Kindred Focus: Occitanian Leonie, French Werewolf, Roman Egyptos Human, Moon Elves.

    Prime Attributes: CHR (Influence/Magic Focus), INT (Investigation/Lore), WIZ (Spell Power).

    Magic Access Rule: The Emissary must meet standard Wizard requirements (L1 spells require IQ 10, DEX 8) and uses CHR for spell strength (how many points they can put into a spell) instead of WIZ.

    Level 1 Ability: Unifying Presence: When you make a successful CH SR (Target 20+) in a social situation, one ally gains a plus 1 bonus to their next SR.

    Level 1 Ability: Inspiring Performance: When the Emissary makes a speech, all allies within hearing range get a plus 1 to Hit and Damage for this battle only. Failure on the L2 CHR SR results in allies taking a minus 1 to Hit and Damage penalty.

    Level 3 Ability: Word of Inspiration: Once per day, the Emissary can use a CHR SR to force one non-monstrous enemy to drop their weapons and flee (TN set by GM).

II. Progression Framework (Structural Rules)

  • Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Emissary's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


III. ULTIMATE PROGRESSION CHART: EMISSARY MASTERY (Lvl 1–100)

  • This exhaustive table ensures every level from 51 to 100 receives a specific bonus/MAST advancement, integrating Henchmen acquisition and advanced social skills.

    LvlDiplomatic/Influence MAST Gained/UpgradedMorale/Investigation/Henchmen MASTs & Spell AccessLegacy Weapon Progression (Scepter)
    L5–L25(All previous MASTs unlocked: Diplomatic Immunity, Warlock's Persuasion.)4th Level Spells Unlocked (L25). MAST: Rally the Spirits (Mass Morale).Legacy Ability: Negotiator's Focus (L25).
    L30MAST: Fast-Talk/Gambling: Permanent plus 3 bonus to all CHR SRs involving deception in competitive/economic settings.
    L35Henchmen Acquisition I: Maximum number of henchmen/followers the Emissary can maintain increases by plus 2.
    L40MAST: Vicious Mockery: Active (1/combat): L4 CHR SR (Target 35) to inflict 1d6 WIZ damage on one foe.Legacy Ability: Mass Enchantment (L50).
    L50MAST: Grand Command (Ultimate): 1/week, target hostile group (MR total less than 150). Must pass L8 CHR SR (Target 60) or be paralyzed.7th Level Spells Unlocked.
    L51Grand Command Upgrade: CHR SR difficulty for all social MASTs is reduced by minus 1.MAST: Performance Mastery I: Permanent plus 3 bonus to all Performance-based SRs.
    L55Divine Smite I (MAST): Active (1/day): Infuses a melee attack with plus 2d6 CHR damage.8th Level Spells Unlocked.
    L60Diplomatic Immunity Upgrade: Bonus to all CHR SRs involving legal/trade procedures increases to plus 5.Henchmen Acquisition II: Maximum number of henchmen/followers increases by plus 3 (Total plus 5).
    L65MAST: Merchandising: Permanent plus 5 bonus on all CHR/INT checks when haggling prices.9th Level Spells Unlocked.
    L70Vicious Mockery Upgrade: Damage increases to 2d6 WIZ damage.
    L75Grand Command Upgrade II: Max hostile MR target increases to MR 300.MAST: Master Tactician: Grants all allies a permanent plus 1 bonus to initiative rolls in combat.
    L80Divine Smite II (MAST): Damage increases to plus 4d6 CHR damage.
    L90Henchmen Acquisition III: Maximum number of henchmen/followers increases by plus 5 (Total plus 10).Cosmic Influence MAST: Permanent plus 2 bonus to all CHR SRs when dealing with dimensional or cosmic entities.
    L100Mythic Apex: Final progression.MAST: Grand Command Final: Max hostile MR target increases to MR 500.Legacy Final Mastery.

IV. ARTIFACT WEAPON: SCEPTER OF THE NEGOTIATOR (Charismatic Power Staff)

  • Artifact Name: Scepter of the Negotiator (Power Staff): Weapon Artifact (Mace/Focus). Special Rule: Authority Channel: The Scepter counts as a Wizard's Power Staff, granting plus 5 CHR points for calculating spell damage or spell defense SRs.

    Legacy Ability: Negotiator's Focus (L25 Passive): When the Emissary successfully uses a CHR or INT MAST (e.g., Sense Motive), the Scepter returns 2 WIZ points to the Emissary.

    Legacy Ability: Mass Enchantment (L50 Active/1 day): Spend 15 WIZ. The Emissary can choose one L3 or lower enchantment spell and affect 1d6 targets simultaneously, instead of just one.

4. The Engineer (Intellect & Logistics Focus)


Archetype: The Engineer (#4)

  • This section details the pure Engineer Archetype, focused solely on mechanical ingenuity, construction, and repair, distinct from magical item creation.

1. Attribute Focus and Core Abilities

FeatureDetail and Rules
Role in the Valley: The Engineer is a master of mechanical ingenuity and esoteric engineering. They can craft unique devices, set traps, and utilize a limited form of "engineered" magic through their creations. They rely on their Intelligence (for design and knowledge) and Dexterity (for precision and trap setting).
Character Type: Rogue (untrained spellcaster, moderate fighting ability) is the closest existing type.
Key Attributes: Intelligence (INT) and Dexterity (DEX) are key. Luck (LK) is useful for preventing malfunctions.
Restrictions: Can use any weapon or armor, but like Rogues, their armor does not double its effect in combat as a Warrior's does.
Special Ability: Engineering Talent: Engineers begin with two MASTs related to their craft. Examples include: Trap Disarming (+3 bonus on SRs involving disarming traps) and Device Crafting (+3 bonus on SRs for jury-rigging machinery).
"Engineered" Magic (Optional Rule): The Engineer can create specific "devices" that mimic low-level spells (e.g., a "Flash Bomb" or "Noise Maker"). This is handled via an Intelligence SR; failure means the device malfunctions.


2. Engineering Talents and Artificer MAST List (Mechanics)

This is the list of specific MASTs granted to the Engineer for customization.

MAST TypeTalent NameDescriptionRelated Attribute
SkillBasic EngineeringUnderstanding of structural integrity, basic mechanics, and common construction materials.IQ
SkillField AssemblyQuickly building small, temporary structures or traps from available materials.DEX
SkillDemolitionsSafe handling and controlled use of explosives or other destructive forces.IQ
AptitudeGadgetryCreating small, non-magical, single-use devices (smoke bombs, grappling hooks, rudimentary locks).DEX
MasteryAdvanced SchematicsCreating complex blueprints for larger projects or more intricate devices.IQ
SkillMonster Lore (Constructs)Knowledge of creating/handling animated objects, golems, or other constructs (relates to Monsters! Monsters! rules).IQ/WIZ
AptitudeTrap DisarmingSuperior skill on saving rolls involving disarming mechanical traps.DEX
AptitudeDevice CraftingSuperior skill on saving rolls for jury-rigging or repairing complex machinery.


3. Experience and Level Progression (L1–L100)

This is the classic, high-flexibility Artificer progression model.

LevelKey Features & Talents GainedNotes
1-5Basic Engineering (L1): Can make Level 1 SR for basic structures/repairs. Field Assembly (L1): Can set simple (L1 SR to detect/disarm) traps.Focus on surviving early adventures and gathering reagents.
6-10Demolitions (L1): Can use simple explosives for L1 SR tasks. Gadgetry (L1): Can create simple gadgets using L1 SR materials. Gain Tool Expertise (L1): Add +1 to all SRs involving tools.Begins exploring complex crafting recipes and non-magical "gadgets".
11-20Basic Engineering (L2), Field Assembly (L2): Can attempt L2 SR tasks. Advanced Schematics (L1): Can design basic permanent structures. Monster Lore (Constructs) (L1): Basic knowledge of constructs.Established as a reliable crafter; seeks rarer ingredients.
21-30Demolitions (L2), Gadgetry (L2), Advanced Schematics (L2). Tool Expertise (L2): Add +2 to all SRs involving tools. Infusion (L1): Can create minor, temporary magical effects on non-magical items (e.g., light spell effect). Requires WIZ attribute.Established as a reliable crafter; seeks rarer ingredients.
31-40Basic Engineering (L3), Field Assembly (L3), Monster Lore (Constructs) (L2). Infusion (L2). Can build L1 SR Homunculus Servant (see below).A recognized expert in the field; has their own laboratory.
41-50Demolitions (L3), Gadgetry (L3), Advanced Schematics (L3). Tool Expertise (L3): Add +3 to all SRs involving tools. Infusion (L3). Can build L2 SR Homunculus.Master Alchemist; pushing the boundaries of what is possible.
51-60Basic Engineering (L4), Field Assembly (L4). Infusion (L4). Can create small permanent magical items (GM discretion).Nearing the peak of mortal skill; sought after by powerful entities.
61-70Demolitions (L4), Gadgetry (L4), Advanced Schematics (L4). Tool Expertise (L4): Add +4 to all SRs involving tools. Infusion (L5).Nearing the peak of mortal skill; sought after by powerful entities.
71-80Basic Engineering (L5), Field Assembly (L5), Monster Lore (Constructs) (L3). Infusion (L6). Can build L3 SR Homunculus.Nearing the peak of mortal skill; sought after by powerful entities.
81-90Demolitions (L5), Gadgetry (L5), Advanced Schematics (L5). Tool Expertise (L5): Add +5 to all SRs involving tools. Infusion (L7).Nearing the peak of mortal skill; sought after by powerful entities.
91-100Master Engineer: All core Talents at L6. Ultimate Artifice: Can attempt to build major structures or permanent golems (L4/L5 SR to create, GM defines stats using Monsters! Monsters! rules). Infusion (L8). See how to create Golems in the MoZ PG# 105

Earl's Note to GM'S and Players: A Roman Midgard Dwarf Miner Could be created with the above rules just focus on mining in the Underrealms of Achrox just put the level ups focus based off the mining and engineering professions.

Finalized Archetype: The Dwarf Miner/Engineer

This archetype combines the rugged toughness of the Dwarf Kindred with the technical precision of Roman engineering, specializing in extraction, construction, and survival in the deep Underrealms of Achrox.

1. Attribute Focus and Core Abilities

FeatureDetail and Rules
Role in the Valley: Mine Foreman, Deep Explorer, and Subterranean Engineer. They are essential for recovering lost resources and establishing secure underground bases.
Kindred Focus: Dwarven Kindred (Roman Midgard Dwarf, Rock Dwarf).
Attribute Focus: CON (Toughness/Mining endurance), ST (Labor/Hauling), INT (Engineering/Schematics).
Class Focus: Warrior/Engineer Hybrid.
M!M 2.7 Benefit: Dwarven Toughness: The Dwarf Kindred's inherent toughness means they take $\mathbf{-1}$ point of damage from all successful non-magical physical attacks (this is a passive, non-armor damage reduction).
Special Rule: Underrealm Senses: The Dwarf gains a +3 bonus to all LK SRs when detecting traps, instability, or secret doors in stone, earth, or subterranean areas.

2. Dwarf Kindred Multipliers (Example)

If using Dwarven Kindred rules, the following multipliers apply (Rock Dwarves may have higher ST/CON):

AttributeDwarf Multiplier
STR (Strength)x 1.5
CON (Constitution)x 2
DEX (Dexterity)x 0.75
SPD (Speed)x 0.75
INT (Intelligence)x 1.25
WIZ (Wizardry)x 0.5
CHR (Charisma)x 1
LK (Luck)x 1.5

3. Progressive Advancement and Abilities (Mining Focus)

This framework guides the Dwarf's growth, prioritizing survival and expertise in their deep-earth profession.

Progressive MechanicLevelRule & Application
Advancement CostL1–L100The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.
Level IncreaseL1–L100The Dwarf Miner/Engineer's Level is always determined by the score of their single highest attribute.
SR DifficultyL1–L100The target number for Saving Rolls increases by +5 per character level.
L1 Ability: Warrior's ArmorL1The Dwarf's worn armor doubles its hit capacity (Armor Adds) when defending in combat (Warrior bonus).
MAST: Basic Engineering (L1)L1Skill: Can make Level 1 SR for basic structures/repairs (INT or DEX check).
MAST: Demolitions (L1)L1Skill: Can use simple explosives for L1 SR tasks related to mining and excavation (IQ check).
L10 Ability: Tunnel ResilienceL10The Dwarf gains permanent resistance to Cave-ins/Earthquakes. Gains a +5 bonus to all CON SRs related to surviving heavy blunt damage or pressure effects.
L20 Ability: Master ArtisanL20MAST: Gains a +3 bonus to DEX SRs when crafting metal items (weapons, tools, locks) due to specialized training.
L50 Ability: Deep Earth SynthesisL50Mastery: The Dwarf can spend 50 CON and 1 turn to stabilize a volatile area (e.g., stopping a minor rockfall or sealing a gas leak). Requires a L5 IQ SR (Target 40).
Mythic Levels (31-100)L31–L100The progression relies entirely on the character's AP spending choices, guided by the GM for acquiring customized abilities.


⛏️ THE ARTIFICER ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

The Artificer is the specialized Magic Item Creator for the Kindred alliance. They are master enchanters who create magical weapons, defensive wards, and permanent constructs by binding spirits and energy.

I. Dwarf Kindred Multipliers & Core Abilities

Role in the Valley: The Artificer is the primary magic item creator for the Kindred alliance. They are master enchanters who create magical weapons, defensive wards, and permanent constructs by binding spirits and energy.

Kindred Focus: Dwarves Only: Roman Midgard Dwarves, Rock Dwarves, Gristlegrim Dwarfs, Crystal Caverns Dwarves.

Attribute Focus: WIZ (Binding/Infusion Power), INT (Formulae), CON (Resilience against volatile magic).

M!M 2.7 Benefit: Runic Master (Core): WIZ Advancement Cost is current WIZ times 50 (not times 100). This drastically reduces the cost to increase their primary magical stat.

Talent (L1): Gains the "Enchantment/Rune-Carving" MAST at Level 1, allowing them to attempt complex magical infusions.

II. Progression Framework (Structural Rules)

Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current attribute value for all stats except WIZ.

Level Increase: The Artificer's Level is always determined by the score of their single highest attribute.

SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.

Creation Limits: The Artificer is limited to creating a number of "powerful" items (wards, charged items) per game week equal to their WIZ modifier.

Artificer Creation Mechanics (Engineering Focus)

This table defines the unique creation abilities tied to the Engineer's class focus.

Creation MechanicRule & Application
Creation CheckItem creation requires an Intelligence SR; failure means the device malfunctions or the materials are wasted.
Creation LimitsAn Artificer can create a number of "powerful" items (bombs, magical potions) per game day equal to their INT modifier + Level. Simple items can be made in bulk.
Alchemist's Concoctions:Potions/Elixirs: Standard healing potions (restore 1d6 CON), minor buff elixirs, antitoxins.
Bombs/Vials:Acid, volatile oil, smoke bombs. These do direct damage (1d6 or 2d6 per vial) or cause status effects.
Wondrous Items (Artifice):Simple magical items (self-lighting torch, unbreakable crowbar). The complexity and power are determined by the GM and the Artificer's level/stats.



5. The Mystic (Divine Magic Focus)



1. Archetype Concept and Base Rules

FeatureDetail and Rules
Role in the Valley: The Spiritual Anchor and Curer. Mystics of the Cat Goddess (such as Sekhmet/Bastet) manage rituals, drawing spells through faith and prayer rather than traditional arcane study.
Kindred Focus: Roman Egyptos Human (Priest), Irish Fey, Tygerian. Best suited for Kindred with intelligence.
Prime Attributes: Intelligence (INT), Wizardry (WIZ), Dexterity (DEX), and Charisma (CHR). Luck (LK) is also crucial for saving throws.
Limitations: Cannot use warrior weapons (swords, battle axes, polearms). Restricted to daggers, staffs, slings, and other light weapons. Cannot wear heavy armor (plate, chain). May use light options such as a leather jerkin or a steel cap (1 point of damage reduction).
M!M 2.7 Benefit: Divine Wellspring: Starts with one Free Level 1 Spell.
Level 3 Ability: True Channel: Once per day, may cast any known spell at half its original ST cost.

2. Core Abilities and Progression Talents

Ability NameLevelRule & Application
Feline GracePassive+1 bonus to all SRs vs. Dexterity.
DarkvisionPassiveThe goddess grants the ability to see perfectly in non-magical darkness.
Nine Lives (Talent)Active (1/day)Spend 1 Luck point to avoid a single, otherwise fatal, blow or failed SR (GM's discretion). The character is reduced to 1 CON instead.
Divine InterventionActive (Level 20+)Once per week, the character can call upon the Cat Goddess for aid. The GM determines the outcome (e.g., a powerful spell effect or critical luck).

3. The L1–L101 Advancement Framework (Wizard/Rogue Focus)

Progression is fluid, player-driven, and based on spending Adventure Points (AP) to buy attribute points or new spells.

Level MilestonesTitleApproximate AP Needed (Cumulative)*Key Abilities/Progression Notes
L1Initiate0Starts with all L1 Spells (requires INT 10, DEX 8).
L2-4Acolyte100Can purchase all L2 Spells (requires INT 12, DEX 9). SR target number increases (Level 2 SR TN = 25 + attribute).
L5-8Priest/Priestess300Can purchase all L3 Spells (requires INT 14, DEX 10).
L9-49Prophet/Prophetess1,000Can purchase all L5 Spells (requires INT 18, DEX 12).
L50Divine Vessel4,500Can purchase all L10 Spells.
L51–L98Celestial ManifestationVariesNear-mythic power; attributes can reach superhuman levels.
L99Avatar of the Cat GoddessVariesCan cast L100 spell (Born Again). Access to Mythic abilities begins.
L100+Transcendent DivinityVariesCan cast L101 spell (Avatar of the Cat Goddess). Ultimate divine power reached.

*AP costs are illustrative and must be spent on increasing attributes.

4. Sekhmet's Complete Divine Spell List (L1 - L101)

This list expands the Mystic's arsenal, including the ultimate mythic spells. Costs are paid in WIZ points unless otherwise noted.

NameLevelCost (WIZ)T&T Effect & DescriptionPower Up Note
Bastet's Shadow CloakL14Grants the caster or one ally a temporary +3 bonus to their DEX for all SRs related to stealth or acrobatics for 1d6 rounds.Duration increases by 1d6 rounds per 5 extra ST spent (Max 10 extra ST).
Sekhmet's FervorL212Attack: Target makes a L3 CON SR (Target 25) or takes 4d6 damage (bypasses non-magical armor). OR Healing: Ally is instantly healed 2d6 CON.Damage increases by 1d6 for every 6 extra ST spent (Max 18 extra ST).
Sands of ForgetfulnessL210Target makes a L3 IQ SR (Target 25). If failed, the target is confused (e.g., suffers -3 penalty to next SR) for 1 round.Duration increases by 1 round for every 5 extra ST spent (Max 15 extra ST).
Amulet of the ScarabL16Summons a protective aura. Target gains a temporary +1 LK point which can be spent to reroll a single failed SR (after which the temporary point is lost).Spending 6 extra ST points increases the bonus to +2 LK points.
Eye of Ra (Divination)L320Caster makes a L4 WIZ SR (Target 35). Success grants knowledge of the location and type of all hostile monsters within 100 feet for one minute.Range increases by 50 feet for every 10 extra ST spent (Max 30 extra ST).
Pharaoh's CommandL315(Requires CHR 15+). One non-hostile group (MR total less than 100) must make a L4 CH SR (Target 35). If failed, they obey one reasonable command.Maximum MR of the affected group increases by 50 for every 15 extra ST spent (Max 30 extra ST).
Ankh of Life (Mass Heal)L535Heals all allies within 10 feet for 2d6 CON (Mass Poor Baby). Usable once per combat.Healing increases by 1d6 for every 10 extra ST spent (Max 40 extra ST).
Judgment of Ma'atL760Attack: Target monster must make a L7 WIZ SR (Target 55). Failure means the monster's DEX and SPD are halved for 1d6 turns.Duration increases by 1 turn per 10 extra ST spent (Max 50 extra ST).
Solar Flare (Blindness)L880All enemies in a 30-foot cone must make a L8 CON SR (Target 60) or be Blind for 2d6 turns.Cone width increases by 10 feet per 15 extra ST spent (Max 75 extra ST).
Avatar's ShieldL10100Caster gains temporary armor equivalent to +10 Armor Adds. This lasts for 1d3 combat rounds.Duration increases by 1 round per 25 extra ST spent (Max 100 extra ST).
Sun Scythe StrikeL51170Divine blast that deals 15d6+2xIQ damage (half damage if SR is made). Half damage to the target, full damage to the caster.Damage increases by 1d6 per 5 extra ST spent (Max 60 extra ST).
Born Again (Resurrection)L100308Creates powerful magic that arranges for the target’s bodily resurrection at a specified location (requires Sekhmet’s Sarcophagus). Target awakens in a healthy new body with normal prime attributes.Massive WIZ and CON cost if SR fails.
Avatar of the Cat GoddessL1011000ULTIMATE MYTHIC LEVEL. The Mystic becomes a physical manifestation of the Cat Goddess for 1d6 combat rounds. All attributes are instantly raised to 100, all attacks inflict 50d6 Adds, and the Mystic is immune to all magic of L75 or lower.

5. Artifacts and Divine Summons (Ultimate Artifacts)

The Mystic has access to several unique, ultimate artifacts tied to their power source:

Artifact NameTypeRule & Application
The Staff of SekhmetArtifact Weapon / FocusMechanics: 6d6 + 25 adds. Abilities: Wielder gains a permanent +3 bonus to DEX. Provides Protective Aura (1/day: doubles ally armor, negates Spite Damage for 1 round). Can cast Whisper of the Savannah (Sleep spell) once every other combat round (5 ST cost).
Sekhmet's Sarcophagus of ResurrectionUltimate FocusFunction: Must be the physical location where the Born Again spell (L100) is cast. WIZ Focus: Provides a permanent -50 WIZ cost reduction to the Born Again spell. Security Ward: Continuous L35 Ward protects the structure.
Divine Summons (Monster Cards)Summon ReferenceAspect of the Delta (L80): 15d6 + 30 Adds. Avatar of the Cat Goddess (L101): 75d6 + 101 Adds. (Mythic power reference for the Divine Intervention abilities.)

6. The Tygerian Hawthorne Knight (Elite Protector Focus)



  • Role in the Valley: The epitome of honor and defense.

  • Kindred Focus: Roman Egyptos Human, Cymric Tygerian.

  • This elite class is the pinnacle of the Cymric/Tygerian defense force, balancing the physical might of the Were-Tiger with the disciplined leadership and potential divine magic of a Paladin/Knight.

1. Attribute Stacking: The Mythic PM Calculation

  • The Kindred's immense power is achieved by stacking the Tygerian Kindred Multiplier (from Moz) with the Knight Archetype Multiplier (from your custom rules). This result is applied after the base $3\text{d}6$ roll and the +3 CON Cultural Bonus.

    AttributeTygerian Kindred (Base)Knight Archetype (Class)Final Combined Multiplier
    STR (Strength)x 5x 2x 10
    CON (Constitution)x 6x 3x 18
    DEX (Dexterity)x 1x 1.5x 1.5
    SPD (Speed)x 1x 1.5x 1.5
    INT (Intelligence)x 1x 1x 1
    WIZ (Wizardry)x 0.5x 1.5x 0.75
    CHR (Charisma)x 2x 1.5x 3
    LK (Luck)x 0.75x 1.5x 1.125

2. Core Archetype Features and Initial Setup

  • FeatureDetail and Rules
    Kindred FocusCymric Tygerian (Primary Kindred). This Archetype represents the absolute military elite.
    Class FocusWarrior or Paragon (for divine magic access).
    Base Armor & WeaponsWeapons: Lance (10d6), Morningstar (7d6). Armor: Heavy Plate (40 Hits), Tower Shield (12 Hits).
    Average Combat Total53 Adds (This remains the general benchmark for players).
    Initial Talents (L1)Were-Tiger Form: The ability to shift into hybrid form (requires a L1 IQ SR to control the shift/avoid a rage). In this form, the Knight gains significant ST and DEX bonuses and natural weapons (claws/bite).
    Special WeaponLightning Spear Proficiency: When wielding a spear, the Knight can spend 5 ST once per combat for a ranged lightning attack (4d6 + WIZ damage, bypasses non-magical armor).

3. Progressive Abilities and Advanced MASTs

Level MilestoneAbility Name (MAST Integration)Rule & Application
L1 (Talent)Were-Tiger FormThe ability to shift into hybrid form (requires a L1 IQ SR to control). Knight gains significant ST and DEX bonuses and natural weapons.
L1 (Talent)Chivalric VowGains +5 to all CHR SRs when challenging an enemy leader to single combat.
L1 (MAST)Divine HealthThe Knight is permanently immune to all diseases, of any origin.
L3Unbreakable GuardOnce per day, designates an ally within 10 feet. That ally instantly gains 10 temporary CON (Hit Points).
L6 (MAST)Aura of CourageThe Knight is immune to fear. Allies within 10 ft gain +4 point SR bonus versus Fear effects.
L9 (MAST)Smite Evil (Combat)Once per day, a melee attack gains the Knight's Charisma modifier to the attack roll and deals 1 ST for every level the Knight possesses extra damage against evil-aligned creatures.
L18 (MAST)Chivalrous Retort (Passive)When targeted by a Challenged opponent, the Knight's armor protection is increased by 10 points for that round.
L20+Divine Restoration (Ultimate)Heals 2d6 multiplied by the Knight's Level ST. Can cure major poison/disease for 4 WIZ (high WIZ SR).
L78Battlefield DominanceAllows the use of Inspire, Embolden, and Demoralize in the same round (gained when STR reaches 78).


4. Paladin Spell List (Clerical/Divine Magic)

  • This list contains "clerical" spells appropriate for the Paladin's divine focus, using the T&T name and WIZ cost.

    Original RPG NameT&T NameWIZ Cost (Base)T&T Effect & Description
    Bless"Be Ye Blessed"5 WIZAffects up to 3 allies. Grants a +1 bonus to all die rolls (combat and SRs) for one combat or 10 minutes.
    Cure Wounds / Lay on Hands"Poor Baby"Variable WIZHeals 1 point of CON damage for every 1 or 2 WIZ points spent (GM discretion). Can be "powered up" for greater healing.
    Detect Evil/Magic"Shine a Light"3 WIZCaster becomes aware of all magical, evil, or chaotic presences within a 50-foot radius for 10 minutes. No SR required.
    Protection from Evil/Good"Begone, Foulness"8 WIZCreates a magical barrier. Evil/good creatures cannot physically touch the target without making an IQ SR; if failed, they take damage equal to the caster's IQ.
    Divine Favor / Smite"Holy Whack!"4 WIZAdds the caster's level or IQ (GM discretion) as a bonus to the character's personal adds in the next combat round.
    Find Steed"Where's My Mount?"15 WIZSummons a loyal, intelligent, and magically enhanced riding animal (MR appropriate to type) that serves the paladin indefinitely until destroyed. [See Below the Tygerian Mount The Grinx'qaat (Sabretooth Tyger)]
    Lesser Restoration"All Better Now"10 WIZRemoves one specific minor malady (disease, minor poison, or temporary blindness/deafness). Requires an SR against the malady's level.
    Death Ward"Not Today, Death"25 WIZProtects target from a single instance of death or being reduced to 0 CON. Spell is consumed, target is left with 1 CON.

Tygerian Mount: The Grinx’qaat (Sabretooth Tyger)

  • The Knight gains a loyal Grinx’qaat (Sabretooth Tyger Mount). This mount must be cared for and risked in battle.

    Statistic (Mount Reference)ValueRule & Application
    Monster Rating (MR)34Base MR 32 plus 2 from Divine Mount ability (Lvl 4). Starting Health (CON).
    Combat Total4d6 plus 17 Combat AddsCalculated from MR 34.
    WIZ (Magic Resistance)5Base WIZ 4 plus 1 from Divine Mount ability. Resists spells from WIZ 4 or less.
    Poisonous Bite1/PoisonAny time a Spite Damage (a 6) is rolled, the victim must make a Level 3 SR to avoid heart stoppage.
    MAST: Six-Footed Agility+2 point SR bonusGrants a 2 point bonus to any SR to resist falling.
    MAST: Natural Ambush+3 point SR bonusGrants a 3 point bonus to any DEX SR for hiding or surprising a victim in forest/jungle terrain.
    Knight BenefitImmunity & Combat AddsThe Knight is permanently Immune to Grinx'qaat Poison. Gains +10 Combat Adds when fighting mounted.

    5. Artifact Weapons (Knight Exclusive)

    • The following weapons are the specific artifacts a Hawthorne Tygers Elite Protector Knight is likely to possess, granting powerful combat advantages that justify their role.

      Artifact NameFocusRule & Application
      Star-Forged WarbladeSentinel5d6 + 5 Adds. Armor Bypass: Ignores the first 3 points of enemy Armor Adds in combat.
      Sun-Disk ShieldElite Defense2d6 + 2 Adds. Shield Adds: Provides 10 flat Armor Adds to the wielder (stacks with other armor).
      Lance (Knight's Primary Weapon)Mounted Combat10d6 damage base. Lightning Spear Proficiency (See above, 5 ST for 4d6+WIZ ranged attack).



    7. The Mercenary Bounty Hunter

    This specialized archetype maximizes the physical advantage of the Tygerian Kindred while focusing skills on tracking, capture, and professional combat for hire—essential services in the fractured economy of Hawthorne Valley.

    Core Archetype Features and Setup (CORRECTED FORMAT)

    FeatureDetail and Rules
    Role in the ValleyMercenary (Strategic Combat) + Bounty Hunter (MAST Focus). The professional tracker and capture specialist.
    Kindred FocusAny listed for playable monsters from MoZ or MM 2.7 or HH. 
    Attribute FocusST, DEX, LK.
    M!M 2.7 BenefitIron-Flesh Hide: Natural armor equivalent to light leather (DR 2).

    2. Core Archetype Features and Setup
    FeatureDetail and Rules
    Class FocusMercenary (Strategic Combat) + Bounty Hunter (Talent Focus).
    Kindred FocusCymric Tygerian (Primary).
    Average Combat TotalHigh Combat Adds (derived from high STR/DEX) are essential.
    Initial Talents (L1)Were-Tiger Form: Ability to shift into hybrid form (L1 IQ SR to maintain control).
    Iron-Flesh Hide: Natural armor equivalent to light leather (DR 2).
    3. Progressive Abilities and Bounty Hunter Mechanics

    This specialized archetype maximizes the physical advantage of the Tygerian Kindred while focusing skills on tracking, capture, and professional combat for hire—essential services in the fractured economy of Hawthorne Valley.

    The PM uses the full Tygerian Kindred Multiplier, applied after the base 3d6 roll and the +3 CON Cultural Bonus.

    This archetype rewards tactical combat and successful capture missions.

    Progressive MechanicLevelRule & Application
    Calculated Edge (Mercenary Core)L1Gains a +1 bonus to all Combat Adds against any Kindred they have fought and defeated in a previous session (reflecting learning enemy tactics).
    Vicious Retort (Mercenary Core)L3If the Mercenary takes damage in a combat round, they may make one additional attack against the attacker immediately.
    Bounty Hunter's Insight (New Talent)L1Tracking: Gains a +3 bonus to all SRs related to tracking by scent or visual cues (using Tiger Senses) for targets with an active bounty.
    Takedown Maneuver (New Skill)L3Capture Focus: Can forgo their normal attack to attempt a disabling grapple. Requires a L3 DEX SR (Target 30). If successful, the target loses their DEX bonus to their Combat Adds in the next round.
    Payment on Delivery (Reward)UniqueWhen a Bounty Hunter successfully delivers a live, conscious target, they gain double EP from the target's Monster Rating (MR).

    4. The L1–L100 Progression Framework (Mercenary Bounty Hunter)

    This framework guides the character's growth across all 100 levels, using the AP-for-Attribute advancement model.

    MechanicRule & Application
    Advancement CostThe cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute (e.g., raising a STR of 20 to 21 costs 200 AP).
    Level IncreaseThe Mercenary's Level is always determined by the score of their single highest attribute.
    MAST/AbilitiesThe GM should add a new MAST or improve an existing one every 2–3 levels (or purchase with AP), focusing on combat effectiveness, tracking, and survival skills.
    SR DifficultyThe target number for Saving Rolls increases by +5 per character level.
    Attribute IncreasesContinues the cycle of increasing attributes by one point every time 10x current attribute value is spent in AP.
    Mythic Levels (31-100)The progression relies entirely on the character's AP spending choices, guided by the GM for acquiring customized abilities.

    5. Customized MAST List: Mercenary & Bounty Hunter Focus

    This list details the specialized Monster Adaptness Skills and Talents (MASTs) available for purchase with Adventure Points (AP).

    MAST NameRelated AttributeBonus/EffectArchetype Relevance
    Silent PawsDEX / SPDGain a +3 bonus to DEX SRs when moving silently or attempting to track an enemy without being heard.Rogue Runner, Bounty Hunter
    Iron GripSTRGain a +2 bonus to STR SRs when attempting to grapple, restrain, or prevent a target from escaping once captured.Mercenary, Taskmaster
    Night StalkerLK / INTGain a +1 bonus to all SRs made in dim light or darkness.Bounty Hunter, Barbarian
    Vicious BiteSTNatural bite/claw attacks gain +2 Adds when the target is restrained or prone.Sentinel, Barbarian
    Resilience to ChaosCONGain a +1 bonus to CON SRs against the chaotic effects of low-level Gremlin magic or disorientation effects.All Kindred
    Forced EntryST / DEXAllows the PM to attempt an SR to bypass complex mundane locks, doors, or windows (L2 SR is standard for reinforced doors).Engineer, Bounty Hunter
    Negotiate BountyCHRGains a +3 bonus to CHR SRs when negotiating the payment, terms, or conditions of a capture/delivery mission.Mercenary, Emissary
    Field RestraintDEX / IQSpecialized Skill: Allows the PM to quickly restrain a conscious, hostile target. Requires a successful DEX SR (L4) against the target's MR to apply magical handcuffs or manacles.Bounty Hunter, Taskmaster
    Bodeleaf HerbalismINTKnowledge of local Hawthorne Valley herbs. Allows the PM to make an INT SR to identify or prepare basic healing salves (healing 1d6 CON) using locally foraged materials.

    6. Artifact Weapon (Mercenary Bounty Hunter Exclusive)

    Artifact NameTypeRules & Application
    Chain of JudgementWeapon Artifact (Whip/Chain)Damage: 3d6 + 4 Adds. Special Rule: Non-Lethal Capture. Any damage dealt by this chain is considered non-lethal (does not kill when CON reaches 0, only renders unconscious). Entangle: Once per combat, the wielder can forgo damage to attempt an L4 DEX SR to entangle the target, imposing a -3 penalty to the target's next Combat Add roll.

    8. THE TRADE SHERIFF ARCHETYPE (M&M 2.7) 

    The Trade Sheriff is the professional agent upholding the Great Law of Trade for the established sovereign. They are the social face, investigator, and law enforcer, relying on intelligence and charisma rather than brute force.

    I. Attribute Focus and Core Duties

    FeatureDetail and RulesRole in the Valley
    Role in the ValleyInvestigator, Social Face, Law Enforcer, and Tax Collector. They are agents upholding the Great Law of Trade for the established sovereign.
    Required SpeciesAny Kindred (Must be plausible to serve a lawful, organized community).
    AlignmentTypically Lawful (Neutral or Good).
    Core AttributesHigh CHR (for invoking authority), high INT (for investigation and legal codes), and decent CON (for the rigors of travel).
    Starting EquipmentSheriff's Insignia, Fine Clothes, Thieves' Tools, Ledger & Ink, and a Gray Cloak.

    II. Progression Framework (Structural Rules)

    MechanicRule & Application
    Advancement CostThe cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.
    Level IncreaseThe Sheriff's Level is always determined by the score of their single highest attribute.
    SR DifficultyThe target number for Saving Rolls increases by plus 5 per character level.

    III. DETAILED MASTERY PROGRESSION (Lvl 1–L100 Milestones)

    MAST LevelMAST Skill/Talent UnlockedDescription
    L1Sheriff's InsigniaGain the badge and Fine Clothes. Required for Invoking Authority.
    L5Basic Investigationplus 1 bonus on any INT or WIS check/save when investigating a crime scene or tracking common trade goods.
    L10Local Contacts ISpend 1 to 9 silver to find a contact for rumors in a known jurisdiction (once per adventure).
    L15Invoking Authority IRoll 3d6 and drop the lowest (Advantage) on CHR checks/saves when dealing with low-level officials.
    L20Trade Language ILearn one additional language (e.g., Northern Zimralian or Elven Trade Speak).
    L25Thieves' Tools Iplus 1 bonus using Thieves' Tools on commercial targets (chests, cages) via DEX or INT check.
    L30Deeper InvestigationBonus from Basic Investigation improves to plus 2 for common trade-related checks.
    L35Access Permission INarrative permission to access low-security restricted areas (warehouses, non-magical evidence lockers).
    L40Trade Knowledgeplus 1 bonus on INT checks related to identifying forged documents, counterfeits, or illegal tariffs.
    L45Local Contacts IICost to find a contact is reduced to 1 to 5 silver pieces, and the contact is slightly more reliable.
    L50Requisition IOnce per week, you may requisition basic, non-magical supplies (rations, horses) from local authorities.
    L55Invoking Authority IIAdvantage applies to mid-level officials (e.g., Captains of the Guard, Merchant Guild Masters).
    L60Expert InvestigationBonus for trade-related checks improves to plus 3. You may re-roll one failed investigation check per adventure (must take the new result).
    L65Trade Language IILearn a second additional language relevant to trade routes.
    L70Access Permission IIAccess medium-security restricted areas (e.g., magistrate's private office, high-value customs offices).
    L75Thieves' Tools IIBonus when using Thieves' Tools on commercial targets improves to plus 2.
    L80Master Negotiatorplus 1 bonus on all CHR checks/saves when dealing with known merchants, guild members, or tax officials.
    L85Local Contacts IIIFind a contact for free, and they can offer information of minor strategic value.
    L90Requisition IIRequisition minor magical aid (e.g., a one-use healing potion) from local law enforcement assets, once per adventure.
    L95Invoking Authority IIIAdvantage applies even when dealing with minor nobles or powerful regional figures (e.g., a Baron's Deputy).
    L100Supreme WardenMythic Tier: You are recognized across major trade networks. Automatically succeed on one Access Permission or one Invoking Authority check per month.

    IV. ARTIFACT WEAPONS AND GEAR (Law Enforcement Focus)

    Artifact NameTypeRules & Application
    Artifact Sheriff's BadgeArtifact (Talisman)Authority of the Law (Passive): The wearer gains a plus 1 bonus to all reaction rolls and charisma checks when dealing with "civilized" monsters and law enforcement. The Quick Draw (Active, 1/day): Gain a temporary bonus to your next missile weapon attack roll; the attack is considered a success unless you roll a natural 1. Weakness: Using the ability unprovoked suppresses power for 24 hours (with a minus 2 social penalty).
    Aura-Tuned Hand CannonWeapon Artifact (Ranged)Damage: 4d6 (Non-Lethal, Bypasses Armor). Special Rule: Neural Shock: Damage is Non-Lethal; target is knocked unconscious for 1d6 turns when CON reaches 0.
    Legacy Ability (L10): Quick DrawL10Make a L2 DEX SR (Target 25) to draw and fire at the start of a combat round, gaining initiative.
    Legacy Ability (L20): System ShutdownL20 Active (1/day)When striking a sentient target, the Sheriff can forgo damage to attempt a L4 WIZ SR (Target 35). If successful, the target is stunned/paralyzed for 1 full round.


    9. The Bard (Inspiration & Social Focus) Role in the Valley: The vital chronicler, morale officer, and negotiator. Uses history and performance as tools.



    1. Attribute Focus and Core Abilities

    FeatureDetail and Rules
    Role in the Valley: The vital chronicler, morale officer, and negotiator. Uses history and performance as tools.
    Kindred Focus: Occitanian Leonie, French Werewolf, or other Tygerian-aligned Kindred.
    Attribute Focus: CHR (Performance/Influence), INT (Knowledge/Lore), LK.
    M!M 2.7 Benefit: Inspiring Performance: When the Bard makes a successful CH SR (Target 20+) with a song or tale, all allies within earshot gain 1 temporary LK point for the next hour.
    Level 3 Ability: Word of Inspiration: The Bard makes a speech. All allies within hearing range get a +1 to Hit and Damage for this battle only. Failure on the L2 CHR SR results in allies taking a -1 to Hit and Damage penalty.

    2. Chronicler and Skald Abilities (Advanced MAST)

    The following skills and abilities are integrated into the Bard's progression, reinforcing the cultural significance of the Skald and Chronicler roles. These are all considered MASTs.

    MAST (Skill/Aptitude)LevelRule & Application
    Storytelling/Saga-SingingL1Can use this for a CHR SR to earn hospitality or calm a hostile, non-Kindred crowd. Success can be leveraged to open negotiations.
    Courtly IntrigueMASTSkill in navigating social hierarchies and uncovering secrets. Allows the Bard to make an INT SR to detect deception during interrogations or testimony.
    Languages (Linguist)MASTAutomatically knows the Common Tongue plus one additional language for each point of Intelligence (IQ) above 12. The GM determines the process of learning additional languages during play.
    Leadership (CHR based)MASTIf the Bard's CHR is 15+, they may add their CHR bonus to the Morale checks of any hirelings or troops under their command.

    3. The L1–L100 Progression Framework (The Rogue/Bard)

    This framework guides the character's growth across all 100 levels, focusing on the flexibility of the Rogue class.

    MechanicRule & Application
    EP RequirementFollows the standard Rogue progression model (Level 2 requires 1,000 XP; Level 3 requires 2,000 XP, doubling for every level thereafter).
    Attribute Gains (L1-10 Cycle)Continues the cycle of increasing attributes by one point every level (ST, CON, DEX, etc.). Focusing EP on WIZ and CHR is vital for advanced spells and performance.
    Tygerian Form ImprovementsNatural Weapons: Increase the weapon adds for natural attacks (claws/bite) by +1d6 every 5-10 levels and improve natural AC periodically (GM discretion).
    MAST Acquisition (Chronicler Focus): The GM should add a new MAST or improve an existing one every 2-3 levels. Examples include: Improved Tygerian Form (faster shifting, better AC), Aura of Protection (+1 to allies' SRs vs. fear), and Mastery of the Blade (+3 bonus to SRs when using a specific sword).
    SR Difficulty: The target number for Saving Rolls increases by +5 every level (Level 3 SR TN = 30 + attribute, Level 4 SR TN = 35 + attribute, etc.).
    Mythic Levels (31-100): The character's progression beyond Level 30 relies entirely on the GM's discretion, using EP gains to purchase niche MASTs and fund the acquisition of higher-level custom Bard spells.

    4. Bard Spell List (Performance and Utility)

    This list adapts powerful "bard-like" spells into the M!M 2.7 framework, ensuring the names are consistent with T&T's unique whimsical style. Failure to pass the WIZ SR results in a loss of the WIZ cost.

    Original Spell NameT&T NameWIZ Cost (Base)T&T Effect & Description (Bardic Flavor)
    Charm Person"Yassa Massa"5 WIZTarget must make an IQ or CHR SR vs. the caster's level. Failure means the target regards the caster as a friend for 1 turn (10 mins) per level.
    Sleep"Rock-a-bye"4 WIZAffects one opponent, who falls asleep for 1d6 turns if they fail an INT SR vs. the caster's level.
    Vicious Mockery"Cutting Remark"1 WIZDeals 1d6 damage to the target. No save, but only affects creatures with an IQ of 3 or higher.
    Cure Wounds"Poor Baby"3 WIZHeals 1d6 CON points of damage on a target. Cannot be used in combat.
    Light/Dancing Lights"Shine On"1 WIZCreates a sustained light source (a glowing orb, or a magically spotlit area) for 1 hour per level. Functions as the standard light spell.
    Minor Illusion"Seem So"2 WIZCreates a minor visual or auditory illusion for the duration of the turn. An IQ SR allows a character to see through the illusion.
    Knock"Knock, Knock"3 WIZInstantly opens a mundane or magically locked door or container. Bypasses Lock Tight spells of equal or lower level.
    Invisibility"Hidey-Hole"6 WIZMakes the target invisible for 1 turn per level, or until they perform a hostile action.
    Suggestion"Serenade"8 WIZThe target makes a CHR SR vs. caster's level. Failure means they follow a reasonable suggestion for the duration (1 turn per level).
    Fear"Oh, Go Away!"9 WIZAll opponents in hearing range must make an INT SR vs. the caster's level (or MR). Failure means they flee from the caster for 1d6 turns.
    Tongues"Babble"7 WIZThe caster can understand and be understood by any sentient creature for 1 hour.
    Dispel Magic"Dis-Spell"10 WIZEnds one active spell effect with an SR vs. the caster's WIZ attribute.


    10. The Barbarian (Primal Combat Focus)

    1. Attribute Focus, Core Rules, and Narrative Flavor

    FeatureDetail and Rules
    Narrative Role in the ValleyThe embodiment of rage and natural ferocity. They are shock troopers, ignoring pain to demolish the line of Shroud monsters.
    Kindred FocusSaxon Werewolf, Cymric Tygerian (Kindred with high native STR and CON).
    Attribute FocusSTR (Raw Fury/Damage), CON (Endurance).
    Armor RestrictionThe Barbarian cannot wear manufactured armor to utilize their rage abilities (natural hide/fur is their only protection).
    M!M 2.7 Benefit: Unchecked FuryWhen the Barbarian takes damage, they automatically gain +3 to their Combat Adds in the next combat round (stacks up to 3 times, maximum +9).

    2. Primal Rage: The Definitive Barbarian Ability (MAST)

    This ability defines the Barbarian's unique combat role and utilizes MAST progression across Levels 1 and 2.

    Ability NameLevelRule & Application
    Primal Rage (Core Ability)L1The Barbarian enters a rage for the remainder of the combat. They gain +2d6 damage on every successful attack. They cannot willingly flee combat while raging.
    Damage Shrug-Off (SR)L1When taking damage, the Barbarian makes a CON SR against a Target Number equal to the damage taken. The roll is 2d6 + STR + DEX + CON (combined attributes) versus the damage taken. If successful, the Barbarian takes 0 points of CON loss.
    Raging Strength (Choice)L2Unlocks Choice: If chosen: Gain +5 to all Combat Adds and ignore the first 3 points of armor defense on the target for the duration of the rage (1d3+1 combat rounds).
    Raging Vitality (Choice)L2Unlocks Choice: If chosen: Gain +5 to all CON SRs and reduce all incoming non-magical damage by 2 points (Damage Reduction 2) for the duration of the rage (1d3+1 combat rounds).
    Primal ApexL100The Barbarian can activate both Raging Strength AND Raging Vitality simultaneously for 1d3+1 combat rounds.

    3. Progressive Advancement and Abilities (L1–L100 Milestones)

    This framework guides the character's growth across all 100 levels, integrating all milestone abilities and the continuous advancement model.

    A. Structural Progression Rules

    MechanicRule & Application
    Advancement CostThe cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.
    Level IncreaseThe Barbarian's Level is always determined by the score of their single highest attribute.
    SR DifficultyThe target number for Saving Rolls increases by +5 per character level.

    B. Mastery Unlocks Schedule (MAST Milestones)

    LevelAbility CategoryMAST/Legacy Ability Gained or UpgradedRule & Notes
    L1CorePrimal Rage and Damage Shrug-Off.Core combat state is established.
    L2CoreRaging Strength OR Raging Vitality unlocked as a choice.Choice of permanent rage path unlocked.
    L3MASTIgnore Pain (L3 CON SR to remove physical debuff, Target 30).First specialized physical ability gained.
    L5MASTRage Choice Solidified.The choice made at Lvl 2 becomes permanent.
    L10MASTFearless Charge (L4 CHR SR penalty for enemies in path).Unlocks battlefield control ability.
    L15MAST/LegacyImproved Critical (Critical hit on natural roll of 5 or 6). Legacy Ability: Dual Attack (Passive: extra attack roll).First Legacy Weapon power unlocked.
    L25MASTShroud Resilience (Adds Level Bonus to all WIZ SRs vs. mental effects).Resistance to the Valley's psychological effects begins.
    L35MASTSavage Healing (1/day: Out-of-combat heal for 5d6 CON).Significant self-healing ability unlocked.
    L50MAST/LegacyMythic Endurance (Permanent Damage Reduction 2 against non-magical damage). Legacy Ability: Thirst for Fury (+1d6 CON gain per round while raging).Major defensive and self-sustain milestone.
    L75MAST/LegacyWild Form Mastery (Unchecked Fury bonus upgraded from +3 to +5 Combat Adds). Legacy Ability: Primal Whirlwind (Active 1/day: attack all adjacent foes).Massive upgrade to the core aggressive mechanic.
    L100Primal ApexPrimal Apex (Activates both Raging Strength AND Raging Vitality simultaneously).Final Mythic power stage reached.

    4. Artifact Weapon: Axe of Endless Fury (Legacy Focus)

    This powerful, two-handed artifact is the definitive weapon for the Barbarian Archetype, granting both increased aggression and self-sustainability through continuous rage.

    Artifact NameTypeRules & Application
    Axe of Endless FuryTwo-Handed Weapon (Double Axe)Damage: 6d6 + 8 Adds (Requires High STR). Drawback: Requires 2 full turns to safely reload the second blade if thrown.
    Legacy Ability (L15): Dual AttackPassiveWhen the Barbarian makes a successful combat roll, they may immediately make one additional attack roll using the Axe's base damage (6d6 + 0 Adds) without costing an extra turn. This represents the double-bladed nature.
    Legacy Ability (L50): Thirst for FuryPassiveSelf-Sustain: If the Barbarian is currently raging (using Primal Rage), they gain an additional +1d6 CON at the start of each combat round. This negates the passive decay of the rage state, keeping the Barbarian conscious longer.
    Legacy Ability (L75): Primal WhirlwindActive (1/day)The Barbarian can attack all adjacent enemies in a single round. Each attack uses the Barbarian's normal combat total, but all targets suffer a -5 penalty to their Armor Adds due to the overwhelming speed and power of the whirl.

    11. The Jungle Troll Shaman (Final Integration)

    This section defines the Jungle Troll as a playable Kindred for the Shaman Archetype, integrating their unique biology with a specialized focus on herbal medicine and spiritual magic.

    1. Finalized Archetype: The Shaman (Nature Conduit/Healer)

    1. Jungle Troll Kindred Multipliers

    These specialized multipliers are applied after the base $3\text{d}6$ roll and the Cultural Modifiers.

    AttributeJungle Troll MultiplierNotes
    STR (Strength)x 2.75Strong due to size and six limbs.
    CON (Constitution)x 3High resilience and body mass drive regeneration.
    DEX (Dexterity)x 1Average agility; hindered by size/limb count.
    SPD (Speed)x 2Faster than average due to six limbs.
    INT (Intelligence)x 0.5Lower due to non-technological nature.
    WIZ (Wizardry)x 0.75Slight magical resistance.
    CHR (Charisma)x 4High presence (six eyes/limbs) but low social grace.
    LK (Luck)x 2Natural luck/instinct for survival.

    2. Shaman Profession and Core Rules

    FeatureDetail and Rules
    Role in the Valley: Spiritual conduit for nature spirits and ancestral wisdom. They provide vital localized magic and spiritual healing.
    New Profession Focus: Physician/Pharmacist (Herbalist). The Shaman specializes in identifying and processing jungle reagents, focusing on localized herbal healing.
    MAST Integration (Herbalism): Gains the Bodeleaf Herbalism MAST automatically, allowing them to make an INT SR to identify or prepare basic healing salves.
    Regeneration (Special): The Troll can repair up to 1/10 of their original Monster Rating (MR) per combat round. This regeneration stops if the body is burned to ash, dismembered into small pieces, or obliterated by magic.
    Contagion (Risk): Any creature that eats any part of a troll will gain trollish qualities (regeneration and green, scaly skin).
    M!M 2.7 Benefit: Ancestral Channel: Gains an automatic +2 to all WIZ SRs when casting a spell related to healing, nature, or defense.

    3. Core Abilities and Progression Talents

    Ability NameLevelRule & Application
    Feline GracePassive+1 bonus to all SRs vs. Dexterity.
    DarkvisionPassiveThe goddess grants the ability to see perfectly in non-magical darkness.
    Nine Lives (Talent)Active (1/day)Spend 1 Luck point to avoid a single, otherwise fatal, blow or failed SR (GM's discretion). The character is reduced to 1 CON instead.
    Divine InterventionActive (Level 20+)Once per week, the character can call upon the Cat Goddess for aid.
    Level 3 Ability: Cleansing RitualL3The Shaman can spend one full turn (10 rounds) to perform a ritual. All allies within 10 feet may immediately attempt a L2 CON SR (Target 20) to recover 1d6 lost CON and remove 1 point of Void Corruption.

    4. Artifact Weapon: Staff of the Delta Mists (Legacy Focus)

    Artifact NameTypeRules & Application
    Staff of the Delta MistsWeapon/Focus (Magic Staff)Damage: 2d6 + 4 Adds. Requires WIZ to use effectively.
    Special Rule: Mist ChannelPassiveThe Shaman gains a +1 bonus to the Armor Adds of all allies standing within 10 feet of them, provided the area has natural humidity or mist (e.g., jungle, swamp, riverbank).
    Legacy Ability (L15): Fog WeaverActive (1/day)The Shaman can spend 10 WIZ to instantly generate a dense, magical fog that fills a 30-foot radius. This fog lasts for 1d6+1 turns, obscuring sight and imposing a -3 penalty to ranged attacks passing through it.
    Legacy Ability (L25): TanglefootActive (1/combat)The Shaman can attempt to root one adjacent ground-based enemy. Requires a L3 WIZ SR (Target 30). If successful, the target is immobilized for 1 round.

    5. ULTIMATE PROGRESSION CHART: SHAMAN MASTERY (Lvl 1–100)

    This comprehensive table tracks all MAST unlocks, emphasizing the Nature Conduit/Healer role and the tiered Regeneration multipliers, with full descriptive text for each milestone.

    LevelMAST Skill/Talent Unlocked or UpgradedLegacy Weapon Unlock (Staff of the Delta Mists)Troll Regeneration Multiplier
    1–4Bodeleaf Herbalism (L1 INT SR to identify/prepare basic healing salves).times 1 (Base Rate)
    5Focused Healing MAST: Bodeleaf salve can now heal 1d6 CON damage per successful application.times 1
    10Six-Legged Charge MAST (knockdown risk). Spirit Calming MAST (1/day: Lvl 4 CHR SR to calm hostile nature spirit/animal).times 1
    15Nature's Cleansing MAST: (Spend 5 WIZ to neutralize minor poison/disease on ally within Mist Channel area).Legacy Ability: Fog Weaver (Active 1/day, generate 30ft fog for 10 WIZ).times 1
    20Humidity Sense MAST: Always know exact positioning of creatures within 30ft in mist/swamp (ignores sight penalties).times 1
    25Troll Regeneration Doubling (Tier 2 Unlock).Legacy Ability: Tanglefoot (Active 1/combat, L3 WIZ SR to immobilize 1 target for 1 round).times 2 (Doubles)
    30Master of Contagion MAST: Troll can use a L4 CON SR to grant a willing subject temporary troll regeneration (1/20 MR) for 1d3 turns, at risk of Contagion.times 2
    35Troll Shamanism: WIZ attribute counts as times 1 for spell resistance checks (ignoring the times 0.75 penalty) permanently.times 2
    40Natural Camouflage MAST: L3 DEX SR to disappear in jungle terrain (Stealth). Mist Channel Mastery (Mist Channel bonus improves to plus 2 Armor Adds for allies in area).times 2
    50Troll Regeneration Tripling (Tier 3 Unlock).Misted Retreat MAST: 1/day, teleport 30ft to any space within the Mist Channel area (must be humid).times 3 (Triples)
    60Mass Healing Salve MAST: Bodeleaf salve can now affect 1d3 targets at once.times 3
    70High-Speed Evasion MAST: Gains a permanent plus 2 bonus to SRs against single-target missile attacks while moving.times 3
    75Troll Regeneration Quadrupling (Tier 4 Unlock).times 4 (Quadruples)
    80Elemental Ward MAST: Spend 5 WIZ to grant all allies in the Mist Channel area plus 5 Armor Adds versus elemental damage for 1 round.times 4
    90Uncanny Luck MAST: LK attribute regenerates 1 point per turn (up to maximum).times 4
    100Primal Resilience Apex: Troll gains Final Mastery over Regeneration.times 5 (Maximum)

    FINAL ASSESSMENT: POWER LEVEL IN ZIMRALA (Level 100)

    FeatureMythic Rule (Lvl 100)Note on Power Level
    Regeneration ApexTroll Regeneration is multiplied by 5 (five times the base rate).This power level is necessary for a Mythic Kindred operating in Zimrala. It forces enemies to use specific counters (fire, magic, dismemberment) or fail to defeat the Shaman.
    Primal Resilience ApexThe Shaman gains Final Mastery over Regeneration.This represents the ultimate manifestation of the Troll's core survival trait, making the Shaman nearly immortal against standard physical damage.


    12. The Taskmaster (Logistics & Dominance Focus)

    The Taskmaster is the Logistics Enforcer, Prisoner Manager, and Resource Allocator. Tasked with overseeing Endangered Servants and managing the treasury, they serve as the Steward/Chief Administrator for the Kindred alliance.

    1. Attribute Focus and Core Abilities

    FeatureDetail and Rules
    Role in the ValleyLogistics Enforcer, Prisoner Manager, and Resource Allocator. Tasked with overseeing Endangered Servants and managing the treasury (money/supplies) as a Steward/Chief Administrator.
    Kindred FocusSaxon Werewolf, Roman Egyptos Human.
    Attribute FocusST (Physical Authority), IQ (Organization/Efficiency), CHR (Stewardship/Authority).
    M!M 2.7 Benefit: Master's WhipGains an automatic +5 bonus to any ST SR made for intimidation, breaking down barricades, or forcing a door open.
    Structural RulesAdvancement Cost: 10 times current attribute value in AP. Level Increase: Highest attribute score determines Level. SR Difficulty: Target Number increases by +5 per character level.

    2. Detailed Mastery Progression (L1–L100 Milestones)

    This table outlines every specific administrative, managerial, and enforcement-related MAST unlock.

    MAST LevelMAST Skill/Talent UnlockedDescription
    L1Supply LedgerYou start with a detailed Ledger and Ink. Required for Resource Allocation checks.
    L5Basic Administration+1 bonus on any INT or CHR check/save when dealing with resource allocation, inventory, or calculating levies.
    L10Local Contacts ISpend 1 to 9 silver to find a contact for rumors about local supplies or servant unrest (once per adventure).
    L15Stewardship IRoll 3d6 and drop the lowest (Advantage) on CHR checks/saves when negotiating supply acquisition or collecting taxes/levies from low-level vendors.
    L20Logistics PlanningLearn the Northern Zimralian language for logistics, or one additional trade language.
    L25Resource Allocation+1 bonus using INT or LK checks on managing bulk supplies (e.g., preventing spoilage, minimizing losses).
    L30Deeper InventoryBonus from Basic Administration improves to +2 for common administrative checks.
    L35Access Permission INarrative permission to access low-security restricted areas (warehouses, non-magical storage).
    L40Trade Knowledge+1 bonus on INT checks related to identifying forged documents or assessing market value.
    L45Local Contacts IICost to find a contact is reduced to 1 to 5 silver pieces, and the contact is slightly more reliable.
    L50Requisition IOnce per week, you may requisition basic, non-magical supplies (rations, horses) from local administrative authorities.
    L55Stewardship IIAdvantage applies to mid-level officials (e.g., supply Captains, Resource Guild Masters).
    L60Expert AdministrationBonus for supply-related checks improves to +3. You may re-roll one failed administrative check per adventure.
    L65Trade Language IILearn a second additional language relevant to trade and supply routes.
    L70Access Permission IIAccess medium-security restricted areas (e.g., administrator's private office, high-value storage).
    L75Resource ControlBonus when conducting resource checks improves to +2.
    L80Master Steward+1 bonus on all CHR checks/saves when dealing with major suppliers or tax officials.
    L85Local Contacts IIIFind a contact for free, and they can offer information of minor strategic value.
    L90Requisition IIRequisition minor magical aid (e.g., a one-use healing potion) from local administrative assets, once per adventure.
    L95Stewardship IIIAdvantage applies even when dealing with minor nobles or powerful regional supply figures.
    L100Supreme StewardMythic Tier: You are recognized across major operational networks. Automatically succeed on one Access Permission or one Stewardship check per month.

    3. Artifact Weapon: Whip of Compulsion (Labor Enforcement Focus)

    This artifact is built for enforcing obedience and ensuring labor efficiency among the Endangered Servants, utilizing pain and psychic suggestion.

    Artifact NameTypeRules & Application
    Whip of Compulsion (The Taskmaster's Scourge)Weapon Artifact (Whip)Damage: 2d6 + 3 Adds (Ignores 1 point of soft armor). Range: Extended melee (10-foot reach).
    Special Rule: Pain ComplianceActive (Combat)If the Taskmaster successfully lands a hit on an enemy with this whip, the enemy must make a L2 CON SR (Target 25). Failure imposes a -2 penalty to all SRs in the next round due to focused pain and demoralization.
    Legacy Ability (L15): Forced LaborActive (1/day)Target up to three non-hostile Endangered Servants or exhausted allies. They gain +2 to ST and +2 to SPD for 1d6 turns (at the cost of 1d3 temporary CON loss when the effect ends).
    Legacy Ability (L25): Will BreakerActive (1/day)Attempt to mentally dominate a single weak-willed target (MR 30 or less). Requires a L5 CHR SR (Target 40). If successful, the target is compelled to obey one simple, immediate command (lasts 1 round).



    VI. 🧪 Specialized Kindred Archetypes (Gremlin Examples)




    Specialized Kindred Archetypes (Gremlin Examples)

    (These specialized rules stack with the core Archetype ability and replace the generic title for Gremlin PMs who choose those roles.)

    Gremlin ArchetypeBase Archetype ReplacementUnique Ability
    14.The Grave Singer(Necromancy Focus)Unsettling Chorus: Gains an automatic +5 bonus to all WIZ SRs when casting a spell that involves summoning or controlling undead minions.
    15.The Greensong Minstrel(The Bard)Happy Cannibal Song: Unsettles enemies while granting Gremlin allies $\mathbf{+2}$ Combat Adds.
    16.The Scrapsmith(Rogue Runner/Wayfinder)Pocket Escape: L1 DEX SR (Target 15) to instantly break free from grapples or squeeze into small spaces (using their low SIZ).
    17. The Firestarter(The Mystic)Pyre Shield: $\mathbf{+3}$ bonus to CON SRs vs. fire damage (Red Gremlin lore).



    💀 Finalized Archetype: The Grave Singer (Necromancy Focus)

    The Grave Singer is the ultimate Bard/Necromancer hybrid, dedicating their magic and performance skills to building and controlling a permanent army of the undead. They are a Nature Conduit/Healer who draws on nature spirits for cleansing and localized magic.



    I. Attribute Focus and Core Abilities

    Black grimlin stats

    FeatureDetail and Rules
    Role in the ValleyChaotic Necromancer and Performer. Raises minor dead for labor/protection and provides unsettling distraction.
    Kindred FocusPict Gremlin, Roman Egyptos Human (suited for high INT/DEX).
    Attribute FocusWIZ (Necromancy), CON (Survival), DEX (Rogue skills).
    M!M 2.7 Benefit: Unsettling ChorusGains an automatic +5 bonus to all WIZ SRs when casting a spell that involves summoning or controlling undead minions.

    II. Black Gremlin Kindred Multipliers and Traits

    These specialized multipliers are applied to the base $3\text{d}6$ roll for Black Gremlin Kindred choosing this Archetype.

    AttributeBlack Gremlin Multiplier
    STR (Strength)x 1
    CON (Constitution)x 1.5
    DEX (Dexterity)x 1.5
    SPD (Speed)x 1.5
    INT (Intelligence)x 1.5
    WIZ (Wizardry)x 1.5
    CHR (Charisma)x 0.5
    LK (Luck)x 1
    StatisticValueNotes
    Monster Rating (MR)35 (CON 35)Base MR due to magical affinity.
    Special AbilitiesMagic Resistance: Makes a L2 WIZ SR (Target 20) to resist hostile spells.


    III. ULTIMATE PROGRESSION CHART: GRAVE SINGER MASTERY (Lvl 1–100)

    This comprehensive table prioritizes Permanent Minion Slots, Spell Access, Bardic/Performance MASTs, and the progressive summoning of undead types.

    LvlNecromancy/Control ProgressionBardic/Performance MASTsSpell AccessLegacy Progression
    1–2Raise the Family (1/day, 1d3 MR 50 Skeletons or 1d2 Ghouls for 1 hour, 10 ST cost).Rogue Talents Unlocked (Disarming, Stealth).None
    3Max Permanent Minions increases by +1 (Total +2).1st Level Spells Unlocked.
    6Singer of Grave Songs (Unlocks new performance MAST). Spiteful Cackle (1/combat: L2 CHR SR; success: enemy loses -2 Combat Adds).
    9Max Permanent Minions increases by +1 (Total +3).2nd Level Spells Unlocked.
    10Summoning Upgrade I: Raise the Family can now summon 1d3 MR 50 Ghouls or 1d2 MR 75 Spectres.Master Disarmer (permanent +2 bonus to all DEX checks/saves for traps/locks).
    15Improved Control (MAST): Max Permanent Minions increases by +1 (Total +4).3rd Level Spells Unlocked.Legacy Ability: Echoing Dirge (1/combat: free attack for minion).
    18Undead Insight (Permanent +2 bonus to all INT checks vs. undead).Singer of Grave Songs Upgrade I: (Performance bonus increases to +2 on CHR-based attack/defense rolls for allies).
    20Max Permanent Minions increases by +1 (Total +5). Summoning Upgrade II: Raise the Family can now summon 1d2 MR 75 Wraiths.4th Level Spells Unlocked.
    25Shroud Resilience (Adds their Level Bonus to all WIZ SRs against fear and mental domination). Singer of Grave Songs Upgrade II: (Performance bonus increases to +3 on CHR-based attack/defense rolls for allies).Legacy Ability: Necrotic Shroud (+5 SR vs. living priests/druids).
    30Max Permanent Minions increases by +1 (Total +6).5th Level Spells Unlocked.
    40Summoning Upgrade III (Bone Horror Unlock): Mass Animation Ritual (1/day: 25 WIZ to summon 1 MR 120 Bone Horror).Terrifying Encore (Spiteful Cackle affects 1d3 enemies).6th Level Spells Unlocked.
    50Master Animation Upgrade: Mass Animation Ritual can now summon 1d6 + 1 MR 50 Skeletons/Ghouls instead of Bone Horror.7th Level Spells Unlocked.
    60Max Permanent Minions increases by +3 (Total +10).8th Level Spells Unlocked.
    70Escape the Void (1/day: L6 DEX SR vs. insta-death effects). Singer of Grave Songs Upgrade III: (Performance bonus increases to +4 on CHR-based attack/defense rolls for allies).9th Level Spells Unlocked.
    75Mythic Control (MAST): Max Permanent Minions increases by an additional +5 (Total +15).Legacy Ability: Puppet Master (1/day: L5 CHR SR to permanently control MR 100 undead).
    80Summon Undead Horde I: Raises 3d6 MR 50 Skeletons (temporary, lasts 1 hour).Singer of Grave Songs Upgrade IV: (Performance bonus increases to +5 on CHR-based attack/defense rolls for allies).
    85Summon Undead Horde II: Raises 5d6 MR 50 Skeletons (temporary, lasts 1 hour).
    90Summon Undead Horde III: Raises 7d6 MR 50 Skeletons (temporary, lasts 1 hour).
    95Master of Nefarious Necromancy: Permanent +5 bonus to WIZ SRs for all summoning/control attempts.
    100Grave King's Choir: Raise the Family costs 0 ST. Controlled undead gain +5 Combat Adds.Mythic Mastery Achieved.

    III. ARTIFACT WEAPONS AND GEAR (Necromantic Focus)

    Artifact NameTypeRules & Application
    The Whispering Skull (Legacy Focus)Artifact (Talisman)Special Rule: Soul Focus: All Necromancy spells cast using the Skull cost -1 WIZ point (minimum 1).
    Legacy Ability (L25): Echoing DirgeL25 Active (1/combat)The Grave Singer may target one undead minion within 30ft. That minion immediately makes a free, unprompted attack roll with +1d6 damage.
    Legacy Ability (L50): Necrotic ShroudL50 PassiveThe Grave Singer gains a permanent +5 bonus to all SRs against effects cast by living priests, clerics, or druids.
    Legacy Ability (L75): Puppet MasterL75 Active (1/day)Target one MR 100 or less enemy undead not currently controlled by another being. L5 CHR SR (Target 50)Success: The undead is permanently controlled by the Grave Singer.

    IV. DEFINITION: BONE HORROR (The Master Summon)

    Monster NameMonster Rating (MR)Combat AddsSpecial Traits
    Bone Horror12013d6 + 60 AddsUndying Fortitude: Immune to non-magical blunt/piercing damage. Fear Aura: All non-undead foes within 10ft suffer -2 penalty to CHR SRs.

    So here is a funny story I pulled one of these on my player monsters at my game table for our Halloween game at the abandon gremlin farm and they said this little guy was hard to beat with his minions of undead and his singing was even worse as I sang this song all through the battle with them they were greatly anode with him.

    IV🎤 Gremlin Lore: The Grave Singer's Repertoire

    Song Title: Happy Necromancer Gremlin

    (Verse 1) In a crypt so damp and dreary, where the shadows twist and gleam Lived a little green-skinned fellow, with a most peculiar dream While his kin made chaos purely, he had plans of high renown To build the happiest, spiciest, deadliest family in town!

    (Chorus) Oh, we'll raise 'em from the boneyard, singing songs of sheer delight! With death and destruction, keeping spirits shining bright! Merry making in the graveyard, to the sound of rattling bones! A happy necromancer gremlin, on his dark and tiny throne!

    (Verse 2) His spouse will be a skeleton, a lovely bony fright Their little gremlin offspring, ghouls of pure, chaotic light No lullabies of sunshine, but cheerful chants of doom We'll fill our cosy coffin-home, and banish any gloom!

    (Chorus) Oh, we'll raise 'em from the boneyard, singing songs of sheer delight! With death and destruction, keeping spirits shining bright! Merry making in the graveyard, to the sound of rattling bones! A happy necromancer gremlin, on his dark and tiny throne!

    (Outro) So if you hear the joyful wails, and see the tombstones shake It's just our happy gremlin family, and the chaos that they make! Merry making! Destruction! And love that's oh-so-true! (Cackle, cackle, wheeze!) A happy family for me and you!


    🎭 Finalized Archetype: The Greensong Minstrel (Gremlin Bard Focus)



    1. Attribute Focus and Core Abilities

    FeatureDetail and Rules
    Role in the Valley: Morale Disrupter and Chaos Singer. They are the ultimate Charleton, using unnervingly happy songs about death and stewing enemies to gain tactical advantage.
    Kindred Focus: Pict Gremlin (replaces the Bard Archetype).
    Attribute FocusLK, DEX.
    M!M 2.7 Benefit: Happy Cannibal Song: When the Minstrel makes a CH SR using a disturbing song (made with a -5 penalty), all Gremlin allies within earshot gain +2 Combat Adds for the round, while all enemies must make a L1 WIZ SR (Target 20) or suffer a -1 penalty to their next SR.

    2. Pict Gremlin Kindred Multipliers

    These specialized multipliers are applied to the base $3\text{d}6$ roll for Gremlin Kindred choosing this Archetype.

    AttributePict Gremlin Multiplier
    STR (Strength)x 1
    CON (Constitution)x 1
    DEX (Dexterity)x 1.5
    SPD (Speed)x 1
    INT (Intelligence)x 1.5
    WIZ (Wizardry)x 1
    CHR (Charisma)x 0.5
    LK (Luck)x 2

    3. Progressive Abilities and Summons (L1–L100)

    Progressive MechanicLevelRule & Application
    Advancement CostL1–L100The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.
    Level 3 Ability: Stew Pot Summon (UPDATED)L3Once per session, the Minstrel can spend 5 ST to sing a chant about making stew, summoning 1d6 basic MR 25 Martenses (cannibalistic gorilla-things) that will attack the Minstrel's nearest enemies.
    MAST AcquisitionProgressiveThe Minstrel focuses on MASTs related to stealth, performance, and disarming (e.g., Scrapsmith skills).
    SR DifficultyL1–L100The target number for Saving Rolls increases by +5 per character level.

    4. The Greensong Minstrel's Anthem (Thematic Lore)


    Song Title: A Glorious Piece of Someone's Trash! (Sung to a quick, excited, and slightly off-key tune)

    (Verse 1) Oh, what luck! What fortune grand! A treasure left by human hand! It's rusty, bent, and covered deep in oily, sticky, nasty sweep! They called it "broken," tossed it out, they haven't got a single doubt! But when I see a snapped-off lock, I know I've hit the lucky rock! Clink-clank-clunk! goes the little piece of gear, The best inventions start with what they thought was fear!

    (Chorus) Gimme the junk, the scrap, the grime! I'll fix it up before its time! The broken bits, the metal curl, the finest treasures in the world! A glorious piece of someone else's trash! It’s better than their silly cash! We're tinkering, we're building, we're tearing down your things, The joyful, awful music that the happy Gremlin sings!

    (Outro - The Grand Construction) I'll build him something grand, a tower made of dread, A castle of catastrophe, where foolish hope has bled! A Golem of pure scrap and spite, to watch you run and weep, Hee-hee-hee! Whee-hee-hee! The secrets that the broken pieces keep!


    🔩 Finalized Archetype: The Scrapsmith (Yellow Gremlin Focus)

    1. Attribute Focus and Core Abilities

    FeatureDetail and Rules
    Role in the Valley: Infiltrator, Spy, and Saboteur. Specializes in rapid movement through enemy lines and using chaotic gadgets.
    Kindred Focus: Pict Gremlin (Yellow Gremlin Type). Leverages low SIZE and high DEX.
    Attribute FocusDEX (Agility/Stealth), LK (Evasion/Fortune).
    M!M 2.7 Benefit: Pocket Escape: L1 DEX SR (Target 15) to instantly break free from grapples or squeeze into small spaces (using their low SIZ).
    Initial Talents (L1): Trap Disarming (+3 bonus on SRs involving disarming mechanical traps) and Device Crafting (+3 bonus on SRs for jury-rigging machinery).

    2. Pict Gremlin Kindred Multipliers

    These specialized multipliers are applied to the base $3\text{d}6$ roll for Gremlin Kindred choosing this Archetype.

    AttributePict Gremlin Multiplier
    STR (Strength)x 1
    CON (Constitution)x 1
    DEX (Dexterity)x 1.5
    SPD (Speed)x 1
    INT (Intelligence)x 1.5
    WIZ (Wizardry)x 1
    CHR (Charisma)x 0.5
    LK (Luck)x 2

    3. The Scrapsmith Master Progression Table (L1–L100)

    This master table outlines the steady acquisition of MASTs, Schematics (spells), and specialized combat abilities across the entire scope of the Scrapsmith's career.

    LevelKey Ability/MAST UnlockedProgression Path
    L1Acrobatic Dodge (Core Ability)Make a DEX SR to miss an attack entirely (usable per day equal to level).
    L1Sneak Attack (Core Ability)Deals +1d6 damage against unaware foes. Schematics: Jury-Rig, Scrap-Weld, Click-Clack (L1 Schematics).
    L3Coup de Grâce (L3 Ability) & Evasive Flurry (L3 Ability)Coup de Grâce: Deals double total damage against a helpless/unaware enemy. Evasive Flurry: Successful DEX SR evasion grants a +2 bonus to Combat Adds.
    L5Magic AcquisitionGains access to specialized "Rooftop" spells, using DEX attribute instead of WIZ for determining spell strength.
    L6Uncanny Dodge (L6 Ability)Adds Level Bonus to all DEX SRs against area-of-effect attacks.
    L8Shadow Step (L8 Ability)Once per hour, teleport up to 30 feet to dim light/darkness.
    L10Evasion (L10 Ability)Takes no damage on a successful DEX SR vs. half-damage effects. Sneak Attack Upgrade: Bonus damage increases to +2d6.
    L15MAST: Improvised TrapUse ambient junk to create a single-use, makeshift trap (L4 SR on LK to spot).
    L20MAST: Rooftop RunnerIgnores difficult terrain caused by rubble/junk piles. Movement speed is not halved when climbing.
    L25MAST: Lucky SlipOnce per combat, when hit, forces the attacker to re-roll their attack roll.
    L30Schematic Unlock (Sabotage)Schematics Unlocked: Shrapnel Bomb (4d6 piercing damage) and Sabotage Structure.
    L35Golem Pilot (Ultimate Build)Jury-Rigged Construct: Can spend 10 DEX and 1 full turn to assemble/pilot a temporary, $\mathbf{MR 100 \text{ Junk Golem}}$.
    L50MAST: Scrapper's IngenuityBonus from Device Crafting applies to SRs for identifying the function of unknown technology.
    L75MAST: Personal Gyro-copterAssembles a sputtering, back-mounted gyro-copter (SPD 20 for 10 minutes). (Previously Level 8 Schematic).
    L100Master ScrapsmithMythic Tier: Progression relies entirely on AP spending. Ultimate Upgrade: Animate the Junk-Heap (Golem) becomes permanent until destroyed.

    4. The Scrapsmith's Schematics (Core Utility Spells)

    This table defines the Scrapsmith's signature engineering abilities, acquired via the L5 Magic Acquisition ability.

    Schematic NameLevel (Min. DEX Req.)Cost (DEX)Full Rule & Application
    Jury-RigL1 (DEX 10)1 DEX(Based on Mending) You instantly fix a simple break. It's ugly, but it will hold for 1 hour.
    Scrap-WeldL1 (DEX 10)1 DEX(Based on Glue-You) You use scavenged wire and glue to instantly "weld" two small objects together. The bond is strong but brittle.
    Click-ClackL1 (DEX 10)1 DEXYou perform a quick maneuver on a single, non-magical lock or latch. You can choose to either: Click (Instantly unlock it) or Clack (Instantly lock it).
    Shrapnel BombL4 (DEX 16)4 DEXYou light and throw a pre-built "glorious piece of trash." It explodes in a 10-foot radius. All targets take 4d6 piercing damage (L4 SR on DEX for half damage).
    Sabotage StructureL4 (DEX 16)4 DEXYou quickly and quietly destabilize a structure. The structure will hold... until someone puts weight on it (like a guard).
    Animate the Junk-HeapL7 (DEX 22)7 DEX (Ritual)You assemble a 10-foot-tall Golem of Catastrophe (MR 50-70) from scrap. It obeys your commands for 1 hour, then collapses.

    5. The Scrapsmith Anthem (Thematic Lore)

    This song reflects the Yellow Gremlin's love of finding junk, scavenging, and repairing their treasures.

    Song Title: A Glorious Piece of Someone's Trash! (Sung to a quick, excited, and slightly off-key tune)

    (Verse 1) Oh, what luck! What fortune grand! A treasure left by human hand! It's rusty, bent, and covered deep in oily, sticky, nasty sweep! They called it "broken," tossed it out, they haven't got a single doubt! But when I see a snapped-off lock, I know I've hit the lucky rock! Clink-clank-clunk! goes the little piece of gear, The best inventions start with what they thought was fear!

    (Chorus) Gimme the junk, the scrap, the grime! I'll fix it up before its time! The broken bits, the metal curl, the finest treasures in the world! A glorious piece of someone else's trash! It’s better than their silly cash! We're tinkering, we're building, we're tearing down your things, The joyful, awful music that the happy Gremlin sings! 

    Now we take our rusty gear and plan our next conflagrations! 

    (Outro - The Grand Construction) I'll build him something grand, a tower made of dread, A castle of catastrophe, where foolish hope has bled! A Golem of pure scrap and spite, to watch you run and weep, Hee-hee-hee! Whee-hee-hee! The secrets that the broken pieces keep!




    🔥 Finalized Archetype: The Firestarter (Red Gremlin Pyromancer)

    This specialized Gremlin Archetype embodies the chaotic, pyro-maniacal nature of the Red Gremlins, specializing in destruction and fire-based magic.



    1. Attribute Focus and Core Abilities

    FeatureDetail and Rules
    Role in the ValleyChaotic Fire Wizard and Morale Disrupter. They view arson as art and specialize in explosive damage and battlefield chaos.
    Kindred FocusPict Gremlin (Red Gremlin Type).
    Attribute FocusWIZ (Magic), CON (Fire Resistance).
    M!M 2.7 Benefit: Pyre ShieldGains a +3 bonus to all CON SRs against fire and heat damage (Red Gremlin lore).
    Special Ability: Living TorchAs an action, the Gremlin can set itself on fire (immune to fire damage, sheds light). Any creature it successfully grapples or hits with a melee attack takes an additional $\mathbf{1d6}$ fire damage.

    2. Pict Gremlin Kindred Multipliers

    These specialized multipliers are applied to the base $3\text{d}6$ roll for Gremlin Kindred choosing this Archetype.

    AttributePict Gremlin Multiplier
    STR (Strength)x 1
    CON (Constitution)x 1
    DEX (Dexterity)x 1.5
    SPD (Speed)x 1
    INT (Intelligence)x 1.5
    WIZ (Wizardry)x 1
    CHR (Charisma)x 0.5
    LK (Luck)x 2

    3. Progression Framework and Specialized Abilities (AP-Driven)

    This framework guides the Firestarter's growth across all 100 levels, focusing on maximizing magical destruction.

    MechanicRule & Application
    Advancement CostThe cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.
    Level IncreaseThe Firestarter's Level is always determined by the score of their single highest attribute.
    SR DifficultyThe target number for Saving Rolls increases by +5 per character level.
    L1 Ability: Fire BoltGains the basic Fire Bolt spell for free (cost 4 CON in enemy form, 6 ST for PM). A ranged spell attack that deals 1d6+1 fire damage to a target.
    L1 Ability: SparkGains the basic Spark spell for free (cost 2 ST). Ignites one flammable, unsecured object.
    L10 Ability: Focused PyreThe Firestarter gains a permanent +1 bonus to all damage dice when casting fire-based spells (e.g., 1d6 becomes 1d6+1).
    L20 Ability: Explosive ArtOnce per day, the Firestarter can cast any area-of-effect fire spell with double the usual radius.
    Mythic Levels (31-100)The progression relies entirely on the character's AP spending choices, guided by the GM for acquiring customized abilities.

    4. Firestarter Anthem: The Great Burn (Thematic Lore)

    This song is the primary performance piece for the Firestarter Archetype, used to celebrate destruction and inspire other Gremlins into acts of magnificent arson.

    (Title: Everything Must Glow - Sung to a fast, frantic, and slightly hysterical melody)

    (Verse 1)

    Hear the crackle, hear the roar, see the flames climb ever higher!

    We don't need a single thing, 'cept more wood to feed the fire!

    Watch the black smoke fill the sky, watch the big folks start to cough!

    All your houses, all your dreams, soon will simply smolder off!

    Ha ha ha! The walls are weak! The ceiling starts to sag!

    Throw your little books inside, and toss your precious flag!

    (Chorus)

    Burn! Burn! Everything must glow! Let the beautiful red river flow!

    We're the wizards of the wild, and we taught the sparks to fly!

    Burn! Burn! Higher than the moon! We’re dancing to the cinder tune!

    All the colors turn to ash, beneath the angry orange eye!

    (Verse 2)

    Throw the oil upon the roof, watch the rafters start to drip!

    We don't fight with stupid swords, we just watch the whole world slip!

    From the stone to humble weed, everything must take the heat!

    The delicious, smoky smell, oh, it simply can't be beat!

    Who needs gold? Who needs crowns? When you own the biggest blaze?

    We'll be laughing at the sky through this magnificent, burning haze!

    (Outro)

    Now the metal starts to bend, and the glass begins to weep!

    Just one perfect, tiny fire, while the boring mortals sleep!

    Thank you, Fire God, for the heat! Thank you for the smoking ruins!


    Here is a complete spell list of fire magic from D&D, Pathfinder, and 13th Age, all renamed and restated for your Firestarter (Red Gremlin Pyromancer) Archetype in Monsters! Monsters! 2.7.

    The spell names and effects are designed to match the chaotic, gleeful, and destructive "arson as art" theme from your archetype's lore and anthem.

    A Note on Casting: These spells are learned like standard M!M 2.7 magic. The Level is the minimum WIZ required to learn the spell. The Cost is the WIZ (Wizardry) points spent to cast it.

    Don't forget your L10 Ability: Focused Pyre! This adds a permanent +1 bonus to all damage dice for every spell on this list (e.g., 3d6 becomes $3\text{d}6+3$).


    🔥 The Firestarter's Spell List

    Level 1 Spells (The First Sparks)

    • Spark (Level 1)

      • Cost: 1 WIZ

      • Description: (As per your archetype) Instantly ignites one small, flammable, unsecured object (a torch, a piece of paper, a dry bush, someone's fancy hat). It's the first step to real art.

    • Fire Bolt (Level 1)

      • Cost: 1 WIZ

      • Description: (As per your archetype, with standard cost) A ranged spell attack that hurls a gob of fire at one target, dealing $1\text{d}6+1$ fire damage.

      • (Note: Your archetype grants this and Spark for free, with custom costs. This is the standard version.)

    • Giggle-Spark (Level 1)

      • Cost: 1 WIZ

      • Description: (Based on Produce Flame / Control Flames) Creates a fist-sized flame that dances in your palm. It provides light, and you can make it change color or hop to your other hand. You can hurl it at a foe within 10 feet for $1\text{d}6$ damage.

    • Ouch-Hot-Thing! (Level 1)

      • Cost: 1 WIZ per target

      • Description: (Based on Burning Hands) A 10-foot cone of surprising heat shoots from your hands. Deals 1d6 damage to one target. You can spend 1 WIZ per target in the cone to hit all of them.

    Level 2 Spells (Playful Destruction)

    • Hot-Foot-Dance (Level 2)

      • Cost: 2 WIZ

      • Description: (Based on Heat Metal) You point at a manufactured metal object (a knight's helmet, a frying pan, a sword hilt). It glows cherry-red for 3 turns. Any creature in contact with it takes $2\text{d}6$ fire damage per turn and must make a L2 SR on CON or drop it/let go.

    • Gremlin's-Little-Friend (Level 2)

      • Cost: 2 WIZ

      • Description: (Based on Flaming Sphere) You summon a bouncing, cackling ball of fire about the size of a goblin's head. It has a SPD of 10 and lasts for 10 turns. As your action, you can mentally command it to roll at one target, hitting for $2\text{d}6$ damage.

    • Ugly-Face-Burn (Level 2)

      • Cost: 2 WIZ

      • Description: (Based on Scorching Ray) Two beams of white-hot fire shoot from your eyes (or fingertips, or nose). You can aim them at one target or two different targets. Each beam deals $2\text{d}6$ damage.

    • Greasy-Poof! (Level 2)

      • Cost: 2 WIZ

      • Description: (Based on Pyrotechnics) You target an existing, non-magical fire (like a campfire or a burning curtain). You can make it either:

        1. Flash! A sudden, blinding flash. All who see it must make a L2 SR on LK or be blinded for 1 turn.

        2. Choke! A thick, oily cloud of smoke erupts, filling a 20-foot cube and making everyone inside cough and wheeze.

    Level 3 Spells (Serious Arson)

    • BIG-BAD-BOOM! (Level 3)

      • Cost: 3 WIZ (minimum)

      • Description: (Based on Fireball) The classic. You hurl a tiny spark that erupts in a glorious $10$-foot-radius explosion. It deals $3\text{d}6$ damage to everything in the area (L3 SR on DEX for half).

      • Pumping it: You can spend more WIZ to make it bigger. For every 3 WIZ spent (6, 9, 12...), the damage increases by $3\text{d}6$ and the radius increases by 5 feet.

    • Long-Hot-Burp (Level 3)

      • Cost: 3 WIZ

      • Description: (Based on Aganazzar's Scorcher / Fire Breath) You let out a truly impressive, 30-foot-long line of stinking fire. Everything in the line takes $3\text{d}6$ damage (L3 SR on DEX for half).

    • Stupid-Sticky-Flame (Level 3)

      • Cost: 3 WIZ

      • Description: (Based on Flame Arrows) You spit on your hands and touch a quiver of arrows or bolts (up to 12). For the next hour, they are covered in a sticky, burning substance. On a hit, they deal an extra $1\text{d}6$ fire damage.

    Level 4 Spells (Artistic Chaos)

    • Don't-Touch-Me! (Level 4)

      • Cost: 4 WIZ

      • Description: (Based on Fire Shield) A shield of cackling, chaotic flames wreathes your body for 10 minutes. It sheds light and doesn't harm you (much). Any creature that hits you with a melee attack is immediately blasted by the flames for $4\text{d}6$ damage.

    • Burny-Keep-Out (Level 4)

      • Cost: 4 WIZ

      • Description: (Based on Wall of Fire) You create a 20-foot-long, 10-foot-high wall of shimmering, opaque fire. It's great for blocking nosy adventurers. Any creature trying to pass through it takes $4\text{d}6$ damage.

    • Here's-My-Present! (Level 4)

      • Cost: 4 WIZ

      • Description: (Based on Fire Trap) You place an invisible magical "present" on an object (a door, a treasure chest, a sleeping duke's pillow). The next non-Gremlin who touches it triggers a $4\text{d}6$ fire explosion in their face (L4 SR on LK to notice the faint smell of sulfur).

    Level 5 Spells (Glorious Conflagrations)

    • The-World-Is-Kindling (Level 5)

      • Cost: 5 WIZ

      • Description: (Based on Immolation / 13A Living Torch) You point at one target and cackle. They erupt in beautiful magical flames, taking $5\text{d}6$ damage immediately. They must then make a L5 SR on CON. If they fail, they are On Fire, taking an additional $2\text{d}6$ damage every turn until they (or a friend) spend a full action to put it out.

    • Wrath-of-the-Fire-God (Level 5)

      • Cost: 5 WIZ

      • Description: (Based on Flame Strike) You yell, "A gift from the top!" and a $10$-foot-wide column of divine fire smites a location you can see. Everyone in the column takes $5\text{d}6$ damage.

    • Burning-Snake-Friend (Level 5)

      • Cost: 5 WIZ

      • Description: (Based on Fire Snake) You create a 30-foot-long, writhing snake made of pure fire. You can direct it to move (SPD 20) and attack one target per turn for $5\text{d}6$ damage. It lasts for 5 turns.

    Level 6 Spells (Masterpieces of Destruction)

    • Cinder-Sneeze (Level 6)

      • Cost: 6 WIZ

      • Description: (Based on Sirocco) You let out a massive sneeze. A 40-foot cone of furnace-hot wind and embers blasts out. All targets in the cone take $6\text{d}6$ fire damage and must make a L6 SR on STR or be knocked flat on their backs from the force.

    • Fire-Tag, You're-It! (Level 6)

      • Cost: 6 WIZ

      • Description: (Based on Contagious Flame / Chain Immolation) You shoot a bolt of fire at one target, dealing $6\text{d}6$ damage. On the next turn, the fire leaps from that target to the nearest new enemy, dealing $5\text{d}6$ damage. It jumps again the next turn (for $4\text{d}6$), and so on, until it runs out of dice or targets.

    Level 7 Spells (Breathtaking Pyromania)

    • EVERYTHING-BURNS-NOW! (Level 7)

      • Cost: 7 WIZ

      • Description: (Based on Fire Storm) You cause a rain of fire to fall in a massive 50-foot-radius area. Everything and everyone inside takes $7\text{d}6$ damage (L7 SR on DEX for half). The ground is left scorched and smoking, and all flammable objects are set ablaze.

    • Wait-For-It... (Level 7)

      • Cost: 7 WIZ

      • Description: (Based on Delayed Blast Fireball) You create a tiny, glowing spark that hovers in the air. You can delay its explosion for up to 7 turns. For every turn you wait, it gains 1 die of damage (up to a max of $7\text{d}6$ extra). When you finally yell "BOOM!" (or after 7 turns), it explodes for its stored damage (min $7\text{d}6$, max $14\text{d}6$) in a 20-foot radius.

    Level 8 Spells (Apocalyptic Art)

    • Choke-on-Smoke (Level 8)

      • Cost: 8 WIZ

      • Description: (Based on Incendiary Cloud) You create a 40-foot-radius cloud of thick, black, roiling smoke filled with red-hot embers. It's impossible to see inside it. Anyone who starts their turn in the cloud (or enters it) takes $8\text{d}6$ fire damage and must make a L8 SR on CON or spend their turn choking and coughing.

    • Gremlin-Becomes-Fire (Level 8)

      • Cost: 8 WIZ

      • Description: (Based on Fiery Body / Investiture of Flame) You become a being of pure, cackling flame for 10 minutes. This is the ultimate expression of your Living Torch ability. You are immune to fire, you can fly (SPD 20), and any melee attack you make deals an extra $8\text{d}6$ fire damage. You can also hurl an $8\text{d}6$ fire blast as your action each turn.

    Level 9 Spells (The Great Burn)

    • The-Sky-Is-Falling! (Ha-Ha!) (Level 9)

      • Cost: 9 WIZ

      • Description: (Based on Meteor Swarm) You perform the final verse of "Everything Must Glow" and call down four massive fiery rocks from the sky. You can aim them all at one spot (for a truly magnificent explosion) or at four different spots. Each meteor explodes in a 20-foot radius for $9\text{d}6$ fire damage. This is the "beautiful red river" from your anthem, made real.


    • .


    🔥 "Construction" Spells for a Red Gremlin Firestarter

    Now, let's apply this to your Firestarter. A Red Gremlin's idea of "construction" is very different. They don't build to last; they build to burn. Or, more likely, they un-build.

    Here is a list of T&T-style "construction" and "deconstruction" spells, renamed and re-themed for your M!M 2.7 Firestarter.

    Level 2 Spells (Playful Sabotage)

    • Gunk-It-Up (Level 2)

      • Cost: 2 WIZ

      • Description: (Based on Glue-You) You spit out a glob of sticky, black, tar-like substance that acts as a powerful glue. It can stick two things together, seal a door shut, or make a weapon's handle impossibly sticky. Gremlin Bonus: The "gunk" is highly flammable and acts as an accelerant.

      • (This is how a Gremlin builds: by sticking flammable things together.)

    • Make-It-Lock (Level 2)

      • Cost: 2 WIZ

      • Description: (Based on Lock-Up) You point at a door, chest, or other mechanism. It magically locks. Gremlin Bonus: The lock is designed to be broken. The mechanism magically rusts and fuses shut, forcing someone to smash it open (which is much more fun to watch).

    Level 3 Spells (Artistic Deconstruction)

    • Make-It-Weak (Level 3)

      • Cost: 3 WIZ

      • Description: (Based on the opposite of Hard-Stuff) You point at a 5-foot-square section of an object (a wall, a support beam, a shield) and make it brittle and weak. Wood becomes punky and rotted, stone becomes chalky, and metal becomes pitted and rusted. It's much easier to break (and burn).

    • Break-It-Good (Level 3)

      • Cost: 3 WIZ

      • Description: (Based on Knock-Again / Shatter) A focused magical kick. You can aim it at one small, non-magical object (a lock, a hinge, a chain link, a chair leg). It immediately shatters as if struck by a sledgehammer.

    Level 5 Spells (Glorious "Re-Purposing")

    • Build-A-Bonfire (Level 5)

      • Cost: 5 WIZ

      • Description: (Based on Fabricate) This is the only "construction" spell a Firestarter truly loves. You target an area with loose junk (wood, furniture, books, carts, etc.). The spell magically and instantly assembles it all into a single, perfectly arranged, 20-foot-tall bonfire pile, ready to be lit.

    • Wrong-Fix (Level 5)

      • Cost: 5 WIZ

      • Description: (Based on Mend-It-All) A creature tries to use magic or a tool to fix a broken object (like a wagon wheel or a bridge). You cast this spell. The object is "repaired," but in a chaotic and useless way. The wheel is mended square. The bridge is mended upside-down. The sword is mended with the hilt in the middle.

    Would you like me to detail a different category of magic, or perhaps create some spells for another one of your T&T-related worlds, like the Tiger Force Shadow Saga?


    VIII. ⚙️ The MAST System: Monster Adeptness Skills and Talents

    The MAST System defines the unique, non-combat expertise of your Player Monster (PM), allowing them to acquire skills beyond standard attribute growth. Adventure Points (AP) are spent to purchase or improve these abilities.

    Design Note: How to Create Your Own MASTs

    This framework is built on the core T&T philosophy that GMs and players are co-creators. New players and GMs can easily design custom abilities for their Kindred by adhering to these rules:

    1. Define the Category: Decide if the ability is Aptitude (innate monster trait/bonus, max +2 to Combat Adds), Skill (a learned profession), or Mastery (high-level academic knowledge, permanent +5 to IQ/WIZ SR).

    2. Use the Attribute: Tie the new MAST to the relevant attribute (e.g., A new healing potion skill uses INT; a powerful natural roar uses STR).

    3. Keep it Simple: Use the established numerical bonuses (+1 to +5 SR bonus) to maintain game balance. Avoid complexity and focus on narrative success, like the Tygerian's Scent Tracking or the Gremlin's Unsettling Presence.

    The MAST System defines the unique, non-combat expertise of your Player Monster (PM), allowing them to acquire skills beyond standard attribute growth. AP is spent to purchase or improve these abilities. These are just examples form those from above

    MAST CategoryMAST NameFocus (Kindred Application)M!M 2.7 Integration (Rule Effect)
    Mastery (MA)Master DiplomatHigh-level political knowledge; used by Emissaries.Grants a permanent +5 bonus to any IQ or WIZ SR related to complex negotiation or systemic knowledge.
    Mastery (MA)Master EngineerAdvanced knowledge of schematics and golem construction.Grants a permanent +5 bonus to any IQ or WIZ SR related to advanced machinery or logic puzzles.
    Aptitude (AP)Iron GripInnate ability to grapple and restrain targets.Grants a +2 bonus to Combat Adds when grappling, or a +2 bonus to STR SRs when attempting to restrain a captive.
    Aptitude (AP)Natural RunnerInnate speed and endurance focus.Grants a +1 bonus to a DEX or SPD SR related to chase or maintaining movement.
    Aptitude (AP)Weapon Aptitude (Warblade)Specialized, innate proficiency with a difficult weapon type.Grants a +2 bonus to Combat Adds when using the specified weapon (e.g., Warblade, Lightning Spear).
    Skill (SK)Tracking (Tygerian Scent)Specialized, learned ability to track by scent and sign.Allows the PM to attempt an SR for tracking where others cannot (e.g., L3 INT SR to trail a target by scent).
    Skill (SK)Forced EntryLearned knowledge for lockpicking, bypassing simple locks, or breaking down barriers.Allows the PM to attempt an SR to bypass complex mundane locks, doors, or windows.
    Skill (SK)Bodeleaf HerbalismLearned skill in identifying and processing local Hawthorne Valley reagents.Allows the PM to make an INT SR to identify or prepare basic healing salves (healing 1d6 CON).
    Talent (TA)Keen Catlike SensesInnate low-light vision and hearing (Tygerian trait).Grants a passive, situational +1 bonus to Perception SRs in dim light or darkness.
    Talent (TA)Voice of CommandAn imposing presence used for intimidation or loyalty.Grants a passive, situational +1 bonus to CHR SRs when issuing orders to allies or subordinates.
    Talent (TA)Unsettling PresenceThe chaotic, unnatural nature of Gremlins/Undead.Grants a passive, situational +1 bonus to CHR SRs when performing acts of intimidation or demoralization against living foes.



    IX. 🛒 Equipment and Supplies (Dual Market)

    This chapter provides two separate lists for equipping your PM, allowing GMs to choose the appropriate setting based on their campaign's location.

    1. Earl's General Store (Western/Standard Supplies)

    Emperor Earl C. Hedges Jr. ensures the defenders are equipped. His store provides vital gear. Starting PMs begin with 250 GP (Gold Pieces) for purchases.

    Item

    Cost (GP)

    Base Weapon Dice & Adds / Notes

    Short Sword / Axe

    40

    2d6 + 2 Adds

    Hunting Bow

    50

    2d6 +2 Adds (Includes 10 arrows)

    Leather Jerkin

    50

    Adds 2 Armor Hits 

    Heavy Mail (Scavenged)

    300

    Adds 6 Armor Hits -2 DEX SR penalty)

    Healing Salve (1 use)

    25

    L1 CON S-Roll to stop bleeding/poison Damage.

    Monters Players or Adventurers Pack

    9

    Includes chalk, sacks, 3 torches, 5 matches, rope & waterskin.

    ... and other standard supplies from the initial list (Spear, Dagger, etc.).

    2. Tora-Shōji-Dono's Merchant Guild (Eastern/Feudal Supplies)

    Tora-Shōji-Dono (虎商事殿) is a wealthy Tygerian merchant who runs the regional supplies. Starting PMs begin with 250 GP (Gold Pieces) for purchases. NOTE: If you are a Fairy or Gremlin, assume that smaller versions of these items are also available at the same price, but they all do half the damage or take half the hits listed below.

    Weapon Item

    Details

    Damage

    Cost (GP)

    Dagger

    8 inches

    2d6

         10

    Short Sword

    30 inches

    3d6

         35

    Samurai Sword

    38 inches

    4d6

         66

    Spear

    6 ft long

    4d6                    

         50

    Axe

    5 lb head

    5d6

         73

    Light Bow

    +24 arrows

    3d6

         40

    Throwing Stars (15 stars)

    2d6

         30

    Magic Wand

    Wizards/Rogues

    0 treat as an arcane spell casting focus can hold spells with gm approval.

         80

    Magic Staff

    Wizards/Rogues

    2d6

         100

    Armor and Protection

    Armor Item

    Details

    Hits (Armor Adds)

    Cost (GP)

    Metal Gauntlets

    Pair

    2

    30

    Small Shield

    3ft across

    3

    15

    Target Shield

    5ft across

    4

    35

    Mengu Helmet

    full face

    3

    15

    Chainmail Shirt

    covers torso

    4

    170

    Studded Leather

    full suit

    5

    130

    Samurai Armor

    full suit

    9

    300

    General Supplies (Shared between lists)

    Adventuring Item

    Cost (GP)

    Dry clothing and pack

        5

    1 day’s provisions (food, drink, “matches”)

        6

    5 ordinary torches (each lasts ten turns)

        1

    Small hammer & iron spikes

      18

    20 feet of heavy twine (rope)

        2

    Monster Player or Adventurers Pack (chalk, cloth sacks, 3 torches, 5 matches, 20 feet of rope & waterskin)

        9


    VII. French and Saxon Werewolf Kindred (Advanced Lycanthrope Rules)

    The following Archetypes are tailored for the 

    Saxon Kindred (who gain the +3 SIZE, -3 DEX, +3 STR cultural modifier), leveraging the optional Lycanthrope Affliction rules detailed in the new Alchemist class below in this book. 


    🐺 Werewolf Kindred Base Rules (Monsters! Monsters! 2.7)

    This section provides the essential statistical foundation and special abilities for all characters choosing a Werewolf Kindred (Saxon, French, etc.) in the Defenders of Hawthorne Valley Player's Guide. This supersedes the basic Human/Werewolf kind description.

    1. Werewolf Kindred Multipliers

    These multipliers are applied after the 3d6 roll and Cultural Modifiers (Step 2 of character creation) to achieve the final attribute score.

    AttributeWerewolf Kindred Multiplier
    STR (Strength)x 4
    CON (Constitution)x 6
    DEX (Dexterity)x 3
    SPD (Speed)x 3
    INT (Intelligence)x 1
    WIZ (Wizardry)x 2
    CHR (Charisma)x 5
    LK (Luck)x 2

    2. General Kindred Abilities and Equipment

    FeatureDetail and Rules
    Average Combat Total104 Adds (This is the expected benchmark for Werewolf Kindred).
    Weapons DiceFangs and Claws ($\mathbf{8\text{d}6}$ base damage). These are the natural weapons.
    Armor ProtectionRegeneration and Copper Bracelet provide inherent defense.
    Special Abilities (Copper Bracelet)Deflect Magic: If the wearer is targeted by a spell, the GM rolls $2\text{d}6$ twice, adding the results. If the result is 13, the spell either fires back at the caster or, if positive, boosts the wearer of the bracelet instead of the original caster or their friends.
    Saxon Berzerker AbilitiesAll standard Saxon Kindred can acquire the Berzerker Rage and Shapeshifting rules detailed in the Barbarian Archetype section.

    1. Saxon Werewolf Berzerker Barbarian (Player Monster Archetype)

    This archetype is a blend of the core Barbarian archetype and the Lycanthrope mechanics.

    StatisticDescription
    RaceSaxon Human (Barbarian) with the Werewolf Lycanthrope Affliction.
    AttributesIn human form, use standard T&T Deluxe barbarian generation. In werewolf form, apply a multiplier of 2x Strength, 1.5x Constitution, 2x Dexterity, and 1.5x Speed. Intelligence is halved, and Charisma becomes 3, as the bestial nature dominates.
    Special AbilitiesBerzerker Rage: During combat, the werewolf can enter a rage. When raging, add their full Strength to Combat Adds. This is an all-out attack, so they lose their armor's protective value for that round.
    Shapeshifting: A werewolf can shift between Human and Wolf/Hybrid form. Transformation is a full round action. In wolf form, the character can move at twice their Speed.
    Iron-Flesh Hide: The werewolf's hide grants it natural armor equivalent to heavy leather, providing a Damage Reduction of 4.
    Regeneration: The werewolf can regenerate 1d6 Hit Points (HP) per round, unless damaged by silver or a magical weapon.
    WeaponsIn human form, they use traditional Saxon weaponry. In werewolf form, they use their natural weapons (claws and teeth), which count as a single-die weapon with a plus 10 Combat Add per point of Strength above 12.
    WeaknessSilver Vulnerability: Any wound caused by a silver weapon (or a spell that mimics silver's effect) negates their regeneration for one round and inflicts double damage. Can be temporarily stunned by loud noises or bright light.

    2. Werewolf Shaman (Devotee of Wotan or Amon)

    This archetype is designed for players who choose a Werewolf Kindred but specialize in magic and spiritual guidance (Mystic/Shaman focus).

    StatisticDescription
    Monster Rating50+
    AttributesINT 18+, CHR 15+
    AffiliationEither devoted to the Saxon god Wotan (the Germanic wolf god of battle and fury) or the Archdemon Duke Amon (the wolf-headed devil of Hell).
    Special AbilitiesSpellcasting: Can cast spells and rituals related to wolf magic, nature, or the dark arts, drawing power from their chosen deity.
    Totem Magic: Can use totems or rituals to summon spirit wolves, enhance allies, or inflict curses upon enemies.
    Shifting Rituals: Can perform a ritual to bestow lycanthropy or manipulate its effects.
    Shaman's Focus: A specific item, like a wolf-skull staff or a wolf-pelt cloak, that grants a bonus to spellcasting.
    WeaponsRitual Staff (Counts as a magical weapon, can cast 1d6 spells from their deity's domain).

    3. Antagonist Reference: Saxon Werewolf Kindred (Monster!)

    (Note: These statistics are provided primarily for the GM's reference in the full Gamemaster Book, but are included here for completeness.)

    StatisticSaxon Werewolf Chieftain (MR)Saxon Werewolf Warrior (MR)
    Monster Rating100+20+
    Key AttributesSTR 30+, CON 20+, DEX 25+STR 15-25, CON 10-18, DEX 10-18
    Special RulesFearful Roar: All nearby enemies make a Luck SR (Level 10) or flee.Pack Hunter: Gains a bonus to attack and damage rolls when attacking alongside another werewolf.
    WeaponsClaws and Fangs (10+ Weapon Adds) or a Magical Silver-inlaid Axe (8+ Weapon Adds).Claws and Fangs (4+ Weapon Adds) or a Heavy Battle Axe (3+ Weapon Adds).
    TreasureLarge hoard of gold and silver, magical items, rare furs and pelts.Basic armor, weapons, and some gold and silver.

    New Archetype: The Artificer Alchemist 

    (Note: This is an advanced, specialized class focusing on item creation and chemistry, rather than traditional spellcasting.)

    1. Attribute Focus and Core Abilities

    FeatureDetail and Rules
    Role in the Valley: The Artificer Alchemist specializes in creating powerful concoctions, minor enchanted devices, bombs, and healing salves. They are less focused on traditional spellcasting and more on practical, usable items.
    Kindred Focus: Roman Egyptos Human (High IQ/DEX), Pict Gremlin (Tinker skills).
    Attribute Focus: INT (Knowledge/Schematics) and DEX (Crafting/Accuracy). CHR is useful for bartering for reagents.
    M!M 2.7 Benefit: Schematic Master: $\times 2$ IQ Advancement (Cost is current IQ $\times 50$, not $\times 100$).
    Talent (L1): Gains the "Alchemy/Artifice" MAST at Level 1, allowing them to attempt to create non-magical and magical items with an appropriate SR check set by the GM.
    Starting Equipment: Leather armor (if desired), a simple weapon, an alchemist's kit (tools, vials, basic ingredients), a scholar's pack, and starting gold.

    2. Creation Mechanics and Item Limits

    The Alchemy/Artifice MAST

    The Alchemist can create items by passing an appropriate SR (Luck or relevant Attribute) check set by the GM based on complexity.

    Concoction & Creation TypeRules & Application
    Potions/ElixirsStandard healing potions (restore $\mathbf{1d6 \text{ CON}}$), minor buff elixirs (temporarily increase a stat by 1 point), antitoxins.
    Bombs/VialsAcid, volatile oil, smoke bombs. These do direct damage ($\mathbf{1d6}$ or $\mathbf{2d6}$ per vial, potentially adding personal adds if DEX is high enough) or cause status effects.
    Wondrous Items (Artifice)Simple magical items (unbreakable crowbar, self-lighting torch, bag that keeps contents cool). Complexity determined by GM and Alchemist's level/stats.
    Creation LimitsAn Alchemist can create a number of "powerful" items (bombs, magical potions) per game day equal to their INT modifier + Level. Simple items can be made in bulk.

    3. The L1–L100 Advancement Framework (The Artificer Alchemist)

    This framework defines the Alchemist's growth based on accumulated Adventure Points (AP) and MAST acquisition.

    Level RangeKey AdvancementNotes
    L1–L5Beginner Alchemist: Can create basic potions (healing, minor buffs) and simple acid/oil vials. Starts with the Alchemy/Artifice MAST.Focus on surviving early adventures and gathering reagents.
    L6–L15Apprentice Artificer: Gains one additional MAST (e.g., "Poison Use", "Herbalism", "Engineering Knowledge"). Can attempt to make minor wondrous items.Begins exploring complex crafting recipes and non-magical "gadgets".
    L16–L30Journeyman Maker: Gains another MAST. Concoctions are more potent (healing $\mathbf{2d6 \text{ CON}}$, bombs $\mathbf{2d6}$ damage). Can infuse minor magic into items (e.g., a sword that glows faintly).Established as a reliable crafter; seeks rarer ingredients.
    L31–L50Master Alchemist: Gains another MAST. Concoctions reach peak normal potency (healing $\mathbf{3d6 \text{ CON}}$, bombs $\mathbf{3d6}$ damage). Can research new potion formulas and basic spell-trigger items.A recognized expert in the field; has their own laboratory.
    L51–L75Artifice Savant: Gains two additional MASTs. Begins to replicate low-level magical effects in item form (e.g., a cloak of minor resistance, a ring of "light").Nearing the peak of mortal skill; sought after by powerful entities.
    L76–L100Legendary Creator: Gains two additional MASTs. Can create "legendary" items, such as potent one-use "spell scrolls" in vial form or devices that replicate moderate-level spells (GM's discretion).Master of the craft, pushing the boundaries of what is possible without direct magic use.


    4. Lycanthrope Affliction Cure (Alchemist's Quest)

    The Artificer Alchemist is vital for curing the Werewolf Affliction, transforming a deadly curse into a manageable quest.

    • Alchemist's Cure Source: Alfread the Alchemist (located in Port Chrox) possesses the knowledge for the Wolfsbane Potion.

    • Curing Lycanthropy Quest: An afflicted PM must obtain the potion or the specific, rare ingredients Alfread requires, which can be foraged in the Bodeleaf Forest using the Alchemist's specialized skills.

    • Herbal Healing Rule: The Alchemist Archetype can attempt to replicate or gather these rare ingredients by passing a L3 IQ SR to identify the plant and a L2 DEX SR to harvest it correctly.

    • Wolfsbane Potion Effect: Drinking the potion forces the afflicted PM to make a final L5 CON SR (Target 45). If successful, the lycanthropy is permanently cured. If failed, the potion fails, and the affliction remains.


    XIII. 📚 Eastern Lands Archetypes (Japanized)

    From the Author, Earl C. Hedges Jr.

    This section details specialized Archetypes and lore influenced by the culture and mythology of feudal China and Japan, created to honor the support of our Oriental Chinese Japanese player base. This domain lays on the Eastern Side of Hawthorne Valley. I have included a copy of the map below.

    1. Cultural Context: Eastern Lands Chinese-Japanized Setting

    A Chinese-Japanized version of the Hawthorne Valley setting blends the feudal martial code of the Kamakura/Muromachi periods (for thematic warriors) with the ancient Kofun/Shinto mysticism.

    • The Imperial Court (Hawthorne Castle Equivalent): The sophisticated central power, focused on aesthetics, art, and etiquette (miyabi). They are the cultural heart, but political control is waning.

    • The Warrior Clans (Knights/Vassals): The regional military power, bound by the strict code of Bushidō (the "way of the warrior"), emphasizing loyalty, honor, and discipline.

    • Magic & Mysticism: Handled by Shinto shamans or Buddhist mystics (Yamabushi), whose spiritual powers counter spirits (Yōkai) and demons (Oni).

    Eastern lands cultural modifiers

    • AZURE DRAGON CLAN +1 STR +2 CHAR

    • BLACK DRAGON CLAN HUMAN NINJA +3 DEX;

    • BLACK DRAGON CLAN HOROGER (ORGE) +3 CON

    • KITSUNE +1 TO DEX +1 CHAR AND +1 LK
    • MONGOL BARBARION CENTAURS+2 SPD +1 DEX
    • ONI DEMON +1 STR +1 CON +1 CHAR
    • TENGU +1 DEX +1 SPD +1 LK
    • TYGERIAN (SAMORI) +1 STR; +1 CON: +1 CHAR
    • TYGERIAN WUJEN +1 IQ +1 WIZ AND +1 DEX

    2. Custom Eastern Lands Archetypes (Homebrew)

    These archetypes are designed as specialist roles compatible with the M!M 2.7 ruleset.

    A. 

    ⚔️ THE SAMURAI ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Samurai is a noble warrior bound by a strict code of honor (Bushido). They are expected to be leaders, protectors, and masters of discipline in combat.



    I. Attribute Focus and Core Abilities

    Role in the Valley: Leader, Protector, and Disciplined Warrior.

    Kindred Focus: Any (Ideal for Human, Half-Elf, or disciplined Kindred).

    Prime Attributes: ST (Physical Might), CON (Endurance), DEX (Sword Focus), CHR (Leadership/Honor).

    Disadvantage: The Code of Bushido: The Samurai must always act honorably. Breaking this code results in a temporary loss of all Level benefits until atonement is made (GM's discretion).

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Samurai's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: SAMURAI MASTERY (Lvl 1–100)

    This comprehensive table integrates the primary scaling abilities: Katana Proficiency (damage scales with level) and Iron Will (defense scales with level).

    LvlWarrior/Defense MAST Gained/UpgradedCombat/Weapon Mastery (Katana Focus)Level Benefit Scaling
    1–9Iron Will I: Gains plus 1 bonus to all SRs against fear, charm, or mind-affecting magic.Katana Proficiency: Gains an additional plus 1 Combat Add per level when using a Katana/Wakizashi.Standard Warrior Level Add to CS.
    10Leadership MAST: Once per combat, make a L3 CHR SR (Target 30) to grant plus 2 Combat Adds to an adjacent ally for 1 round.Iaijutsu Stance: L2 DEX SR to draw and attack simultaneously, gaining plus 1 to initiative for the round.Plus 10 Bonus to Iron Will SRs.
    25Battlefield Commander: Can affect 1d3 allies with Leadership MAST simultaneously.Improved Critical (Critical hit on natural roll of 5 or 6).Plus 25 Bonus to Iron Will SRs.
    50Inner Peace MAST: Iron Will defense bonus is permanently doubled when resisting effects from Shroud monsters or dimensional threats.Samurai Master Strike: 1/day, attacks gain plus 5d6 damage on a successful hit.Plus 50 Bonus to Iron Will SRs.
    75Legendary Command: Can affect 1d6 allies with Leadership MAST simultaneously.Vorpal Katana Edge: Critical hits are now treated as Vorpal Damage (double damage total).Plus 75 Bonus to Iron Will SRs.
    100Master of Bushido (Mythic): Can ignore the negative effect of the Code of Bushido disadvantage 1 time per session.Katana Apex: Katana Proficiency bonus increases to plus 2 Combat Adds per level.Plus 100 Bonus to Iron Will SRs.

    IV. ARTIFACT WEAPON: BLADE OF HONOR (Legacy Focus)

    Artifact Name: Blade of Honor (Katana): Weapon Artifact (Katana). Damage: 3d6 plus Adds. Special Rule: Disciplined Edge: All damage rolls gain a plus 2 bonus when the Samurai is successfully defending an allied target (using the Interception Protocol).

    Legacy Ability: Seppuku Mastery (Passive): If the Samurai dies defending their cause, their spirit grants minus 5 WIZ SR penalty to all enemies within 30 feet for 1d6 rounds.

    Legacy Ability: Deflecting Steel (L40 Active): Active (1/combat): L4 DEX SR (Target 40) to automatically deflect one incoming missile attack targeting an ally within 10 feet.

    B. 

    🥷 THE SHINOBI CLAN AGENT ARCHETYPE (M&M 2.7)

    The Shinobi Clan Agent (historically known as the Ninja) is the ultimate covert operative—a master of stealth, espionage, and assassination. They rely on speed, agility, and trickery, often serving as highly specialized Genin (Field Agents) or Chūnin (Tactical Managers) in the Black Dragon Ninja Clan.



    I. Attribute Focus and Core Rules

    Role in the Valley: Clandestine Operator, Spy, and Saboteur. They are the intelligence arm and primary field agents of the Black Dragon Ninja Clan, targeting leadership and logistical chains.

    Kindred Focus: Human (Japanese Isles), Pict Gremlin, or Half-Oni Hybrid (Any Kindred with high discipline, low magic, and high DEX/SPD).

    FeatureDetail and RulesRole and Context
    Prime AttributesDEX, SPD, LK, IQ.Focus on stealth, speed, and intelligence gathering (Teisatsu / Kancho).
    M!M 2.7 BenefitStealth Mastery: The Shinobi is always considered to have the "Stealth" talent at a bonus equal to half their level (round up) for free.Core progression mechanic.
    Weapon ProficiencyShuriken/Dart Proficiency: Can make two attacks per combat round when using small throwing weapons.Specialized throwing weapon mastery.
    Innate DefenseEvasion: May make a LK Saving Roll to halve the damage from a large area-of-effect attack (e.g., a large explosion).Defensive core ability.
    DisadvantageArmor Restriction: Cannot wear armor heavier than leather (no Plate or Chainmail).Standard Ninja rule.

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Agent's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: SHINOBI MASTERY (Lvl 1–100)

    This comprehensive table integrates the primary scaling abilities, specialized mission roles, and the clan hierarchy.

    LvlSpecial Mission/Rank Advancement (Clan Focus)Evasion/Combat MAST Gained/UpgradedLegacy Weapon Progression (Shuriken/Poison)
    1–10Genin Rank: Field Agent. Focus on Teisatsu (Scouting) and Sabotage.Improved Critical (Critical hit on natural roll of 5 or 6).Poison Specialist I: Plus 2 bonus to INT SRs when preparing or using non-magical poisons.
    11–25Chūnin Rank: Tactical Manager. Focus on Kancho (Espionage) and Konran (Agitation/Chaos).Evasive Flurry MAST: Successful DEX SR evasion grants an immediate counterattack with a plus 2 bonus to Combat Adds.Deflecting Steel: L4 DEX SR to automatically deflect one incoming missile attack.
    26–50Tactical Jōnin Rank: Area Commander. Focus on Kishu (Ambush) and Assassination.Master of Disguise MAST: Plus 5 bonus to CHR SRs when disguised as a commoner, priest, or artisan.Shuriken Master I: Damage with throwing weapons increases by plus 1d6.
    51–75Black Dragon Warlord Rank: Focus on Organized Siege (Assisting with breaking Roman Dwarf fortifications).Uncanny Dodge MAST: Adds their Level Bonus to all DEX SRs against area-of-effect attacks.Poison Specialist II: Plus 5 bonus to INT SRs when preparing or using poisons.
    76–99Divine Clan Master Rank: Strategic Officer. Focus on Divine Command (Taking orders directly from the Black Dragon Goddess).Apex Infiltrator MAST: All Stealth and Disarming checks are made with Advantage (3d6, drop lowest).Shuriken Master II: Damage with throwing weapons increases by an additional plus 2d6 (Total plus 3d6).
    100Shinobi Apex (Mythic): Recognized as a Master of Ninjutsu.Mythic Defense: Can use Evasion (halve damage) on WIZ SRs as well as LK SRs.Legacy Final Mastery.

    IV. ARTIFACT WEAPON: BLADE OF SECRECY (Legacy Focus)

    Artifact Name: Blade of Secrecy (Ninjatō): Weapon Artifact (Straight Sword). Damage: 3d6 plus 5 Adds (DEX-based). Special Rule: Shadow Strike: All damage gains a plus 1d6 damage when attacking from the cover of darkness or shadow.

    Legacy Ability: Deflecting Steel (L20 Active): Active (1/combat): L4 DEX SR (Target 40) to automatically deflect one incoming missile attack targeting the Shinobi.

    Legacy Ability: Vanishing Mist (L50 Active): Spend 15 WIZ (reflecting explosive/magical focus). The Shinobi instantly generates a cloud of thick, obscuring smoke (30-foot radius). All attacks passing through suffer a minus 5 penalty to Combat Adds for 1d6 rounds.

    C. 

    🐉 THE WUJIN ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Wujin is a master of East Asian elements-based magic ("elemental magic" or "chi manipulation"). They are disciplined scholar-warriors who channel arcane power through elemental domains.



    I. Attribute Focus and Core Abilities

    Role in the Valley: Elemental Master, Scholar-Warrior, and Battlefield Controller. They ensure elemental harmony in the environment, often serving as the strategic rear guard.

    Kindred Focus: Any (Ideal for disciplined Kindred with high mental and physical balance).

    Prime Attributes: IQ (Knowledge/Casting), WIZ (Spell Power), CON (Physical Focus).

    Core Ability: Elemental Focus: Wujin spells are based on the elements (Fire, Water, Air, Earth). They gain a plus 2 bonus to WIZ S-Rolls for spells based on their focused element.

    Core Ability: Chi Channeling: Can convert 2 CON points into 1 WIZ point once per day in an emergency (cannot be used during combat).

    Core Ability: Martial Arts (Unarmed): Unarmed damage is 1d6 (instead of 0d) and they can add their Level to this damage (e.g., Lvl 10 deals 1d6 plus 10 damage).

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Wujin's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: WUJIN MASTERY (Lvl 1–100)

    LvlElemental/Defense MAST Gained/UpgradedMartial/Utility MASTs & LegacySpell Access
    1–4Elemental Focus (Core plus 2 WIZ SR bonus to one element).Martial Arts (Unarmed 1d6 plus Level damage).1st Level Spells Unlocked.
    5Elemental Mastery I: Spells based on focused element gain plus 1d6 damage.Deflecting Palm MAST: L3 DEX SR to make one melee attack miss (1/combat).2nd Level Spells Unlocked.
    10Aura of Discipline MAST: Allies within 10 feet gain plus 1 bonus to WIZ SRs against mind-affecting magic.3rd Level Spells Unlocked.
    20Elemental Mastery II: Spells based on focused element gain plus 2d6 damage (Total).Legacy Ability: Four Winds Step (Active: Quadruple SPD for 1 round).4th Level Spells Unlocked.
    35Elemental Shield I: Passive: Gain plus 5 AP against damage from the focused element.Pressure Point Strike MAST: Successful unarmed attack can impose a minus 2 DEX penalty on target for 1 round (L4 INT SR to negate).5th Level Spells Unlocked.
    50Elemental Mastery III: Spells based on focused element gain plus 4d6 damage (Total).Legacy Ability: Five Gates (Passive: Permanent bonus to all SRs).7th Level Spells Unlocked.
    60Elemental Shield II: Plus 5 AP bonus increases to plus 10 AP against focused element damage.8th Level Spells Unlocked.
    75Master Elementalist: Spells based on focused element gain minus 5 WIZ cost (minimum 1).Martial Apex: Unarmed damage is now 2d6 plus Level.9th Level Spells Unlocked.
    100Elemental Apex: Can choose two elements for Elemental Focus and Elemental Mastery benefits.Legacy Final Mastery.Mythic Mastery Achieved.

    IV. ARTIFACT WEAPON: THE STAFF OF FIVE WINDS (Legacy Focus)

    Artifact Name: The Staff of Five Winds: Weapon Artifact (Staff/Focus). Damage: 3d6 plus 5 Adds. Special Rule: Elemental Conduit: Reduces WIZ cost of all Elemental spells by 1 point.

    Legacy Ability: Four Winds Step (L20 Active/1 day): L3 DEX SR (Target 35). Quadruples the Wujin's SPD attribute for 1 combat round.

    Legacy Ability: Five Gates (L50 Passive): The Staff grants a permanent plus 2 bonus to all Saving Rolls due to holistic mastery over the body's internal energy.

    Legacy Ability: Elemental Burst (L75 Active/1 combat): Spend 20 WIZ. The Staff releases a concentrated blast of the Wujin's focused element, dealing 6d6 Elemental Damage in a 10-foot radius.

    D. 

    🐎 THE MONGOL BARBARIAN ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Mongol Barbarian is a fierce, nomadic warrior from the Eastern Steppes. They are masters of the horse and composite bow, specializing in high-speed, mounted combat.



    I. Attribute Focus and Core Abilities

    Role in the Valley: Nomadic Cavalry, Master Archer, and Fast-Attack Specialist.

    Kindred Focus: Any (Ideal for Kindred with high natural speed and resilience).

    Prime Attributes: ST (Physical Might), CON (Endurance), SPD (Cavalry Focus), CHR (War Leader).

    Core Ability: Horsemanship Mastery: Gains an additional plus 1 Combat Add per level when fighting from horseback. This stacks with standard Warrior Level add.

    Core Ability: Composite Bow Proficiency: Deals an additional 1d6 damage with all bows and can fire from horseback without penalty.

    Core Ability: Toughness: Gains an additional 1d6 added to their initial starting CON roll (making them innately hardier).

    Disadvantage: City Penalty: Suffers a 1d6 CHR penalty when dealing with city dwellers (reflecting nomadic discomfort with urban environments).

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Mongol Barbarian's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: MONGOL BARBARIAN MASTERY (Lvl 1–100)

    This comprehensive schedule integrates the necessary offensive scaling to make the mounted Barbarian a devastating threat.

    LvlCavalry/Defense MAST Gained/UpgradedCombat/Weapon Mastery (Bow Focus)
    1–10Base Horsemanship Mastery (plus 1 Combat Add per level on horseback).Composite Bow Proficiency (plus 1d6 damage).
    11–20Riding Master I MAST: L2 SPD SR to avoid being unhorsed by non-magical attacks.Horse Archer Mastery I: Gains a permanent plus 1 bonus to ranged attack rolls while mounted.
    21–30Nomadic Endurance MAST: Toughness bonus increases: gains plus 2d6 added to initial starting CON roll.Bow Damage Upgrade I: Composite Bow Proficiency bonus increases to plus 2d6 damage (Total).
    31–40Riding Master II MAST: L3 SPD SR to force mount to interpose itself (ally gains plus 5 AP).Horse Archer Mastery II: Bonus increases to plus 2 bonus to ranged attack rolls while mounted.
    41–50Endurance Apex: Gains permanent plus 5 bonus to all CON SRs against exhaustion and environmental hazards.Legacy Ability: Fire Arrow Barrage (Active: Area attack).
    51–60Unstoppable Cavalry MAST: Successful mounted charges impose a minus 2 penalty to target's AP for 1 round.Bow Damage Upgrade II: Composite Bow Proficiency bonus increases to plus 3d6 damage (Total).
    61–70Riding Master III MAST: L5 SPD SR to make mount teleport 10ft once per combat (escape action).Horse Archer Mastery III: Bonus increases to plus 3 bonus to ranged attack rolls while mounted.
    71–80Bow Damage Upgrade III: Composite Bow Proficiency bonus increases to plus 4d6 damage (Total).Legacy Ability: Call the Horde (Active: Summon temporary riders).
    81–90Toughness Apex: Toughness bonus increases: gains plus 3d6 added to initial starting CON roll (Final).
    91–100Mythic Horseman Apex: Mount gains plus 10 to its MR and ignores all non-magical attack penalties.Bow Damage Upgrade IV: Composite Bow Proficiency bonus increases to plus 5d6 damage (Final Total).

    IV. ARTIFACT WEAPON: HORN OF THE EASTERN WIND (Legacy Focus)

    Artifact Name: Horn of the Eastern Wind: Weapon Artifact (Bow/Horn). Damage: Base Composite Bow damage plus escalation. Special Rule: Nomadic Focus: The Mongol Barbarian can spend 10 CHR to instantly make all allies within 60ft gain plus 1 SPD for 1d6 turns.

    Legacy Ability: Fire Arrow Barrage (L45 Active/1 day): Active: L5 DEX SR (Target 45). Target all enemies in a 15-foot cone. Inflicts 4d6 Fire Damage (L3 DEX SR to halve).

    Legacy Ability: Call the Horde (L75 Active/1 day): Spend 20 CHR. Summons 1d6 MR 30 Mounted Archers to fight for 1d6 rounds.


    🏹 ARTIFACT WEAPON: BOW OF THE AZURE STEPPES (Legacy Focus)

    The Bow of the Azure Steppes is a highly specialized artifact crafted from ether-touched wood, designed for the nomadic warrior. It channels elemental wind to maximize range and speed, making the Mongol Barbarian the most dangerous archer on Zimrala.

    Artifact NameTypeRules & Application
    Bow of the Azure SteppesWeapon Artifact (Composite Bow)Damage: 5d6 plus 7 Adds (DEX/STR-based). Special Rule: Wind Rider: The bow’s ranged attacks have no distance limits (only line-of-sight applies) and suffer no penalty due to wind or mount speed.

    Legacy Ability Progression (Tied to Level)

    This bow's Legacy focuses on speed, multi-target attacks, and elemental battlefield control.

    Legacy AbilityLevel UnlockRule & Application
    Swift DrawL15 PassiveGains a permanent plus 2 bonus to initiative checks when fighting from horseback.
    Gale VolleyL40 Active (1/combat)Spend 10 WIZ. The single arrow splits into three. The attack targets 1d3 adjacent enemies simultaneously using the Mongol Barbarian's single Combat Total.
    Quaking Earth ArrowL75 Active (1/day)Spend 20 CON. Fires a heavy, earth-shaking arrow. On impact, all enemies within a 15-foot radius must make a L6 SPD SR or suffer a minus 3 penalty to their SPD attribute for 1d6 rounds


    🦊 THE KITSUNE ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Kitsune is a mystical fox spirit, a master of illusion and deception whose power grows with their age and the number of tails they possess. They specialize in mental manipulation and elemental magic.



    I. Attribute Focus and Core Abilities

    Role in the Valley: Mystic Emissary, Master of Illusion, and Political Deceiver.

    Kindred Focus: Moon Elf, Human (Ideal for Kindred with high mental stats).

    Prime Attributes: INT (Knowledge/Illusions), WIZ (Spell Power), DEX (Agility), CHR (Deception).

    Core Ability: Variable Power (Tails): The PM's starting WIZ is determined by the number of tails they have (GM's discretion, minimum 1). Power increases with age.

    Core Ability: Kitsune-Bi (Foxfire): Gains the basic Fire Bolt spell for free (cost 6 ST, 3d6 damage), reskinned as Foxfire.

    Core Ability: Illusion Mastery: Gains a plus 1 bonus to all LK Saving Rolls against magical illusions, and a plus 2 bonus to WIZ Saving Rolls when casting illusion spells.

    Core Ability: Shapeshifting: May use the core "Shapeshifter" rules. Can take the form of any human or animal roughly equal to their own SIZE (or less) for 1 hour per WIZ point spent.

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Kitsune's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: KITSUNE MASTERY (Lvl 1–100)

    This comprehensive table tracks the progression of their magical mastery, integrating the power scaling of their tails.

    LvlIllusion/Deception MAST Gained/UpgradedMagical/Physical Utility MASTsLegacy Weapon Progression (Orb of Nine Foxes)
    1–10Base Illusion Mastery (plus 2 WIZ SR bonus).Kitsune-Bi (Free Fire Bolt spell).
    15Advanced Disguise MAST: Can maintain human or animal form indefinitely.Mental Suggestion I MAST: L3 CHR SR to plant a simple idea in a non-hostile target's mind.Legacy Ability: Fire Focus I (Orb reduces WIZ cost of all Fire spells by 1).
    25Tail Mastery I (Two Tails): Illusion Mastery bonus increases to plus 3 on WIZ SRs.Agile Defense MAST: Gains a permanent plus 2 bonus to all DEX SRs against physical damage.
    40Misdirection MAST: L4 INT SR to make one enemy target an ally instead of the Kitsune (1/combat).Magic Reflection MAST: L5 WIZ SR to reflect a single incoming L3 or lower spell back at the caster (1/day).Legacy Ability: Illusionary Arsenal (Orb allows one summoned illusionary weapon/item per day).
    50Tail Mastery II (Three Tails): Illusion Mastery bonus increases to plus 5 on WIZ SRs.Kitsune-Bi Upgrade: Fire Bolt damage increases to 5d6 damage.Legacy Ability: Charm Mastery (Orb returns 5 WIZ points on a successful Charm/Enchantment spell).
    75Tail Mastery III (Four Tails): Illusion Mastery bonus increases to plus 8 on WIZ SRs.Elemental Focus Upgrade: Gains plus 2 WIZ SR bonus for two elements (Fire and one other).Legacy Ability: Reality Anchor (Passive: Permanent plus 5 bonus to all SRs against attempts to dispel Kitsune illusions).
    100Master of Form (Mythic Apex): Can assume any form regardless of size/MR (L10 WIZ SR to maintain monstrous forms).Magic Reflection Apex: Can reflect any spell, regardless of level (2/day).Legacy Final Mastery.

    IV. ARTIFACT WEAPON: THE ORB OF NINE FOXES (Legacy Focus)

    Artifact Name: The Orb of Nine Foxes (Legacy Focus): Artifact (Orb/Focus). Special Rule: WIZ Channel: The Orb grants plus 5 WIZ points for calculating spell damage or spell defense SRs.

    Legacy Ability: Fire Focus I (L15 Passive): The Orb reduces WIZ cost of all Fire spells by 1 point (minimum 1).

    Legacy Ability: Illusionary Arsenal (L40 Active): The Kitsune can instantly summon one non-magical illusionary weapon or item (MR 50 SR to disbelieve) once per day.

    Legacy Ability: Reality Anchor (L75 Passive): Grants a permanent plus 5 bonus to all SRs against attempts to dispel Kitsune illusions.


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    You are absolutely correct. I must provide the final, complete master entry for the White Kitsune Divine Acolyte Archetype using only pure, continuous text blocks, formatted identically to the other successful final entries, ensuring the complete progression is integrated smoothly.

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    🦊 THE WHITE KITSUNE DIVINE ACOLYTE ARCHETYPE (M&M 2.7)



    The White Kitsune is a highly powerful and ancient sub-race, representing purity, wisdom, and spiritual enlightenment. This archetype follows a path of escalating divine authority: Acolyte Heroic Tier, Cleric Champion Tier, Priest Mythic Tier , 100 level bcomes a Demi-God.

    I. White Kitsune Kindred Multipliers & Core Abilities

    FeatureDetail and RuleNote
    Kindred MultipliersWIZ x3, INT x2.5, CHR x2.5, DEX x1.75 (Reflects ancient spiritual power). The rest is x1.25
    Magic Access RuleThe Kitsune uses their CHR score (instead of WIZ/IQ) to determine their casting strength and spell capacity.CHR-Based Wizardry
    Core Healing LightOnce per day, heal 1d6 CON damage for a cost of 5 WIZ.The Kitsune's foundational divine ability.

    II. Progression Framework (Structural Rules)

    MechanicRule & Application
    Advancement Cost10 times the current attribute value in AP to raise any single attribute.
    Level IncreaseThe Kitsune's Level is always determined by the score of their single highest attribute (CHR/WIZ/INT).
    SR DifficultyThe target number for Saving Rolls increases by plus 5 per character level.

    III. ULTIMATE PROGRESSION CHART: DIVINE MASTERY (Lvl 1–100)

    This comprehensive table ensures every level advancement and all specific Divine/Legacy abilities are detailed across the four tiers of authority.

    LvlDivine Tier / MilestoneHealing/Support MAST Gained/UpgradedLegacy Weapon Progression (Celestial Chime)
    L1–L10AcolyteHealing Light I (1/day). Spiritual Shroud (plus 3 AP vs. Evil/Undead). 1st/3rd Lvl Spells Unlocked.Spiritual Shroud (L1 Passive).
    L11–L50ClericAura of Purity I (plus 1 WIZ SR vs. corruption). Healing Light II (Upgrades to 3d6 CON). Chanting Mastery (L4 CHR SR for plus 2 Combat Adds to allies).Legacy Ability: Cleansing Chime (L25: Neutralize poison/disease). Mass Enchantment (L50).
    L51PriestDivine Sanctification I (1/day: Spend 15 WIZ to remove Fear/Paralysis in 60ft). Grand Command Upgrade I (CHR SR difficulty for social MASTs reduced by minus 1).
    L60PriestDiplomatic Immunity Upgrade I (Bonus to CHR SRs for legal/trade procedures increases to plus 5).
    L70PriestArea of Effect Upgrade: The radius of Divine Sanctification increases to 120 feet.
    L75PriestTail Mastery (Purity): WIZ SRs gain a permanent plus 8 bonus against Void/Shadow/Necromancy effects.Legacy Ability: Divine Recall (L75: Sense location of major item/person).
    L85PriestHealing Light III: Healing amount increases to 5d6 CON.
    L95PriestDivine Sanctification II: Divine Sanctification is now 2/day.
    L100Demi-God (Apex)Apex Divine Protection: Divine Sanctification removes all temporary attribute loss.Legacy Final Mastery (Apex power achieved).

    IV. ARTIFACT WEAPON: THE CELESTIAL CHIME (Legacy Focus)

    Artifact NameTypeRules & Application
    The Celestial Chime (Legacy Focus)Artifact (Hand Bell/Focus)Special Rule: Authority Channel: Grants plus 5 CHR points for calculating spell damage or spell defense SRs.
    Legacy Ability: Spiritual ShroudL1 PassiveGrants the Kitsune permanent plus 3 AP against damage from Evil or Undead foes.
    Legacy Ability: Mass Healing BellL50 Active (1/day)Spend 25 WIZ. Instantly heal 5d6 CON damage to 1d3 allies within 30 feet.
    Legacy Ability: Divine RecallL75 Active (1/week)Spend 30 WIZ. The Kitsune can instantly sense the location of one major item or person needed for the defense of Tygeria/Hawthorne Valley.

    🌈 THE RAINBOW KITSUNE ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Multicolored Kitsune is an Ancient Sub-Race Kindred, representing the most powerful kitsune. They possess exceptional magical abilities and often appear with multicolored fur, signifying their innate mastery over the cosmic spectrum.



    I. Multicolored Kitsune Kindred Multipliers & Core Abilities

    Note: Multipliers are high to reflect "most ancient and powerful" status.

    Attribute: STR (Strength). Multiplier: times 1.5. Note: Above average strength.

    Attribute: CON (Constitution). Multiplier: times 1.25. Note: High resilience due to ancient magical bloodline.

    Attribute: DEX (Dexterity). Multiplier: times 1.75. Note: Fast and agile.

    Attribute: SPD (Speed). Multiplier: times 1.25. Note: Quick movement.

    Attribute: INT (Intelligence). Multiplier: times 2.5. Note: Master of strategic magical theory.

    Attribute: WIZ (Wizardry). Multiplier: times 3. Note: Core Attribute. Ultimate power source for elemental magic.

    Attribute: CHR (Charisma). Multiplier: times 2.5. Note: Overwhelming presence and persuasive ability.

    Attribute: LK (Luck). Multiplier: times 2. Note: Innately auspicious.

    Core Ability: Kitsune-Bi (Foxfire): Gains the basic Fire Bolt spell for free (cost 6 ST, 3d6 damage), reskinned as Foxfire.

    Core Ability: Illusion Mastery: Gains a plus 3 bonus to all WIZ Saving Rolls when casting illusion spells.

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Kitsune's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: RAINBOW MASTERY (Lvl 1–100)

    This chart tracks the progression of their magical mastery, integrating the ultimate Rainbow Powers as a growing ability.

    LvlIllusion/Defense MAST Gained/UpgradedElemental/Cosmic Mastery (WIZ Focus)Spell Access
    1–49(Standard progression: illusion bonuses, minor shape changes, etc.)Illusion Mastery (Core plus 3 WIZ SR bonus).7th Level Spells Unlocked.
    50Tail Mastery II (Three Tails): Illusion Mastery bonus increases to plus 5 on WIZ SRs.Legacy Ability: Charm Mastery (Orb returns 5 WIZ points on successful Charm/Enchantment spell).7th Level Spells Unlocked.
    75Tail Mastery III (Four Tails): Illusion Mastery bonus increases to plus 8 on WIZ SRs.Rainbow Power I: Active (1/day): Spend 25 WIZ. Inflict 5d6 Random Elemental Damage (Fire, Water, Earth) on a single foe.9th Level Spells Unlocked.
    95Elemental Focus Upgrade: Gains plus 2 WIZ SR bonus for four elements (Fire, Water, Air, Earth).Legacy Ability: Reality Anchor (Passive: Permanent plus 5 bonus to all SRs against attempts to dispel Kitsune illusions).
    100Master of Form (Mythic Apex): Can assume any form regardless of size/MR.Rainbow Power II (Apex): Inflict 10d6 Random Elemental Damage on a single foe.Mythic Mastery Achieved.

    IV. ARTIFACT WEAPON: THE ORB OF NINE FOXES (Legacy Focus)

    Artifact Name: The Orb of Nine Foxes (Legacy Focus): Artifact (Orb/Focus). Special Rule: WIZ Channel: The Orb grants plus 5 WIZ points for calculating spell damage or spell defense SRs.

    Legacy Ability: Reality Anchor (L75 Passive): Grants a permanent plus 5 bonus to all SRs against attempts to dispel Kitsune illusions.

    Legacy Ability: Cosmic Spectrum Blast (Active L90): Spend 30 WIZ points. Unleashes a focused blast of cosmic spectrum energy. Target a single foe; the foe must make a L10 WIZ SR (Target 100). Failure results in 10d6 WIZ damage. Furthermore, the target is struck with a random elemental vulnerability (Fire, Water, or Earth) for the remainder of the combat, suffering a minus 5 AP penalty against that element.

    🦝 THE TANUKI ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Tanuki is a mischievous raccoon dog spirit, a Wujin/Ninja Hybrid who excels as a master of disguise, pranks, and illusion magic. They thrive on low stakes chaos and deception.

    I. Attribute Focus and Core Abilities

    Role in the Valley: Master of Disguise, Prankster, and Social Disruption Agent.

    Kindred Focus: Any (Ideal for Kindred with high mental stats and good luck).

    Prime Attributes: CHR (Deception/Charm), LK (Luck Channeling), DEX (Stealth), WIZ (Illusion Magic).

    Core Ability: Deceptive Charm: Gains an additional plus 3 bonus to all CH S-Rolls specifically used for deception, lying, or social manipulation (but not for direct leadership).

    Core Ability: Prank Magic: Gains the basic Minor Illusion spell for free (cost 2 ST, creates sounds/images).

    Core Ability: Luck Channeling: May sacrifice 1 LK point to instantly reroll any single failed DEX S-Roll (once per combat).

    Core Ability: Shapeshifting: May use the core "Shapeshifter" rules. Their base form is the raccoon dog, but they favor taking the form of minor human officials or monks for 1 hour per WIZ point spent.

    Disadvantage: Frailty: Cannot wear armor heavier than leather. Suffers a minus 1 penalty to ST S-Rolls due to their generally small, non-martial nature.

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Tanuki's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: TANUKI MASTERY (Lvl 1–100)

    This comprehensive table tracks the progression of their illusionary magic, luck manipulation, and social dominance.

    LvlIllusion/Charm MAST Gained/UpgradedLuck/Physical Utility MASTs & LegacySpell Access
    1–4Base Prank Magic (Minor Illusion, free).Luck Channeling (Core ability).1st Level Spells Unlocked.
    5Illusion Mastery I: Gains a plus 2 bonus to WIZ SRs when casting illusion spells.Master of Disguise I: Plus 2 bonus to CHR SRs when disguised as an official/monk.2nd Level Spells Unlocked.
    10Deception Focus I: Deceptive Charm bonus increases to plus 5.3rd Level Spells Unlocked.
    15Enhanced Prank Magic: Minor Illusion can now create visual moving images.Legacy Ability: Luck Pool Increase (Permanent plus 5 bonus to base LK score).
    25Master of Disguise II: Bonus increases to plus 5 when disguised.Luck Channeling Upgrade: May sacrifice 1 LK point to instantly reroll any single failed SR (once per combat).4th Level Spells Unlocked.
    40Deception Focus II: Deceptive Charm bonus increases to plus 8.Vicious Mockery MAST: Active (1/combat): L4 CHR SR (Target 40) to inflict 1d6 WIZ damage through insult.6th Level Spells Unlocked.
    50Illusion Mastery II: Plus 2 WIZ SR bonus increases to plus 5 when casting illusion spells.Legacy Ability: Misfortune Strike (Active: Force enemy to reroll a successful attack).7th Level Spells Unlocked.
    75Apex Deceiver: Deceptive Charm bonus increases to plus 10.Luck Apex: Luck Channeling usable 2 times per combat.9th Level Spells Unlocked.
    100Mythic Apex: Illusion Duration Mastery: Tanuki illusions last twice as long.Legacy Final Mastery.Mythic Mastery Achieved.

    IV. ARTIFACT WEAPON: THE BARREL OF FORTUNE (Legacy Focus)

    The Barrel of Fortune is the Tanuki's signature artifact, representing his association with luck, generosity, and mischief.

    Artifact Name: The Barrel of Fortune: Artifact (Focus/Accessory). Special Rule: Distracting Aura: All enemies attacking the Tanuki suffer a minus 1 penalty to Combat Adds due to unsettling mischief.

    Legacy Ability: Luck Pool Increase (L15 Passive): The Tanuki's base LK attribute score increases by 5 points.

    Legacy Ability: Misfortune Strike (L50 Active/1 day): L5 LK SR (Target 45). The Tanuki can compel one foe who just succeeded on an attack roll to reroll the attack (must take the new result).

    Legacy Ability: Mass Illusion (L75 Active/1 day): Spend 20 WIZ. Create a complex, area-effect visual illusion (L6 WIZ SR to disbelieve) that lasts for 1d6 turns (perfect for large-scale urban deception).

    G. 

    ⛩️ THE TENGU MONK ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Tengu Monk is a non-human Kindred (Avian/Winged Humanoid) focused on aerial combat, martial arts, and illusion magic. They embody discipline and natural agility.

    I. Tengu Kindred Multipliers & Core Abilities

    Role in the Valley: Aerial Vanguard, Disciplined Warrior, and Keeper of Sky Secrets. They provide reconnaissance and surgical strikes in combat.

    Attribute: STR (Strength). Multiplier: times 1. Note: Standard strength for martial arts.

    Attribute: CON (Constitution). Multiplier: times 1. Note: Average toughness.

    Attribute: DEX (Dexterity). Multiplier: times 1.5. Note: Core Attribute. High agility and aerial maneuverability.

    Attribute: SPD (Speed). Multiplier: times 1.5. Note: Quick movement, especially in the air.

    Attribute: INT (Intelligence). Multiplier: times 1.5. Note: Discipline and focus for arcane studies.

    Attribute: WIZ (Wizardry). Multiplier: times 1.5. Note: Core Attribute. Innate talent for illusion magic.

    Attribute: CHR (Charisma). Multiplier: times 0.5. Note: Low social presence; seen as arrogant/strange.

    Innate Ability: Flight: Tengu can fly. Make a Level 1 SR on SPD or DEX to perform complex aerial maneuvers.

    Core Ability: Martial Arts Skills: Gains the Martial Arts Talent at level 1 for free, granting a plus 3 bonus to relevant unarmed combat Saving Rolls (e.g., avoiding a grapple).

    Core Ability: Illusion Magic (Innate): Naturally learns all Level 1 Illusion-based spells without needing to purchase them from a guild.

    Core Ability: Natural Weapons: Talons and beaks deal 1d6 base damage (counts as a one-die weapon).

    Disadvantage: Low Charisma: Suffers penalty in environments where flight is impossible (cramped tunnels, heavy storms).

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Tengu Monk's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: MONK MASTERY (Lvl 1–100)

    LvlMartial/Movement MAST Gained/UpgradedIllusion/Utility MASTs & LegacySpell Access
    1–4Martial Arts (Core plus 3 SR bonus).Illusion Magic (All Lvl 1 Illusion spells free).1st Level Spells Unlocked.
    5Aerial Evasion I MAST: Plus 2 bonus to DEX SRs against missile attacks while flying.Master of Disguise I: Plus 2 bonus to CHR SRs when disguised as a commoner/monk.2nd Level Spells Unlocked.
    10Pressure Point Strike I MAST: Unarmed attack imposes a minus 2 DEX penalty on target for 1 round (L3 INT SR to negate).Legacy Ability: Feather Fall (Passive: Immune to all falling damage).3rd Level Spells Unlocked.
    20Aerial Evasion II MAST: Bonus increases to plus 5 against missile attacks while flying.Improved Illusion Mastery: Plus 2 bonus to WIZ SRs for casting all Illusion spells.4th Level Spells Unlocked.
    35Pressure Point Strike II MAST: DEX penalty increases to minus 4.Disappearing Act MAST: Active (1/day): L4 DEX SR to instantly turn invisible for 1d6 rounds (must be in dim light/shadow).5th Level Spells Unlocked.
    50Master Martialist I: Unarmed damage increases to 2d6 base damage plus Level.Legacy Ability: Whirlwind Strike (Active: Area attack while flying).7th Level Spells Unlocked.
    75Master Martialist II: Unarmed damage increases to 3d6 base damage plus Level.Apex Illusionist: Plus 5 bonus to WIZ SRs for casting all Illusion spells.9th Level Spells Unlocked.
    100Primal Apex: Final mastery of physical and magical disciplines.Legacy Final Mastery.Mythic Mastery Achieved.

    IV. ARTIFACT WEAPON: THE STAFF OF THE BLACK WING (Legacy Focus)

    Artifact Name: The Staff of the Black Wing: Weapon Artifact (Staff/Focus). Damage: 4d6 plus 5 Adds (DEX-based). Special Rule: Illusory Strike: All damage gains plus 1d6 WIZ damage when striking a confused or unaware foe.

    Legacy Ability: Feather Fall (L10 Passive): The Tengu Monk and 1d3 adjacent allies are immune to all falling damage.

    Legacy Ability: Whirlwind Strike (L50 Active/1 day): Spend 20 WIZ. While flying, the Monk can attack all adjacent foes in a spinning maneuver. Each hit deals 4d6 plus 5 Adds.


    👹 THE ONI WARLORD ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The Oni Warlord is the specialized military genius, blending extreme martial strength with the supernatural ability to inspire terror and command large forces. This archetype focuses on strategic dominance and imposing physical presence.



    I. Oni Kindred Multipliers & Core Abilities

    Attribute: STR (Strength). Multiplier: times 3. Note: Core Attribute. Immense physical strength and brute force.

    Attribute: CON (Constitution). Multiplier: times 2.5. Note: Exceptionally tough, high natural HP.

    Attribute: DEX (Dexterity). Multiplier: times 0.5. Note: Slow, relies on sheer power and armor.

    Attribute: SPD (Speed). Multiplier: times 0.5. Note: Slow movement.

    Attribute: INT (Intelligence). Multiplier: times 2. Note: Core Attribute. High strategic and tactical planning ability.

    Attribute: WIZ (Wizardry). Multiplier: times 1.5. Note: Innate ability to channel dark/fear magic.

    Attribute: CHR (Charisma). Multiplier: times 2. Note: Imposing presence and natural command authority.

    Core MAST Benefit: Tactical Terror: Gains an automatic plus 5 bonus to any INT SR made for military strategy, siege planning, or assessing enemy weakness.

    Innate Ability: Terrifying Visage: All enemies initiating combat against the Warlord must make a L3 CHR SR or suffer a minus 1 penalty to their Combat Adds for the first round.

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Warlord's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: ONI WARLORD MASTERY (Lvl 1–100)

    This comprehensive schedule integrates the mastery of heavy weapons, battlefield command, and terror magic.

    LvlCommand/Defense MAST Gained/UpgradedTerror/Offense MASTs & LegacySpell Access
    1–10Siege Weapon Proficiency (Use large siege weapons without penalty).Intimidation Mastery (Permanent plus 3 bonus to CHR SRs for intimidation).None
    25Master Commander I: Command 1d6 MR 30 units (soldiers/mercenaries) for 1 hour, 1/day.Battlefield Savvy MAST (Plus 3 bonus to all SRs against flanking or surprise).Legacy Ability: Armor of Command (Natural Armor AP increases by plus 5).
    40Fear Aura MAST: Terrifying Visage penalty increases to minus 3 Combat Adds for L4 CHR SR failures.
    50Warlord's Resilience: Gains a permanent plus 5 bonus to all CON SRs against magical fear and pain.Legacy Ability: Oni Shout (Active: Area demoralization attack).1st Level Spells Unlocked (Fear/Domination School).
    75Master Commander II: Command 1d6 MR 75 units (elite soldiers) for 1 hour, 1/day.Legacy Ability: Warlord's Strike (Melee damage gains plus 3d6 bonus damage).3rd Level Spells Unlocked.
    100Mythic Apex: Imperial Dread: Terrifying Visage is now unavoidable (no SR required).Legacy Final Mastery.Mythic Mastery Achieved.

    IV. ARTIFACT WEAPON: TETSUBO OF DESPOTISM (Legacy Focus)

    Artifact Name: Tetsubo of Despotism: Weapon Artifact (Club/Spiked Mace). Damage: 7d6 plus 10 Adds (STR-based, two-handed). Special Rule: Armor Crushing: Ignores 10 points of enemy AP when dealing physical damage.

    Legacy Ability: Armor of Command (L25 Passive): The Warlord's natural armor AP increases by plus 5.

    Legacy Ability: Oni Shout (L50 Active/1 day): Spend 20 WIZ. All enemies within 30 feet must make a L5 CHR SR or suffer minus 5 Combat Adds and become demoralized for 1d6 rounds.

    Legacy Ability: Warlord's Strike (L75 Passive): Melee attacks gain an additional plus 3d6 bonus damage.


    📖 Finalized Glossary of Terms (Hawthorne Valley Campaign)

    TermDefinitionNote on Significance
    TYISTygerian Isles. This term shall be used to identify this as one of your books using the Tygerian Isles IP for M!M 2.7 and The MoZ.The official IP designation for this campaign guide.
    Artifact WeaponA powerful, unique weapon (Star-Forged Warblade, Fey Whisper-Bow, etc.) provided by Backatu, often possessing unique powers or the ability to bypass armor.Critical offensive gear for Player Monsters (PMs).
    Combat AddsA bonus added to your Weapon Dice pool during combat, calculated from your Strength, Dexterity, and Luck scores.Determines success in physical combat.
    Cultural ModifierThe mandatory attribute bonus or penalty (+3 CON, -3 SIZ, etc.) applied in Step 2 of character creation, defining your Kindred's cultural identity.Defines the starting baseline for the Kindred.
    DARO(Doubles Add and Roll Over): The core M!M 2.7 rule where rolling doubles on the 2d6 for an S-Roll means you roll again and add the result (repeat if doubles occur again).Core mechanic for dramatic success.
    Deep Shroud EntityThe malevolent, cosmic force responsible for the destruction of Tygeria and the primary antagonist of the campaign.Primary cosmic villain.
    Ether DragonsAncient, powerful beings who control the multiverse portals that allowed the Kindred to escape Troll World and Zimarala.Central figures in the evacuation lore.
    GPMGamemaster Player Monster. The term used for all high-level entities controlled by the GM (e.g., Tygerian Overlord, Tygerian Sphinx). Replaces NPC.The official designation for game master characters.
    Legacy AbilityA powerful, progressive ability tied to an Artifact Weapon or a specific Kindred trait (e.g., Magic Hammer gaining plus 2d6 damage at Lvl 40).Defines the escalation of Artifact power over 100 levels.
    MASTMonster Adeptness Skills and Talents. The custom system used to define unique class abilities, social skills, and tactical advantages for Player Monsters (PMs).The system defining class progression.
    MM 2.7 PG #Monsters! Monsters! 2.7 Page Number. Term used to reference a specific page in the core rulebook.Sourcebook reference term.
    MoZ PG #Monsterary of Zimarala Page Number. Term used to reference a specific page in the custom Kindred sourcebook.Custom sourcebook reference term.
    Player Monster (PM)Your playable character, using the Monsters! Monsters! 2.7 system.The playable character type.
    SR (Saving Roll)The universal action resolution mechanic: roll 2d6 plus relevant Attribute score against a Target Number (TN) set by the GM.The core resolution system.
    TygeriaThe lost home world consumed by the Deep Shroud, serving as the central motive for the PMs' defense.Source of motivation and backstory.
    Void CorruptionA mechanic (detailed in the GM Book) representing psychic and spiritual damage caused by exposure to the Deep Shroud Entity.Key mechanic for psychological damage.
    WIZ SRWizardry Saving Roll. The specialized SR used to resist or cast magic, often modified by Magic Resistance (WIZ) or a Charisma-based casting stat.Specific SR for magical resolution.

    🏯 THE WAR GOVERNOR ARCHETYPE (M&M 2.7) - FINAL MASTER CONSOLIDATION

    The War Governor is the ultimate Aristocratic Leader and Military Planner from the Eastern Lands. They specialize in Regional Command (Daimyo) and Imperial Strategy (Shogun), commanding loyalty and wielding legal authority over vast territories.

    I. Aristocratic Kin Multipliers & Core Abilities

    Role in the Valley: Feudal Governor, Military Strategist, and Master of Political Logistics.

    Kindred Focus: Any (Ideal for Kindred with high mental and command stats).

    Prime Attributes: INT (Strategic Planning), CHR (Command Authority), CON (Administrative Endurance).

    Core MAST Benefit: Strategic Insight: Gains an automatic plus 5 bonus to any INT SR made for military strategy, siege planning, or assessing enemy weakness.

    Innate Ability: Terrifying Visage: All enemies initiating combat against the Warlord must make a L3 CHR SR or suffer a minus 1 penalty to their Combat Adds for the first round.

    II. Progression Framework (Structural Rules)

    Advancement Cost: The cost in Adventure Points (AP) to raise any single attribute by one point is 10 times the current value of that attribute.

    Level Increase: The Governor's Level is always determined by the score of their single highest attribute.

    SR Difficulty: The target number for Saving Rolls increases by plus 5 per character level.


    III. ULTIMATE PROGRESSION CHART: WAR GOVERNOR MASTERY (Lvl 1–100)

    This comprehensive schedule integrates Daimyo (Control/Loyalty) and Shogun (Mass Command/Strategy) progressions.

    LvlCommand/Strategic MAST Gained/UpgradedPolitical/Defense MASTs & Legacy
    1–10Master of Protocol (Permanent plus 3 bonus to all CHR SRs related to formal courtly etiquette/law).Henchmen Acquisition I: Attracts 1d6 MR 10 Guards as basic followers (must be maintained).
    25Master Commander I: Can command 5 MR 30 units (soldiers/mercenaries) simultaneously.Geopolitical Knowledge: plus 5 bonus to INT SRs regarding international trade routes, politics, and Kindred history.
    40DAIMYO MASTERY: Feudal Loyalty (Passive: Loyal MR 50 or less followers gain plus 5 AP when defending the Governor).Legacy Ability: Master's Retort (Active: Force opponent to reroll a social success).
    50Strategic Dominance: Terrifying Visage penalty increases to minus 3 Combat Adds for L4 CHR SR failures.Diplomatic Shield MAST: Gains plus 5 AP against any physical damage taken in a formal diplomatic setting.
    75Master Commander II: Command up to 5 MR 75 units (elite retainers) simultaneously. SHOGUN MASTERY: Imperial Decree (Active: Mass command ability).Legacy Ability: Voice of Authority (Artifact Upgrade).
    100Shogun Apex: Strategic Insight bonus increases to plus 10. Command limit is effectively doubled (20 MR 40 units).Legacy Final Mastery.

    IV. ARTIFACT WEAPON: SCEPTER OF THE WARRING STATES (Legacy Focus)

    Artifact Name: Scepter of the Warring States: Weapon Artifact (Scepter). Damage: 3d6 plus 5 Adds. Special Rule: Strategic Focus: Reduces WIZ cost of all Command and Illusion spells by 1 point.

    Legacy Ability: Master's Retort (L40 Active/1 day): L5 CHR SR (Target 45). The Strategist can force one opponent who just succeeded on a social SR (Persuasion, Intimidation) to reroll the success (must take the new result).

    Legacy Ability: Imperial Decree (L75 Active/1 day): Spend 20 CHR. Instantly compels all MR 50 or less non-Kindred units within 60 feet to halt movement for 1 round.


    🛡️ SECTION XXVIII. GUARDIANS OF THE MULTIVERSE (M!M! 2.7)

    The multiverse portals are guarded by entities of immense power, often called Guardians or Celestial Spirits. These creatures are not bound by typical monster ecology and possess a fundamental link to the elements, space, and time. They are often rivals, such as the White Tiger of the West and the Dragon of the East.

    🐲 Qīnglóng (Azure Dragon of The East) - The Magical Counterpart



    🐉 QĪNGLÓNG (SEIRYŪ), THE AZURE DRAGON ARCHETYPE (M&M 2.7) - MASTER CONSOLIDATION

    The Azure Dragon is the powerful Dragon entity associated with the portal system and the spiritual balance of the Eastern Valley, merging Chinese and Japanese mythological roles. It acts as the magical, resilient counterpoint to the martial White Tiger of the West (Bakatu). It is the supreme ruler and protector of the Eastern Faction (The Cobalt Order).

    I. Cultural & Symbolic Integration

    Identity: The Azure Dragon is known as Qīnglóng in Chinese myth and Seiryū in Japanese myth. It is the same benevolent guardian, associated with life, wood, spring, and water. It represents the magical, resilient counterpoint to the martial White Tiger of the West (Bakatu).

    Guardian Role: The Dragon is one of the four celestial beasts (Shijin). It protects the Eastern portion of the Kindred territory, acting as a benevolent force whose power is tied to the life force of the region.

    Associated Element: Water/Life. This connection gives the Dragon entity its power of regeneration and resilience against the chaotic magic of the Void.

    Auspicious Symbol: The Dragon is often depicted with a pearl, symbolizing authority, wisdom, and the balance of the sun and moon.

    II. The Eastern Capital: Shiroheian (White Peace)

    City Name: Shiroheian (White Peace), reflecting the Tygerian alliance with the Eastern Land's desire for order and control.

    Location: The capital is located in the Eastern part of Hawthorne Valley, built near the Quiging Portal Relay.

    Concealment: The city is generally camouflaged and hidden from casual observation, relying on a sophisticated blend of illusion magic and natural terrain features.

    Historical Significance: This capital was established by the Eastern Kindred after they fled their homelands, providing a protected base for their culture and military structure (Bushidō).

    III. Dragon Entity Statistical Summary (GPM Reference)

    Qīnglóng's power is derived from its massive health, magical mastery, and life-based regeneration.

    StatisticValueSpecial Rules
    Monster Rating (MR)200Legendary power level.
    Hit Points (HP)300MR times 1.5 for Level 1 monster.
    Damage Multipliertimes 5Reflects colossal size and elemental impact.
    WIZ / CHR / INT125, 100, 90Master of elemental magic and weather.
    Combat Total30D6 plus 150 AddsCalculated from its MR.

    IV. UNIQUE MAST ABILITIES

    MAST/Ability Name: Elemental Command (Attack)

    • Rule & Application: Standard attack is 10D6 times 5. For every three 6s rolled in combat, Qīnglóng can trigger a special Elemental Blast (Azure Flame or Tidal Water) against targets, imposing a minus 5 penalty to rolls on a failed Level 7 CON SR (Target 70).

    MAST/Ability Name: The Element of Wood/Life (Regeneration)

    • Rule & Application: Possesses Regeneration of 10 HP per Combat Round (up to starting HP) and is immune to all non-magical attacks originating from wood, plants, or earth.

    MAST/Ability Name: Weather Control (Mastery)

    • Rule & Application: Can instantly summon catastrophic weather once per 5 Combat Rounds (no WIZ loss), imposing a minus 2 Defense penalty on all ground-bound opponents.

    MAST/Ability Name: Aura of Majesty

    • Rule & Application: Non-Guardian foes suffer a minus 1 penalty to their Attack/Defense dice due to overwhelming awe and terror.


    This final, complete master entry for the Azure Dragon of the East is now ready.



    Qīnglóng represents life, wood, and elemental force, acting as the magical, resilient counterpart to the martial Tiger.

    AttributeValueDescription
    Monster Rating (MR)200Legendary power level; determines core stats.
    Hit Points (HP)300MR times 1.5 for Level 1 monster.
    Damage Multipliertimes 5Reflects colossal size and elemental impact.
    WIZ / IQ30 / 30Master of elemental magic and weather.
    STR / CON200 / 200Immense physical power and high survivability.
    LK / CHR25 / 25Highly auspicious and overwhelmingly majestic.

    Special Powers (Elemental and Life Focus)

    • Elemental Command (Attack): Standard attack is 10D6 times 5. For every three 6s rolled in combat, Qīnglóng can trigger a special Elemental Blast (Azure Flame or Tidal Water). The target must make a Level 7 CON SR or suffer a minus 5 penalty to all rolls in the subsequent round.

    • The Element of Wood/Life: Possesses Regeneration of 10 HP per Combat Round (up to starting HP) and is immune to all non-magical attacks originating from wood, plants, or earth.

    • Aura of Majesty: Non-Guardian foes suffer a minus 1 penalty to their Attack/Defense dice due to overwhelming awe and terror.


    🐲 THE DRAGON CAPTAIN OF THE GUARD (GPM Icon)

    The Dragon Captain is a powerful, humanoid manifestation of Qīnglóng (Azure Dragon of the East). He serves as the disciplined martial leader and Guardian of the Portal Nexus for the Eastern Faction, operating from the capital city, Shiroheian.





    I. Primary Attributes (MAST Generation Style)

    The Captain combines the Dragon's immense power with the discipline of a Warrior, ensuring a high physical and magical threshold.

    StatisticValueNotes
    Monster Rating (MR)2500High-level commander and physical threat.
    CONSTITUTAIN CON375MR times 1.5 for Level 1 monster.
    Combat Total25D6 plus 125 AddsCalculated from its MR.
    Armor Protection (AP)18 Hits (Natural Dragon Scales)Provided by natural Dragon scales and magically infused scale armor.
    WIZ (Magic Power)100Used for elemental effects and spell strength.
    STR (Physical Might)1500Used for heavy combat adds and physical authority.
    DEX (Agility/Precision)80Used for evasion, melee finesse, and ranged combat.
    CHR (Command/Presence)750Used for morale and invoking authority over troops.

    II. UNIQUE MAST ABILITIES

    The Captain's powers are focused on elemental control (Water/Air) and disciplined warfare, reflecting his role as the Azure Dragon's representative.

    Ability Name (MAST)Type / Rule & Application
    Elemental Might (Aptitude)Attack Bonus: Gains a plus 2 bonus to Combat Adds when using the Azure Blade (elemental weapon) and gains plus 1 bonus to WIZ SRs for casting water or air spells.
    Guardian's Fury (Talent)SR Defense: Gains Advantage (roll 3d6, drop the lowest) on all STR SRs when defending the Dragon Portal or his immediate subordinates.
    Aura of Discipline (Talent)Morale Boost: All allied units within 20 feet gain a plus 1 bonus to their WIZ SRs against fear and chaos effects.
    Regeneration (Life Force)Healing: Regenerates 1d6 CON/HP per Combat Round while in the Eastern Valley (linked to Qīnglóng's life-force).

    III. ARTIFACTS AND GEAR

    Item NameTypeDamage / Rules & Effects
    Azure BladeWeapon Artifact (Sword)Damage: 4d6 plus 7 Adds. Special Rule: Inflicts plus 1d6 extra elemental damage (Water/Life). This damage bypasses non-magical armor.
    Natural WeaponDragon Claws/BiteDeals 4d6 base damage.

    ------------------------------------------------------





    🐾 Bakatu (White Tiger of The Western Guardian) - The Complete Profile

    Bakatu represents metal, martial prowess, and physical defense, acting as the highly agile, hard-hitting counterpart to the magical Dragon.

    HE IS CURRRENTLY DISGUSIIED AS AN OLD LYANXARIAN NAMED LYNX-O A BLIND LYANXARIOAN MONK WHO KNOW TYGERIAN KUNG FU BELWO AND IS THE CHIEF ADVISER TO KING ERROL HAWTHONRE!



    GPM Icon Core Statistics (True Divine/Martial Focus)

    Bakatu's final MR reflects his massive CON (1800) and STR (300), making him a high-level divine Icon.

    StatisticValueNotes
    Monster Rating (MR): 4000MR is the sum of core attributes (STR+CON+IQ+WIZ+CHR).
    Constitution (CON)1800300 times 6 Multiplier. The absolute resource pool/defense.
    Strength (STR)30060 times 5 Multiplier. Ultimate raw martial power.
    WIZ / IQ275 / 275High Divination/Ritual Power (WIZ), Tactical Cunning (IQ).
    DEX / CHR / LK75 / 10 / 18Agility/Defense (DEX) and Luck are retained at high, functional levels.
    Damage Multipliertimes 4Reflects immense physical force.

    UNIQUE MARTIAL & COVERT MASTERY (MAST Integration)

    Bakatu integrates the OLD SCHOOL Monk philosophy with his divine Tygerian Kung Fu style, making him lethal in unarmed combat and indispensable as an advisor.

    • Hidden Identity (Core): Old Blind Monk Sage / General Advisor. Disguised in the Hawthorne Castle Library Tower of Records.

    • Tiger Claw Crushing Paw (Signature Attack): Unarmed Melee Attack. Bakatu's unarmed strikes deal damage equal to 6d6 plus 15 Adds and ignore 5 points of enemy AP.

    • Monk Mastery: Deflecting Fist: Passive: Bakatu gains a plus 2 bonus to all DEX SRs made against incoming physical attacks (Missile or Melee).

    • General's Counsel (Tactician): Passive: Gains a permanent plus 5 bonus to all INT SRs related to military supply lines, enemy morale, and siege planning.

    • Natural Weapon Attack (Claws & Bite): Standard attack is 6D6 times 4 (the base physical damage).

    • Talent: Pounce and Stealth: Gains a plus 2 bonus to its Attack/Defense dice during the first Combat Round against any target, reflecting its devastating initial ambush.

    • Western Guardian's Roar: Once per 3 Combat Rounds, the roar forces all non-Guardian opponents within 20 feet to make a L8 LK SR (Target 80) or suffer a minus 3 penalty to all rolls in the subsequent round.

    • Iron Hide of the West: Bakatu’s dense coat and muscles grant it a natural, non-magical Armor Rating (AR) of 3 against all physical attacks.

    • Regenerative Link: Passive: Bakatu recovers 5 CON at the beginning of every Combat Round (even if in combat) as long as they are wearing the Cincture of Zimarala.

    III. ARTIFACTS OF THE WESTERN PORTAL (Hidden and Active)

    • The Staff of the Coiled Celestial (Tiger-Headed Snake Staff): Hidden: Disguised as his Blind Monk's Walking Stick. Portal Ward (Magic Defense): Grants Bakatu Immunity to Poison and a plus 1 to all SRs against MAGICAL ATTACKS while holding the staff. Serpent's Strangle (Active): On a successful attack, the opponent must make a L4 LK SR (Target 40) or be partially immobilized (minus 5 penalty to DEX and SPD Adds).

    • The Great Claw Talisman (Necklace): Aura of the Predator (Passive): Grants a plus 5 to all STR Adds (Total Adds on their combat roll). Pounce of the West (Active): 3x/day, opponent must make a L8 DEX SR (Target 80) to avoid a sneak attack. Failure means Bakatu's next physical attack deals DOUBLE DAMAGE (before armor reduction).

    • The Cincture of Zimarala (Belt): Etheric Resistance: Grants a plus 10 bonus to all CON SRs to resist magical effects. Portal Recall: Once per day, if Bakatu is reduced to one-quarter of their CON or less, they can instantly teleport back to the nearest Portal location.


    📜 XV. Final Elaborations: Player Notes and Mechanics

    This section provides essential context, clarity, and specific rules interpretation to enhance your experience playing a Player Monster (PM) in the Hawthorne Valley Campaign.

    1. The Power of Monster Multipliers (Buy the Book!)
    2. The Nature of Magical Sacrifice
    3. SR (Saving Roll) Syntax and Interpretation
    4. Monster Adeptness (The MAST System in Practice)

    The Cultural Modifier you selected (e.g., Pict's -3 SIZE, +3 DEX) defines your heritage. However, to maximize your character's potential, you must integrate the Humanoid Monster Multipliers (e.g., Tygerian's STR x5, CON x6).

    • Human Mutability (New Lore): Humans in Zimarala are Muted Monstersbigger, stronger, and hardier than their Earth kin. This elevated starting point explains why a Human Kindred (like a Roman Egyptos Human) can serve as the baseline for the Tygerian Alliance.

    • Spiritual Affinity: The key mutation rule is that a human with a blood or spiritual affinity for a particular animal (like Native American lore suggests) becomes that monster type upon arrival in Zimarala. This explains the origin of specialized Mutated Monsters like the Werewolves and Tygerians.

    • Monsters! Monsters! Standard: Humans are the standard by the new HUMANS HUMAN RULES which all other intelligent species in Monsters! Monsters! are measured. They have 8 attributes. To create one of those basic characters, roll 3D6 and assign the numbers gained by doing so to the 8 attributes. If triples are rolled, then add and roll again. The range for humans is not 3 to 18, but 4 to infinity.

    • Rule Synergy: When you purchase and use the multipliers from the Monsterary of Zimarala (MoZ), the Cultural Modifier is applied after the base attribute roll, but before the multiplier. This creates a highly specialized and powerful Humanoid Monster ready for high-level adventure.

      • Example (Tygerian Sentinel): If you roll a base CON of 10, the +3 CON Cultural Modifier gives you 13. When you apply the Tygerian multiplier of x6 (from MoZ PG #), your final starting CON is 78. This immense power is necessary to fight the Deep Shroud Entity.

    The M!M 2.7 magic system is brutal and powerful: magic costs Strength (ST) points (MM 2.7 PG #).

    • Roleplaying ST Loss: Losing ST is not just abstract damage; it represents physical exhaustion, magical drain, and weakness. A PM casting powerful spells (especially the Roar of Lost Tygeria) should describe their character sweating, shaking, or collapsing after the sacrifice.

    • Healing the Permanent Scars: Remember the central rule: the limited healing spells in this guide cannot cure permanent attribute loss (like the CHR lost from the Roar ability). Only the powerful, high-level rituals detailed in the forthcoming Tygerian Isles Player's Guide (TYIS) possess that knowledge, reinforcing your ultimate goal to restore Tygeria.

    In this guide, all challenges are resolved using the SR (Saving Roll) syntax.

    • Syntax: Always roll 2d6 + Attribute (e.g., 2d6 + DEX) and compare the total to the Target Number (TN) set by the Gamemaster Player Monster (GPM).

    • DARO: Doubles Add and Roll Over is always in effect.

    • Attribute Choice: If the ability calls for a DEX SR (e.g., avoiding an explosion), it is always 2d6 + DEX vs. TN. If it is a generic challenge (e.g., climbing a wall), the GPM dictates the appropriate attribute (ST for grip, DEX for balance).

    The MAST System (Monster Adaptness Skills and Talents) is designed to make your Player Monster unique based on its Mutated Monster biology.

    • Example (Aptitude/Skill Differentiation):

      • Werewolf Taskmaster: Has the Skill of Tracking (General) (learned training) but the Aptitude of Tygerian Scent (innate ability from Mutated Monster nature), granting better bonuses only when using that specialized sense.

      • Gremlin Scrapsmith: His Pocket Escape ability relies on his low SIZE (Talent), but his ability to fix a cannon relies on his Mastery in Engineering (IQ).

    5. Defining the Archetypes

    In Defenders of Hawthorne Valley, the archetypes are based on the psychological and social roles characters adopt in a crisis, rather than traditional combat classes. These roles are essential for the group's survival and add depth to both the character's personality and their function within the story and team.XIV. The Final Word (TYIS)

    This Player's Guide—a product of the Tygerian Isles (TYIS) IP—is more than just a set of rules; it is a testament to what happens when imagination is championed. It is a gift that links the simple game played in a library long ago to a global community today.

    You, the players, are the current DEFENDERS OF HAWTHORNE VALLEY. Your settlement is set within the Big Island of Achrox on the Tygerian Isles, making your defense the most crucial battle in the Zimarala multiverse.

    You have the Cultural Modifiers of the ages, the Thirteen Archetypes of destiny, and the Artifact Weapons of a fallen world.

    To our friends in Japan: Your unique T&T perspective inspired the entire Eastern Lands expansion and the specialized Kindred within this player's guide.

    To our friends in France, Britain, Germany, or elsewhere in this wider world of RPGs: Your long-standing tradition of role-playing is the foundation upon which we built the Zimarala multiverse. We hope you find this material useful in your adventures and look forward to the tales you create.

    Go forth, roll your dice, and may the power of the Zero Edition guide your SRs.

    We trust you to defend Hawthorne Valley. As we sing our anthem

    🎶 Monsters! Monsters! Walking on the Wild Side (The Thanksgiving Anthem)

    (Sung to an upbeat, driving beat—imagine a chaotic, six-legged parade through a ruined European city.)

    (Verse 1) Defenders of The Tygerian Isles Everywhere, Good morning, my good Monsters everywhere, from Shreveport and the US to all of Europe all the way to Japan! The clock says it's Thanksgiving, but we've got a better plan! The rules are all updated, the dice are sharp and clean, We're celebrating monsters monsters RPG, the wildest ever seen! The GM's got the Handbooks, the story's set in stone, But now the Player's Got the Guide it is FREE—Now the power is your own!

    (Chorus) We're walking on the wild side, where magic is absurd, A Tygerian in full rage, obeying just one word! It's Monsters! Monsters! where the AP must be spent, On Attributes and Saving-Rolls against the Shroud, our mission Heaven-sent! Yeah, we're the Defenders of the Valley, on Achrox we abide, The wildest Kindred army, with nowhere left to hide!

    (Verse 2) The Barbarian is screaming, the Grave Singer makes a joke, While the Scrapsmith builds a golem from the wreckage and the smoke! The Ninja buys some throwing stars from Tora-Shōji-Dono, The Taskmaster cracks his whip across a pile of bone! We've got the Samurai discipline, the Gremlin's pure delight, And the Woodelf King is watching, from his Halls deep in the night!

    (Chorus) We're walking on the wild side, where magic is absurd, A Tygerian in full rage, obeying just one word! It's Monsters! Monsters! where the AP must be spent, On S-Rolls against the Shroud, our mission Heaven-sent! Yeah, we're the Defenders of the Valley, on Achrox we abide, The wildest Kindred army, with nowhere left to hide!

    (Bridge) The Deep Shroud Entity is coming, a cosmic monster rage, But we've got the final chapter of the Zimarala stage! We bought the Turkey Adventure (it's awesome, trust the word!), It shows the Bodeleaf Map, for every beast and bird! So raise a glass of grog, or raise a mug of tea, For the power of the Zero Edition, MM 2.7 and the MoZ Because Ken St Andre's chaos factor is always free!

    (Outro) So roll your dice, you wonderful, glorious, weird cohort, We thank you all for playing, in this deadly, monstrous sport! Happy Thanksgiving, from the Tygerian Isles!